RolePlay onLine RPoL Logo

, welcome to [MgT Traveller] - Halowon Trace

19:51, 23rd April 2024 (GMT+0)

House Rules.

Posted by RefereeFor group 0
Referee
GM, 11 posts
Mon 27 Dec 2010
at 21:43
  • msg #1

House Rules

The game mechanics will use modified form of Mongoose Traveller.  Please note that I reserve the right to change or modify any published rule at any time. A point-by-point listing of changes follows.

Also, in the spirit of credit-where-credit-is-due, all of the excellent house rules listed below have been shamelessly plagiarized from other GMs on this site.  Thanks!  All the crappy house rules are my own contributions. :)
Referee
GM, 12 posts
Mon 27 Dec 2010
at 21:55
  • msg #2

Core Rulebook

Character Development (pg 59)

Physical attributes (Str/Dex/End) may be improved as follows.  The time required to improve a physical attribute, in months, is equal to the desired target plus the number of terms a character has served when the training regimen is complete (round all fractions up).  For example, Carsten, a 38 year old adventurer, desires to raise his strength from eight to nine.  He will need 9 + 6 (five full terms plus a fractional term rounded up) = 15 months to do so.  The maximum a character may improve through training is equal to the characteristic’s original value x 1.5.  Improvements gained through character generation may exceed the maximum.  For example, Pyralis begins with a strength of six.  Therefore, her maximum trainable strength is nine.  During character generation, Pyralis gains four points of strength.  Her current strength is ten and her maximum strength is also now ten.  Aging lowers both the current value and maximum value of a characteristic.   For example, Thaddeus starts with Dexterity four.  His maximum trainable Dex is six.  Through aging he loses one point of Dex.  His Dex is now three, with a maximum trainable Dex of five.

Mental attributes (Int/Edu) may be improved as follows.  Intelligence may only be improved after character generation by special ruling of the referee.  Education requires a number of weeks or months, depending on whether the character is working or adventuring or not, equal to the desired target.  Education may be improved to fifteen.

Social standing may be improved as follows.  The character must be in a position to cultivate social contacts (i.e. one may not improve social standing while on an exploration cruiser far beyond civilization or while mining the outer belt in a seeker).  The character must sustain himself or herself at the desired target level (see monthly spending on pg 87) for a number of months equal to the desired target.  Lastly, the character must make a successful Carouse, Deception, Diplomat, or Persuade roll to be accepted at the new level.  Raising social standing above nine may only be undertaken with permission from the referee.  Other life events may lower maximum social standing (a court conviction for human trafficking, for example).  No other training may be undertaken while raising Social standing.

Skills are per pg 59, except that when a character is employed or adventuring, self-improvement is calculated on a monthly rather than weekly basis.


Skills (pg 52-59)

Some skills overlap other skills, and can be used as those other skills at a lower skill level.  Such skills are identified by the Serves as: statement.  A skill can serve as another skill at a lower skill level (such as skill minus 1) or at an absolute level (such as skill-1 or skill-0).

Some skills include other skills and can be used as those other skills at the same level.  Such skills are identified by the Include: statement.

Some skills require additional cascades to function correctly.  These have been noted below.

Advocate (Serves as)
  Admin minus 1

Astrogation (Serves as)
  Sensors minus 1

Athletics (Additional cascades)
  (Archery)
  (Sling)

Broker (Serves as)
  Admin minus 1

Carousing (Serves as)
  Steward minus 1

Computer (Serves as)
  Remote Ops minus 1

Battle Dress: replace with Vacc Suit

Gun Combat (Additional cascades)
  (Neural Weapons)

Heavy Weapons (Additional cascades)
  (Autocannons)
  (Energy Weapons)
  (Flamethrower)

Melee Weapons (Additional cascades)
  (Axe)
  (Spear)

Recon (Serves as)
  Sensors minus 1

Remote Ops (Serves as)
  Sensors minus 1

Space Science\Robotics (Serves as)
   Remote Ops minus 1

Equipment (pg 86-102)

Supplement 4: Central Supply Catalog will be considered authoritative for all equipment, armor and weapons descriptions which conflict with the Core Rulebook.

Augments (pg 89)

Social mores regarding augments vary.  On most worlds, they are accepted, but in some areas, the wearer may face prejudice or worse.  Please consult the Referee for specifics.

Spacecraft Design (pg 105)

Sensors (pg 108).  Visual and thermal sensors are included in all sensor packages.  All sensor packages have active RADAR/LIDIR.  Basic military, advanced, and very advanced packages also include passive RADAR/LIDIR.

Weapons (pg. 113)

As indicated in Book 2: High Guard, the following will be incorporated into the spaceship design and combat rules:

Pulse lasers inflict 2d6 damage and have a –2DM to hit and beam lasers inflict 1d6 damage. Beam lasers become available at TL9.

Missiles are capable of thrust 10, with the turns to impact on page 147 halved (rounded up). However, missiles have limited endurance of 60 minutes (10 turns) before they run out of fuel.

Sandcaster munitions can be constructed with at TL5 allowing low tech worlds to supply some of a navy’s munitions.

Meson screens reduce radiation damage from meson guns and meson flicker weapons. Radiation hits from these weapons suffer a –DM equal to twice the active number of screens

No launcher includes ammunition in its purchase cost. Missiles, torpedoes and so forth must be purchased separately.

Spacecraft Operations (pg 132)

Spacecraft sink in water (pg 133).

Life support costs must only be paid while stateroom or berth is occupied (pg 132).  Bulk life support may be purchased for 40,000Cr per ton (80 person weeks) for standard fare, 32,000Cr per ton for substandard fare, or 50,000Cr per ton for luxury fare.

Maintenance (pg 138).  Routine Maintenance costs displacement tonnage + drive tonnage in credits per week (eg maintenance for a 400ton ship with 50 tons of drives would be 450Cr per week).  Annual overhaul costs 1/1000th of the ship's purchase price and takes two weeks.

Jump travel.  When preparing for jump (pg 141), plotting the jump is an average task.  Effect links to the jump engineering roll.  The effects of misjump are unpredictable, but never good.

Low passage (pg 142).  Reviving someone from coldsleep is an easy, 1-6min, Medic check, modified by Edu and further modified by the End (using the published modifiers on pg 6 for this one) of the passenger.  Failure inflicts 2d6 damage per point of effect missed.

Passage costs (pg 142).  Passage costs are market driven.

Sensor range table (pg 144).  Passive RADAR/LIDIR ranges are twice active range.  Passive RADAR/LIDIR can only detect ships transmitting an active sensor, transponder, or jamming.  Using active sensors confers a +2 to sensors checks to detect and +4 to be detected.

Crew Positions (pg 146)

A character may occupy more than one position, assuming common sense allows for such, but suffers a -2 DM to all checks for each extra duty they perform.

Add the following positions:

Sensor Operator: performs sensor lock and electronic warfare tasks.
Comms Operator: performs comms jamming and counter-jamming.
Computer Operator: required to change computer programs unless computer has interface program installed and running.
Powerplant Engineer: boosts powerplant output.
Maneuver Engineer: boosts thrust (if powerplant can provide sufficient power).

Trade (pg 160)

Trade is based on book 7, but is market driven.  Prices are typically negotiable.

Wilderness Refueling (pg 167)

Wilderness refueling requires one more piloting rolls (typically one for atmospheric entry, one for flight in the atmospher, and one for atmospheric exit).  The difficulty of these skills rolls varies with the size of the gas giant and its' activity.  Ships may make shallower fueling runs, requiring more time to fill the tanks, to reduce the difficulty of piloting rolls.

Starports (pg 178)

Berthing costs vary from 10-500Cr per day.

Refined fuel is available in A-D ports.  Unrefined fuel is available in E ports.

Class C ports have no yard facilities and may have reduced repair facilities.  Class D ports may not have any repair facilities.
Referee
GM, 13 posts
Mon 27 Dec 2010
at 21:56
  • msg #3

Book 1: Mercenary

EEWB (pg 97) is deleted.
Referee
GM, 14 posts
Mon 27 Dec 2010
at 21:59
  • msg #4

Book 2: High Guard

The following weapon is added:

Light Railgun
Type: turret
Range: maximum Short (with long range mod maximum Medium), uses Pulse Laser modifiers
Damage: 2d6
Defenses: none
Ammo: 30 rounds per ton, 750Cr per round (22,500Cr per ton)

Torpedo Bays are clarified as follows:

Torpedo Bay Ammo
50ton Bay includes space for 12 torpedoes
100ton Bay includes space for 24 torpedoes

The following weapon option is added for missiles and torpedoes:

Loiter/Waypoint
A single slot upgrade, a missile or torpedo launcher with the loiter upgrade can program missiles to pass through waypoints enroute to target or to loiter until directed to attack.  Waypoint functionality can be used to conceal the source of attack, while loiter capability can be used to simultaneously attack a target with several missiles launched at different times.

Extremely advanced sensors can achieve effects beyond the table in the Core Rules.  The detection range table is expanded as follows:

Sensor Detection Expanded Table
Effect Range
7 3d6 x 10k
8 2d6 x 20k
9 3d6 x 20k
10 2d6 x 40k
11 3d6 x 40k
12 2d6 x 60k
13 3d6 x 60k
14 2d6 x 100k
This message was last edited by the GM at 06:32, Sun 09 Jan 2011.
Referee
GM, 15 posts
Mon 27 Dec 2010
at 22:00
  • msg #5

Book 3: Scouts

Please consult with the Referee prior to purchasing any equipment from Scouts.

Survival stress rules (pg 100) do not apply to PCs.
Referee
GM, 16 posts
Mon 27 Dec 2010
at 22:00
  • msg #6

Book 4: Psion

Psionics are extremely rare.
Referee
GM, 17 posts
Mon 27 Dec 2010
at 22:01
  • msg #7

Book 5: Agent

Reserved for Book 5: Agent
Referee
GM, 18 posts
Mon 27 Dec 2010
at 22:02
  • msg #8

Book 6: Scoundrel

Security skill (pg 33) is deleted.  If rolled, replace with player choice of: Mechanic, Engineer(electronics), Sensors, Comms, or Computers.

Jump limit transit table (pg 45) should not be considered authoritative.
Referee
GM, 19 posts
Mon 27 Dec 2010
at 22:02
  • msg #9

Book 7: Trader

Reserved for Book 7: Trader
Referee
GM, 20 posts
Mon 27 Dec 2010
at 22:03
  • msg #10

Book 8: Dilletante

Reserved for Book 8: Dilletante
Referee
GM, 21 posts
Mon 27 Dec 2010
at 22:04
  • msg #11

Central Supply Catalog

Sighting Aids (pg 53-55)

Unless otherwise indicated, a weapon may only be configured with one type of sighting aid at a time.
Sign In