Encyclopedia.   Posted by Spinward.Group: 0
Spinward
 GM, 9 posts
Mon 26 May 2014
at 00:13
Encyclopedia
Library Data: http://members.tip.net.au/~davidjw/libdata/

IMPERIAL HISTORY: http://www.drye.ca/hans/Handouts.htm


TRAV Movies

Solomani Fleet, Wolf readies.
http://www.youtube.com/watch?v...&feature=related

Traveller - Solomani Navy Recruiting Film v2
http://www.youtube.com/watch?v...&feature=related

Traveller Wars
http://www.youtube.com/watch?v...&feature=related

Traveller - The Battle
http://www.youtube.com/watch?v...&feature=related

Traveller - The Trailer (version 2)
http://www.youtube.com/watch?v...&feature=related

Traveller - A Quick Getaway
http://www.youtube.com/watch?v...&feature=related

This message was last edited by the GM at 01:31, Sat 26 Mar 2016.

Spinward
 GM, 10 posts
Mon 26 May 2014
at 00:14
Re: Encyclopedia
TONNAGE
 TRAVELLER vs. EARTH STANDARDS


http://www.freelancetraveller....hipyard/tonnage.html

 Shows tonnage of TRAV ships in comparison to rooms, cars, trucks, big rigs, trains. merchant ships, warships and subs.

 Also has CER formula to show if merchant is viable money maker.
Spinward
 GM, 11 posts
Mon 26 May 2014
at 00:14
Re: Encyclopedia
GENERAL THREAD

Clothing

Buzz Fabric- Self-cleaning clothing from SILENT micro-circuitry imbedded in fabric. Buzz is double cost.

Clothing Belt- Cultish item in which clothing is projected on a person by holograms projected from belt. Generally found among High-tech dilettantes. CR100

Computer Clothing- Preset patterns allow computer to reproduce non-circuitry  clothes. CR100 plus cost of fabric and assembler.

Memswear- Micro-circuitry imbedded in fabric allows material to stretch to almost one size fits all. So clothing adjusts to wearers size. People of a similar build who swap clothes get a perfect fit.  Mems is triple cost. Buzz and memswear can be combined. Quadruple cost with Buzz.

Varicloth- Allows color/patterns to change on clothing with wave of finger over sensor controlling micro-circuitry imbedded in fabric. Triple cost.
Spinward
 GM, 12 posts
Mon 26 May 2014
at 00:15
Re: Encyclopedia
Legends/rituals

When docking, mate so that the vessel can leave forward, preferrably under its own power -- departures are more natural. Back a vessel in if possible (which is normally so).

Don't laugh at a creature with more eyes than you have fingers.

Never count a dead man's belongings while the body is still on board.

Never enter a system with the transponder on, even at a system that you call home, and don't plug it in until you know it's safe (pirates skirting the law, see p. GT172).


Microjumps are bad luck, particularly those less than 6 AU (it is usually more efficient to stay in normal space, and one week turn-around at 1G is 6 AU, p. GT119).

Don't hold your breath while in Jump (the vessel won't arrive any faster).

Entering Jumpspace three times in three weeks is bad luck (tempting fate as the ship likely needs skilled maintenance).

When refueling, always purge any dregs to start a tank fresh (remove impurities).

Never wear a suit in which someone died on the anniversary of such a death.

Always face the airlock when it opens.

Always have something to hang on to when an airlock opens anywhere on the ship.

Having a live animal on the bridge with an odd number of legs brings on start of a voyage brings good luck.

Meddling with space and time, particularly quantum black holes, is bad luck.

Several forms of ship hull parasites refract energy. surely welcome them: if the ship is lost, these will guide the vessel to safety.

Arguers are called star solicitors (some crewmen don't like lawyers).

Setting a course beyond a home territory's borders is bad luck. To leave well-Charted Space is inviting disaster.

Avoid green-headed people before boarding; it is bad luck if they speak to you first. This can be avoided by speaking to them first.

A stolen piece of antenna welded to the hull will ensure a faster Jump.

A real coin welded to the keel brings good luck.

Disaster will strike if you board without using your feet. Soles of boots offer better protection.

Never take on passengers wearing only pajamas.

Vent hydrogen in a controlled way to bring good luck on a voyage.

Throwing rocks off into space disturbs the aether and brings bad luck.

Green birds are good luck.

Losing tools overboard is very bad luck.

Adjusting sensors from anywhere but the sensor station is bad luck. If the same man performs both physical tasks, then it is good luck.

Leaving any hatch open will certainly cause decompression. Keep all hatches fully closed.

Whistles are an omen of doom.

Avoid interacting so that a halo appears around one speaker, such as looking at a sun, or another bright light source.

When a man wears the clothes of a sailor who died in the same voyage, bad luck will strike the entire vessel.

If a coin or credit chit spins, stop it quickly or there will be a shipwreck.

Never call a missing deckhand "lost" (in space) unless at port.

The egg shell of a hatchling sophont is a good luck, and will ward off sickness. The fewer cracks, the better.

The salvaged and reused radio of a wrecked ship will only tell about its destruction, sometimes after all power is lost (myth).

It is said that a sailor who died by violence or falling overboard will go to Enersi's Hold.

Deckhand with over 80 years' experience goes to the "Diamond Orbit."

Disaster will surely strike a ship that loses something outside while in Jump.

A sailor's shift should be relieved immediately after a Jump. Relieving someone immediately before Jump is bad luck.

Pillows and cushions should be placed toward the bow of a craft.

This is from an Eric Funk column in JTAS.  I thought it quite clever.  Feel free to toss a few around in game!!!!

Spinward
 GM, 35 posts
Sun 1 Jun 2014
at 08:13
Re: Encyclopedia
Admin
This skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters

Advocate
Advocate gives a knowledge of common legal codes and practises, especially interstellar law

Animals
This skill, rare on industrialised or technologically advanced worlds, is for the care of animals
Specialities:
Riding: The character knows how to ride an animal who is trained to bear a rider.
Veterinary: The character is trained in veterinary medicine and animal care.
Training: The character knows how to tame and train animals.
Farming: The character can grow and harvest crops and raise animals.

Athletics
The character is a trained athlete and is physically fit
Specialities
Co-ordination: Climbing, juggling, throwing.
Endurance: Long-distance running, hiking.
Strength: Feats of strength, weight-lifting.
Flying: Species that fly gain this skill for free at level 0.

Art
The character is trained in a type of creative art
Specialities
Acting: The character is a trained actor, at home on the stage, screen or holo.
Dance: The character is trained dancer and performer.
Holography: Recording and producing aesthetically pleasing and clear holographic images.
Instrument: Playing a particular musical instrument, such a flute, piano or organ.
Sculpting: Making artistic or abstract sculptures in a variety of media.
Writing: Composing inspiring or interesting pieces of text.

Astrogation
This skill is for plotting the courses of starships and calculating accurate jumps

Battle Dress
This skill permits the character to operate advanced battle armour

Broker
The Broker skill allows a character to negotiate trades and arrange fair deals

Carouse
Carousing
is the art of socialising; of having fun, but also ensuring that other people have fun, of infectious good humour

Comms
The Comms skill covers the use of modern telecommunications – opening communications channels, querying computer networks, jamming signals and so on, as well as the proper protocols for communicating with starports and other spacecraft

Computers

The Computers skill is for using and controlling computer systems

Deception
Deception
allows a character to lie fluently, disguise himself, perform sleight of hand and fool onlookers

Diplomat
The Diplomat skill is for negotiating deals, establishing peaceful contact and smoothing over social faux pas

Drive
This skill is for controlling ground vehicles of various types. There are several specialities
Specialities
Mole: For controlling vehicles that move through solid matter using drills or other earth-moving technologies, like plasma torches or cavitation.
Tracked: For tanks and other vehicles that move on tracks.
Wheeled: For automobiles and similar groundcars.

Engineer
The Engineer skill is used to operate and maintain spacecraft and advanced vehicles
Specialities
Manoeuvre Drive (M-Drive): Maintaining and operating a spacecraft’s manoeuvre drive, as well as its artificial gravity.
Jump Drive (J-Drive): Maintaining and operating a spacecraft’s Jump drive.
Electronics: All forms of computing hardware, sensors and other electronics and electrics.
Life Support: Covers oxygen generators, heating and lighting and other necessary life support
Power: Maintaining and operating a spacecraft’s power plant.

Explosives
The Explosives skill covers the use of demolition charges and other explosive devices, including assembling or disarming bombs

Flyer
The various specialities of this skill cover different types of flying vehicles
Grav: This covers air/rafts and other vehicles that use gravitic technology. Grav vehicles have theoretically perfect manoeuvrability and can hover, but skill checks may be necessary when performing high-speed aerobatics.
Rotor: For helicopters, hovercraft and other similar craft. Rotor craft can hover but may require skill checks to keep steady in the face of adverse environmental conditions.
Wing: For jets and other aeroplanes using a lifting body. Winged aircraft must keep moving forwards or they will stall and fall out of the sky.

Gambler
The character is familiar with a wide variety of gambling games, such as poker, roulette, blackjack, horse-racing, sports betting and so on, and has an excellent grasp of statistics and probability

Gunner
The various specialities of this skill deal with the operation of ship-mounted weapons in space combat
Specialities
Turrets: Operating turret-mounted weapons on board a ship.
Ortillery: An abbreviation of Orbital artillery – using a ship’s weapons for planetary bombardment or attacks on stationary targets.
Screens: Activating and using a ship’s energy screens like Black Globe generators or meson screens.
Capital Weapons: Operating bay or spinal mount weapons on board a ship.

Gun Combat
The Gun Combat skill covers a variety of ranged weapons
Specialities
Slug Rifle: Using rifle weapons such as the autorifle or gauss rifle.
Slug Pistol: Using pistols like the body pistol or snub pistol.
Shotgun: Using shotguns.
Energy Rifle: Using advanced energy weapons like laser rifles or plasma rifles.
Energy Pistol: Using advanced pistol-style energy weapons like laser pistols and stunners.

Heavy Weapons
The Heavy Weapons skill covers man-portable and larger weapons that cause extreme property damage, such as rocket launchers, artillery and plasma weapons
Specialities
Launchers: Rocket launchers and grenade launchers.
Man Portable Artillery: Man portable fusion and plasma weapons – the FGMP, PGMP and similar.
Field Artillery: Fixed guns, mortars and other indirect-fire weapons.

Investigate
The Investigate skill incorporates keen observation, forensics, and detailed analysis
Jack of All Trades

The Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades

Language
There are numerous different Language specialities, each one covering reading and writing a different language. All characters can speak and read their native language without needing the Language skill, and automated computer translator programs mean that Language skills are not always needed on other worlds. Having Language 0 implies that the character has a smattering of simple phrases in many languages
Specialities
Anglic: The common Trade language, derived originally from the English spoken in the Rule of Man.

Leadership
The Leadership skill is for directing, inspiring and rallying allies and comrades

Life Sciences

Mechanic
The Mechanic skill allows the character to maintain and repair most equipment

Medic
The Medic skill covers emergency first aid and battlefield triage as well as diagnosis, treatment, surgery and long-term care

Melee
The melee skill covers attacking in hand-to-hand combat
Specialities
Unarmed Combat: Whether it is trained martial arts or street fighting learned the hard way, this is the skill for using your body as a weapon.
Blade: Attacking with swords, rapiers, blades and other edged weapons.
Bludgeon: Attacking with maces, clubs, staves and so on.
Natural Weapons: The favoured combat skill of wild animals, this covers fighting with claws, teeth, and other weapons that are a part of you.

Navigation (treat as ASTROGATION in 13Mann Rules)
Navigation
is the planet-side counterpart of astrogation, covering plotting courses and finding directions on the ground


Persuade
Persuade
is a more casual, informal version of Diplomacy

Pilot
The Pilot skill specialities cover different forms of spacecraft
Specialities
Small Craft: Shuttles and other craft under 100 tons.
Spacecraft: Trade ships and other vessels between 100 and 5,000 tons.
Capital Ships: Battleships and other ships over 5,000 tons.

Physical Sciences

Recon

A character trained in Recon is able to scout out dangers and spot threats, unusual objects or out of place people

Remote Operations
Remote operations
is the skill of using telepresence to remotely control drones, missiles, robots and other devices

Science

There are four separate Science skills; Physical Sciences, Life Sciences, Social Sciences and Space Sciences. Each science skill has a number of specialisations

Physical Sciences
Physics: The study of the fundamental forces.
Chemistry: The study of matter at the atomic, molecular, and macromolecular levels
Electronics: The study of circuits and computers.

Life Sciences
Biology: The study of living organisms.
Cybernetics: The study of blending living and synthetic life.
Genetics: The study of genetic codes and engineering.
Psionicology: The study of psionic powers and phenomena.

Social Sciences
Archeology: The study of ancient civilisations. It also covers techniques of investigation and excavations.
Economics: The study of trade and markets.
History: The study of the past, as seen through documents and records as opposed to physical artefacts.
Linguistics: The study of languages.
Philosophy: The study of beliefs and religions.
Psychology: The study of thought and society.
Sophontology: The study of intelligent living creatures.

Space Sciences
Planetology: The study of planet formation and evolution.
Robotics: The study of robot construction and use.
Xenology: The study of alien life forms.

Seafarer
 The Seafarer skill covers all manner of watercraft and ocean travel
Specialities
Sail: This skill is for wind-driven watercraft.
Submarine: For vehicles that travel underwater.
Ocean Ships: For large, motorised sea-going vessels.
Motorboats: For motorised small craft.
Sensors

The Sensors skill covers the use and interpretation of data from electronic sensor devices, from observation satellites and remote probes to thermal imaging and densitometers
Social Sciences
Space Sciences

Stealth
A character trained in the Stealth skill is adept at staying unseen and unheard

Steward
The Steward skill allows the character to serve and care for nobles and high-class passengers

Streetwise

A character with the Streetwise skill understands the urban environment and the power structures in society

Survival
The Survival skill is the wilderness counterpart of the urban Streetwise skill – the character is trained to survive in the wild, build shelters, hunt or trap animals, avoid exposure and so forth

Tactics
 This skill covers tactical planning and decision making, from board games to squad level combat to fleet engagements
Specialities
Military Tactics: Coordinating the attacks of foot troops or vehicles on the ground.
Naval Tactics: Coordinating the attacks of a spacecraft or fleet.

Trade
A character with a Trade skill is trained in producing some useful goods or services. Thuis is impartial list and is limitless.
Specialities
Biologicals: Engineering and managing artificial organisms.
Civil Engineering: Designing structures and buildings.
Space Construction: Building orbital habitats and megastructures.
Hydroponics: Growing crops in hostile environments.
Polymers: Designing and using polymers.

Vacc Suit
The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level

Zero-G
Having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without the Zero-G skill suffers a –2 DM to all checks made in free-fall/bb

This message was last edited by the GM at 08:24, Sun 01 June 2014.

Spinward
 GM, 37 posts
Sun 1 Jun 2014
at 08:32
Re: Encyclopedia
Mongoose New Skill Updates

Navy Career
When performing a term in the Navy career path, the following skill
substitutions can be noted.
Mechanic can be substituted with Weapon Engineering
Admin can be substituted with Interrogation
Leadership can be substituted with Instruction or Recruiting

Marines Career

When performing a term in the Marines career path, the following
skill substitutions can be noted.
Tactics can be substituted with Combat Engineering
Engineering can be substituted with Combat Engineering or
Weapon Engineering
Leadership or Admin can be substituted with Instruction or
Interrogation

Army Career
When performing a term in the Army career path, the following skill
substitutions can be noted.
Recon can be substituted with Combat Engineering
Engineering can be substituted with Weapon Engineering
Diplomat can be substituted with Interrogation or Recruiting
Tactics can be substituted with Instruction

Scouts Career
When performing a term in the Scouts career path, the following
skill substitutions can be noted.
Engineering can be substituted with Combat Engineering or
Weapon Engineering
Persuade can be substituted with Recruiting

Merchants Career
When performing a term in the Merchants career path, the following
skill substitutions can be noted.
Admin can be substituted with Instruction
Persuade can be substituted with Recruiting

Agents Career
When performing a term in the Agents career path, the following
skill substitutions can be noted.
Investigate can be substituted with Interrogation
Advocate can be substituted with Instruction
Persuade can be substituted with Recruiting

Nobility Career
When performing a term in the Nobility career path, the following
skill substitutions can be noted.
Admin can be substituted with Instruction
Diplomat can be substituted with Interrogation or Recruiting
Persuade can be substituted with Recruiting

Scholar Career
When performing a term in the Scholar career path, the following
skill substitutions can be noted.
Admin, Diplomat, Any Science or Advocate can be substituted
with Instruction
Persuade can be substituted with Recruiting

Entertainer Career
When performing a term in the Entertainer career path, the following
skill substitutions can be noted.
Persuade can be substituted with Recruiting

Rogue Career
When performing a term in the Rogue career path, the following
skill substitutions can be noted.
Investigate can be substituted with Interrogation
Persuade can be substituted with Recruiting

Drifter Career
When performing a term in the Drifter career path, the following
skill substitutions can be noted.
Survival can be substituted with Interrogation

SKILL PACKAGES
The following skill substitutions can be made when choosing the
skill packages for groups of starting Player Characters.

Engineering 1, Streetwise 1 or Survival 1 can be substituted with
Combat Engineering 1
Admin 1, Advocate 1, Leadership1 or Persuade 1 can be
substituted with Instruction 1
Deception 1, Diplomat 1 or Persuade 1 can be substituted with
Interrogation 1
Admin 1, Advocate 1, Leadership 1 or Persuade 1 can be
substituted with Recruiting 1
Engineering 1, Gun Combat 1, Gunnery 1 or Heavy Weapons 1
can be substituted with Weapon Engineering 1
Spinward
 GM, 216 posts
Mon 1 Feb 2016
at 20:18
Re: Encyclopedia
Equipment Catalog

http://juliahwest.com/Travelle...ernon/equip_list.pdf