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Posted

I do also like the concept of "how much you made it by", but that would take some playtesting, I think.

Following Loz's comments on the Mongoose Forum, I think I'll abandon the mechanic and just use a table. It reduces the effect of having a high skill but that doesn't matter so much in the context of what I need it for.

I like my ship design. Mongoose Traveller is fairly simple and modular, and you can use the SRD to design ships - but it helps if you have the main rulebook to explain things in simpler terms. There are a few worked examples of ships (mostly conversions from Classic Traveller) on the Mongoose forum. Most others are in books (I even wrote a couple myself - see my sig), so you'd have to pay to look. It's the problem with licenses like this - less people can be bothered putting up free stuff on the web when they could just as easily publish PDFs and get paid for them.

My wife doesn't like me buying RQ stuff, so she'll be even less pleased with me buying Traveller stuff as well. Perhaps I'll lolok at buying some cheap PDFs. The Babylon 5 Traveller stuff looks interesting, though. I was hoping that the Trvaller SRD was fairly complete, but it looks as though the Traveller rules have a lot more detail.

Lifepath character generation is intended to be something of a mini-game in itself (actually a lot of Traveller is like that, including ship building and world generation), so to some extent it should be a bit long-winded. I agree it's not terribly realistic, but I don't think it ever will be given the limitations - you don't want to spend too long on it, after all. People like it because they become involved with the character even before play begins. Spica Publishing has produced a career book, maybe you should pick up the PDF. They also have a free career-generation sheet, which makes it easy to create your own MGT careers.

Hmmm, I guessed as much.

The Traveller career process is great fun - and more so under Mongoose Traveller. No, its not realistic at all, but it does offer the opportunity to create characters with some interesting history snippets, skeletons in the closet, enemies, friends and contacts. The 'Connections' rule is also superb, giving characters a reason to know each other, and be adventuring, by sharing a history snippet and being rewarded, skill-wise, because of it.

A rule that I think isn't in the SRD. I'm going to have to buy the Traveller rulebook, aren't I?

I've worked on several extended career paths for various Traveller books I've penned, and they're always one of the most fun areas of the rules to work on. If you think a little about the career you're reflecting, and a specialisation within it (Naval Gunner, for instance; or Psionic Rebel; or Mutant Bounty Hunter) then you can come up with some really great background colour for characters.

Having them spread around in various books is an excellent way of generating income but is really frustrating for me. :)

But, writing the career paths is time consuming, especially when you offer specialisations within a career. So you may want to consider a more streamlined way of doing it. Also, are you including a Survival roll? That's a standard Traveller trope, and a failed Survival roll leads to a Mishap Event, which can also be good fun, too. If you do end-up using a career path system, you'll need to work that decision into the design mechanism.

Oh, I am going to streamline it for RQ. If people want the full version then they can get Traveller and adjust it for RQ.

Yes, I am using Survival rolls, to a certain extent. People won't die during character generation like they used to in earlier Traveller incarnations. I am using Resilience to determine if people get wounds and am using Characteristic x 5% rather than Traveller's Int 9+, Soc 8+ etc to determine Survival.

I'll have a look at it again tonight and see how much I can simplify it.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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Posted

I've bought the Career Book and Traveller Zero PDFs because they came to about 5 pounds between them. They seem to be useful and make character generation look easy. Thanks.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

Posted

There is, I think, a free downloadable sheet by one of the supporting Traveller companies that helps you plan out new careers.

The big thing is having Mishap and Events entrees in tables. The other numbers can be simply converted as relevant characteristic rolls, I think.

It is a pretty much central feature of the Traveller experience though, in my view.

Posted

I've uploaded V0.6 to http://www.soltakss.com/rq_scifi.doc.

This version includes information from the High Guard and Mercenary SRDs, an attenpt at Traveller-style character generation and slightly tidied-up ship generation and space combat rules.

Comments, as always, are welcome.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

Posted

Thank you very much for the new version. :thumb:

I am currently a bit away from science fiction (see the "Age of Musketeers"

thread ...), but I will doubtless return to it in the not so far future, and I am

looking forward to using your material then. :)

"Mind like parachute, function only when open."

(Charlie Chan)

Posted

I've uploaded V0.6 to http://www.soltakss.com/rq_scifi.doc.

This version includes information from the High Guard and Mercenary SRDs, an attenpt at Traveller-style character generation and slightly tidied-up ship generation and space combat rules.

Comments, as always, are welcome.

I haven't thanked you for this contribution yet and for that I apologize. I first came across a real early version on the Mongoose forum when I didn't even know it was you. While my own projects have precluded me from being able to use any of it yet, I have read the earlier versions and look forward to it's latest incarnation. I have been picking up all the mongoose traveller stuff as it comes out and have to admit when I get around to running BRP Traveller this stuff is going to save me all kinds of time.

Thanks.

Join my Mythras/RuneQuest 6: Classic Fantasy Yahoo Group at https://groups.yahoo.com/neo/groups/RQCF/info

"D100 - Exactly 5 times better than D20"

  • 3 months later...
Posted

Thanks for the links. I hadn't seen that they were OGL. At a quick glance at the Space one, there doesn't seem much that we don't already have, but I just skimmed through the first few chapters.

The Space Ships supplement would probably be more useful.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

  • 1 month later...
Posted

If anyone is interested, these weapons, for the Ringworld setting could be adapted for use as non penetrating shipboard weapons.:)

MERCY PISTOL

(Bellepax, Inc., Earth [now defunct])

Tangler Gun

(Bellepax, Inc., Earth - now defunct)

.

More weapons from the Ringworld setting would be interesting.

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

Posted (edited)

More weapons from the Ringworld setting would be interesting.

These weapons are non piercing and so can be used as defensive weapons onboard a starship, without the fear of rupturing a bulkhead.

MERCY PISTOL

(Bellepax, Inc., Earth [now defunct])

WEIGHT: 300g

VOLUME: small pistol -- 3cm x 10cm x 15cm

RANGE: short 15m, medium 30m, long 40m

DAMAGE DONE: Unconsciousness

ENERGY USED: none

POWER SUPPLY: memory-plastic spring

ARMOR: none

HIT POINTS: 4

APPLICABLE SKILL: Handgun (projectile)

COST: 55 stars (2100 a.d. currency); ammunition costs 2 stars per 100

rounds; illegal to private citizens

The mercy pistol was developed to serve the needs of Terran police

agencies worldwide during the 21st and 22nd centuries. As transplant

technology advanced, it soon became possible for humans to extend

their lives indefinitely. Ensuring a steady supply of organs became

something of a problem, until the establishment of organ banks, since

a steady supply of organs and tissue was necessary. Violent criminals

became the first victims of the organ bank laws; they were soon being

executed by physicians in combined hospital-jails, to fill the demands

of the organ-hungry public.

Police needed a method of apprehending criminals in a way which did

not harm their valuable organs and tissues. Until the development of

the sonic stunner, mercy weapons were the standard armament of police

officials worldwide. They were also utilized by "organleggers"

criminals who sold human body parts on the black market -- parts taken

from unwilling donors.

Mercy weapons fire tiny needles of crystalline material which quickly

dissolve in the bloodstream of the target, rendering it unconscious.

Each crystal is micro-encapsulated in a safety coating which prevents

dangerous concentrations of the sedative from building up in the

target's bloodstream, making it nearly impossible to die of an

overdose.

Mercy weapons are powered by a spring of memory-plastic, and fire once

per impulse. A dial near the trigger controls the quantity and spread

of the needles fired, up to a maximum of 20. A single needle is enough

to knock out any human target, but a wider spread gives the firer a

better chance to hit. Mercy weapons usually had settings which fired

1, 5, 10, 15, or 20 needles. Every five needles fired increases the

chance to hit by five percentiles. Set to 20, the weapon fires a burst

of projectiles in a conical area with a one meter base at a 15 meter

range. Medium range is 30 meters, and anything beyond 40 meters is

considered long range. Beyond 40 meters, the light projectiles may be

unable to penetrate even light clothing, due to loss of momentum. The

weapon's magazine holds 100 needles, giving a skilled marksman plenty

of shots.

The weapon's main disadvantage is its inability to penetrate armored

targets. The crystalline needles ignore any armor protection less than

3 points, but cannot penetrate armor with any higher rating. The

protective value of armor at a particular hit location is important,

however, since the needle may hit an unarmored area.

If a mercy weapon is fired at a target at point-blank range, the

gamemaster might rule that the target could suffer 1d4 hit point of

damage from such an attack.

On the Ringworld, it is likely that if an advanced people developed

mercy weapons, they could fire ammunition which affected only certain

species or sub-species of humanoids.

--------------------

Tangler Gun

(Bellepax, Inc., Earth - now defunct)

WEIGHT: 2.2kg

VOLUME: short, bulky rifle -- 5cm x 17cm x 48cm

RANGE: short 15m, medium 30m, long 50m

DAMAGE DONE: entangle + possible 1d2

ENERGY USED: 5/shot

POWER SUPPLY: 100/5/350g/N + 20 round magazine, sold as one unit

ARMOR: 3 points

HIT POINTS: 12

APPLICABLE SKILL: Rifle (projectile)

COST: 200 stars (2210 a.d. currency); ammunition/power supply units

cost 6 stars each. A backpack version, for controlling very large

crowds, costs 28 stars, weighs 5kg, and has 120 rounds of ammunition.

Tangler guns were the precursors to mercy weapons. They fire a

projectile of memory plastic which is designed to entangle and

immobilize a target without causing it significant harm. The 2.5cm

round bursts upon impact in a 1 meter radius pattern of strong

adhesive memory plastic ribbons, which almost instantly curl around

the point of impact then rapidly tighten. When struck by a tangler

round, the target should make a Luck roll. If it succeeds, it takes no

damage; otherwise, the impact of the rather weighty projectile does

1d2 hit points of damage to the hit location struck. Note that a

tangler's tangling ability is effective regardless of the hit

location. An entangled target must make a balance roll at half its

skill rating every round to remain standing. Furthermore, the target's

arms will be pinned to its sides unless it overcomes the entangling

ribbons' STR rating of 25. The GM may decide if the target gets one

try to break the tangles, or one try for each arm. Finally, the

entangled victim will be stuck [sTR 25] to any surface he or she falls

to, and if both limbs are trapped, he or she will be unable to squirm

away from the area. Sinclair monofilament cable cuts through

entangling ribbons fairly easily. A hullmetal knife would do so

extremely slowly, rquiring over an hour of work -- work most likely

impossible to an entangled victim. The proper way to free oneself of

"tangles" is to spray a solvent on them.

On the Ringworld, weapons similar to this may be found in the

possession of Healers, City-Builders, and any other reasonably

advanced species.

A crueler variant of the weapon might employ strands of monofilimant

wire in the projectile, or simply fire a large tangle of monofiliment

wire. Such rounds would be expensive, but deadly.

Edited by Conrad
http://www.basicrps.com/core/BRP_quick_start.pdf A sense of humour and an imagination go a long way in roleplaying. ;)
  • 4 weeks later...
Posted

Here is my version of the ARM Punchgun.

ARM Punchgun 10mm

(UN Military only issued to ARM agents.)

WEIGHT: 800g

VOLUME: pistol -- 3,3cm x 17cm x 19cm

RANGE: short 15m, medium 30m, long 40m

DAMAGE DONE: 1D10+2

ENERGY USED: none

AMMUNITION: 16 10X33 mm binary propellant ammunition

ARMOR: none

HIT POINTS: 4

APPLICABLE SKILL: Handgun (projectile)

COST: 150 stars; ammunition costs 2 stars per 16 round magazine; illegal in Known Space save for ARM/military use.

My inspiration:http://www.glock.com/english/glock20.htm

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

  • 1 month later...
  • 2 weeks later...
Posted (edited)

I just failed my sanity check...gibber!=O

Continuing our voyage through fromage space:

http://www.youtube.com/watch?v=ufsPo5ooIfY&feature=related

And getting Space 1999ish in Gallic style!

http://www.youtube.com/watch?v=ShxtVmc18QA&feature=related

Edited by Conrad
http://www.basicrps.com/core/BRP_quick_start.pdf A sense of humour and an imagination go a long way in roleplaying. ;)
  • 2 weeks later...
Posted

I have read an really god Sci Fi comic, Missile Mouse by Jake Parker

There are two stories, Missile Mouse: The Guardian Prophecy, published in Flight Explorer and the comic book Missile Mouse: The Star Crusher

The protagonist, Missile Mouse is an agent for the galactic security agency (GSA).

The universe is really god as an rpg universe and role players could be agents for the GSA.

Jeff Parkers homepage: http://agent44.com/

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

Posted

I bet its divine!;)

Yes its an divine typo.;-D

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

Posted

It's time to do your duty, for mankind.

stevethomas_invaders_small.jpg

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

  • 2 months later...
Posted

Here is an another animated film. The amazing Skywhales.;t)

It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.

Posted

Thanks for the tip on this. I got them from the library and have been enjoying them with my son.

I have read an really god Sci Fi comic, Missile Mouse by Jake Parker

There are two stories, Missile Mouse: The Guardian Prophecy, published in Flight Explorer and the comic book Missile Mouse: The Star Crusher

The protagonist, Missile Mouse is an agent for the galactic security agency (GSA).

The universe is really god as an rpg universe and role players could be agents for the GSA.

Jeff Parkers homepage: http://agent44.com/

  • 1 month later...

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