Seeds in their Pockets: Difference between revisions
Jump to navigation
Jump to search
(11 intermediate revisions by the same user not shown) | |||
Line 3: | Line 3: | ||
This is the wiki page for the solarpunk Traveller game "Seeds in their Pockets" | This is the wiki page for the solarpunk Traveller game "Seeds in their Pockets" | ||
[https://forum.rpg.net/index.php?threads/classic-traveller-seeds-in-their-pockets.910852/ IC thread] | |||
[https://forum.rpg.net/index.php?threads/classic-traveller-seeds-in-their-pockets.910724/ OOC thread | |||
=Sunflower= | |||
UWP BA6662A-A | |||
=Houserules= | =Houserules= | ||
*'''Basic Training''' Every character has Skill-0 in all skills that were in the basic training list of their career. | |||
*'''Related skills''' A skill that is '''strongly''' related to a skill that the player has at at least level 2 can be attempted as -1 to the skill that is known. So Sword-3 provides Cutlass-2 and so forth. | |||
*'''Jack-o-T''' counts as skill-1 for any skill. Which means that Jack-o-T-1 removes the untrained modifier and even provides a +1DM for ''all'' skills , which makes you very versatile. It also applies when we cannot easily fit an action to a skill. I reserve the right to veto its use in some situations: no brain surgery etc. | |||
*'''High-tech items''' Equipment over TL-7 will need an 8+ throw to function on any given day. The throw has a -1 DM for each TL over 7. Items made on Sunflower (like your communicators) get a +2 DM as they are hardened against EMP (which makes them often clunkier than the Imperium equivalent). So an offplanet TL8 Laser Carbine would need to make a throw of 9+ but your Sunflower-made (TL8) communicators, need a throw of 7+ | |||
=Characters= | =Characters= | ||
Line 14: | Line 24: | ||
! UPP | ! UPP | ||
|- | |- | ||
|[[File: | |[[File:Traveller rogue.png|200px]] | ||
|'''Enzo Tameron''' 597899 Age 34 CR 9,400 | |'''Enzo Tameron''' 597899 Age 34 CR 9,400 | ||
4 terms Other | 4 terms Other | ||
Line 41: | Line 51: | ||
|[[File:Traveller_Naval.png|200px]] | |[[File:Traveller_Naval.png|200px]] | ||
| | | | ||
''' | '''Chip Lister''': 9C8796 Age 38 CR 30000 | ||
; | ;5 terms Scout (Retirement Pay 4000) | ||
;Skills: | ;Skills: Engineering 1, Gunnery 1, Jack-of-all-Trades 1, Mechanical 1, Pilot 1, Vacc Suit 1, Vehicle (Grav Belt) 1 | ||
;Gear: | ;Gear: Broadsword | ||
;Vehicle and Transport Options: Scout Ship, Low Passage Ticket | |||
|} | |} | ||
Line 50: | Line 65: | ||
{| class="wikitable" | {| class="wikitable" | ||
|[[File:Filetti.png|150px]] | |[[File:Filetti.png|150px]] | ||
|Captain Luna Filetti 87A873 Age 22 | |'''Captain Luna Filetti''' 87A873 Age 22 (decd.) | ||
3 terms | 3 terms | ||
;Skills: Laser Carbine-1, Rifle-2, SMG-1, Evectronics-1 | ;Skills: Laser Carbine-1, Rifle-2, SMG-1, Evectronics-1 | ||
|- | |||
| | |||
|'''Professor Tabitha Sabel-Filetti''' 938FA6 Age 38 Cr 0 | |||
;5 terms Scientist | |||
;Skills: Computer,1,Admin,1,Leader,1,Medical,1 | |||
;Gear: Retirement Pay,4000,Lab Ship,1,Mid Passage Ticket,1,High Passage Ticket,1 | |||
|- | |- | ||
|[[File:Chrisjen.png|150px]] | |[[File:Chrisjen.png|150px]] | ||
| | |'''Lt Wei Weber''' 212BAB Age 96-120 (decd.) | ||
X terms | X terms | ||
Skills: Brawling-2, Bribery-2, Carousing-4, Computers-2, Espionage-3, Electronics-2, Forgery-3, Gambling-1, Rifle-2, Streetwise-3 | ;Skills: Brawling-2, Bribery-2, Carousing-4, Computers-2, Espionage-3, Electronics-2, Forgery-3, Gambling-1, Rifle-2, Streetwise-3 | ||
|- | |||
| | |||
|Scientist Hiroto Kowalski B76A65 Age 46 | |||
7 terms Cr40,000 | |||
Skills: Computer-2, Electronics-2, Gravitics-1, Jack-o-T-1, Survival-1, Tracked Vehicle-2 | |||
Benefits: 8,000/yr Retirement Pay, Lab Ship, Low Passage | |||
|} | |} | ||
Latest revision as of 15:28, 21 July 2024
This is the wiki page for the solarpunk Traveller game "Seeds in their Pockets"
[https://forum.rpg.net/index.php?threads/classic-traveller-seeds-in-their-pockets.910724/ OOC thread
Sunflower[edit]
UWP BA6662A-A
Houserules[edit]
- Basic Training Every character has Skill-0 in all skills that were in the basic training list of their career.
- Related skills A skill that is strongly related to a skill that the player has at at least level 2 can be attempted as -1 to the skill that is known. So Sword-3 provides Cutlass-2 and so forth.
- Jack-o-T counts as skill-1 for any skill. Which means that Jack-o-T-1 removes the untrained modifier and even provides a +1DM for all skills , which makes you very versatile. It also applies when we cannot easily fit an action to a skill. I reserve the right to veto its use in some situations: no brain surgery etc.
- High-tech items Equipment over TL-7 will need an 8+ throw to function on any given day. The throw has a -1 DM for each TL over 7. Items made on Sunflower (like your communicators) get a +2 DM as they are hardened against EMP (which makes them often clunkier than the Imperium equivalent). So an offplanet TL8 Laser Carbine would need to make a throw of 9+ but your Sunflower-made (TL8) communicators, need a throw of 7+
Characters[edit]
NPCs[edit]
Weapon Cards[edit]
The tables below show the standard Traveller weapons. The numbers are the throw needed (dice plus your personal modifiers) to hit. A character with DEX 9 and SMG-1 would Throw 2D6+3 and hit someone wearing ballistic cloth armour at 20m if the dice showed five or more.