Difference between revisions of "Seeds in their Pockets"
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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" | ||
=Houserules= | =Houserules= | ||
− | *Every character has Skill-0 in all skills that were in the basic training list of their career. | + | *'''Basic Training''' Every character has Skill-0 in all skills that were in the basic training list of their career. |
− | *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. | + | *'''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. | + | *'''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= | ||
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{| 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 | ||
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|- | |- | ||
|[[File:Chrisjen.png|150px]] | |[[File:Chrisjen.png|150px]] | ||
− | |'''Lt Wei Weber''' 212BAB Age 96-120 | + | |'''Lt Wei Weber''' 212BAB Age 96-120 (decd.) |
X terms | X terms |
Latest revision as of 05:32, 13 April 2024
This is the wiki page for the solarpunk Traveller game "Seeds in their Pockets"
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.