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11:09, 13th May 2024 (GMT+0)

Home-brewed Rules.

Posted by GMFor group public
GM
GM, 47 posts
Mon 14 Aug 2023
at 02:37
  • msg #1

Home-brewed Rules & Character Creation

WHEN TO POST
The Golden Rule of Posting:
Post!  It’s that simple. Nothing stalls a game faster than when players stop posting. RL happens to us all (some more than others), including your Referee/GM. Just because I have a problem posting doesn't mean you should stop.

The Two-Day Rule:
Over the years, I’ve found that the generally accepted rule for how often to post on a play-by-post (PbP) game is: every other day. Or once every two days. Many players can post more often than that, and that’s great. But, RL, schedules and time zone differences can keep players from posting responses more frequently.

If you don’t post in two days, the GM has the responsibility to post for you if he needs to move things along. Real Life (RL) issues can keep a player (even the GM) from posting as often as he should, and that’s okay. Even if that happens frequently, as long as you let the GM know that’s the case, he’s usually good about it.

However, if you don’t post that often, I’m not likely to boot you out of the game. Real Life happens. Normally, if you haven’t posted in about two weeks, I’ll send you a PM to see if you are still interested. I may NPC your character during those absent days, and I may or may not keep your character around depending on how interesting you made your character (particularly through posting) or the current situation. I’ll almost never kill off your character (usually only if you request it), but he’ll leave the group when it’s convenient. For example, if your character is aboard a ship at sea, I won’t have him just jump overboard—he’ll leave when the ship reaches port. That way, if your situation changes and you want to get back in the game, your character is still around.

The reason you should post at least every other day is to let the other players know that you are still interested in the game, which, in turn, helps keep them interested.

WHAT TO POST
The general rule for what to post usually starts out with: no one-liners.

What this means is that putting up a post that’s only one-line long is discouraged. Sometimes, however, there are reasons for doing so. In particular, some players post using their cell phone, and sometimes that makes typing long posts hard and more time-consuming than they have the opportunity for. Generally, if you let the GM know that’s what you do, it’s not going to be a problem.

A common ‘excuse’ for a player not posting often enough is that he’s either waiting on a response from another player (or even the GM sometimes) or else he doesn’t know what to post.

Waiting for another player: Keeping the Two-Day Rule in mind, if the other player doesn’t post in two days, you should move on as if they did. Never put words in the another PC’s mouth. You can post your interpretation of what you thought they said, and go on from there.

What you can post if you can’t think of anything to post:

1. Ask the GM for more details or further explanation. You can even ask about your gear, or post more details about it yourself.

2. Look around: re-examine the scene, the other PCs, etc. Speculate a little bit on what you see.

3. Character thoughts: post what your character thinks about the scene, or a PC or NPC, or some esoteric topic that came up (fighting mind-shredders, hunting wild turkeys, mountain climbing, etc.). Note: some GMs don’t like to see material in a post that others can’t react to; I’m not one of those. PbP is a writing medium—thoughts and introspection is a significant aspect of writing, so don’t be afraid to write. At the very least, others can pick up on inflections, movement, gestures, facial expressions, body language, etc… details that you aren’t likely to put into your post in the first place, so your writing can be used by other players to infer things about your character (which may or may not be accurate, but that’s part of the fun!).

4. Character memories/flashbacks: something your character sees/notices reminds him of an event he experienced in his past. Some possibly ideas are: a practical joke played on him or by him, an impressive and memorable character he saw, an NPC’s wound reminds him of a similar one he or a friend/relative received, etc.

5. Biding his time: post some action that your character is doing that simply takes up a bit of time, such as sharpening his knife, whittling on a piece of wood, cleaning his boots, mending an article of clothing (sewing on a button), cleaning his weapon, counting his ammo, bird-watching, day-dreaming, trying to see shapes in clouds, where he's going to go or what he's going to do when he gets back, how he's going to spend his million credits, etc. Note that if you use one of these several times, it becomes a personality quirk, which gives depth to your character.
MISCELLANEOUS
Colors: My preference is to select a text color for your character’s speech, as I think it makes posts easier to read and understand, but try to pick a color that no other character is using. Obviously, though, if there are a lot of characters, that may not be possible.

Reserved Color: Orange is generally reserved for OOCs within in a post, as opposed to the OOC thread, and for the GM posting game mechanics (dice rolls, etc.).

Thoughts/telepathy: Treat it like normal speech, except italicize it without quotes. Still use your characters speech color, though.

Communicators/radios: For those games that use them, precede speech with COMMS >>> and end it with <<<END COMMS.

Location: if your group splits up into more than 2 locations, begin your post with your current location as [WATERFALL]. That’s just to help eliminate possible confusion.

THE USUAL STUFF:
Be considerate and respectful of other players. It's usually better to go with the intent of a post rather than what may have actually been written. Unfortunately, we all aren't best-selling novelists (with a horde of editors and proof-readers on staff).
BOTTOM LINE
If the game doesn’t seem to be going in a direction or way that suits your preference or gaming style, talk to the GM! You may not be the only one. I’m usually open to suggestions and requests. I try to be flexible, but without any input from the players, I just keep plodding along in a way that I’ve been doing for many, many years. Remember, too, that PbP gaming has a different dynamic that sitting around the table in an FtF game.
This message was last edited by the GM at 23:35, Mon 25 Sept 2023.
GM
GM, 115 posts
Tue 22 Aug 2023
at 03:09
  • msg #3

Home-brewed Rules & D.I.Y. Character Creation


No.EDGEEFFECT
1Accelerated HealingYou naturally heal twice as fast as others of your species.
2AceYou get a +1 bonus to any skill checks required when operating a vehicle.
3AlertnessTraining and natural talent work together ensure that you are never surprised.
4Animal FriendAnimals just seem to like you, though that may not always be a good thing.
5Attractive AppearanceYou are considered attractive by others of your species.
6BerserkYou have the ability to fly into a berserk rage. When you do so, you get a +1 bonus to attack in melee and always do one extra point of damage.
7Bland AppearanceYour appearance is so bland that people simply don't remember you.
8BrilliantYou get a +1 bonus to all scientific skill checks.
9CatnapYou can sleep anywhere at any time, and you only need 6 hours of sleep per day, but it can be in any number of small increments.
10Combat SenseYou have an intuitive sense of combat; you get a +1 bonus to all combat skill checks.
11ContortionistYou can twist and contort your body to fit through narrow openings, hide in small tight spaces, or escape from ropes, handcuffs and straight-jackets.
12Crack PilotYou get a +1 bonus to all Piloting skill checks.
13Danger SenseYou have an intuitive sense of when danger threatens you. You always know ahead of time when danger lurks just around the corner.
14Dangerous BeautyYou attract attention wherever you go; not always for the better.
15Deep PocketsYou have a habit of squirreling away small items in your pockets and on your person. Once per scene, you can reach into your pocket and pull out something small but useful: duct tape, jelly babies, penknife,  etc.
16Distinctive AppearanceYour appearance is so remarkable that people never seem to forget you.
17Eagle EyesYou are good at spotting things at a distance or discerning small details.
18FameYou are famous for some reason, perhaps only for being famous.
19Fist of IronMartial arts training now lets you punch through hard materials.
20Fleet-FootedYou naturally move faster than others of your species. You get a +1 bonus to your Movement score.
21Fortunate SonSometimes good things happen to you, but sometimes bad things happen to the other guy! Once per encounter, you can cause a single roll by an opponent to be a failure regardless of what the roll is.
22Gambling ManYou'll pretty much bet anyone on anything that might come up; cards, races, sports or even just ordinary events. You get a +1 bonus to all Gambling skill checks.
23Hard to KillYou always take 1 less point of damage due to your superior constitution and intestinal fortitude.
24Internal ClockYou always know what time it is and how much time has passed.
25Internal CompassYou have a natural sense of direction; you always know which way is north on a planet, and always know which way to go in space.
26Intimidating AppearanceYour appearance is generally considered to be angular, harsh and intimidating. If you face an opponent head on, they are more likely to back down or turn and flee rather than attack you.
27Jack-of-All-TradesYou gain +1 Ranks in Jack-of-All-Trades skill up to a maximum of 3.
28Keen Sense of HearingYou hear better than others of your species.
29Keen Sense of SmellYou have a better sense of smell than others of your species.
30Keen Sense of TouchYou have a finer sense of touch than others of your species.
31Keen Sense of VisionYou have better vision than others of your species.
32Light SleeperYou sleep with one eye open. The slightest abnormal sound is enough to wake you up.
33Lightning CalculatorYou juggle numbers almost as quickly as a computer.
34LuckySometimes it is better to be lucky than good. Once per scene, you get a +1 bonus to any checks needed.
35MacGyverYou are adept and clever at building something out of nothing. Well, not literally nothing; just common everyday items, junk and scrap. Such an item generally only works once.
36Mr. Fix ItYou get a +1 bonus to all skill checks needed to fix or repair a device or vehicle.
37MulliganOnce per day, you can re-roll any failed check.
38Natural AthleteYou gain a +1 bonus to any athletic or Strength or Dexterity checks that you need to make.
39Night VisionYou can see better at night than others of your species.
40PanacheWhatever you do, you do it with such flair and style that anyone who sees you do is suitably impressed.
41Photographic MemoryYou can remember anything you’ve ever seen, heard, read or smelled in the past few years.
42Piercing GazeOnce per encounter, by gazing intently at someone, you make them feel uneasy, as if their inner secrets were on display. Those with ulterior motives, uneasy consciences, nervous dispositions, and those who are lying will tend to fidget uncomfortably.
43Quick StudyYou have an uncanny ability to learn new skills and improve old ones, limited to one attribute. You always learn new skills as if you had a teacher (even if you do not), and you can improve skills you already know at a cost of one less week of study per Rank.
44ReputationYou have reputation for something: honesty, integrity, keeping your word, never backing down, etc. Generally, you or your name have to be recognized.
45Resist chemicals/acidsYou are more resistant to and tolerant of chemicals and acids.
46Resist coldYou are more resistant to and tolerant of the cold.
47Resist diseaseYou are more resistant to and tolerant of diseases.
48Resist drugsYou are more resistant to and tolerant of harmful drugs.
49Resist electricityYou are more resistant to and tolerant of electrical shock.
50Resist heatYou are more resistant to and tolerant of the heat and humidity.
51Resist hunger/thirstYou are more resistant to and tolerant of hunger and thirst, able to survive longer without food or water than others of your species.
52Resist painYou are more resistant to and tolerant of pain.
53Resist poisonsYou are more resistant to and tolerant of poisons.
54Resist radiationYou are more resistant to and tolerant of radiation.
55Resist sonic-concussionYou are more resistant to and tolerant of sonic damage and concussions.
56Resist tortureYou are more resistant to and tolerant of torture.
57ScavengingYou can scavenge important or valuable items from a room in half the time than others can.
58Seventh SonYou can cycle through 7 other Edges that you select. Decide the order, and then each one must be used before the next one. Once you’ve gone through all 7, you start over again with the same 7 Edges.
59Signature GadgetYou always use the same type of small gadget and can get it replaced for free whenever it is lost, stolen or damaged. A gadget is any electrical, electronic or mechanical device smaller than a toaster that isn't a vehicle or weapon.
60signature GearYou always use the same type of small handheld gear and can get it replaced for free whenever it is lost, stolen or damaged. Gear is any type of equipment that isn’t covered by the other three categories. It can be a valise, climbing gear, a bottle opener, combat boots, sunglasses, etc.
61Signature VehicleYou always use the same type of vehicle and can get it replaced for free whenever it is lost, stolen or damaged. This does not apply to starships or other large or specialized vehicles like an aircraft carrier or a tank.
62Signature WeaponYou always use the same type of weapon and can get it repaired or replaced for free whenever it is lost, stolen or damaged. It might be a derringer, a laser pistol, a gyrojet, a Bowie knife, etc.
63Sixth SenseYou have an intuitive ability to tell when something is amiss in your surroundings, such as spotting undercover agents or people out of place or unsound structure.
64TacticianWhenever you succeed at a Tactics check at the start of combat, you grant an extra +1 to the Initiative of your allies.
65Team PlayerWhen working with another teammate, you can give them a +1 bonus to any skill check that you also have at least 1 Rank in.
66Tough as NailsAt the start of each day, you gain +2 temporary Endurance. Any damage you take first comes from these temporary Endurance. It does not add to any Endurance checks you need to make.
67Trademark SpecializationYou are noted for taking some action or being good at one particular skill.
68VentriloquismYou can throw your voice and make it sound like someone else.
69WidgetYou have a strange device or relic that you know little or nothing about. It could be an object of alien origin, or a one-of-a-kind experimental gadget, or even an experimental process used on you at some point in your past. Somewhere in your travels, you came to possess the widget or the abilities it provides. Any Widget that is an item is small enough to be easily carried around or worn as an accessory to your regular outfit. You may not even know the item’s function or purpose and certainly don’t know how to activate it—you have to discover exactly what the artifact does and how to use it as the campaign progresses.
70BlessedYou have no flaw. Roll again for your flawless edge. If you roll another 70, you get to roll two edges, one with a flaw.

This message was last edited by the GM at 18:21, Tue 20 Feb.
GM
GM, 116 posts
Tue 22 Aug 2023
at 03:09
  • msg #4

Home-brewed Rules & D.I.Y. Character Creation

FLAWS
EFFECTIVE RESULT
Absent-MindedYou can remember the lyrics to a song from 20 years ago but you can’t remember why you walked into the galley.
AddictionYou have a mild addiction to some simple substance such as coffee, chocolate or tobacco.
Alien ArtifactIt’s small enough to carry in a pocket, but you have no idea what it does.
Allergy/MildYou have a mild allergy, such as to peanuts, lactose, cats, etc.
AmnesiaYou don’t remember anything from before 1 year ago.
Animal EnmityFace it—animals just don’t like you.
Anxiety DisorderYou worry too much.
Attention Deficit DisorderYou have trouble focusing on the task at hand.
Background TroubleSomewhere in your past, you’ve left problems that could lead to difficulties if ever you go back to where you left the trouble. Note that this does not have to be legal trouble—it might be social (ex-girlfriend that hates you), political, financial (debt) or bureaucratic (unpaid parking tickets—lots of them!).
Black SheepRegardless of what you are now or what you do, you are not welcome by your family any more. This is of greater significance to Aslan characters.
Body DysmorphiaYou don’t like your body. You are constantly trying to improve it, through exercise, training, cosmetic surgery, whatever.
BrashFools rush in…
Breaking PointYou have a high tolerance for incompetence or stupidity, but even you have a breaking point.
Burn-out Yeah… whatever; you just don’t care.
Cautious You are overly careful
Chronic PainSomething hurts… when the weather is bad, when you wake up, when you stand too long, etc.
Clueless You may have a degree that says you are educated, but somehow none of it really stuck.
ClumsyOops.
Code of Conduct/HonorYou keep your word and act like a gentleman/lady.
Compulsive Behavior You can’t help it; you have to do something repeatedly… bite your nails, tap your fingers, never sit with your back to a door or window, etc.
< Confused Pretty much everything has to be explained to you more than once… or twice.
Control Freak A place for everything and everything in its place. Regimented routine and schedules make you happy.
Curiosity You want to know about everything, especially what’s around the next corner or what’s in that box over there…
Deep Sleeper Loud noises don’t wake you up. You can even be bounced out of bed by an explosion and you’d sleep right through it.
Ecomaniac You’ve seen the waste laid to Drinax. You won’t allow that to happen anywhere else and you won’t contribute to it.
Ego Signature You always have to leave something behind when you perform an exceptional task or solve a problem.
Enemy You have a recurring nemesis of some sort who’s out to get you.
False Memories What you remember isn’t what really happened.
Favors You owe somebody a favor and you never know when it’ll get called in.
Flashbacks/Infrequent Once an encounter, you’ll see, hear or smell something that will trigger a flashback to another time, place and event.
Gigantism You are really big for your age and species. You have trouble finding clothes that fit and equipment that you can use. You have to duck going through most doorways, chairs aren’t always sturdy enough to support you, etc.
Show Me the Money You are greedy and obsessed with wealth. You not only want your fair share but everyone else’s as well!
Guilt You at least think you did something bad and now you feel guilty about it.
Gullible You tend to believe everything you are told (it’s on the internet, isn’t it? It must be true!)
Habit You have some habit that you do all the time (daily? Specific time? Under certain common occurrences?), such as a morning cup of coffee, isometric exercises, pray before you eat, read before you go to sleep, etc.
Hemaphobia You faint at the sight of blood.
Hidden PastThere is something about your past that you don’t want anyone to know.
Hypochondriac You always seem to have some ailment or another (it could be a tumor).
Illiterate You unable to read or write
Low Pain Threshold Every little injury hurts worse than it should.
Rotten Luck Why does this always keep happening to me?
ManiaYou are extremely upbeat and unnaturally cheerful, unwilling or unable to relax even for a moment. You lose all sense of the proportion of everyday events, and will often rush ahead without thinking, your mind racing in a hundred directions at once.
Mistaken identity People think you are someone else, either because you look like them, do something that the other person is known for, or you have the same name.
Nightmares True, they only happen when you sleep… for now. They don’t happen every night, but when they do, you don’t get a good night’s rest and have a gaunt or haunted look on your face the next day.
Infamy You are infamous for some reason. Took candy from a baby that just happened to be the future King of Somewhere, the only survivor of the Battle of Demon’s Run, etc.
Obsession You are obsessed with something or someone and will go out of your way to satisfy this obsession.
Old InjuryMaybe it’s a limp or a twitch or a battle scar.
Outsider You are treated badly by those of dominant society
Overconfident You believe you can do anything
Over-Reaction You blow every little problem way out of proportion. “I told you so!”
Paranoia Just because you are paranoid doesn’t mean they aren’t after you. You are firmly convinced that someone is after you. It might be an ex-girlfriend, a secret organization, or just the men in the little white coats.
PhobiaSomething bugs you… probably bugs. Or snakes. Or cats, dogs, k-rations, old ruins…
PTSDPost-traumatic Stress Disorder: Some sort of emotional shock happened to you. You are less effective any time you are in that situation again.
Reckless GamblerYou can’t help yourself; you’ll gamble away your last credit. Maybe you owe a gambling debt to someone and they are coming after you.
SecretSecret, secret—you’ve got a secret!
Dwarfism You are an actual Dwarf (achondroplasia). The world is just too big for you!
SmallJust don’t call me petite! You are smaller than normal for your species—the runt of the litter, so to speak.
Superstitious>Triskaidekaphobia just rolls off the tongue! Or maybe you’re afraid of black cats, wooden spoons, wide-open spaces, heights, etc.
Trouble MagnetMurphy isn’t your friend. Things just seem to happen to you. Equipment breaks, you turn a corner and run into a police officer, you are getting a cup of java at the local Starjack’s when the place is held up, etc.
VisionsNot to be confused with flashbacks or nightmares, these are good things… except when they happen. They don’t seem to have a trigger—they just happen randomly.
Weakness to cold You are susceptible to and less tolerant of the cold.
Weakness to disease You are susceptible to and less tolerant of disease.
Weakness to drugs You are susceptible to and less tolerant of harmful drugs.
Weakness to electricity You are susceptible to and less tolerant of electrical shock.
Weakness to heatYou are susceptible to and less tolerant of the heat and humidity.
Weakness to hunger & thirst You are susceptible to and less tolerant of hunger and thirst.
Weakness to pain You are susceptible to and less tolerant of pain.
Weakness to poisons You are susceptible to and less tolerant of poisons.
Weakness to radiation You are susceptible to and less tolerant of radiation.
Weakness to torture You are susceptible to and less tolerant of being tortured.

GM
GM, 117 posts
Tue 22 Aug 2023
at 03:10
  • msg #5

Home-brewed Rules & D.I.Y. Character Creation

CHARACTERISTICS and SKILL ADVANCEMENT

In order to train for a new skill, or improve an existing one, a Traveller must commit to a Study Period. A Study Period is equal to eight weeks (or two months) of study and practice. These weeks within a Study Period need not be consecutive but each week must be fully dedicated to study with at least eight hours per day spent learning and practicing.

If this cannot be achieved, if the Traveller is interrupted on the third day of a week and must perform a task for a patron, for example, then any training performed that week is wasted. Make a note for every week of training that is completed – an area for this has been set aside on the Traveller character sheet.

Once eight weeks of training and learning have been accumulated, over any length of total time, a Study Period has been completed. At this point, the Traveller must succeed at an Average (8+) EDU check.

Success indicates the Traveller has learned something and if they were attempting to learn a brand new skill at level 0, they can now add that to their character sheet.

Failure indicates the Traveller has learned nothing new or useful but may try again after another successful Study Period.

To improve skills to the next higher level, the Traveller must accumulate a number of successful Study Periods equal to the level of skill they are trying to reach. For example, if a Traveller had Electronics (computers) 1 and was trying to learn Electronics (computers) 2, this would require two successful Study Periods.

LIMITATIONS
Remember, your Traveller may have a maximum number of skill levels equal to three times their combined INT and EDU score. If they already have this many skills after leaving a career, any additional skills may only be learned to level 0.

EXCEPTIONS
There are a number of exceptions that must be kept in mind when learning new skills.
•  The SOC skill may never be learned or improved.
•  The Jack-of-all-Trades skill may never be learned or improved.
•  The Athletics skill may be learned or improved but does not use EDU. Instead, use the appropriate physical characteristics (STR, DEX or END). Any physical characteristic can be used to gain Athletics 0.

Advancing Attributes works the same way: 8 weeks to raise Str-7 to Str-8, etc.

HOME-BREW RULE
You can have a number of skills being actively trained equal to 1 plus your Education DM.  This number can never be zero or less, and if it ever should be, then treat the result as if it were one. Training can be skill related or attribute related. You can train only one attribute at a time.

SPECIALTIES
Some skills have specialties – specialized, more focused forms of that skill. A Traveller picks a specialty when they gain level 1 in a skill that has two or more specialties.

For example, a Traveller might have Engineer 0, allowing them to make Engineer skill checks without the unskilled penalty. They might then gain a level in Engineer, at which point they would need to choose a specialty. For Engineer, this is a choice between j-drive, m-drive, power plant and life support.

If they choose j-drive, they would record this on their character sheet as Engineer (j-drive) 1. They would then make all Engineer checks involving jump drives at DM+1 but would still make all other Engineer checks at DM+0 (in other words, with no penalty). A Traveller can have multiple specialties in a skill – they might have Engineer (j-drive) 1 and Engineer (power plant) 2. They would therefore make checks related to jump drives with DM+1, checks related to power plants with DM+2 and all other Engineer checks with DM+0.
This message was last edited by the GM at 16:22, Thu 05 Oct 2023.
GM
GM, 118 posts
Tue 22 Aug 2023
at 03:11
  • msg #6

Home-brewed Rules & D.I.Y. Character Creation

THE COMBAT ROUND ACTIONS
Each combat round lasts around six seconds of game time. In each combat round, each Traveller may perform a Minor Action and a Significant Action. Travellers take these actions in Initiative order, starting with those who rolled the highest Initiative check. If two or more Travellers are acting on the same Initiative order, the one with the highest DEX score will go first. If they are still tied, they will act simultaneously.

When it is a Traveller’s turn to act, they take both their Minor and Significant Actions at the same time before play moves onto another Traveller.

Once every Traveller has had a chance to act the combat round is over and a new combat round begins. Every Traveller retains the same Initiative score for every combat round.

SIGNIFICANT ACTIONS
A Traveller may perform one Significant Action in every combat round, chosen from those below.

ATTACK
The most common Significant Action used in combat is to attack. An attack is an attempt to damage or injure an enemy with either a melee or ranged weapon, such as a knife or a rifle.

The standard skill checks used when making an attack are as follows.

Melee Attack
2D + Melee (appropriate specialty) +STR or DEX DM

Ranged Attack
2D + Gun Combat (appropriate specialty) + DEX DM

Some ranged weapons will use a skill other than Gun Combat. A rocket launcher, for example, will use Heavy Weapons (portable), while grenades and any other weapons that are thrown will use Athletics (dexterity).

When using weapons of this nature, simply substitute Gun Combat with the appropriate skill.

Common Modifiers to Ranged Attacks
Dice Modifiers (DM) are commonly used to influence Gun Combat (or Heavy Weapons or Athletics) checks when attacking as shown on the Common Modifiers table.

LEADERSHIP
The Traveller can pass orders, commands and suggestions to comrades fighting on the same side. To do this, the Traveller makes a Leadership check (INT, EDU or SOC). The Effect of this check is the number of bonuses (each equal to DM+1) the Traveller can give to any skill checks, including attack rolls, to other Travellers on the same side. The Traveller must be able to freely communicate to another Traveller in order to grant a bonus and no Traveller can benefit from more than one DM+1 bonus for any single check.

However, bad leadership can end a battle quicker than good leadership can win one. If the Effect of the Leadership check is negative, the opposing side may inflict a number of penalties equal to the Effect to combatants on the Traveller’s side. Each penalty is equal to DM-1 and is applied in the same way as the bonuses for good leadership.

MINOR ACTIONS
Instead of performing a Significant Action, a Traveller may instead perform two Minor Actions in its place, giving them a total of three Minor Actions in that combat round (the two from the Significant Action, plus the one Minor Action they receive every round anyway).

MINOR ACTIONS
A Traveller can normally perform a single Minor Action in a combat round, although they may perform up to three if they forego their Significant Action.

AIMING
A Traveller who spends a Minor Action aiming at a target will receive DM+1 to their next ranged attack on the target, so long as they do nothing else but aim. A Traveller may use consecutive Minor Actions to aim, gaining a maximum of DM+6 to an attack if they are able to spend six consecutive Minor Actions aiming at the same target while doing nothing else.

CHANGING STANCE
A Traveller may stand, crouch or lie prone as a Minor Action.

DRAWING/RELOADING
Most weapons require a Minor Action to draw or otherwise make ready for combat and a Minor Action to reload once they have run out of ammunition. If a weapon requires a longer time for either, this will be noted in its description.

MOVEMENT
The Traveller may move a number of metres up to their Movement score (for humans and most humanoid Travellers, this will be six metres) for each Minor Action. Difficult terrain, such as ruins or mud will halve a Traveller’s Movement. Being prone will quarter a Traveller’s Movement score.

Some aliens and animals have different Movement scores and this will be noted in their descriptions.
This message was last edited by the GM at 19:16, Sat 26 Aug 2023.
GM
GM, 139 posts
Wed 30 Aug 2023
at 07:46
  • msg #7

Home-brewed Rules & D.I.Y. Character Creation

POSTING GUIDELINES

Please abide by these simple rules within the game. Posts which break these rules are subject to editing, deletion, or angry rants from the the GM. The Main Rule is bolded below, with clarifications and examples following:

• Keep up.
You must post 3-5 times every week. If you cannot, let the GM know in advance. Thirty days without posting will get a Player booted from the game, so please let the community know if you will have an extended absence.

Be sure to read and pay attention to the DM's and other players' posts so your post reflects what's going on currently.

• Write well, write in a narrative style, and proofread.
The preferred method in this game is that each player writes in third person present-tense. I'm strict about the third person bit, if not the tense, so do not write as "I" or address information to "you" but instead describe from a third-person point of view wherein they are in the act of doing something, not having done something.

Proofread to make sure the worst mistakes are caught, that any color tags used in the post work properly, and so on. The GM will is not going to bust players for misspelling a few words. Be aware that the GM will edit posts to correct mistakes or correct game guideline mistakes. An edit from the GM is not a criticism in any way. The GM merely wants the storyline format to be consistent and readable.

• Be descriptive.
Don't try to cover all possible outcomes of a situation with vague generalities. That is, don't say, "He searches the door in the usual manner," or "She looks around and takes anything valuable she sees unless it looks dangerous."

*Important* Players must write in such a way as to convey their character's emotions, feelings, traits, temperaments, or descriptive actions in reaction to the current scene from the GM. You, as a player, are participating in the telling of a story. One-line sentences, or a post with only an OOC chat is not acceptable.

• Don't use formatting in place of clear writing.
Do not use color in place of quotation marks for speech -- use of color in addition is allowed, but proper punctuation is still required. Double quotes (" ") are for speech, and italics for thoughts, in broadest strokes. Please do not re-define these standard punctuation marks.

Italics are for thoughts, or internal dialogue and bold is for deliberate loud speech, and bold caps is for shouting only.

Repetitive and consistent failure to meet these requirements may result in the removal of a player from the game.

Posting Format

Use a color (except red or orange) for your character's speech, or don't use a color at all; your choice.  Out of character comments and dice rolls are written in orange color after a hard rule, <hr>.

Example Post might be written as--
<serif>Judge faces the cyborg and raises his laser pistol. <blue>"Perish CT14T11, this land is no place for you! <b>GET OUT!</b>"</blue> he shouts as blasts the cyborg. <hr><orange><small>
Today: Judge rolled 12 using 2d6+3.  Attk cyborg.
Today: Judge rolled 4 using 1d3.  Damage.
(OOC) This seems kinda familiar... Hits for 4 damage.</orange></serif></small>

--- yields ---

Judge faces the cyborg and raises his laser pistol. "Perish CT14T11, this land is no place for you! GET OUT!" he shouts as he blasts the cyborg.

Today: Judge rolled 12 using 2d6+3.  Attk cyborg.
Today: Judge rolled 4 using 1d3.  Damage.
(OOC) This seems kinda familiar... Hits for 4 damage.

This message was last edited by the GM at 07:47, Wed 30 Aug 2023.
GM
GM, 185 posts
Tue 12 Sep 2023
at 16:45
  • msg #8

Home-brewed Rules & D.I.Y. Character Creation

POSTING GUIDELINES

Please use the following guideline for posting in character over communications. Use brackets with type of comms and target. Examples of type are, SAT-Link, COM-LINK, SHIP COMMS, VOX, and so on.  Additionally, put the target in unless it is ship comms which broadcasts every space in the ship. Examples include, /bridge, /Captain, /channel, and so on.

[Com-Link/Tanja] message

That example indicates a peer to peer communication between the sender and Tanja, usually a com badge or wrist band.

[VoX/Shipyard] message

The example above indicates a voice channel with the shipyard on a frequency dedicated to them locally.
GM
GM, 227 posts
Fri 6 Oct 2023
at 07:39
  • msg #9

Home-brewed Rules & Character Creation

The science skill is not so much a skill as it is more of a knowledge in application. Here is a list of some of the sciences possible.

  • Mathematics - Pure mathematics, Applied mathematics; Statistics and probability;
  • Physical sciences - Atomic, molecular and chemical physics; Condensed matter physics; Particles and fields physics; Nuclear physics; Fluids and plasma physics; Optics (including laser optics and quantum optics). Acoustics; Astronomy (including astrophysics, space science, jump theory, warp theory, general relativity)
  • Chemical sciences- Organic chemistry; Inorganic and nuclear chemistry; Physical chemistry, Polymer science, Electrochemistry (dry cells, batteries, the cells, corrosion metals, electrolysis); Colloid chemistry; Analytical Chemistry
  • Environmental sciences - Mineralogy; Paleontology; Geology; Volcanology; Meteorology and atmospheric sciences; climatic research; Oceanography.
  • Biological sciences - Microbiology; Virology; Biochemistry and molecular biology; Biochemical; Mycology; Biophysics; Genetics; Botany; Zoology. Ornithology. Entomology.
    Marine biology, freshwater biology, immunology; Ecology; Biology (theoretical, mathematical, thermal, cryobiology), Evolutionary biology; Neurology (including Psychic Sciences)
  • Social sciences - Psychology (including human-machine relations); Economics; Sociology; Law; Political Science

GM
GM, 228 posts
Sat 7 Oct 2023
at 14:18
  • msg #10

Home-brewed Rules & Character Creation

Zero-G skill

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. The skill can also be used to move around in a zero-gravity environment by pushing off other objects or using thruster packs.

The Zero-G skill is also used for operating G-belts. Righting yourself when artificial gravity suddenly fails aboard a ship:
  • Dexterity, 1–6 seconds, Average (+0)
  • Complex maneuvers with a G-belt: DEX 10+, 1dx10 seconds.

This message was last edited by the GM at 20:06, Sun 10 Mar.
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