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Thread: Traveller T20 Subsector
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2020-04-10, 11:28 AM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
A few NPC stats:
Regular Bandit
Human Rogue/Mercenary 4/2
Tech Level: 5+
Stamina Dice: 4d8+4 plus 2d10+2 (St/Lb 35/12)
Initiative: +0
Speed: 9 m (6 sq)
Armor Class: 12 (+2 jack)
Armor Rating: 2 (jack)
Base Attack: +5 (+3 Rogue/+2 Mercenary)
Attack: +7 melee (fist 1d4+1/20×2) or +6 melee (machete 1d6+1/19), +5 ranged (rifle 1d12/×3), or +5 ranged (assault rifle 1d12/×2)
Space/Reach: 1.5 m/1.5 m
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 12, Dex 11, Con12, Int 10, Wis 10, Cha 10, Edu 6, Soc 5.
Skills: Hide +11, Move Silently +11, Spot +11, P/Hunting +7, Listen +9, Driving (Vessel/Ground) +0.
Feats: Vessel (Ground), Weapons (marksman, combat rifleman, swordsman), Armor Proficiency (light, medium, vac suit), Stealthy, Alertness, Tracker, Brawling, Spot Trouble, Sneak Attack (+1d6), Evasion, Point Blank Shot.
Organization: Gang (2-4), Squad (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or band (30-100 plus 150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 xp per individual.
Equipment: Jack armor, rifle or assault rifle, machete.
Treasure: Gang (Cr20,000 + 1d20 × Cr2,000), Squad (Cr50,000 + 1d20 × Cr5,000), or Band (Cr400,000 + 1d20 × Cr40,000)Last edited by Tom Kalbfus; 2020-04-10 at 11:30 AM.
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2020-04-10, 11:48 AM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Regular Barbarian
Human Barbarian 6
Tech Level: 1-3
Stamina Dice: 6d12+6 (St/Lb 45/12)
Initiative: +0
Speed: 9 m (6 sq)
Armor Class: 13 (+1, padded, +2, heavy wooden shield)
Archaic AC: 11 (+0, padded, +1, heavy wooden shield)
Armor Rating: 1 (0) padded, 2 (1) heavy wooden shield
Base Attack: +6/+1
Attack: +7/+2 melee (spear 1d8+2/20×2), +6/+1 melee (sword 1d8/20×2), +6/+1 melee (axe 1d6/20×2), +7/+2 melee (fist 1d4/20×2).
Space/Reach: 1.5 m/1.5 m
Saves: Fort +6, Ref +2, Will +3
Abilities: Str 11, Dex 11, Con 12 , Int 10, Wis 10, Cha 10, Edu 4, Soc 10.
Skills: Hide +9, Move Silently +9, Spot +7, Listen +6.
Feats: Armor (light, shield), Weapons (archer, swordsman, armsman), Weapon Focus (light spear), Weapon Specialization (light spear), Alertness, Brawling, Run, Toughness.
Organization: Gang (2-4), Squad (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or band (30-100 plus 150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 xp per individual.
Equipment: light spear, padded armor, large wooden shield, sword, and axe.
Treasure: Gang (200 gold coins {Cr100 each} + 1d20 × 200 gold coins {Cr100 each}), Squad (500 gold coins {Cr100 each} + 1d20 × 500 gold coins {Cr100 each}), Band (2000 gold coins {Cr100 each} + 1d20 × 1000 gold coins {Cr100 each})Last edited by Tom Kalbfus; 2020-04-10 at 12:51 PM.
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2020-04-11, 12:17 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Improved Floor Plan with doors hatches and lift for the Yacht.
https://www.deviantart.com/tomkalbfu...0%3A1586625022
All the rooms are numbered. When I have time I will describe the specific room contents complete with room descriptions. This is my own original design. This Yacht unlike the standard Yacht in the T20 Core rulebook, has Jump-2 and Maneuver 2, I upgraded it to a tech level 15 design, it also comes armed with a triple turret Laser cannon and a missile rack, so it is quite capable of defending itself from pirates and so forth. Under the design, it has 14 staterooms, I've combined two of those staterooms to make an owner's suit, this of course belongs to the princess, it gives her a little extra room to move around in her private quarters and includes a private shower in her bathroom facilities, she has extra dressers, a wardrobe, and a full length mirror.
1. Owner's Suite The Owner's Suit takes the space of two staterooms, in addition to a double bed, there are large
windows overlooking the bow of the ship. There is a dresser, and a mirror, in the dresser is an array of cosmetics, and a
jewelry box containing 110 one-thousand-credit denominated platinum coins, 100 one-hundred-credit denominated gold
coins, 5,000 ten-credit silver coins, and 10,000 one-credit copper coins. there are 4 gems one is worth 900 credits,
the second is worth 10,000 credits, the third is worth 30,000 credits, and the fourth is worth 1,600 credits, 4
jewelry pieces are worth the following, 60,000 credits, 30,000 credits, 1,000 credits, and 160,000 credits.
There is a fresher and a shower and bathtub in a separate partition of this suite. The front window also doubles as a
video screen which polarizes out outside light when turned on, this doubles as an entertainment center with surround
sound speakers, and a computer terminal and two-way video conferencing center, and can also be placed in mirror
mode with either reversed or unreversed images of the onlooker. Cybelle often uses this mirror mode to check
her outfits and makeup.
The door on the stern wall of this suite leads to the ship's lounge, area 21. A door to the right from the entrance leads to
this suite's full bathroom. Also in the bathroom is a sink, toilet, and medicine cabinent with first aid, medicine, soap,
toothpaste, toothbrushes, and other items typically found in bathrooms.
2. Stateroom. This is a typical stateroom, the pilot sleeps here, it contains a single bed, a chair, and full length mirror,
dresser, and a partician for a toilet, sink, and standup shower. On top of the dresser is a box containing 70 thousand
credit platinum coins, 80 one-hundred credit gold coins, 90 ten-credit silver coins, and 10 one-credit copper coins.
3. Stateroom This is the stateroom for the ship's engineer, it contains a single bed, a chair, and dresser, as well as a
partition for a toilet, sink and shower, in a footlocker next to the bed is a purse full of the following coins:
7000 ten-credit coins.
4. Stateroom This is a stateroom for one of the two gunners on the ship, it contains a single bed, a wardrobe
clothing and jackets for the turret gunner, in a strongbox are 3,000 ten-credit silver coins.
5. Stateroom This stateroom houses the missile turret weapons officer and gunner, he keeps track of the armaments and
orders more on Cybelle's account when needed. This stateroom contains a single bed, chair, a small side table with
notepad, there is a stylus and tablet computer on the side table, there is a credit chip that contains 72,000 credits
on it, there is also the following cash: 3,000 ten-credit silver coins in a safe underneath the small table, the combination for
the safe is 42-34-42.
6. Stateroom This stateroom houses the ship's medic/steward, it has a single bed, chair, and an exercise bike, there is a
set of weights, and of course the usual fresher partition with toilet and sink. The medic/steward has a trunk with a purse
containing 5,000 ten-credit coins, 4 jewelry pieces worth 600,000 credits, 210,000 credits, 50,000 credits, and 3000 credits.
7. Stateroom This stateroom houses the driver for the armored fighting vehicle located in the ship's boat, it has a bed
table, dresser, and bathroom. There is a duffel bag with some loose cash scattered among the clothes and a half-eaten
chocolate bar, the money includes the following: 6,000 ten-credit silver coins.
8. Stateroom In this stateroom resides the gunner of the armored fighting vehicle. This stateroom contains a bed, a
wardrobe, a table chair and a bathroom. Behind the medicine cabinet in the bathroom is a secret compartment with the
following coins hidden behind: 7,000 ten-credit silver coins.
9. Stateroom In this stateroom resides a mercenary, he acts as a body guard for Cybelle, his name is Ned Whitman, his
room is neat and well ordered, there is a spare laser rifle with a scope on the wall above the bed, in a trunk at the foot of his
bed is a sack with the following coins: 300 one-thousand credit gold coins. The bathroom contains a coffee pot on a
small table next to the sink.
10. Stateroom This stateroom is the butler's quarters, there is a bed and bathroom facility. Under the bed is a box
containing the following: 120 thousand credit platinum coins.
11. Stateroom This stateroom is the maid's quarters, behind the back of the bed is a jar on the floor containing 300 one-
hundred credit gold coins.
12 Stateroom The Ship's Boat pilot resides here, behind a picture on the wall is a safe containing 300 one-hundred
credit gold coins.
13 Stateroom The Ship's boat gunner is quartered in this room, under the floor in the bathroom is a secret
compartment containing 3000 ten-credit silver coins.
14 Speeder bay This compartment houses Cybelle's speeder which she pilots personally when she is away on a planet,
the speeder is air tight and can operate in a vacuum out to low orbit.
15 Bridge This is the ship's bridge there is a station for the pilot, and copilot, both positions have controls for piloting
the ship and astrogation. Two seperate weapons stations can remote operate the triple laser and missile turrets from here.
A fifth station has an engineering console giving status on the ships drives, power plant and fuel tanks.
16 Ship's Boat bay This compartment houses the ships boat, it is a hangar that opens to space when the other doors
are closed, the compartment can be used as an airlock when the Ship's boat bay is empty.
17 Ship's Boat This is the Ship's Boat, it has been upgraded with a tech level 15 fusion power plant with a smaller
fuel tank to provide room to store the tracked armored fighting vehicle, it otherwise operates the same as a standard
ship's boat.
18 Power Plant Fuel Tank This is the fuel for the ship's power plant, there is a pipe with a valve connecting the jump fuel
tank with the power plant fuel tank, allowing the fusion plant to run on Jump fuel in an emergency.
19 Jump Drive Fuel Tank This tank contains the fuel to operate the Jump Drive, there is enough fuel here to make one
2-parsec jump or two 1-parsec jumps.
20 Missile Rack and Missile Turret This room contains the missile rack and turret, there are 60 missiles stored here as well as
controls for operating the turret, there are also controls for this turret on the bridge, usually no one needs to be here unless
maintenance is required or more missiles need to be stocked here. The racks have enough room to store 60 missile and
currently all the racks are filled with 60 missiles. The Laser Turret is on the bridge as are the firing controls for it, and EVA
is usually required if servicing for the laser turret is needed.
21 Ship's Lounge This is the common area for the ship's crew, there is a conference table with 14 chairs, meals are eaten
in this room. Meals are prepared by the ship's butler who also prepares the meals for the crew and guests.
22 Ship's Galley This is where meals are prepared on the ship, there is also a table and chairs here and some fridges and
microwave ovens to heat up stored food.
23 Maneuver Drive This compartment houses the ship's maneuver drive.
24 Power Plant This is the power plant compartment of the engineering section, cables run to the maneuver and jump
drives from here, and also powers the ships electrical bus, life support, artificial gravity, heat, cooling, and lighting as well.
25 Jump Drive This is the ship's Jump Drive compartment, pipes run from the Jump fuel tank to here as well as power
cables from the power plant.
26 Cargo Hold This cargo hold has 9.5 tons of space here. Usually cargo is loaded from outside for items that are not
needed until the ship lands.Last edited by Tom Kalbfus; 2020-04-18 at 08:43 PM.
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2020-04-12, 07:02 AM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Another standard NPC
Regular Functionary
Human Professional 6
Tech Level: 5+
Stamina Dice: 6d6 (Lb/St 21/10)
Initiative: +0
Speed: 9 m (6 sq)
Armor Class: 10
Armor Rating: 0
Base Attack: +1
Attack: -3 ranged (body pistol 1d6/20×2), -3 melee (sword 1d8/20×2), -3 melee (dagger 1d4/20×2), -3 melee (fist 1d3/20×2)
Space/Reach: 1.5 m/1.5 m
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 10, Dex 10, Con 10, Int 11, Wis 10, Cha 11, Edu 12, Soc 10.
Skills: Pilot or Drive +9, P(Administration) +13, Liason +9, Appraise +9, T(Computers) +10, T(Communications) +10, K(Interstellar Law) +12, Speak Language (Aslan).
Feats: Vessel(grav or wheeled), Armor (light), Connections (professional), Research, Barter, Trustworthy, Credit Line, Professional Speciality (Choose), Carousing, Skill Focus Administration, Legal Eagle.
Organization: Team (2-4), Office (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or department (30-100 plus150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 xp per individual.
Equipment: perhaps communicator, perhaps sword, or dagger, or body pistol.
Treasure: Team (Cr20,000 + 1d20 × Cr2,000)
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2020-04-12, 07:28 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Regular Guard
Human Mercenary 6
Tech Level: 5-9
Stamina Dice: 6d10 (St/Lb 33/11)
Initiative: +1
Speed: 9 m (6 sq)
Armor Class: 15 (armor +4, Dex +1)
Armor Rating: 4 (flak jacket)
Base Attack: +6
Attack: +7/+2 melee (baton 1d6+1/20×2), +8/+3 ranged (auto-pistol 1d10+2/20×2), +7/+2 ranged (riot gun 3d6/2d6/1d6/20×2), +8/+3 melee (fist 1d4+1/20×2).
Space/Reach: 1.5 m/1.5 m
Saves: Fort +5, Ref +2, Will +3.
Abilities: Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 10, Edu 10, Soc 10.
Skills: Driving +10, Listen +11, Spot +11.
Feats: Vessel (wheeled), Armor (light, medium, vac suit), Weapon (marksman, combat rifleman, armsman), Evasion, Brawling, Alertness, Quick Draw, Defensive Roll, Weapon Focus (auto-pistol), Weapon Specialization (auto-pistol).
Organization: Patrol (2-4), Squad (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or Precinct (30-100 plus 150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 per individual.
Equipment: Flak jacket, auto pistol, baton, (access to riot gun).
Treasure: Patrol (Cr20,000 + 1d20 × Cr2,000)
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2020-04-13, 01:26 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Regular Guard
Human Professional/Mercenary 3/3
Tech Level: 10+
Stamina Dice: 3d6+3d10 (St/Lb 27/11)
Initiative: +1
Speed: 9 m (6 sq)
Armor Class: 17 (+6 armor, +1 Dex)
Armor Rating: 6 (Combat Environment Suit)
Base Attack: +3
Attack: +7/+2 ranged (snub pistol 1d10/20×2), +4 melee (shock baton 1d6+1d6+1/20×2), +7/+2 ranged (snub smg 1d10/20×2), +7 ranged (light Advanced Combat Rifle 1d12/20×2), +5 melee (fist 1d4+1/20×2)
Space/Reach: 1.5 m/1.5 m
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 10, Edu 11, Soc 10.
Skills: Pilot (Vessel/Grav) +4, Spot +5, Listen +5, Profession (Security) +6, Technical (Electronics) +6, Technical (Communications) +6, Technical (Computer) +6, Technical (Sensors) +6, Knowledge (Interstellar Law) +8, Profession (Administration) +8, Sense Motive +5.
Feats: Vessel (Grav), Armor (light, medium, vac suit), Weapons (armsman, marksman, combat rifleman), Alertness, Quick Draw, Professional Specialty (Security), Brawling, Interrogation, Legal Eagle, Skill Focus (Sense Motive).
Organization: Patrol (2-4), Squad (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or Precinct (30-100 plus
150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 per individual.
Equipment: Combat Environmental Suit, Snub pistol with HUD, or Light Advanced Combat Rifle with HUD.
Treasure: Patrol (Cr20,000 + 1d20 × Cr2,000)
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2020-04-13, 07:48 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Regular Thug
Human Rogue 6
Tech Level: 5+
Stamina Dice: 6d8 (St/Lb 32/11)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 9 m (6 sq)
Armor Class: 13 (+2 armor, +1 Dex)
Armor Rating: 2 (jack)
Base Attack: +4
Attack: +5 melee (fist 1d4/20×2), +4 melee (dagger 1d4/19-20×2), +4 ranged (shotgun 3d6/2d6/1d6/20×2), +4 ranged (revolver 1d10/20×2), +4 ranged (auto-pistol 1d10/20×2), +4 ranged (submachinegun 1d10/20×2)
Space/Reach: 1.5 m/1.5 m
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10, Edu 6, Soc 5. .
Skills: Driving (Vessel/Wheeled) +10, Innuendo +9, Listen +11, Spot +11
Feats: Vessel/Wheeled, Weapons/Marksman, Weapons/Swordsman, Armor (Light, Medium), Alertness, Toughness, Brawling , Improved Initiative, Spot, Trouble, Quick Draw, Point Blank Shot.
Organization: Gang (2-4), Squad (11-20 plus 2 7th-level sergeants and 1 leader of 8th-11th level) or band (30-100 plus 150% noncombatants plus 1 8th-level sergeant per 10 adults, 5 10th-level lieutenants, and 3 12th-level captains)
Challenge Rating: 6
Experience award: 1,800 per individual.
Equipment: jack armor, and 1-2 of the following: revolver, autopistol, shotgun, submachinegun, dagger
Treasure: Gang (Cr20,000 + 1d20 × Cr2,000)
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2020-04-18, 07:03 PM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
I added room descriptions and contents where I posted the link to the ship's deck plans in this thread above.
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2020-05-31, 09:37 AM (ISO 8601)
- Join Date
- Nov 2011
Re: Traveller T20 Subsector
Many mercenary organizations hire out to worlds, nations, or companies to bolster or train military and security forces. However, when an offensive operation is being considered, few organizations can bring the resume, the expertise, or the firepower of the Red Hawk Mercenary Regiment.
The Red Hawks are a heavy armor regiment composed of three squadrons of heavy tanks, (9 fifty ton tanks,) three squadrons of medium tanks, (12 thirty ton tanks,) and three squadrons of light tanks, (15 twenty ton tanks.) a mechanized heavy infantry company and three mechanized light infantry companies provide force protection in both offensive and defensive situations. Their combat infantry transports, (15 CITs in four squadrons,) are as heavily armored as the tanks but their firepower is intended for antipersonnel and point defense roles.
In addition, the Red Hawks maintain a combat support group comprised of logistics, commissary, and maintenance specialists with three armored tank recovery vehicles, three commissary vehicles, (each capable of providing 3000 hot meals between replenishment,) six personnel transports, fifteen cargo vehicles, and three command and communications vehicles.
The roughly 600 personnel regiment is designed to be split into thirds for operations which do not require the entire regiment, or to provide tactical flexibility. To augment this capability a fleet of sixteen starships is specifically designed to transport and support the regiment. Three vessels of 800 tons are compartmented to each carry three heavy tanks. They can launch the tanks in orbit or on the ground. Three similar vessels transport the medium tank squadrons and their personnel. Three slightly larger 1000 ton vessels carry the light tank squadrons, and three 1500 ton starships transport the infantry and support companies. The latter vessels also provide logistics support while the units are in the field.
While the transports sport defensive weaponry and can act as orbital bombers at need they are unarmored. For orbital support in hostile space the Red Hawks maintain three armored starships of 600 tons each. Their long range beam laser batteries and missiles can influence the battlefield and discourage aerospace vehicles from intruding. They are also designed to provide command and control support for ground units.
The sixteenth vessel maintained by the Red Hawks is a 2000 ton hospital ship, the SS Sister Kinney. It is unarmored and unarmed, and fitted with compartments for 2 fifty ton mobile operating rooms, 5 twenty ton medical transports, and 20 four ton ambulances.
The Sister Kinney operates independently from the rest of the regiment, though she is fully funded by the Red Hawks. The hospital ship treats any and all wounded without preference for their uniform. Indeed, some have accused the medics of treating civillians over military personnel. They do not allow any interrogations and return ambulatory wounded to their home location. They do not allow the wounded to be taken as prisoners while in their custody.
An event sparked a legend about the SS Sister Kinney and the Red Hawks. Not long after her commissioning the hospital ship was attacked by a nation which was officially uninvolved in the dispute, but which had been threatening retaliation against off-world forces interfering in affairs on its planet.
An attempt to sieze the hospital ship on the grounds that it had violated the nation's 'orbital territories' was repulsed by the Red Hawks who then invaded the offending nation and obliterated over 90% of the nation's government and military facilities. Since then the Kinney has not been molested, though on rare occaisons its support craft have come under fire.
Col. Fanik Ramuel is a former Brigadier General of the Imperial Marines who unexpectedly resigned and has spent the last twenty years building the Red Hawks from a small cadre of military specialists into an elite mercenary force which commands great respect, (and high prices!)
His adjutant and deputy commander is Lt.Col. Dawes Langenstein whose financial genius and logistics expertise has done as much to help grow the unit as has the Colonel's military success.
The charismatic and ruthless commander of the heavy tank company is Maj. Drinna Ramuel. She is known for her bold and decisive command style and for the bright red paint job on her heavy tank which has in gold letters beneath the main fusion gun casemate the motto: "If you can see me you didn't run away fast enough!"
A rising star in the regiment is the young Maj. Rojin Buyknu who commands the infantry companies. His tactical genius is enhanced by his uncanny ability to jam enemy communications while maintaining command for his own forces.
Unable to defeat the Red Hawks in the field, some nations and mercenary groups have taken to the Imperial Courts to stifle them. Col. Ramuel's strict adherance to the vague Imperial rules of war has made such efforts futile, but the opposition appears to keep trying.
[EDIT: Additional Info]
At tech level 13 the lines between spaceship, aircraft, and ground craft blur. The vehicles of the Red Hawk Mercenary Regiment rely on antigravity drives, which allow them to operate anywhere from under the ocean to high planetary orbit. It is their weaponry which make them distinct from spacecraft which might be designated as attack craft or fighters.
The heavy tanks have a casemate mounted fusion gun with a fifteen degree train and elevation with a turret-mounted 6cm smoothbore gun which has a fifteen degree depression and fifty degree elevation in a 360 degree radius. This gun can fire a variety of specialized projectiles.
The medium tanks mount a plasma gun turret which can train like the heavy tank's turret. It also carries an internally loaded launch tube for a missile which can be guided, homing, or programmed for precision point attack.
The light tank is equipped with a pulse laser turet which can elevate to seventy degrees or depress fifteen degrees. A cupola mount holds two coaxial very rapid fire Gauss guns which can elevate up to ninety-five degrees, depress twenty, and traverse in a 360 degree arc. Both laser and Gauss guns are capable of use as point defense weapons.
The combat infantry transports are equipped with a twin Gauss gun turret that is identical to the light tank's cupola. In addition, a three-cell externally loaded missile launcher can be used to attack hard targets.
The unarmored command vehicle has a three Gauss-gun turret which is otherwise similar to the light tank's cupola and primarily intended as a point defense weapon.
The heavy infantry are organized in squads of 8, with each squad deployed from a combat infantry transport. Heavy infantry wear battle dress powered combat armor and carry man-portable plasma guns.
Light infantry wear combat armor and carry Gauss rifles. Their sixteen-man platoons are each deployed by a combat infantry transport.
The unit can operate in any environment from vacuum to liquid, and from microgravity to 2g. The unit is not regularly equipped to handle corrosive or insidious atmospheres, nor are they equipped to deal with molten worlds.Last edited by brian 333; 2020-05-31 at 07:09 PM.
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2020-06-01, 11:50 AM (ISO 8601)
- Join Date
- Jul 2019
Re: Traveller T20 Subsector
Here is a Monster Manual style entry for a more primitive world that has psionic based magic on it:
Amazon
Amazon, 2nd-level Barbarian
Medium Humanoid (Amazon)
Stamina Dice: 2d12+6
Stamina/Lifeblood: 19/16
Initiative: +3
Speed: 12 meters (8 squares)
Armor Class: 18 (+3 Dex, +5 Race)
Base Attack/Grapple: +2/+6
Attack: Fist +6 melee (1d3+4) or
Longbow, comp (Str+4) +5 melee (1d8+4/×3) or
Longsword +6 melee (1d8+4/19-20) or
Sap +6 melee (1d6+4/×2) or
Net +5*
Special Attacks: Charm Person (DC 14)
Special Qualities: Low-light vision, +5 Armor Rating
Saves: Fort +6, Ref +3, Will +2
Abilities: STR 18, DEX 17, CON 16, INT 15, WIS 14, CHA 13, EDU 12 , SOC 11, PSI 18
Skills: Jump +6, Listen +4, Swim +6, Tumble +5, Climb +6, Entertain (dance) +3, Hide +5 , Move Silently +5, Spot +4, Survival +4,
Bluff +5, Intimidate +5
Feats: Fast movement, lliteracy, Rage 1/day, Uncanny Dodge, Persuasive
Environment: Jungle
Organization: Gang (2-4), squad (11-20 plus 2 4th-level sergeants and 1 leader of 6th level),
or band (30-300 plus 150% noncombattant men and children plus 1 4th-level
sergeant per 10 adults, 5 6th-level lieutenants, and 3 succubus captains)
Challenge Rating: 3
Treasure: Standard
Basically here, I am combining Traveller T20 with Dungeons & Dragons 3.5. There are a few differences between the way this and Dungeons & Dragons 3.5 plays.
1. There is no alignment system, thus there is no way to tell whether one is good or evil by a spell.
2. Magic is based on just one attribute score and that is Psionic Strength or Psi for short.
3. There is no other planes of existence other than border ethereal, which allows for the existence of ghosts. Undead exists through the manifestation of psionic through the border ethereal plane.
4. There are no actual gods. There is a belief in gods but no gods actually grant spells. All spells come from one's psionic score and requires no material, verbal, or somatic components, they are pure mind powers with the effects of D&D spells. Certain spells do not function. There are no elemental planes for instance.
On the Traveller T20 side of things there is one minor difference. Melee attacks Rolls are modified by the strength adjustment just like in D&D, instead of Dexterity, for ranged weapons Dexterity modifies it for hand held weapons, otherwise it is the same as the T20 rulebook.
Psionic based magic is not common, it is limited to a planet called "Terra" which in this case is not the same as Earth. This planet has a lot of psionic endowed individuals on it and psionic manifestations like undead and ghosts which are seen nowhere else in charted space, there are the regular psionic abilities however listed in the book.
The Imperium is very much afraid of what's on the planet "Terra", that is why it is in a red zone, it is part of a binary system the other star of which has the main world where psionic Abilities are not common.
Now for the system itself, this is part 1.
This system appears to be the Alpha Centauri System, an imperfect copy of the original inner Sol System was created here, along with terraformed versions of Venus, Mars, and Titan, called Aphrodite, Ares, and Titan respectively.
The first star in the system is the primary Rigel Kentaurus, also known as Alpha Centauri A, it has the following statistics:
Star Type: G2 V
Star Size (diameter): 851,486 km
Star Luminoscity: 1.519 LSols
Star Mass: 2.1879×10^30 kg
The planets orbiting this star are the following:
Mercury
Orbital Radius: 71,371,648 km
UWP: A300884-D
Orbital Period: 114 days, 17 hours, 56 minutes
Venus
Orbital Radius: 133,365,006 km
UWP: B8B0754-D
Orbital Period: 293 days, 2 hours, 22 minutes
Terra
Orbital Radius: 184,376,384 km
UWP: A867943-F
Orbital Period: 476 days, 10 hours, 22 minutes
Mars
Orbital Radius: 280,926,850 km
UWP:A420764-E
Orbital Period: 2 years, 165 days, 13 hours, 38 minutes
Asteroids-Romulus
Orbital Range: 535,000,000 km to 1,024,999,999 km
UWP: A000B62-F
The Binary Companion has the following statistics and planets:
Star Name: Toliman (also known as Alpha Centauri B
Star Type: K1 V
Star Size: 600,787 km
Star Luminoscity: 0.5002 LSols
Star Mass: 1.80402×10^30 kg
Hermes
Orbit Radius: 57,909,336 km
UWP: C300763-B
Orbit Period: 92 days, 8 hours, 34 minutes
Aphrodite
Orbit Radius: 108,208,628 km
UWP: A867953-F
Orbit Period: 235 days, 21 hours, 47 minutes
Saturn
Orbit Radius: 149,597,871 km
UWP: AHA0972-F large gas giant
Orbit Period: 383 days, 11 hours, 25 minutes
Asteroids-Remus Inner
Orbit Range 175,000,000 km to 304,999,999 km
UWP: B000583-F
Asteroids-Remus Outer
Orbit Range 305,000,000 km to 534,999,999 km
UWP: B000863-FLast edited by Tom Kalbfus; 2020-06-01 at 01:46 PM.
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2020-06-01, 03:48 PM (ISO 8601)
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Re: Traveller T20 Subsector
UWP Appendix
Unicode Values
Digit Value
0 0
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
A 10
B 11
C 12
D 13
E 14
F 15
G 16
H 17
I 18
J 19
Orbital Distances
Orbit
Number Distances in kilometers
0 30,000,000
1 60,000,000
2 105,000,000
3 150,000,000
4 240,000,000
5 420,000,000
6 780,000,000
7 1,500,000,000
8 3,000,000,000
9 5,800,000,000
10 11,500,000,000
11 23,000,000,000
12 46,000,000,000
13 92,000,000,000
14 185,000,000,000
15 368,000,000,000
16 735,000,000,000
17 1,470,000,000,000
18 2,940,000,000,000
19 5,880,000,000,000
World Size Kilometers
Digit Average Size
R Ring
S 400
0 Asteroid belt
1 1600
2 3200
3 4800
4 6400
5 8000
6 9600
7 11,200
8 12,800
9 14,400
A 16,000
B 32,000
C 48,000
D 64,000
E 80,000
F 96,000
G 112,000
H 128,000
I 144,000
J 160,000
World Atmosphere
Digit Description
0 No Atmosphere
1 Trace
2 Very Thin, Tainted
3 Very Thin
4 Thin, Tainted
5 Thin
6 Standard
7 Standard, Tainted
8 Dense
9 Dense, Tainted
A Exotic
B Corrosive
C Insidious
D Dense, High Pressure
E Ellipsoid
F Thin, Low Pressure
World Hydrographics
Digit Description
0 0.00% 4.99%
1 5.00% 14.99%
2 15.00% 24.99%
3 25.00% 34.99%
4 35.00% 44.99%
5 45.00% 54.99%
6 55.00% 64.99%
7 65.00% 74.99%
8 75.00% 84.99%
9 85.00% 94.99%
A 95.00% 100.00%
World Population
Digit Description
0 0 9
1 10 99
2 100 999
3 1000 9999
4 10,000 99,999
5 100,000 999,999
6 1,000,000 9,999,999
7 10,000,000 99,999,999
8 100,000,000 999,999,999
9 1,000,000,000 9,999,999,999
A 10,000,000,000 99,999,999,999
World Government
Digit Description
0 No Government Structure:
1 Company Corporation:
2 Participatory Democracy:
3 Self-Perpetuating Oligarchy:
4 Representative Democracy:
5 Feudal Technocracy:
6 Captive Government:
7 Balkanization
8 Civil Service Bureaucracy:
9 Impersonal Bureacracy:
A Charismatic Dictator:
B Non-Charismatic Leader:
C Charismatic Oligarchy:
D Religious Dictatorship:
E Religious Autocracy:
F Totalitarian Oligarchy:
Law Level
Digit Description
0 No Law
1 Low
2 Low
3 Low
4 Moderate
5 Moderate
6 Moderate
7 Moderate
8 High
9 High
A Extreme
B Extreme
C Extreme
D Extreme
E Extreme
F Extreme
G Extreme
H Extreme
I Extreme
J Extreme
K Extreme
Tech Level
Digit Description
0 Stone Age
1 Bronze Age to Middle Age
2 circa 1400 to 1699 AD
3 circa 1700 to 1859 AD
4 circa 1860 to 1899 AD
5 circa 1900 to 1939 AD
6 circa 1940 to 1969 AD
7 circa 1970 to 2029 AD
8 circa 2030 to 2099 AD
9 circa 2100 to 2169 AD
A circa 2170 to 2249 AD
B circa 2250 to 2299 AD
C circa 2300 to 2329 AD
D circa 2330 to 2369 AD
E circa 2370 to 2389 AD
F circa 2390 to 2500 AD
G Occasional Interstellar Community
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2020-06-01, 04:55 PM (ISO 8601)
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Re: Traveller T20 Subsector
I and O should be eliminated from unicode as they were in original Traveller because they are written identically to 1 and 0, and sometimes l. If T20 does not eliminate them, be sure to write them in a clear manner. I would hate to see your size O megaplanet reduced to a size 0 asteroid because of a typo.
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2020-06-02, 10:49 AM (ISO 8601)
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Re: Traveller T20 Subsector
Usually that's a problem when they are handwritten, for example 1 and I, they look different, and there is 0 and O. The number zero is narrower than the letter O. The letter I is just a straight vertical line while a one looks like this 1 with the top. The original Traveller was published in the 1970s where handwriting was much more common than today. When I write a one on paper I give it a top to distinguish it from an I.
Besides, if I use all 26 letters I have a total of 36 characters to work with, and those 26 characters have ascii values that I can utilize to quickly convert them to numbers on my spreadsheet if I so desired.
So my unicode system is a little different from Traveller, but the letters don't usually get that high for worlds, I wanted a little more detail on my gas giants as they are a bit more than just places to refuel your Starship. Traveller has the technology that allows people to actually live in the atmosphere of gas Giants, this would be gravitic technology, the atmosphere type of gas giants at the appropriate altitude is A which stands for Exotic, it is an unbreathable atmosphere where one needs carry a supply of bottled oxygen in order to breathe. Gravity varies a lot more with gas Giants than with terrestrial worlds.
The one example I have here is Saturn, it has been moved to just outside the habitable zone of another star, where Mars would be to receive a similar amount of light. Saturn has a gravity about the same as on Earth, except there is nothing to stand on Ares is a Mars sized moon which orbits Saturn with a roughly 24 hour period, tidal forces keep its core hot enough to recycle its crust, Saturn and Ares also have substantial magnetic fields which allows Ares to maintain a substantial and breathable atmosphere, which due to heightened greenhouse effect keeps that satellite warmer than one might suspect.
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2020-06-03, 03:15 PM (ISO 8601)
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Here are the complete encounter tables for Terra
CLEAR Terrain
1d100 Encounter
1 4 1d6+2 bugbears
5 8 1d4+2 centaurs
9 12 1d6 doppelgangers
13 16 1d6+2 dwarves
17 20 1d6+4 elves
21 24 1d8+2 gnolls
25 30 2d4+2 gnomes
31 34 2d6+1 human warriors
35 38 3d6 goblins
39 42 3d6 halflings
43 46 2d4+4 hobgoblins
47 50 2d8+2 kobolds
51 54 1d6+3 lizardfolk
55 58 1d4 minotaur
59 62 1d8 ogres
63 66 1d6+3 orcs
67 70 1d4 shadows
71 74 1d6+3 human warrior skeletons
75 78 1d4 spectres
79 82 1d4 trolls
83 86 1 vampire, 5th-level human fighter
87 90 1d4+2 wights
91 94 1d4 wraiths
95 100 1d6+4 human commoner zombies
Prairie Terrain
1d100 Encounter
1 3 1 half-dragon, 4th-level human fighter
4 8 1d4+2 worgs
9 13 1d3 cockatrices
14 19 1d3 locust swarms
20 26 5th-level human paladin
27 35 1d3 blink dogs
36 44 1d3 giant soldier ants
45 57 1d4+4 goblins
58 69 1d3 wererats, human form
Wererats, dire rat form
Wererats, hybrid form
70 78 1 vampire spawn
79 86 1 allip
87 94 1 ankheg
95 100 1d3 gnolls
Rough Terrain
1d100 Encounter
1 2 1 young copper dragon
3 5 1 Bulette
6 9 1 hill giant
10 17 1d3 displacer beasts
18 27 1d3 griffons
28 34 1 wyvern
35 44 5th-level human bard NPC
45 58 1 ogre and 1d4+2 hobgoblin warriors
59 68 1d3 ogre zombies
69 77 1 rast
78 85 1d3 wights
86 95 1d3 hippogriffs
96 100 1 doppelganger
Broken Terrain
1d100 Encounter
1 2 1 young adult black dragon
3 4 1 mature adult blue dragon
5 6 1 adult green dragon
7 8 1 very old red dragon
9 10 1 young white dragon
11 12 1 wyrmling brass dragon
13 14 1 juvenile bronze dragon
15 16 1 young copper dragon
17 18 1 adult gold dragon
19 20 1 young adult silver dragon
21 22 1 fire giant
23 24 1 frost giant
25 26 1 hill giant
27 28 1 stone giant
29 30 1 storm giant
31 32 1 cloud giant
33 34 1d4+1 gnolls
35 36 1d6+2 goblins
37 38 1 half-black dragon 4th-level human fighter
39 40 1 half-fiend 7th-level human cleric
41 42 1d4+6 hobgoblins
43 44 1d10+2 kobolds
45 46 1d4 lamias
47 48 1 lich
49 50 1d6+4 lizardfolk
51 52 1 medusa
53 54 1d4 ogres
55 56 1d2 ogre mages
50% 1d2+1 ogres
57 58 1d8+2 orcs
59 60 1d4+1 shadows
61 62 1d4+1 shadow mastiff
63 64 1d6+2 human warrior skeleton
65 66 1 ghost 5th-level human fighter
67 68 1d4+2 spectres
69 70 1d4 trolls
71 72 1 troll hunter, 6th-level Ranger
73 74 1 vampire (roll 1d100: 01-50 male, 51-100 female)
50% 1d4+1 vampire spawn, opposite gender of vampire
75 76 1d4+1 vargouilles
77 78 1d4+1 wights
79 80 1d6+2 worgs
81 82 1d4+1 wraiths
83 84 1d6 wyverns
85 86 1d6+2 zombies
87 88 1 succubus
1 male centaur
89 90 1 snake, tiny viper
91 92 1 snake, small viper
93 94 1 snake, medium viper
95 96 1 snake, large viper
97 98 1 snake, large viper
99 100 15th-level human bard (female)
1d6+4 1st-level human warrior (bandits)
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Encounter Tables part 2
Mountain Terrain
1d100 Encounter
1 4 1 beholder
5 7 1 young adult silver dragon
8 19 1d3 10th-level half-orc barbarian NPCs
20 29 1 devourer
30 47 1d3 frost giants
48 58 1d4 greater shadows
59 75 1 troll hunter
76 88 10th-level drow wizard NPC
and 1 shield guardian
89 100 2d4 trolls
Forest Terrain
1d100 Encounter
1 4 1d4+3 dryads
5 10 1 treant
11 16 5th-level lizardfolk druid NPC
and 2 centaurs
17 19 1 nymph
20 25 1d4 unicorns
26 33 1d6+1 wolves
34 43 1d4 centaurs
44 51 1d4 dire wolves
52 61 1d3 owlbears
62 69 1d3 pixies
70 73 1 ghast
74 79 5th-level gnoll ranger
and wolf animal companion
80 85 1d4+1 satyrs
86 88 1d4+1 owlbear skeletons
89 93 1 wraith
94 97 2 black bears
98 100 1 wereboar, human form
1 wereboar, boar form
1 wereboar, hybrid form
Jungle Terrain
1d100 Encounter
1 5 1d8+4 amazons
6 10 1 spider swarm
11 15 1d8 apes (animal)
16 20 1d4+2 giant bombardier beetles (vermin)
21 25 1d4 leopards (animal)
26 30 1d3 monitor lizards (animal)
31 35 1d2 constrictor snakes (animal)
36 40 1d8 dire apes
41 50 1 Ettercap
51 55 1 Yuan-ti pureblood
56 60 1d3 Tigers (animal)
61 65 1 Girallon
66 70 1 weretiger, human form
1 weretiger, tiger form
1 weretiger, hybrid form
71 75 1 giant constrictor snake
76 80 1 yuan-ti halfblood
81 85 1 digester
86 90 1 yuan-ti abomination
91 95 1d3 dire tigers
96 100 1 Couatl
River
1d100 Encounter
1 2 1d4 bugbears
3 5 1d4+1 gnolls
6 7 1d8 centaurs
8 10 1d4 gnomes
11 12 1 chimera
13 15 1d6+3 goblins
16 17 1 chuul
18 20 1 griffon
21 22 3d4 amazons
23 25 1d3 lizardfolk
26 27 1d4+1 dire badgers
28 30 1d4 locathah
31 32 1 dire bear
33 35 1d4 merfolk
36 37 1d8 dire wolves
38 40 1 nymph
41 42 1 young adult silver dragon
43 44 1d8 ogres
45 46 1d12 orcs
47 48 1 giant owl
49 50 1 pegasus
51 52 1 dragon turtle
53 55 1d4 halflings
56 57 1 dryad
58 60 1 harpy
61 62 1d4 dwarves
63 65 1d6+3 hobgoblins
66 67 1 young adult black dragon
68 69 1 mature adult blue dragon
70 71 1 adult green dragon
72 73 1 very old red dragon
74 75 1 young white dragon
76 77 1d12 giant eagles
78 80 1d12 hippogriffs
81 82 1d4+1 elves
83 85 1d6+3 kobolds
86 87 1d4 cloud giants
88 89 1d4+1 fire giants
90 91 1d4+1 frost giants
92 93 1d4+1 hill giants
94 95 1d4+1 stone giants
96 97 1d4 storm giants
98 100 1d4 kuo-toans
Swamp
1d100 Encounter
1 5 1 Spectre
6 10 1 Spider eater
11 15 1d4 nixies
16 20 1 spider swarm
21 25 1d6+1 treants
26 30 1d4 trolls
31 35 1d6 unicorns
36 40 1 vampire, 5th-level human fighter
41 45 1d4+1 vargouilles
46 50 1d4+1 wights
51 55 1d4 will-o'-wisps
56 60 1d10+1 worgs
61 65 1d10+1 wraiths
66 70 1d4+1 xill
71 75 1d4 yrthak
76 80 1d8 human commoner zombies
81 85 1d4+1 badgers
86 90 1d2 black bears
91 95 1d2 leopards
96 100 2d8 wolves
Marsh
1d100 Encounter
1 7 1 eleven-headed hydra
8 11 1d3 Mohrgs
12 15 1 young adult black dragon
16 19 1d4+2 5th-level kobold sorcerer NPCs
20 30 1d3 chuuls
31 38 1d3 Medusas
39 45 1d4+2 5th-level goblin rogue NPCs
46 53 1d3 spectres
54 63 1d4 will-o'-wisps
64 70 1d4 gray render zombies
71 81 1 gray render
82 91 1 hag covey - sea hag
Annis
Green hag
92 97 2d4 harpies
98 100 1 shambling mound
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2020-06-03, 03:20 PM (ISO 8601)
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Re: Traveller T20 Subsector
Encounter Tables part 3
Desert
1d100 Encounter
1 7 1 androsphinx
8 15 1 gynosphinx
16 23 1d3 lamias
24 31 1d3 basilisks
32 41 1 criosphinx
42 49 5th-level human monk NPC
and 5th-level human bard
50 57 1 flesh golem
58 69 1d3 hieracosphinxes
70 80 1 Huge monstrous scorpion (vermin)
81 88 1d3 jann (genie)
89 96 1d4+2 Large monstrous scorpions (vermin)
97 100 1 mummy
Beach
1d100 Encounter
1 10 1 small sailboat, 2 crewmembers
11 20 1 longboat, 32 rowers
21 30 1 Trireme, 170 rowers
31 40 1 Coaster, 25 sailors
41 50 1 Schooner, 56 sailors
51 52 1 juvenile bronze dragon
53 54 1d4+2 aquatic elves
55 56 1d4+2 aquatic elves
57 58 1d4+2 merfolk
59 65 1d6+2 merfolk, female
66 70 1d6+2 orcs
71 75 1d6+2 elves
76 77 Nymph
78 85 1d6+2 human barbarians
86 90 2d6+4 wolves
91 92 5th-level NPC human paladan
Heavy warhorse
1d6+2 human warriors
93 100 1d6+2 human warriors (bandits)
15th-level NPC merfolk bard female
Surface, Ocean
1d100 Encounter
1 10 1 small sailboat, 2 crewmembers
11 20 1 longboat, 32 rowers
21 30 1 Trireme, 170 rowers
31 40 1 Coaster, 25 sailors
41 50 1 Schooner, 56 sailors
51 52 1 juvenile bronze dragon
53 54 1d4+2 aquatic elves
55 56 1 dragon turtle
57 58 1d4+2 merfolk
59 62 1 giant squid (animal)
63 67 2d6 porpoises (animal)
68 72 1 giant octopus (animal)
73 85 1 cachalot whale (animal)
86 90 1d6+2 merfolk, female
91 100 1d4+2 Huge sharks
Shallows, Ocean
1d100 Encounter
1 2 1 juvenile bronze dragon
3 4 1d4+2 aquatic elves
5 6 1 dragon turtle
7 8 1d4+2 merfolk
9 12 1 giant squid (animal)
13 17 2d6 porpoises (animal)
18 22 1 giant octopus (animal)
23 28 1d6+2 merfolk, female
29 39 1d4+2 sea cats
40 56 1d4+2 Huge sharks (animal)
57 70 2d4+4 tritons
71 83 1 cachalot whale (animal)
84 94 1 water naga
95 100 1d4 merrow (ogre)
Depths, Ocean
1d100 Encounter
1 5 1d4+1 manta rays
6 10 1 octopus
11 15 1 giant octopus
16 20 1d20 porpoises
21 25 1d10+1 medium sharks
26 30 1d10+1 large sharks
31 35 1d10+1 huge sharks
36 40 1d10+1 squid
41 45 1 giant squid
46 50 1 baleen whale
51 55 1d10+1 cachalot whales
56 60 1d10+1 orca whales
61 65 1d4+1 dire sharks
66 70 1 dragon turtle
71 75 1d20 aquatic elves
76 80 1 kraken
81 85 1d10+1 kuo-toans
86 90 1d20 merfolk
91 95 1d4 water naga
96 100 1d20 sahuagin
Bottom, Ocean
1d100 Encounter
1 5 1d20 sahuagin
6 10 1d4+1 shadows
11 15 1d8+4 human warrior skeletons
16 20 1d10+1 spectres
21 25 1 vampire, 5th-level human fighter
26 30 1d10+1 wraiths
31 35 1d8+4 zombies
36 40 1d4+1 dire sharks
41 45 1 dragon turtle
46 50 1d20 aquatic elves
51 55 1 kraken
56 60 1d20 locathahs
61 65 1d20 merfolk
66 70 1d4 water naga
71 75 1d20 sahuagin
76 80 1 giant octopus
81 85 1d10+1 medium sharks
86 90 1d10+1 large sharks
91 95 1d10+1 huge sharks
96 100 1 giant squid
Sea Cave
1d100 Encounter
1 5 1d3+1 Aboleths
1d6+6 skum
6 10 1d8 aquatic elves
11 15 1d12 ghouls
16 20 1d12 ghasts
21 25 1 sea hag
26 30 1d12 harpies
31 35 1d10+1 Kuo-toa
36 40 1 lich
41 45 1d8 locathah
46 50 1d8 merfolk
51 55 1 mimic
56 60 1d4 water naga
61 65 1 nymph
66 70 1d10+1 shadows
71 75 1d10+1 human warrior skeletons
76 80 1d4+1 skum
81 85 1d4+1 spectre
86 90 1d4 scrag
91 95 1 vampire, 5th-level human fighter
96 100 1d10+1 zombies
Sargasso
1d100 Encounter
1 5 1d4+1 chuul
6 10 1d4+1 dire sharks
11 12 1 young adult black dragon
13 14 1 mature adult blue dragon
15 16 1 adult green dragon
17 18 1 very old red dragon
19 20 1 young white dragon
21 22 1 wyrmling brass dragon
22 23 1 juvenile bronze dragon
24 25 1 young copper dragon
26 27 1 adult gold dragon
28 29 1 young adult silver dragon
30 35 1 dragon turtle
36 40 1d12 giant eagles
41 45 1d10+1 aquatic elves
46 50 1 ghost 5th level human fighter
51 55 1d12 ghouls
56 60 1d3+1 ghasts
61 65 Cloud giant family 1d3+1 cloud giants
Plus 35% noncombatants
Plus 1 sorcerer of 4th-7th level
Or 1 cleric of 4th-7th level
In a cloud giant castle on a magical cloud
66 70 1 kraken
71 75 1d3+1 kuo-toas
76 80 1d3+1 locathah
81 85 1d3+1 merfolk (mermaids)
86 90 1d3+1 merfolk
91 95 1d2 rocs
96 100 1d12 human commoner zombies
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2020-06-03, 03:27 PM (ISO 8601)
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Re: Traveller T20 Subsector
Encounter Tables part 4
Ruins
1d100 Encounter
1 2 1d3 human commoner zombies
3 4 1 bugbear
5 6 1d3 gnolls
7 8 1d3 hell hounds
9 10 1d3 gargoyles
11 12 1 ghost, 5th-level fighter
13 14 1d3+1 will-o'-wisps
15 16 1 clay golem
17 18 1d4 dire rats
19 20 2d4+1 kobold warriors
21 22 1 yuan-ti pureblood
23 24 1d4+1 troglodytes
25 26 1 ettercap
and 1d3+1 medium monstrous spiders (vermin)
27 28 1d3+1 minor xorns
29 30 1 hill giant
31 32 Bodak
33 34 1 night hag
35 36 1d3 dwarf warriors
37 38 1d3+1 orc warriors
39 40 2d4 stirges
41 42 1d3 large viper snakes (animal)
43 44 1 gibbering mouther
45 46 1d3+1 gricks
47 48 1 flesh golem
49 50 1d3+1 ghasts
and 2d4+1 ghouls
51 52 1d4+2 kobold warriors
53 54 1 ogre
55 56 1 minotaur
57 58 1 babau (demon)
59 60 1 5th-level hobgoblin fighter NPC
and 1 5th-level goblin rogue
61 62 1 drider
63 64 1d4+1 wights
65 66 1 red slaad
67 68 1d3+1 mummies
69 70 1d3 bralanis (eladrin)
71 72 1d3+1 derros
73 74 1d4+1 shadows
75 76 1d3+1 jann (genie)
77 78 1d3+2 flamebrother salamanders
79 80 1 ogre barbarian
81 82 1d3 displacer beasts
83 84 1d3 manticores
85 86 1 umber hulk
87 88 1 chaos beast
89 90 1 hellcat (devil)
91 92 1 young copper dragon
93 94 1 spectre
95 96 1d3+1 centipede swarms
97 98 1 yuan-ti abomination
99 100 1 succubus (demon)
Cave
1d100 Encounter
1 2 1 rat swarm
3 4 1d3+1 orc warriors
5 6 1 hobgoblin warrior
and 1d4 goblin warriors
7 8 1 quasit
9 10 1 wererat, human form
1 wererat, dire rat form
1 wererat, hybrid form
11 12 1d4 dire rats
13 14 1 bugbear
15 16 2d4+1 kobold warriors
17 18 1d3 stirges
19 20 1 owlbear skeleton
21 22 1 cockatrice
23 24 1 ettercap
25 26 1 otyugh
27 28 1 young white dragon
29 30 1 troll
31 32 1d3+1 Large monstrous scorpions
33 34 1d4+1 vargouilles
35 36 1d3 ogres
37 38 1 giant constrictor snake (animal)
39 40 1d4+1 shadows
41 42 1d3+1 yuan-ti purebloods
43 44 1d3 giant worker ants
45 46 1 five-headed hydra
47 48 1 5th-level lizardfolk druid NPC (with crocodile)
Crocodile
49 50 1d3 displacer beasts
51 52 1 eight-headed hydra
53 54 1 5th-level hobgoblin fighter NPC
and 1 5th-level goblin rogue
55 56 1d4+1 wights
57 58 1 medusa
59 60 1 umber hulk
61 62 1 hill giant
63 64 1d3 manticores
65 66 1 black pudding
67 68 1d3 weretigers, human form
1d3 weretigers, tiger form
1d3 weretigers, hybrid form
69 70 1d3+1 cockatrices
71 72 1 ogre barbarian, 4th level
73 74 1d4+1 carrion crawlers
75 76 Nymph
77 78 1d4 orcs
79 80 1d6+4 orcs
81 82 1d8+6 orcs
83 84 1d10+5 orcs
85 86 2d10 orcs
87 88 1d8 ogres
89 90 1d8 human warrior bandits
91 92 2d4 human commoner zombies
93 94 1 flesh golem
95 96 1 Vampire, 5th-level human fighter
and 1d4+1 vampire spawn
97 98 1 lich, 11th-level human wizard
99 100 1d4 ghosts, 5th-level human fighter
Crater
1d100 Encounter
1 15 2d8 Human warrior bandits
16 30 3d20+30 orc, 1st-level warriors
plus 150% noncombatants
plus 1 3rd-level sergeant per 10 adults
5 5th-level lieutenants
and 3 7th-level captains
31 45 3d20+30 elf, 1st-level warriors
plus 20% noncombatants
plus 1 3rd-level sergeant per 10 adults
5 5th-level lieutenants
and 3 7th-level captains
46 60 1 10th-level half-orc barbarian
plus 6d10 orc, 1st-level warriors
plus 150% noncombatants
plus 1 3rd-level sergeant per 10 adults
5 5th-level lieutenants
and 3 7th-level captains
61 75 1 5th-level human paladin
1 heavy warhorse
2d20 1st-level human aristocrats in full plate mail and light steel shields armed with lances, longswords on full plate barded heavy warhorses
2d20 1st-level human warriors in half-plate armed with crossbows and longswords on heavy warhorses
76 90 1 very old red dragon
91 100 1d6 beholders
As I said, Terra is a D&D planet in a Traveller T20 setting. They above are all the terrain encounter tables. The tech level of Terra is unevenly distributed, one of the seven continents is at Tech level 15, the rest are at Tech level 2 with a lot of creatures with psionic-based D&D magic. In other words, a wizard, instead of using his Int score to determine his spells, he uses his Psi score instead, the same goes for clerics who use Psi instead of Wisdom, and bards who use Psi instead of charisma, etc.Last edited by Tom Kalbfus; 2020-06-03 at 03:28 PM.
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2020-06-03, 07:18 PM (ISO 8601)
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Re: Traveller T20 Subsector
Darrinder Safaris Inc.
Experience true adventure! Confront nature and wildlife on a wilderness world and stalk big game for trophies or photographs. Let your next vacation be the one you'll talk about for years.
Darrinder Safaris brings you face to face with the unspoiled wilds with all of the ameneties. Roughing it has never been so luxurious!
Our prices are competetive with other resort vacations, but no one can match the experience we provide! Contact your travel agent now for your reservation!
More Information:
Darrinder Safaris utilizes an 800 ton jump-2 luxury liner as the base camp for safari excursions. An array of air rafts and g-carriers provide day excursions while three modified 100 ton jump-1 yachts are used as remote hunting camps. Six 100 ton jump-2 courriers provide transportation to and from the current wilderness world, which changes every 6 months to a year to avoid excess impact on the natural environment, to offer greater variety to repeat customers, and to offer Safaris to many high population worlds.
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2020-06-03, 08:40 PM (ISO 8601)
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Re: Traveller T20 Subsector
The star port on Terra is located on the South Island of New Zealand, the geography is more or less the same as Old Earth, there are seven continents and four oceans, there is the moon Luna which orbit once every 29 days and there are 16 months in a year, about 476 days in a year. I will detail the local calendar.
I imagined what an alternate Solar System using the stars of Alpha Centauri might look like unfortunately my spreadsheet doesn't post well in a text box. So I'll summarize. Rigel Kentaurus gets the four inner planets of our Solar System, their orbital radii are increased to the following values:
0.47709 au Mercury
0.89149 au Venus
1.23248 au Terra
1.87788 au Mars
Then we have
17.57 au Toliman
Orbiting Toliman is
0.3871 au Hermes
0.72333 au Aphrodite
1 au Saturn
Orbiting Saturn is a Mars sized Moon Area, and Titan plus a bunch of small moons, each moon that isn't Ares has twice the mass of the corresponding Saturn moon in our Solar System, but of the same physical dimensions, since they are made of rock instead of ice.
Ares has an orbit period equal to 1 Martian day, Titan distorts Ares orbit causing tidal heating to the interior of the planet. Saturn's rings are made of rock instead of ice. So they are not as pretty. Aphrodite is right in the habitable zone of Toliman, and has a 100 hour rotation period retrograde.
The Calendar of Terra has 16 months as follows:
Calendar 476.4321 days
January 31 days
February 28 days
March 31 days
Minerva 28 days
April 30 days
May 31 days
June 30 days
Jove 28 days
July 31 days
August 31 days
Claudius 28 days
Hexember 27 days
September 30 days
October 31 days
November 30 days
December 31 daysLast edited by Tom Kalbfus; 2020-06-04 at 09:14 PM.
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2020-06-04, 11:33 AM (ISO 8601)
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Re: Traveller T20 Subsector
Saturn
UWP
Starport Type A Excellent Quality Installation
Size H 120,464 km
Atmosphere A Exotic
Hydrographics 0 0% surface liquid
Population 9 Billions of Inhabitants
Government 7 Balkanization
Law Level 2 Low
Tech Level F Circa 2300+ AD
SATELLITES
133,600 km Pan BR00431-B, period 13 hours, 48 minutes
137,600 km Atlas CR00544-C, period 14 hours, 27 minutes
139,300 km Prometheus AR00995-C, period 14 hours, 43 minutes
141,700 km Pandora BR00966-B, period 15 hours, 6 minutes
151,400 km Epimethus CR00872-B, period 16 hours, 41 minutes
151,500 km Janus AR00948-E, period 16 hours, 41 minutes
185,500 km Mimas AS00863-D, period 22 hours, 36 minutes
196,190 km Ares A463962-F, period 24 hours, 42 minutes
238,000 km Enceladus CS00756-D, period 1 days, 8 hours, 53 minutes
294,700 km Tethys A100633-D period 1 days, 21 hours, 19 minutes
294,700 km Calypso B000665-C period 1 days, 21 hours, 19 minutes
294,700 km Telesto B000736-F, period 1 days, 21 hours, 19 minutes
377,400 km Dione C100876-A, period 2 days, 17 hours, 41 minutes
377,400 km Helene A000947-A period 2 days, period 17 hours, 41 minutes
527,000 km Rhea B100633-D, period 4 days, 12 hours, 26 minutes
1,222,000 km Titan A361962-F, period 15 days, 22 hours, 41 minutes
1,481,000 km Hyperion AS00863-B, period 21 days, 6 hours, 39 minutesLast edited by Tom Kalbfus; 2020-06-04 at 11:33 AM.
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2020-06-04, 11:55 AM (ISO 8601)
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Re: Traveller T20 Subsector
My next project will be to convert this to T20 stats. 800 tons is as big as a Mercenary Cruiser the the standard Safari ship is 200 tons, as for the yachts, I got a yacht design you might want to consider, it comes with a Tracked Armored Fighting Vehicle inside a modified Ship's Boat, and it also has a seperate bay.
Cybelle Gardner, female human Noble 6,
owns this one:
Yacht (Type Y)
Medium-Size Starship
This Yacht is not a commercially viable vessel. It serve as a personal transport for a rich individual, and sometimes as their
home. As status symbols, many yachts are finely decorated and contain expensive furnishings, paintings and so on. Many
are armed. The Yacht requires a crew of three to operate, the pilot (who doubles as astrogator), an engineer and a
medic/steward to attend to the passengers. The ship cost MCr122.333 new, and takes 11 months to build.
Yacht
Class: Starship, type Y
Tech Level: 15
Size: Medium (200 tons)
Streamlining: Streamlined
Jump Range: 1 × Jump-2
Acceleration: 2-G
Fuel: 42 tons
Duration: 4 weeks
Crew: 5
Staterooms: 14
Small Cabins: 0
Bunks: 0
Couches: 0
Low Berths: 0
Cargo Space: 9.5 tons
Atmospheric Speeds:
Cruising = 825 kph
Other Equipment: Speeder, tracked AFV, 30 ton ship's boat.
EP Output: 2
Agility: 0
Initiative: +0
AC: 10
Repulsors: None
Nuclear Dampers:
Meson Screens:
Black Globes: None
AR: 0
SI: 115
Main Computer:
Sensor Range: Short (Model/2)
Comm. Range: Short (Model/2)
Cost: MCr122.333
NoE = 275 kph
Maximum = 1100 kph
Triple Turret: Missile
Racks (×3), Attack Bonus +2
(+2 USP), Damage 2d6.
60 Missiles
Triple Turret: Beam
Lasers (×3), Attack Bonus +3
(+3 USP), Damage 3d8.
TAS Form 3.1 (Condensed)
Design Specifications
Installed Components Tonnage Cost EP
200-ton Hull +200 MCr 22 -
Bridge -20 MCr 0.1 -
Computer -0.2 MCr 6.2 -
Flight Avionics -0.4 MCr 0.9 -
Sensors -0.6 MCr 1.2 -
Communications -0.4 MCr 1.0 -
Jump Drive 2 -6.0 MCr 24 -4
Jump Fuel -40
Maneuver Drive 2 -10 MCr 7.0 -4
TL 15 Power Plant -3.5 MCr 10.5 +7
Power Plant Fuel -3.5
2 Hard Points MCr 0.2
Triple Turret MCr 1.0
Missile Magazine (×3) -3 MCr 0.3
60 Missiles MCr 0.3
Beam Laser (×3) MCr 3.0 -3
Staterooms (14) -56 MCr 7.0
30-ton Ship's Boat -30 MCr 30.362
AFV (Tracked) -8 MCr 0.047
Speeder -6 MCr 3.974
Cargo -9.4
Totals +0.1 MCr 118.423
Here are the floor plans
https://www.deviantart.com/tomkalbfu...0%3A1586625022Last edited by Tom Kalbfus; 2020-06-04 at 12:13 PM.
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2020-06-04, 05:04 PM (ISO 8601)
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- Nov 2011
Re: Traveller T20 Subsector
I am aware of the standard Type C and Type Y. I chose to design custom vessels for the increased passenger accomodations.
800 ton Luxury Liner
TL 13, Spherical structure
Jump-2, Maneuver-2, Power Plant-2
176 tons fuel (30 days endurance and 2 parsec range, or 330 days endurance without jump.)
Bridge and Computer-2
4 hardpoints (4 tons reserved, no turrets installed at time of construction.)
Crew= Pilot, 2 Navigators, 3 Engineers, 12 Stewards, 4 Gunners (optional), 2 Medics, and 12 Vehicle Pilots/Safari Guides
Passengers= 6 Elite Passengers (8 ton staterooms, 1 steward/3 passengers); 12 Luxury Passengers (6 ton staterooms, 1 steward/4 passengers); 30 Passengers (4 ton staterooms, 1 steward/6 passengers)
Carried Craft= 2 G-carriers, (8 ton, 10 passenger craft. 2 crew) 10 air/rafts, (4 ton 3 passenger craft w/4 ton lift capacity. 1 crew)
Cargo Bay= 48 tons
This is a modified version of a ship used in game which was extremely profitable. The lifeboats have been replaced with grav vehicles and the lounges converted into staterooms for wilderness guides.
100 Ton Hunter's Yacht
TL 13. Spheracle structure
Jump-1, Maneuver-1, Power Plant-1
11 tons of fuel (30 days endurance and 1 parsec range or 330 days endurance without jump)
Bridge and Computer-1
1 hardpoint (1 ton reserved, no turret installed at time of construction)
Crew= Pilot, Steward, Medic, Vehicle Pilot/Safari Guide
6 Passenger Staterooms (4 tons)
Air/raft
Passenger Lounge
8 ton Cargo Bay
100 Ton Passenger Courier
Jump-2, Maneuver-1, Power Plant-1
22 tons of fuel (30 days endurance and 2 parsecs range)
Bridge and Computer-1bis
Hardpoint (1 ton reserved, no turret installed at time of construction)
Crew= Pilot, Engineer, Steward, Medic
6 Passengers
7 ton Cargo Bay
As you can see, these vessels can work together to keep passengers and supplies comming and going to many nearby worlds and when the market is drying up the whole operation can move to another subsector and attract a new clientelle.Last edited by brian 333; 2020-06-04 at 09:06 PM.
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2020-06-04, 09:01 PM (ISO 8601)
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Re: Traveller T20 Subsector
What if Cybelle were to offer the company a partnership, employing her Vessel in this enterprise for a piece of the action, her vessel is a jump-2 vessel, comes with a Ship's boat which has been modified to transport a Tracked Armored Fighting Vehicle, she also has a Speeder that she uses as her private transport in civilized places?
The planet Aphrodite has dinosaurs, it would make a great safari planet.Last edited by Tom Kalbfus; 2020-06-04 at 09:18 PM.
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2020-06-04, 09:20 PM (ISO 8601)
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Re: Traveller T20 Subsector
My posts are intended to inspire, not mandate. Use what you like, how you like, and ignore the rest!
Perhaps the safari company hired her to help hunt bandersnatchi, which are whale-sized intelligent predators. They like to eat people, and have contracted for a number of licensed hunts: AFV vs. bandersnatch. Baseline odds are 50-50, with skilled tank crews able to win 60% of encounters.
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2020-06-05, 09:43 AM (ISO 8601)
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- Jul 2019
Re: Traveller T20 Subsector
What do you think of the idea of a D&D planet in the Traveller T20 setting? I decided to make the "magic" psionics based. The Imperium of course has a problem with this, so they slapped red zone status on it, just two small islands in New Zealand are where the starport is with a population of a few million, the rest of the planet is tech level 2 with lots of psionic based magic. I've been working on this for a while, and I think, why not just place this in the OTU somewhere near the Spinward Marches?
These planets are imperfect copies of real ones in the Solar System. There is a third hidden star enclosed within a Dyson Sphere, most people don't know about it, it is a short distance away, about a quarter of a light year. This Dyson Sphere is the source of a lot of the magic that is not explainable by innate psionic powers, there is a local ethereal plane coterminus with physical space that extends outward from the Dyson Sphere that is responsible for phenomena such as ghosts, the undead and vampires for instance. Every conscious being has an effect on the ethereal plane, and sometimes those effects last after such a person has died. The ethereal plane is projected outward by an advanced being resident to that Dyson sphere, a mind utterly inhuman creates an area effect with his psionic ability projecting outward from that sphere in all directions for one light year. Ghosts and other such things could be manifestations of his imagination, a kind of "sleeping god," in other words, maybe he is an artificial intelligence constructed by the beings that made the sphere, no one really knows. I think the discovery of the sphere could be made into an adventure for the players, rather than a thing that everyone knows about.Last edited by Tom Kalbfus; 2020-06-05 at 09:44 AM.
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2020-06-05, 11:31 AM (ISO 8601)
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Re: Traveller T20 Subsector
In your campaign you can do as you like. I've seen tech/magic and tech vs. magic campaigns. Heck, TSR designed both Gamma World and Boot Hill to be playable in a D&D campaign. (Their success is arguable...)
I hadn't mentioned the possibility of AFV vs. Dragon. Or Storm Giant.
My belief is that explaining magic in technological terms is a mistake. It will always lead to inconsistencies which must be explained, which creates further inconsistencies, ad nauseum. Magic should remain simply unexplainable but with rules of use that players can decipher and understand. Perhaps what appears at first to be random and chaotic can be organized into a logical system they can use, but they should never know why it works. And thus, you don't need to devote time and energy figuring it out either. That time and creative energy can be put to use creating your campaign.
That said,
The Hyperspace Communication Commission
Since the advent of jump drive there have been investigations into the use of hyperspace as a means of data transmission. Countless research groups with varying degrees of legtimacy have formed and disbanded over the centuries, but none have succeeded.
One such group, the HCC, began as an Imperial University project financed by the Imperial Family. Over the years lead researchers gave up to pursue more promising studies and professors of lesser stature replaced them.
Then in the early years of this century a scientist faked promising results to gain increased funding, with which he subsequently absconded. Rumors imdicate that he was caught by Imperial Intelligence, (a government agency which is rumored to exist, but for which no official record can be found.)
However, Jinna Tiss, PhD, Astrophysics, who at the time was a doctoral candidate in Exotic Physics, was the sole remaining Commissioner once the investigations and trials were over.
Forced to complete her doctorate ten years late and in a more tradional field, she never lost her dream, or gave up custodial control of the now unfunded Commission.
Though unfunded, the assets remaining are considerable. Dr. Tiss has leased and sold select assets to secure an income. Because of her early experience, she is scrupulous in the use of the funds, only paying herself subsistence while funding her continued investigations. Her one indulgence is a steady supply of anagathic drugs which maintain her body and mind at the apparent age of 42.
She has gathered a solid team of young researchers who have begun to create a new model of the theory of hyperspace, and they are now ready to conduct some preliminary tests.
Adventurers might be hired to ferry researchers and their equipment, to investigate the strange energy readings their equipment is generating, or to defend the researchers from pirates or rival researchers who are out to co-opt the group and/or its discoveries.
Referee's Notes:
Due to the nature of hyperspace it can never be used for FTL communication. Jump Theory assumes hyperspace exists naturally and vessels using jump drive enter it. This is not the case. Every jump creates a hyperspatial envelope which can then move through normal space at FTL speeds.
Jump drive will always require the engine which creates the hyperspatial envelope to be inside the envelope, and go with it. If the research team can figure this out they will rewrite Jump Theory and improve interstellar navigation, but will prove the Commission's objective unobtainable.
What the research may do is open new avenues of investigation:
Long Range Jump Drive:
Misjumps allow jumps of 6-36 parsecs. Controlled misjumps may increase the the possible range of jump drive. Navigational accuracy is questionable at best, at least until decades of research is done.
Efficient Jump Drive:
1/6 of the normal fuel requirement, or less, is sufficient to power a misjump. This implies that more fuel efficient drives are possible.
One dream which has been dashed by current theory is for faster jump drives. It requires five days between forming and collapsing a hyperspatial envelope, no matter the distance traveled. The new theory may open up the possibility of jump travel in less than five days.
Of course, new drives, and even new hulls, will be needed to test any of these new ideas. Going from theory to implementation is time consuming. But achieving success in the original tests could leave the adventurers wealthier and possibly in possession of superior navigation programs.Last edited by brian 333; 2020-06-05 at 11:46 AM.
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2020-06-05, 12:05 PM (ISO 8601)
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- Jul 2019
Re: Traveller T20 Subsector
The idea was to localize certain magical phenomena such as ghosts and undead, such that if there is a ghost in a Starship when it makes a Jump, then the ghost is left behind in the space previously occupied by the Starship after it has jumped out of system.
If the crew of a Starship is being attacked by a bunch of zombies which have somehow gotten onboard, once the jump button is pressed, then the zombies deanimate into a bunch of corpses, the skeletons turn into piles of bones, as starship will transport the physical remains of undead but not what makes them undead. I think a vampire would be deathly afraid of going onboard a Starship, be cause his body would become lifeless once it is transported into Jump Space. Undead otherwise don't mind the vacuum of space so much. A vampire could always attempt to enslave the crew of a Starship and tell them not to go into Jump Space, before the ship gets to the 100 diameter limit.
I'm not so much trying to explain the magic as so much contain it to within 1 system, so I got to figure out why the magic is there in the first place. Since magical energies come from within one's person, living spell using characters are not so much effected by Jump drives, they can cast their spells anywhere. Some spells such as Animate Dead might not work, but a fireball spell would work anywhere for instance.Last edited by Tom Kalbfus; 2020-06-05 at 12:07 PM.
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2020-06-05, 03:06 PM (ISO 8601)
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Re: Traveller T20 Subsector
This would open up a new age of exploration, and simultaneously make Imperial borders harder to defend, as one can then jump 36 parsecs past the border and appear in a system deep into Imperial territory, one would also be able to jump across rifts more easily if one can jump up to 36 parsecs at a time. One could jump over 3 subsectors at a time with
Jump-36. Communication with the Imperial Capitol would also be faster and thus can respond faster in case of an invasion. One might want to draw maps with hexes 6 parsecs across and only include the most habitable worlds within them. A standard subsector would be 2 hexes long and 1.5 hexes wide.Last edited by Tom Kalbfus; 2020-06-05 at 03:08 PM.
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2020-06-05, 04:06 PM (ISO 8601)
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Re: Traveller T20 Subsector
Decades or centuries stand between theory and practice. Just to go from J-6 to J-12 would require advancement to TL 16. By the time J-36 is practical there may be better alternatives. That would be at a minimum of TL 21.
Imagine it like Babbage's steam computer. It worked as an adding machine, but it was a long way from practical.
I forgot to put this in the previous post, in the segment on potential research:
Detecting hyperspace shells while in normal space. Speed of light will dictate that the hyperspace anomaly will have passed before it is detected, but it may be useful. As an example, it may be possible to establish a line of travel, and thus extrapolate its destination. It may also be possible to detect the entry of enemy scout vessels into friendly space, though with speed of light lag between arrival and detection, it may be a week or more before the signature reaches the detector if the scout arrives in the cometary zone.Last edited by brian 333; 2020-06-05 at 05:23 PM.
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2020-06-05, 09:58 PM (ISO 8601)
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Re: Traveller T20 Subsector
I am working on the encounter tables for the planet Aphrodite - a fantasy Venus, it has dinosaurs, jungles, and Amazon women, the sun it is under is a bit orange than our own, the planet has a 100-hour day, the people here have pale skin and blue eyes due to the low ultraviolet output of this star. The star appears larger in the sky than our Sun, and the intensity of the light coming from it is less than our Sun because it is not as hot, the sky appears to be a darker shade of blue that Earth's, there is of course no moon.