Search found 824 matches

by PsiTraveller
Sun Mar 24, 2019 5:36 pm
Forum: Traveller
Topic: How to stop outrageous luck ruining the fun
Replies: 5
Views: 91

Re: How to stop outrageous luck ruining the fun

Well since he is using Psionics it opens up the possibility of the Suggestion Power being used. In 2nd edition this can allow even suicidal commands if the rolls are lucky enough, and we are talking a roll of 18 or more on 2D6. That's what an Effect of 6 or more is on a 12+ Difficulty, which is what...
by PsiTraveller
Fri Mar 15, 2019 1:12 am
Forum: Traveller
Topic: How long does it take to build a ship?
Replies: 20
Views: 312

Re: How long does it take to build a ship?

https://en.wikipedia.org/wiki/SS_Robert_E._Peary

Liberty ship cookie cutter assembly. Ship built in 4 days.

I have no clue as to how many times you would have to roll on the quirks table. :)

Average length of time for construction of Liberty ships was 50 days.
by PsiTraveller
Thu Mar 14, 2019 2:28 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 31
Views: 409

Re: High Efficiency Batteries for Jump

Well the battery on the express boat indicates the power need is a one shot. You fire the jump drive and that is it. It has to be that way for the express boat since there is not enough power to run the Jump drive. As for the Garu class ship, I have questions. You have 7 tons of TL 8 power plant. My...
by PsiTraveller
Wed Mar 13, 2019 5:48 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 31
Views: 409

Re: High Efficiency Batteries for Jump

Well you can throttle back power, so even the 20 power points produced by the exress boat could be cut back to say 15 used. The doors may no longer open and the communicators may stop working. You could then put 5 points a turn into the battery. This would fill the battery in under an hour. The desc...
by PsiTraveller
Wed Mar 13, 2019 2:30 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 31
Views: 409

Re: High Efficiency Batteries for Jump

Maybe I am missing something but the Express Boat (High pg 108) has 40 points of battery power for the Jump drive. The fuel is used for the bubble, but the burst of energy for the drive comes from a battery. The power plant is TL 8 and gives only 20 points of power, enough for basic systems. No extr...
by PsiTraveller
Tue Feb 12, 2019 10:45 pm
Forum: Traveller
Topic: A game concept
Replies: 5
Views: 428

Re: A game concept

Prepare what you need for session 0. Where are the players at the start of the sesssion. Is there a hook for them to go where you want them to go? This could include staying put, or travelling to some definite location. What do you need/want/expect them to do first session? Prep that. Prep a disaste...
by PsiTraveller
Sat Feb 09, 2019 12:40 am
Forum: Traveller
Topic: Psion question
Replies: 1
Views: 321

Psion question

A question about psionics and stat loss. In first edition there was a power called "Tapping" which allowed a psion to convert Str, Dex, End and Int into psionic power points. Here is my question. If a psion drained a few points from 3 stats would the psion then require surgery to heal? According to ...
by PsiTraveller
Mon Feb 04, 2019 1:46 am
Forum: Traveller
Topic: Suggestions
Replies: 1
Views: 440

Re: Suggestions

Inurin provides food. Inurin is TL5 but food can be grown at any TL. A few robots could expand production. Kids from Inurin could be entered into training academies and raise their tech level knowledge. This is a long term plan, but you have games that last 30 games in game, so it can work. Falcon i...
by PsiTraveller
Sun Feb 03, 2019 12:06 pm
Forum: Traveller
Topic: Finished Drinax Campaign
Replies: 5
Views: 559

Re: Finished Drinax Campaign

No, I skipped and trimmed adventures. We ran Pirates of Drinax with no emphasis on piracy, aside from fighting the non-compliant pirates in the various adventures. The focus was on making money and alliances through trade, and giving Oleb his cut. This was millions of credits so he was pretty happy....
by PsiTraveller
Sun Feb 03, 2019 3:29 am
Forum: Traveller
Topic: Pirates of Drinax - GMs thread
Replies: 332
Views: 38435

Re: Pirates of Drinax - GMs thread

Face to face gaming sessions, but all the players have backgrounds that include things best kept private. The Baron had had criminal links to GeDeCo in the past, one player was Imperial Naval Intelligence (semi-retired), another was the pirate with shady links across the sector. A lot of notes were ...
by PsiTraveller
Sun Feb 03, 2019 2:09 am
Forum: Traveller
Topic: Pirates of Drinax - GMs thread
Replies: 332
Views: 38435

Re: Pirates of Drinax - GMs thread

In the finale of my campaign (mentioned in another thread), it was revealed that one of the players was psionic and had never told any of the other players. During the campaign the psion player would pass me a note and indicate that they wanted to use a power, and what they wanted to do. The suggest...
by PsiTraveller
Sun Feb 03, 2019 1:50 am
Forum: Traveller
Topic: What if Surgery falls short? How many surgeries?
Replies: 6
Views: 590

Re: What if Surgery falls short? How many surgeries?

This raises another point. How fast can the surgeries be performed? Assuming the above example of needing to raise the Dex to 8 in order to get to the only 2 stats damaged level enough successful surgeries need to be performed to get 6 points onto the Dex stat. One option would be to have the surger...
by PsiTraveller
Sun Feb 03, 2019 12:07 am
Forum: Traveller
Topic: Finished Drinax Campaign
Replies: 5
Views: 559

Re: Finished Drinax Campaign

Rao will likely marry the new King to add some legitimacy to the line. That was what the player mentioned. My female player (Corsair/pirate character) is thinking of marrying Harrick for the same reason. The other players will be the ones to marry Imperial daughters to make alliance ties. As for fut...
by PsiTraveller
Sun Feb 03, 2019 12:00 am
Forum: Traveller
Topic: What if Surgery falls short? How many surgeries?
Replies: 6
Views: 590

Re: What if Surgery falls short? How many surgeries?

Whoops, I mixed up the Medical Healing (divided evenly) and the first aid/Surgery. My bad. Nice catch. That changes things, and makes healing the stat closest to full the priority. Once one stat is at full Medical care can kick in.

It could still require multiple surgeries.
by PsiTraveller
Sat Feb 02, 2019 10:43 pm
Forum: Traveller
Topic: What if Surgery falls short? How many surgeries?
Replies: 6
Views: 590

What if Surgery falls short? How many surgeries?

Odd question about healing and surgery. Assume a Traveller has End 8 Str 8 Agi 8. They get into combat and take damage over several rounds. Let's say the combat is really nasty and they end up with End 0 Str 0 Agi 2 So they are unconscious and need surgery. Their End DM is -3, so they will never nat...
by PsiTraveller
Sat Feb 02, 2019 10:25 pm
Forum: Traveller
Topic: Finished Drinax Campaign
Replies: 5
Views: 559

Finished Drinax Campaign

Many thanks to Gareth Hanrahan for a fun filled couple of years real time. The group started this way back in first edition. The finale was a fun time with handfuls of dice clattering across the table. IMTU there is a new king on the Dragon throne: His Majesty Zhakirov, Monarch of the Floating Palac...
by PsiTraveller
Tue Jan 22, 2019 12:08 am
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 30
Views: 2392

Re: Getting rid of negative Quirks in spacecraft

I am looking at situations where you can throw money, or resources at a problem. The ship may be old, but you are going to rebuild her like new. Maybe you have your own asteroid workshop, or a bunch of engineers and mechanics who want a challenge. Maybe you struck it rich and are sick of the -1 Pilo...
by PsiTraveller
Mon Jan 21, 2019 1:24 pm
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 30
Views: 2392

Re: Getting rid of negative Quirks in spacecraft

Reputation repair is the more roleplaying aspect. Ideas to address the reputation could include: A posted notification to the TAS news service telling about change of ownership. Pay for Sector wide districution. Notification to the Sector Naval command and then each sub-system command in case the no...
by PsiTraveller
Sun Jan 20, 2019 6:07 pm
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 30
Views: 2392

Getting rid of negative Quirks in spacecraft

Does anyone here allow negative quirks to be repaired and removed from a ship? Older ships can gain several quirks that make the ship dangerous to run and expensive to maintain. I was thinking about an extensive refit that repairs systems, overhauls with new equipment for the ship. This might get ri...
by PsiTraveller
Mon Jan 07, 2019 1:43 am
Forum: Traveller
Topic: JBE: What Monsters Do You Want to See?
Replies: 9
Views: 883

Re: JBE: What Monsters Do You Want to See?

Not sure how the magical effects of the monsters mentioned would translate over to a sci-fi/space opera setting. Given the Zhodani presence there could be psionic creature that get called monsters. Here are some thoughts. Updates to Psion abnilities will change these options of course. No recent psi...