Some questions regarding Traveller

OK then...I was just going by other rpg's I guess where they provided as equipment -- "gyro-stabilizer" rigs/harnesses -- for characters to use when manning heavy weapons as a means to lessen recoil and such...Shadowrun comes to mind right now in that regard...I am sure there are others. Thought I might have also seen something like this in a Traveller book or two, but I could be wrong. 8)
 
Iron Guardian said:
OK then...I was just going by other rpg's I guess where they provided as equipment -- "gyro-stabilizer" rigs/harnesses -- for characters to use when manning heavy weapons as a means to lessen recoil and such...Shadowrun comes to mind right now in that regard...I am sure there are others. Thought I might have also seen something like this in a Traveller book or two, but I could be wrong. 8)

What we are saying is that High Tech weapons come with Grav Stabilization built into the weapon system. The Grav system works a lot like the lower technology Gyro Stabilized systems, only better and able to stabilize weapons with larger recoil like Plasma and Fusion guns.
 
Iron Guardian said:
OK then...I was just going by other rpg's I guess where they provided as equipment -- "gyro-stabilizer" rigs/harnesses -- for characters to use when manning heavy weapons as a means to lessen recoil and such...Shadowrun comes to mind right now in that regard...I am sure there are others. Thought I might have also seen something like this in a Traveller book or two, but I could be wrong. 8)

Gyro doesn't really do much for recoil. It would just change the direction of the force. Grav acts as an inertial dampener. It delivers force oposite the recoil vector.
 
Like I said before, I am pretty physics ignorant except for the real basic stuff everyone learns early on. I actually wasn't looking for info regarding the recoil compensation stuff but do appreciate the info given though. I was just concerned about how grav-belts operated user-wise, manual vs HUD controls...looks like HUD is winner in a manner of speaking which gives me all sorts of devious ideas as a GM to make things interesting for grav-belters if needed...storywise that is... :twisted:

As for my other question, looks like I will let the different methods/ways/whatever stack:

Humans and other bi-peds: normal move or sprinting, + augments*;
Vargr, Aslan, and other similar beings that can move on all "fours" or whatever: normal move or special movement with the option to sprint, plus augments*.

*If augment is bioware, then it stacks...non-bioware does not stack. If augment significantly alters movement mode, i.e. biped to quadroped and is bioware, training required per the optional rule in cybernetics book and will stack (probably with penalties, both athletics skill for sprinting and how skilled character is with new movement mode = multi-action penalty applied to both rolls...gotta walk before you can run...).

So...anymore monkey wrenches to be thrown my way? :)
 
Iron Guardian said:
Don't know if these have been brought up before, but I have a couple of questions:

1) Movement -- Currently the Aslan and Vargr have special movement abilities similar to sprinting per the Athletic/Sprinting skill. Can Aslan and Vargr sprint as per the skill in addition to their special move ability or are they meant to be used separately? In other words:
-can they combine special move with Athletics/Sprinting?
-are they to be used separately?
-or is the Aslan and Vargr special movement used in place of Athletics/Sprinting?
In addition, certain augments also affect movement...how does this work in conjunction with the racial movement abilities and/or Athletics/Sprinting?



For a Varger I would use the Athletics/Sprint rules from the core book but double the total speed, [Vargr are capable of short bursts of speed and may double their movement speed...] then apply the race specific rules. [...a number of times equal to 3+Endurance DM in any combat. However, each time they do this it counts as one melee attack for the purposes of fatigue.]

IMTU they have to drop on all fours to do this.

Basically I would combine both rules, since I see no contradiction. I can not say with certanty that this is the correct way of doing it, but it seems correct to me.


Hope this helps.

.
 
simonh said:
atpollard said:
In exactly the same way, I could be born with innate ability, improve it through training and augment it with cybernetic enhancements.

I can't resist throwing one small spanner into the works here.

In this case the 'ability' you are born with is actualy the physical structure of your body in terms of bones, joint articulation and musculature. These are what give you a movement ability. Cybernetics don't enhance those, they actualy replace them, perhaps completely, and possibly with a replacement that isn't even the same shape.

Simon Hibbs

Fair enough, but if I am Dr Better-Faster-Stronger and two aliens enter my shop to improve their running speed.

Alien One has an elephant-like physiology and wants his natural muscle fibers augmented with faster reacting synthetic muscle fibers that boost his top speed by 20%.

Alien Two has a cheetah-like physiology and also wants his natural muscle fibers augmented with faster reacting synthetic muscle fibers that boost his top speed by 20%.

Both patients will have their top speed boosted with the synthetic muscle fibers, and the cheetah will still be faster than the elephant due to innate physiology.

And nothing would prevent the elephant from undertaking a rigorous training regiment to boost his running ability by another 10%.

[Numbers are for illustrative purposes only and were plucked from thin air. As always, YMMV.]
 
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