Baphomet69
Mar 25 2007, 01:23 AM
So...I was reading over the Traveller books again (LBB 1-3) and once again it occurred to me how stupid the computer rules were. Not only are they dreadfully obsolete by today's standards, we're talking 3,000 years from NOW!
So I got to thinking, they should have wireless networks and computer systems at least similar to Shadowrun (4th Ed.). That got me thinking that they should also have things like cybernetics, nanotech, etc. So I started thinking that it would be cool to convert those ideas into Traveller. Then I realized that that would be a vast undertaking.
And not only the 'tech' side of Traveller has always seemed a bit wonky to me, but also their combat system (though gritty, it also seemed...odd).
Then it dawned on me. Instead of taking parts of Shadowrun and trying to fit them into Traveller, what if you took the good parts of Traveller, the fluff, the Imperium, the starships and interstellar travel and the background and used that as the setting for a Shadowrun game. Just strip out the magic, awakened races and setting, make new skills related to spacecraft and the like, make only one kind of adept character, Psionic, and give him 'abilities' that match Traveller Psionics, and viola!
The biggest drawback is that I always liked Traveller's character creation, though they always seemed a bit light on skills, especially compared to SR. One possible solution would be to kludge something together...or better yet, maybe use the Traveller character creation but increase the number of skills earned?
-=OBLIGATORY DISCLAIMER=-
I'm not looking to get flamed here, and I know this isn't 'Shadowrun' canon, but the SR game mechanics are great (as is the setting). I'm just brainstorming on what it would be like to combine two of the best games of all time...
I considered posting this on the Traveller forums as well, but I figured I'd get flamed there worse, at least here, I'm using this game's mechanics...
P.P.P.S. I already know the phrase, "Just strip out the magic, awakened races and setting" is going to draw comments of 'then it isn't Shadowrun!' However, I'm talking about making a hybrid with the weapons, cyber, combat and other game mechanics (even Shadowrunning) and putting them in a different set of clothes. No there is nothing wrong with SR's current set of clothes, but why can't SR have two sets of clothes? (to extend a metaphor waaay too far...
Garrowolf
Mar 25 2007, 03:19 AM
I am doing something like this already. Just create templates like the archetypes for Shadowrun. Don't try to make them all the same point value. In fact try to make a few that are different. Then just give the PCs a set number of points and they can use anything extra to flesh out their characters. This way you can have a template for each service. Create a series of qualities to reflect the setting.
Here is the skill list I used:
Academics - This covers most of those knowledges.
Astrogation – This allows you to plot complex courses and figure out where things are. It also covers some area knowledge.
Athletics – This covers dodge as well, Ambidexterity – This removes the penalty to off hand use (-2), Diving – requires swimming, Escape Artist, Parachuting, Swimming, Zero-G Adaptation – This removes the penalty to low G (-2) and ZG (-4) movement.
Brawling – This covers basic strikes and such. More effects can be gained through specialties into full martial arts.
Corporations – This covers knowledge and etiquette of corporations.
Cultures – Each specialty covers different cultural habits as well as dialects and languages
Cybertechnology – This covers the construction and repair of cybernetic devices.
Drive – This covers 2d movement.
Electronic Warfare – This covers signal processing, cryptography, interception, and jamming.
Electronics – This covers the electrical systems of anything from ships to door locks.
Engineering – This covers management of power systems and damage control.
Explosives – Those things that go boom.
Firearms – Each category beyond pistols and shotguns will require a specialty: Automatics, Longarms – This covers use of rifles.
Grappling – This assumes soft grappling. This is important because it will actually work versus most armor.
Hard Grappling - Damages joints instead of locking them up.
Gunnery – Shooting from a ship.
Cold Shot Gunnery – This covers firing without targeting lasers.
Hacking – This is specifically computer security circumvention.
Instruction – This covers teaching others and limits how much you can teach.
Intimidation – This covers aggressive communications.
Investigation – This covers gathering information and asking the right questions.
Leadership – Can give bonuses to others
Mechanical – This covers hardware repairs and construction on a ship, well as fabrication of parts with a minifac.
Medicine – This reflects larger amount of understanding of medical procedures. At a basic level it covers first aid. More specialties are required for more depth.
Melee – This will cover basic knives and clubs. Each type beyond that will require a specialty. Archery and thrown are placed in this because they are not particularly important to the setting and mostly the same kind of person is going to be mastering them. Specialties: Archery, Quick Draw, Shields, Swords, Thrown
Negotiation – Important for getting a good deal.
Operations – This is a skill for knowing the correct procedures to use station or ship board equipment.
Perception – Noticing things
Performance – Each type is a specialty.
Pilot – This covers basic flight. Different types require a specialty: Aerofighter, Capitol Ship, Drones, Heavy Transports, Shuttlecraft – This covers basic use of workbees, OTVs, and shuttle piloting, Starfighter, Transports
Power Armor – This allows you to control a suit of powered armor. Gunnery is still used to shoot with.
Resistance – This covers resistance to torture and harsh elements such as space.
Science – Each science is a specialty
Security – This is the understanding of security procedures and circumventing them.
Socialize – This covers nicer situations. Each type of etiquette is a specialty.
Sensors - This allows you to sift through large amounts of data from sensors and focus them at greater ranges.
Stealth – This covers sneaking around.
Streetwise – Knowing what to do in bad parts of a city.
Subterfuge – This covers lying well. Specialties: Blend, Disguise, Innuendo, Forgery
Survival – Each type is a specialty: Airless Moon/Space, Ice World, Navigation, Tracking, Water World
Tactics – Different types are covered as specialties.
Skills are broad categories. Specialties are more specific instances but if you don't have a specialty and you need one then you are still defaulting - just to the skill. If you don't have the skill at all you can only default to general skill use and not to a specialty.
That is some of the basic stuff that I did.
Garrowolf
Mar 25 2007, 06:40 AM
Character Templates
Early Life
Academic Upbringing
Academics
Cultures
Science
Socialize
Belter Upbringing
Astrogation
Athletics: ZG adaptation
Operations
Science
Streetwise
Criminal Upbringing
Athletics
Brawling
Intimidation
Stealth
Streetwise
Subterfuge
Frontier Upbringing
Athletics
Brawling
Cultures
Drive
Survival
Mercantile Upbringing
Corporations
Negotiations
Streetwise
Subterfuge
Military Brat
Academics
Athletics
Brawling
Cultures
Drive
Intimidation
Scientific Upbringing
Academics
Electronics
Operations
Science
Station Upbringing
Astrogation
Athletics: ZG adaptation
Corporations
Cultures
Drive
Operations
Science
Wealthy Upbringing
Academics
Corporations
Cultures
Performance
Socialize
Subterfuge
Profession Templates
Bounty Hunter (attributes 15, skills 39)
Frontier Upbringing (Mars)
Strength: 3
Dexterity: 3
Stamina: 3
Willpower: 4
Intelligence: 2
Wits: 3
Charisma: 2
Composure: 3
Athletics 3, Brawling 3, Cultures 2, Drive 2, Electronics 1 (Maglocks +1), Firearms 3, Grappling 2, Hacking 2, Intimidation 3, Investigation 2, Negotiation 2, Perception 3, Security 2, Stealth 1, Streetwise 2, Subterfuge 2, Survival 1 (Tracking +2)
Enforcer (attributes 11, skills 30)
Criminal Upbringing
Strength: 4
Dexterity: 3
Stamina: 3
Willpower: 3
Intelligence: 1
Wits: 2
Charisma: 1
Composure: 2
Athletics 3, Brawling 3, Drive 2, Electronics 1 (Maglocks +1), Firearms 2, Grappling 2 (Hard Grappling +1), Intimidation 2 (Torture +1),
Melee 2, Perception 2, Resistance 3, Security 1, Stealth 1, Streetwise 2, Subterfuge 1
Engineer (attributes 13, skills 42)
Belter Upbringing, Station Upbringing, Titan Terraforming
Strength: 2
Dexterity: 2
Stamina: 3
Willpower: 2
Intelligence: 4
Wits: 3
Charisma: 2
Composure: 3
Academics 2, Astrogation 1, Athletics 1(ZG Adaptation +1), Cultures 1, Drive 1, Electronics 3 (Power Systems +1, Computers +1), Engineering 3 (Power Allocation +1, Damage Control +1), Mechanical 3 (Plasma Torch Engines +2, Inertial Displacement Drive +2, Life Support +1), Operations 3, Pilot 1 (Shuttlecraft +1, Drones +1), Science 3 (Structural Engineering +1), Security 2, Sensors 2, Streetwise 1, Socialize 1(Titan Corporate +1)
Explorer
Academic Upbringing, Wealthy Upbringing
Strength: 3
Dexterity: 3
Stamina: 3
Willpower: 4
Intelligence: 4
Wits: 4
Charisma: 3
Composure: 4
Academics 3 (History +1), Astrogation 3, Athletics 3, Corporations 3, Cultures 3, Drive 1, Firearms 1, Instruction 3, Investigation 3 (Archeology +1), Leadership 1, Medicine 1, Negotiation 2 (Grants +1), Operations 2, Perception 1 (Search +2), Performance 1 (Piano +2, Speech +1), Science 2 (Chemistry +1), Socialize 1(Science Community +1), Sensors 1(Deep Imaging +2), Survival 2 (Navigation +1, Ice World +1)
Intruder (attributes 13, skills 42)
Belter Upbringing, Criminal Upbringing
Strength: 2
Dexterity: 3
Stamina: 2
Willpower: 3
Intelligence: 2
Wits: 3
Charisma: 3
Composure: 3
Astrogation 1, Athletics 2 (ZG adaptation +1), Brawling 1, Corporations 2, Cultures 2, Electronics 2 (Alarms +1, Maglocks +1), Explosives 2, Hacking 3, Intimidation 1, Investigation 1(Casing +1), Negotiations 2 (Fencing +1), Operations 2, Perception 3, Science 1, Security 3, Stealth 3, Streetwise 2 (Black Market +1), Subterfuge 2 (Disguise +1)
Merchant (attributes 15, skills 31)
Belter Upbringing, Merchantile Upbringing
Strength: 2
Dexterity: 2
Stamina: 2
Willpower: 4
Intelligence: 3
Wits: 4
Charisma: 4
Composure: 3
Academics 2, Astrogation 3, Athletics 1 (ZG Adapt +1), Corporations 3, Cultures 3, Investigation 2, Negotiation 3, Operations 1, Perception 2, Science 1, Socialize 3, Streetwise 3, Subterfuge 3
Naval Officier (attributes 13, skills 60)
Station Upbringing, Academic Upbringing, Earth Alliance
Strength: 2
Dexterity: 3
Stamina: 3
Willpower: 3
Intelligence: 3
Wits: 2
Charisma: 2
Composure: 3
Academics 3, Astrogation 2 (Belter System +1, EA Space +1), Athletics 2 (ZG Adapt +1), Corporations 2 (Ship Recognition +2), Cultures 2, Drive 1, Electronic Warfare 2, Electronics 2, Engineering 2, Firearms 1, Gunnery 2, Instruction 2, Intimidation 1 (Military +1), Leadership 2, Medicine 1, Negotiation 1 (Reqisitions +1), Operations 3, Perception 2, Pilot 1 (Capitol Ship +1, Drones +2, Shuttlecraft +1), Science 2, Security 2, Socialize 1 (Military +2, Government Officials +1), Sensors 3, Tactics 2 (Space Combat +2)
Security Forces (attributes 13, skills 49)
Station Upbringing
Strength: 3
Dexterity: 2
Stamina: 3
Willpower: 3
Intelligence: 2
Wits: 3
Charisma: 2
Composure: 3
Astrogation 1, Atheltics 2 (ZG adapt +1), Brawling 1, Corporations 2, Cultures 3, Drive 2, Firearms 3, Grappling 1 (Hard Grappling +2), Instruction 1, Intimidation 2 (Criminals +1), Investigation 2 (Forensics +1), Leadership 1, Medicine 1 (First Aid +2), Melee 1 (Stun Baton +1), Operations 2, Perception 2 (Suspicious Behavior +1), Science 1, Security 3, Sensors 1 (Personal Scanners +1), Stealth 1, Streetwise 1 (Gather Information +1), Subterfuge 1, Tactics 1 (Security +1)
Smuggler (attributes 19, skills 38)
Criminal Upbringing, Belter Upbringing
Strength: 3
Dexterity: 3
Stamina: 3
Willpower: 4
Intelligence: 2
Wits: 4
Charisma: 3
Composure: 4
Astrogation 3, Athletics 2 (ZG Adaptation +1), Brawling 2, Corporations 1, Cultures 2, Electronics Warfare 2, Electronics 1, Firearms 2, Gunnery 2, Intimidation 2, Negotiation 2, Operations 1, Perception 2, Pilot 1 (Shuttlecraft +1, Transports +1), Science 1, Security 2, Sensors 2, Streetwise 3, Subterfuge 2
Soldier - Army or Marine (attributes 12, skills 43)
Military Brat, Belter Upbringing, Earth Alliance
Strength: 3
Dexterity: 4
Stamina: 4
Willpower: 3
Intelligence: 1
Wits: 2
Charisma: 1
Composure: 2
Athletics 3, Brawling 2, Corporations 1, Culture 1 (Military +1), Drive 1, Explosives 3, Firearms 2 (Automatics +1, Longarms +1), Grappling 2 (Hard Grappling +1), Gunnery 2, Intimidation 3, Leadership 2, Medicine 1, Melee 2, Perception 2, Power Armor 2, Resistance 3, Security 1, Stealth 1, Survival 1 (Navigation +1, Tracking +1), Tactics 1 (Small Unit +1)
Add skills to reflect specific type of soldier.
Space Monkey (attributes 11, skills 39)
Station Upbringing
Strength: 2
Dexterity: 3
Stamina: 3
Willpower: 2
Intelligence: 2
Wits: 3
Charisma: 1
Composure: 3
Astrogation 2, Athletics 1 (ZG Adaptation +2), Brawling 1, Corporations 1, Cultures 1, Drive 1, Electronics 2, Engineering 1(Damage Control +2), Explosives 2, Firearms 1, Grappling 1 (ZG Combat +2), Mechanical 2 (Salvage +1), Medicine 1, Melee 1, Operations 3, Perception 1, Pilot 1 (Drones +1, Shuttlecraft +1), Resistance 2, Science 1, Sensors 2, Survival 1 (Space +1)
Starfighter Pilot (attributes 18, skills 50)
Station Upbringing, Arasaka Corporate Security Forces
Strength: 2
Dexterity: 4
Stamina: 3
Willpower: 4
Intelligence: 4
Wits: 4
Charisma: 2
Composure: 3
Academics 1, Astrogation 3, Athletics 1 (ZG Adaptation +1), Brawling 2, Corporations 2, (Arasaka +1), Culture 1, Drive 2, Electronic Warfare 3, Engineering 2, Firearms 1, Gunnery 3, Leadership 1, Medicine 1, Operations 2, Perception 3, Pilot 1 (Aerofighter +1, Drone +2, Shuttlecraft +1, Starfighter +2), Resistance 2, Science 2, Socialize 1 (Arasaka Corporate +1,Military Officers +1), Sensors 1 (Short Range +1), Survival 1 (Space +1), Tactics 1 (Space Combat +1)
Tactical Officer (attributes 15, skills 46)
Station Upbringing, Saeder Krupp
Strength: 2
Dexterity: 3
Stamina: 3
Willpower: 3
Intelligence: 3
Wits: 4
Charisma: 2
Composure: 3
Astrogation 3, Athletics 1(ZG Adapt +1), Corporations 1 (Saeder Krupp +2, Titan +1, CSC +1, Ship Recognition +2), Cultures 2, Drive 1, Electronics Warfare 3, Engineering 1, Firearms 1, Grappling 2, Gunnery 3, Operations 3, Perception 2, Pilot 1 (Drones +2), Science 2, Security 3, Sensors 2 (Short Range +1), Socialize 1 (SK corporate +1), Tactics 1 (Space Combat +2)