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[Classic Traveller] Alt-Traveller sweetness

Started by Ian Absentia, January 23, 2007, 05:00:48 PM

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Ian Absentia

So I'm digging around on my hard drive today, and I found this little nugget that I once threw together at Balbinus' request...
QuotePsi-Corps

Enlistment 9+   (+1 if INT 8+)
      (+2 if PSI 9+)
Survival 5+   (+2 if INT 7+)
Commission 10+ (+1 if EDU 8+)
Promotion 9+ (+1 if PSI 8+)
Re-enlist 6+

Ranks
1 Sergeant
2 Inspector
3 Chief Inspector
4 Superintendent
5 Commander
6 Commissioner

Automatic Skills
Inspector: Talent
Commander: Admin - 1

Mustering Out: Material Benefits
1 Low Psg
2 Mid Psg
3 High Psg
4 +1 INT
5 +1 EDU
6 Vehicle
7 +1 SOC

Mustering Out: Cash Allowances
1 Cr 1,000
2 Cr 2,000
3 Cr 5,000
4 Cr 5,000
5 Cr 10,000
6 Cr 20,000
7 Cr 50,000

 
Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 Brawling
5 +1 EDU
6 Vehicle

Service Skills Table
1 Brawling
2 Streetwise
3 Computer
4 Admin
5 Vehicle
6 Recon

Advanced Education Table
1 Brawling
2 Computer
3 Tactics
4 Admin
5 Interrogation
6 Leader

Advanced Education Table (only if EDU 8+)
1 +1 INT
2 Jack-o-T
3 Liaison
4 Interrogation
5 Talent
6 +1 PSI

Rule Variants
Psionic Ability:  Prior to enlistment, roll Psionic Ability (PSI).  Do not apply a modifier of  1 per Book 3 – the character is 18 years old and has not yet suffered any diminishment of his PSI.  If the character does not succeed at enlistment with the Psi-Corp, he must then apply the -1 modifier to his PSI rating and attempt enlistment in another career.

Talent:  The Talent skill refers to the psionic talents listed in Book 3.  The first receipt of Talent, upon promotion to the rank of Inspector, may be chosen at will from the Psionic Talents table without needing to roll.  Subsequent receipts of this skill allow for a roll on the Psionic Talent table per the rules indicated, applying all indicated modifiers for secondary talents, tertiary talents, and so forth.

Brawling:  The Brawling skill, as utilised by the Psi-Corps, is strictly non-offensive in nature, and is comprised of a variety of methods to defend one's self in hand-to-hand combat and to subdue an opponent in a non-lethal manner.

Ranks:  Rank titles are formally preceded by the prefix "Detective", though for brevity the prefix is commonly dropped.  Non-commissioned personnel are referred to as "Constable".  The first promotional rank of Sergeant is technically a non-commissioned rank.  Neither Constable nor Sergeant are ever preceded by the prefix "Detective".
Anyone else have any Alt-Traveller goodness to share?

!i!

KenHR

Don't know how sweet it is, but I've got one new profession and some notes for my non-official homebrew subsector on my campaign wiki.  One original deckplan, too, and I'm hoping to add more soon.  Post-holidays have been busy, and I haven't updated the wiki in a couple of weeks.
For fuck\'s sake, these are games, people.

And no one gives a fuck about your ignore list.


Gompan
band - other music

Casey777


New Arcadia. I'm just a player in it but we're using house-ruled Traveller: The New Era rules.

Terran Praesidium started as an alt.Traveller setting by Bryan Gibson but is now coming out as an Avenger/Comstar Games Translight setting. My only involvement was some early playtesting.

jrients

Quote from: Ian AbsentiaAnyone else have any Alt-Traveller goodness to share?

From my ongoing Trav project:

Mindknights of Matarishan

For over three centuries the Mindknights were the guardians of peace and justice in the old Federation, before the Long Night, before the Third Imperium. Individual Mindknights survived the breakup of the Federation, though the chaos of the times destroyed their order and scattered its members. Their great schools were lost, but the practices of the Mindknights survived the Long Night and the order was revived with a second founding concurrent with the expansion of the Third Imperium into the Gateway Quadrant. During the Psionic Supressions the Mindknight teachings were declared to be heresy and their schools were closed by Imperial Edict. Most Mindknights fled to worlds outside the Imperium, but rumour has it that some inhabitants of the Matarishan Federation Subsector still practice the old ways.

The weapon of choice of the Mindknights is the Mondi Plasma Saber. Outside the remnants of the order the secret of their construction has been lost.


Mindknight Career Rules
Enlistment 12+
DM +1 is Soc 9+
DM +2 if Psi 9+

Survival 8+
DM +2 if Dex 8+

Position -
DM +1 if -

Promotion -
DM +1 if -

Re-enlistment 4+

Service skill...Energy Blade-1

Personal Development
1 +1 Int
2 +1 End
3 +1 Dex
4 +1 Psi
5 Brawling
6 Gun Combat

Service Skills
1 Telepathy
2 Telekinesis
3 Teleportation
4 Clairvoyance
5 Awareness
6 Energy Blade

Advanced Education
1 Vehicle
2 Vacc Suit
3 Electronics
4 Computer
5 Psionic
6 Energy Blade

Advanced Education (Edu 8+ only)
1 Medical
2 Navigation
3 Engineering
4 Pilot
5 Jack-o-T
6 Psionic

Benefits
1 Low
2 +1 Dex
3 +2 Psi
4 Energy Blade
5 Travellers
6 High Passage

Cash
1 1000
2 5000
3 10000
4 15000
5 20000
6 25000

Notes:

Energy Blade and Psionic are cascade skills. Energy Blade allows selection of any energy melee weapon, such as Electro Foil, Plasma Saber, or Dual Plasma Sabre. Psionic allows selection of one Psionic skill, including Special. If Special is selected work with the referee to develop the Special power.

Psi score degrades each term as normal, but the total psionic power of the mindknight is found by adding psionic skill level to the Psi score. E.g. a mindknight musters out with Psi 5 and Telepathy-2. The character's net Telepathic ability is level 7. After mustering out the mindknight is considered fully trained to the limits of his or her abilities and cannot advance further in psionic skills.


Mindknight Training for Characters in other Careers

For those outside the Mindknight career the Mindknight Academies are treated as a Psionic Institute using the rules in Book 3, with the addition that the training also grants usage of a single Energy Blade skill at Rank 0. Any given world will have either a normal Institute or an Academy, not both. Roll on the chart below when an Institute is located. If the target number is met or exceeded on 1D, the training facility is a Mindknight Academy.


Location Target
Matarishan Federation Subsector 2+
Adjacent Subsectors 3+
Ley Sector 4+
Gateway Quadrant 5+
Sector Adjacent to Quadrant 6+
Anywhere Else 7+
Jeff Rients
My gameblog