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Tuesday, July 16, 2024

Imperium-sanctioned Citizenship ID Qualifications Chip or QualChip

About the size of a modern mem-stick and hung around the neck like Dog Tags, the Imperium-sanctioned Citizenship ID Qualifications Chip or QualChip is a 57th Century ID Card and Passport. It uses a storage 'chip' of solid crystal that can hold 1 petabyte of information laser-etched into it. Being a permeant storage medium, it holds everything ever added to the 'chip'. It creates 'Addendums' to the stored information when any change is made.

When someone talks about something going ion your 'permanent record', this is truly what they mean.

It contains:

Imperial Authentication and Encryption
 - making it almost impossible to counterfeit

IMPERIAL IDENTITY DOCUMENT
Current TAS Form 2
 - Homeworld
 - Citizenship ID
 - Personal Data and History
 - digitized Personal Information starting at birth
 - Interstellar Transit Credentials
 - Medical Examinations and Inoculations
TAS Form 97 - Universal Military Service Registration
IISS Detached ID

CREDIT INFORMATION
 - Last Known Credit Amount
 - Banking accounts
 - Monetary transaction service accounts
 - known physical Money

OPERATION LICENSES
Grav Vehicle Operator's Permit
IISS Ship Operator’s Permit

QUALIFICATIONS AND CERTIFICATIONS
Master’s License
Mate’s License
Imperial Engineer Certification
Imperial Pilot Certification
Imperial Astrogator Certification
Cargomaster’s Certificate
Basic HazMat Handler’s Permit
Advanced HazMat Handler’s Permit
TAS Form 17 - Mercenary Ticket

WEAPON AUTHORIZATION
Imperial Ship Arms Load-Out Permit
TAS Form 42 - Weapon Data (Personal Arms License)

OWNERSHIP
TAS Form 3 - Ship's Papers (Commercial)
TAS Form 4 - Ship Paragraph Description
TAS Form 14 - Cargo Manifest
TAS Form 43 - Equipment Data
Robot Owner Authorization
Galactic Causality and Life Insurance Policy

MEMBERSHIPS
Patent of Nobility
TAS News Service Press ID
TAS Membership
Explorer’s Guild Membership

OTHER DOCUMENTS
TAS Form 5 - Sector Description
TAS Form 6 - Subsector Map Grid
TAS Form 7 - Subsector World Data
TAS Form 18 - Repatriation Bond
TAS Form 41 - Character Generation Data
TAS Form 65 - Starship Deck Plan grid (Small)
TAS Form 66 - Starship Deck Plan Grid (Large)
TAS Form 103 - Robot Design
IN Form 3 - Ship's Data
IN Form 10 - Ship Design Worksheet
IN Form 10 - Reverse
IN Form 11 - Small Craft Design Worksheet
IS Form 6 - Xboat Message
IS Form 7 - Xboat Image Facsimile
IS Form 7 - Star System Data
IS Form 8 - World Map Grid
IS Form 9 - World Terrain Data
IS Form 10 - Animal Encounter Table
IS Form 20 - World Profile Form
IS Form 21 - World Map Grid (Large)
IS Form 22 - Cultural Profile Form
IS Form 23 - Detailed World Data

Wednesday, April 17, 2024

Wound Damage Optional Rules for MgT2e2022

Thank you to the folks who posted info for me in the Traveller "deadly" Combat Rules discussion and Are all Aimed Shots also Called Shots? Threads. I had these ideas for a while and never pushed myself to resolve them until those two Threads showed up. So, this is what I'm going with for House-rules for Wound Damage. I tried to make sure that it works with the current Mongoose version. And I compared it with the posts in the Threads I listed. I didn't try to add any penetration rules from Striker. Just tried to keep it basic. And I hope I didn't reinvent the wheel too much. I still think there should be repercussions to certain Hit Locations, but couldn't really wrap my head around it. Maybe another time. And it would have to be rewritten for a being with different limbs - like a Hiver.
But these Optional Rules will make Combat even deadlier.
I almost felt like I was working on a Computer Program. Which I find very interesting and fun.
Let me know what you think and if you see anything that wouldn't work.
_____

I think the order that Characters lose Points from Damage should be:
 - Endurance
 - Dexterity
 - Strength
Endurance first because the Core Rulebook uses Endurance as Fatigue, and Strength last because when someone is in a Coma or received massive Trauma, Doctors will say things like the person doesn't have the Strength to live. Or something similar.

Called Shot
 - Any Aimed Shot can be a Called Shot
 - And a Called Shot MUST be an Aimed Shot
 - Pick Hit Location
 - Apply Modifier of Location to Attack roll
 - Add an extra die to any Damage unless Exceptional Success on Attack (see Critical Hit)
If the Called Shot misses
 - And the Attack roll still hits
 - Resolve Attack normally
 - Otherwise, it's a complete Miss

Critical Hit
 - Exceptional Success on any Attack
 - Double maximum dice Damage
 - Then add Effect

Bleeding
 - Total Wounds which bring Endurance to 0 cause Bleeding
 - Character Loses 1 Point every Round
 - For the number of Rounds equal to the last Damage taken
 - Or until First Aid is applied

Internal Bleeding
 - Any Damage which brings Endurance to 0 from a single Attack causes Internal Bleeding
 - Or any Total Wounds that bring Endurance plus any other stat to 0 causes Internal Bleeding
 - Character Loses 2 Points every Round
 - If First Aid is applied, lose only 1 Point every Round
 - Until Medical Care, Surgery, or an AutoDoc is successful in Treating the Wound Damage

Hit Locations
1.) Head (-2)
2.) Neck (-2)
3.) Center Mass (Chest) (-1)
4.) Center Mass (Abdomen) (-1)
5.) Groin (-3)
6.) Extremities (see Arm/Leg Tables)

Extremities
1.) Arm
2.) Leg 
3.) Arm 
4.) Leg
5.) Arm 
6.) Leg

Arm
1.) Upper right arm (-2)
2.) Upper left arm (-2)
3.) Lower right arm (-3)
4.) Lower left arm (-3)
5.) Right hand (-4)
6.) Left hand (-4)

Leg
1.) Right thigh (-2)
2.) Left thigh (-2)
3.) Right shin (-3)
4.) Left shin (-3)
5.) Right foot (-4)
6.) Left foot (-4)