Wil's Storyteller-Traveller Crossover

Preface

Overview

I've always wanted to run Traveller using the Storyteller engine, as presented in Vampire, the Masquerade, 1st edition. I've since realized that:
  1. The combat mechanics need some serious tweaking to cope with FGMP's.
  2. It's easier to rewrite the combat system than to adapt it.
  3. (completely unrelated) I have forgotten for almost 10 years now to credit my prime help in creating this in the first place: Peter Newman.

So: what this is is "Just enough WOD" to run Traveller, IMO. Combat works differently, and psionics are based upon the Sorcery mechanics. You will need an old-WOD rulebook for attribute capabilities, skill level general meanings, and specialization rules.

And, just for reference, All traveller characters are considered to have unawakened avatars. If you want to cross in the WOD Beasties, that should answer "Big Question #1". One exception: Grandfather becomes a mage if you cross over, and is a technomancer.

A note on Dice conventions

Storyteller uses dice pools vs a target number (As do at least several other game systems unrelated to WWG's). Each die which rolls that number or higher is called a success. In the early games, the target number was flexible. In newer ones, it's fixed, but a variable number of successes is required.

I have stuck with the variable target numbers for this conversion This is for a variety of reasons, including personal preferences and making things work in a Travelleresque manner.

Legalalia

The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2003 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises' copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Storyteller System, World of Darkness, Vampire the Masquerade, Werewolf the Apocalypse, Mage the Ascension, and Socerer are all trademarks of and copyright by White Wolf Game Studios, Inc. They are used without permission. Their use here should not be construed as challenge to those intellectual properties.

Old School Rolling Conventions

This ruleset was developed more than 10 years ago. It doesn't roll for successes like modern World of Darkness games.

Target Numbers: In new WoD, all dice roll against an 8+. In OLD WoD, the target number was set by difficulty. This conversion used that OLD convention.

Task Definition

A task has four parts:

  1. A definition
  2. A stat and a skill
  3. A difficulty
  4. A time increment or time

The definition is what the task is about.

The Stat and Skill: Some tasks have two skills, some two attributes, if you're converting from other Traveller systems. For this game, however, you should use Either: one attribute and one skill; or one Trait. Add their ratings together, and grab that many 10 sided dice. If you get more than 10 dice, however, we're going reduce your target number instead of using the excess dice.

The difficulty. Traveller uses several difficulty levels, defined by labels.

Traveller
Difficulty
Target
Number
Impossible10+
Challenging9+
Formidable8+
Difficult7+
Routine5+
Simple3+
Automatic1+

The Time Increment: MegaTraveller (and DGP's UTP for CT) use an increment of 1/10th the time, times 3d6 - skill. TNE lists a flat time. We'll use a flat time, and reduce by 10% per success after the first, to a minimum of 30%

Task Modifiers

Hasty: You increase the difficulty by 2, but each success over the first takes 20% off the time

Cautious: You decrease the difficulty by 2, and double the base time.

Hazardous: if you botch, it really hurts badly.

Fateful: If you fail (no successes), it counts as a botch.

Unskilled OK/Untrained: No TN Penalties for lacking the skill or knowledge listed for the task.

Absolute: Extra Successes don't reduce time taken.

Character Definition

Attributes

PhysicalMentalSocial
StrengthIntelligenceCharisma
DexterityPerceptionManipulation
EnduranceWitsAppearance
Each starts with 1 dot free. Prioritize: 7/5/3.
Human limit is 5 dots in each. (Certain other races may vary).

EtiquetteAbilities

TalentsSkillsKnowledges
AwarenessAircraftAdministration/Bureaucracy
AlertnessAnimal HandlingAstrogation
BrawlArcheryBiology
CarousingArtisanChemistry
Combat EngineeringDemolitionsCivil Engineering
CommunicationsEtiquetteComputer
ConstructionFirearmsElectronics
DisguiseForgeryGenetics
DodgeForward ObserverGravitics
EmpathyGrav VehicleHistory
First AidGround VehicleIntrusion
ForensicGunneryLinguistics
GamblingHeavy WeaponsMedical
InterviewMechanicalNaval Architect
InterrogationMeleePhysics
NavigationMusicPlanetology
PersuasionPilotPolitics
StealthRideRobotics
StewardSensorsShip'½s Engineer
StreetwiseSurvivalShip Tactics
SwimVac SuitSurvey
ThrowWatercraftTactics
TraderZero-GXenology
Unskilled OKUnskilled +2 DiffUnskilled prohibited
Prioritize: 13/10/7

Virtues

VirtueDescription
StabilityGoverns self-evaluation, and perseverance through hardships. Used to deal with Terror, Fright, and stress checks.
DeterminationGoverns the ability to override the body's natural needs, it is used to resist actions driven by the body's self-preservation instincts. It is also used to determine whether you may retry a failed task (assuming you didn't have something bad happen preventing a retry).
Coolness under FireRepresents how well the character deals with combat stress, battle conditions, and such. This is used to avoid combat panic, wounding, and such.
Curiosity (3)This is an optional virtue which may be used in place of Determination or stability when encountering a new situation.
Faith (3)Faith is an optional virtue which can be used to resist anything which contravenes the character's faith. It does, however, set the difficulty of resisting actions one's faith would require.
Honor (3)May be used to substitute for any other virtue when one's honor is at stake, in place of any other virtue. Note that it also sets the difficulty for avoiding something which your honor requires.
Patience (3)Patience is an optional virtue, which may be used in place of stability or conscience for stress or retry checks.
Stability, determination, and Coolness under fire start with 1 dot each, and the other virtues may be have their first dot earned with the indicate number of freebie points; additionally, all characters receive 5 additional dots to spend on any virtues they may have.

Willpower

One's permanent willpower equals the highest virtue plus 2 dots. Temporary

willpower starts equal to the permanent willpower. Willpower has a maximum of 10, not 5 as per other abilities.

Temporary Willpower can not exceed permanent willpower, unlike WOD.

Backgrounds

Characters start with 10 dots in backgrounds. Note that many backgrounds go to sevens. Any over 5 require GM's permission.

DotsNoble TitleKnighthoodOfficer RankDecorations
BaronSubsector OrderRank 1 (O1-O2)A few minor ones
••ViscountSector OrderRank 2 (O2-O3)One or two major ones
•••CountDomain OrderRank 3 (O4)Hero
••••MarquisMinor Imperial OrderRank 4 (O5Impressive Hero
•••••DukeMajor Imperial OrderRank 5 (O6-O7)"My awards go jingle, jangle, jingle"
••••• •ArchdukeRoyal OrderRank 6 (O7-O10)Noticeable List to one side from all the fruit salad
••••• ••PrinceRank 7 (O11)Up one side and down the other.
RestrictionsMay be taken multiple timesScouts, Belters, and Civilian Scientists may not take this.Only military (army, navy, marines, sailor, flyer) actually get medals... The others have comparable stuff tho'

DotsAlliesContactsRetainersMentor
1 Moderately powerful1 Major1Little Status, moderate skills
••2 moderately powerful 2 major, 2 minor2-3Some Status, and several (2-4) abilities at 5 dots
•••3, one quite influential3 major, 4 minor4-6High ranking official, or many (8-12) abilities at 5 dots
••••4, one very influential and moderately well connected4 major, 8 minor7-10, or fewer of notable skill or loyaltyHigh Ranking Noble, or high official of great power.
•••••A half dozen, one extremely powerful or important6 major, a dozen minor11-20Domain level official or higher, or sector duke or higher noble
••••• •A dozen, one of whom is a domain level influential person10 major, 20-30 minorA Household StaffMember of Imperial Household
••••• ••Scores, including the Emperor himself20 major, minors just about anywhere, and one in the imperial court or an archdukeA Major Household StaffMember of the Imperial Family.
RestrictionsOne dot less for numbers if exceptionally loyal or skilled, 2 steps lower if both.

DotsScoutShipMerchant Ship, YachtTermsCash
Type S, beaten upA, A2, etc, 40 Years owed1 Term +5 freebiesCr 1000
••Type S, good shapeA, A2, 30 Y Owed
R,Y,K 40 Yrs Owed
Two Terms +10 FreebiesCr 5000
•••Variant S (S-2, S-3)
bad shape
A/A2 20 Yrs Owed
R,Y,K 30 Yrs Owed
Cbt: 40 Yrs Owed
3 Terms. +15 FPCr 10,000
••••Variant, good shapeA/A2 10 Yrs Owed
R,Y,K 20 Yrs Owed
Cbt 30 Yrs Owed
4 Terms + 20 FP.
Lose one physical dot.
Cr 50,000
•••••Donosev, Bad ShapeA/A2 paid off
R,Y,K 10 Yrs Owed
Cbt: 20 Yrs Owed
5 Terms
+25 FP
Lose two physical dots
Cr 100,000
••••• •Donosev, good shapeR,Y,K paid off
Cbt: 10 Years Owed
6 terms
+30 FP-
2 Phys Dots, -1 Mental dot
Cr 500,000
••••• ••Combatant paid off7 Terms
+35 FP-
3 Phys Dots, -2 mental dots
Cr 1,000,000
RestrictionsScouts, BeltersCannot be bought with Freebie Points.Cannot exceed terms + Resources

DotsResourcesRetirement PayFief
Cr 100/month after lifestyleCr2000/yearA Villa or Mansion
••Cr 250/month after lifestyleCr4000/yearA large land parcel or income producer
•••Cr 500/month after lifestyleCr6000/yearA Small city vast empty land
••••Cr 1000/month after lifestyleCr8000/yearA Major city or sparse subcontinent
•••••Cr 2500/month after lifestyleCr10,000/yearA continent
••••• •Cr 5000/month after lifestyleCr12,000/yearA minor world
••••• ••Cr 10000/month after lifestyleCr14,000/yearA major world
RestrictionsCannot exceed terms; Anything less than 5 dots indicates disability pension, not retirement.Cannot exceed Title + (Decorations or knighthoods/2)
[use greater of number of knighthoods or dots in decorations]
Serves as Resources at one dot less (income in addition to resources, do not add dots)

Merits and Flaws:

TAS Member5Assume lifetime membership
Claws1-5Can do aggravated damage. Penetration is 3+ points. Reach is 1.
Teeth1-5Can do aggravated damage. Penetration is 5+ points, reach is 0
Extra Hits1-7Extra Boxes on one line. See Wound Status, below.
Missing Hit2-8Missing a line on the hit table. you gain back 1 point more than an additional box would cost.
Physical, Mental, and social: Use VPG, or M:TboS for any that seem to fit, and get GM approval.
Virtues: Listed with virtues

Freebie Points

Human player characters base of 20 freebies, Plus any from flaws. Additional may be attained by the Terms background, but that background may not be purchased, nor raised, using freebie points.
Itemcost per dotMaxBase Given
Attributes55 Each9@1 7/5/3
Abilities:35 Each13/10/7
Virtues:25 Each3@1 +5
Backgrounds25 Each10
Willpower310 Best Virtue +2
Psionic Talents
PSR550
Talents3
PSR0
Tricks1 eachTalent0

Psionics

PSR

PSR limits the maximum level on psionics talents. PSR cannot exceed 5 for most humans. (Droyne may start no higher than 5, but may attain up to 8)

Talents

Each talent is a "Psionic Skill". The skills are learned individually. Each has several associated tricks (similar to path abilities for Sorcery), but unlike the WOD games, the tricks must be learned separate from the skills.

Tricks

The tricks shown are shown to tell you at what level of skill you may acquire the trick.

Definitions to be done later.

Difficulties are 4+ required dots OR Range Base plus Required dots to use a trick.

Using Psionics

Talents are rolled on Talent+Int.

You must have a trick to use a talent. If you don't have the trick, but do have the requisite skill, you may spend a temporary willpower point to attempt it unskilled.

Failing a talent roll costs a Willpower box. Spending a willpower on a Psionic task does NOT grant autosuccesses; it instead lowers difficulties. See Willpower and Psionics, below.

Range Difficulties: use the point of closest contact.

Time Difficulties: Use higher of distance in time or size of chunk affected. Distance is to "Near Edge" of time affected.

Group affects: Each additional target adds their range modifier to the difficulty, with a minimum of +1 each. This does not apply to telepathy.
Telepathy
• LifeDetection
• Shield (3)
• Telempathy
• Flicking (4)
• Invisibility (1,2)
•• Send Thoughts
•• Read Surface ThoughtClairvoyances
••• Send & Receive
••• TP Stun
•••• Probe
•••• Assault
••••• Mind Edit [RT]
Clairvoyance
• Seek [R]
•• Sense
••• Clairvoyance
••• Clairaudience
••• Object Read
•••• Combined CV/CA
•••• Remote Taste/Smell
•••• Remote Touch
••••• Clairsentience*
Postcognition
• Object Read
•• Place Read
••• Postcognition
••• Person Read
Precognition
• Danger Sense
• Combat Sense
••• View Future
Awareness
• Accelerate Healing
• Suspended Animation
•• Enhance Physical Attribute
•• Regeneration
••••• Enhance Social Attribute
••••• Enhance Mental Attribute
••••• ••• Immortality (1,2)
Teleportation
• Self only (naked)
•• Self and clothing Allowance
•• Unconscious Safety*
••• Self and Max Carry
••• Passengers (naked)
•••• Passengers (with Clothes)
•••• Other (unwilling) with clothes
•••• Blink Attack*
••••• Passengers with Max Carry
••••• Others (unwilling)
Machine Telepathy
• Terminal
•• Read Files
•• Jinx Equipment
••• Hack Computer
••• Hack Files
••••• Merge with computer

note: Roll on Computer + machine telepathy.

Healing
•Diagnose
•• Accelerate Another's healing
•••• Regenerate another
••••• Suspend another
••••• •• Undo Aging
Telekinesis
• Moving
• Manipulating
•• Move and Manip
•••• TK Bullet
•••••• HeartWrench
(1)Normally restricted to Droyne
(2) no roll needed, always on
(3) Psionic Shield is both passive and active.
(4)normally restricted to Zhodani.

Telepathy and Clairvoyance: The difficulty is to bring it up; keeping it up requires a minimal level of concentration; a failed virtue or willpower roll will require bringing it up again.

Damage Tricks: TP Stun, Assault - Successes are damage levels; target rolls soak vs PSR+Telepathy. Soak is rolled on PSR; if target has shield, roll on PSR + Shield. TPS does non aggravated, or may instead be used to cost the target rounds of action. Non psionic targets may spend a willpower point to soak with any virtue.

Psionic shield: Is a character has psionic shield, Int+Telepathy may be rolled to resist any mind affecting tricks or Clairvoyant tricks. Artificial Psionic Shields count, normally, as 1d of soak.

Accelerate Healing: divide time to heal by (1+successes) for duration chosen. May be used prophylactically (IE, before being injured).

Regenerate: successes are wound levels restored as an action. It takes one round per wound level.

Invisibility: Invisibility is blocked by having a psionic shield active. Max range at which targets are affected is the range where the distance is equal to the Droyne's Telepathy.

Willpower

Willpower and Psionics

Any failed psionic task costs 1 box of willpower.
Spending a temporary willpower (1 box) gets you a roll of your PSR versus a difficulty of 6; each successreduces the difficulty of the immediately following psionic task by 1. Botching this roll costs 1 permanent willpower.

Willpower in General

Losing willpower dots: on a botched virtue roll, one must make a difficulty 6 willpower roll or lose 1 dot!

If for any reason you are at 0 temp and must spend a point, you lose one dot, refill the boxes to the new level, and then spend the points. If this would take you to a permanent willpower of 0 dots, you remain at one and instead lose a dot in a virtue, starting with the highest.

Gaining new dots requires Either:

Psychology
Fear: Anything scary may cause a fear check. A failed fear check means one must either attack or leave. The difficulty should be set by the GM. Roll checks on Stability. On a success you may stay, on a fail fight or run... On a botch, see terror.
Terror: Terror occurs when either you failed a fear check but cannot get away nor attack, or you botched a fear check. Terror is also made on Stability. Failing terror results in freezing up until one can make a willpower roll of the same difficulty as the terror check (roll once per round). Botching a terror check results in catatonia until a willpower check is made, at one roll per day. Botches also cost you one permanent point of willpower.
Retry: When you fail a task, you must roll determination to retry that task. The difficulty is 2 per prior attempt made on the task.
Successes:
   1, retry at +2
   2 successes means at +1
   3 or more at no additional penalty
(note, the penalties do not accumulate from retry to retry).
Failure: you may not retry the task.
Botch: You get frustrated by your failure. Roleplay it.
Resist Deprivations: Roll determination versus the number of time increments of prior deprivation to avoid frenzy to get to the needed item. For Food, the increment is days. For Water or beverages, it is watches (4 hours). For air, it is 6 second (a combat round). Willpower can be used to reduce the difficulty just like for psionic tasks.
Facing combat: Roll CUF to remain calm and effective. Base is a 6, increase diff by 1 for each of:
  • Outnumbered
  • Cornered
  • outgunned (on a man by man basis)
  • Already injured
Decrease the difficulty by each of the following:
  • Superior numbers
  • Superior firepower
  • Have a plan
  • Have them cornered
  • have reinforcements on the way
  • have surprise.
Success: You can fight!
Fail: You may not leave cover or actively engage in anything other than pure self-defense. You may roll again each round to recover.
Botch: Combat has induced terror in you; See terror.
Injured: Roll CUF vs a difficulty as shown on the wound track table (below)
Success means you can continue.
Failure, you must seek cover or retreat until you make a willpower roll of the same difficulty.
Botch: You must flee... You've broken, and may not return to this combat.
Derangement: If you have acquired a derangement, roll whichever virtue your GM choses when it might apply. Typically, if it is perceptive in nature, it will be stability to not misperceive. If it is an action-based problem, determination to avoid acting upon it.
Compulsion: if a character has Faith, Honor, Curiosity, or Patience, the character may be compelled to do (or not do) something. These rolls are made on willpower vs a 4+ the level of the virtue. On a success, you overcome the compulsion, and may act as you choose. On a failure or botch, you must go through with the action the GM had you check for (or inaction as the case may be).

Gaining Derangements

Any time you botch any psychology rolls, make a "Dementia Tally" When they total equal to or greater than your permanent willpower, roll stability plus determination vs a 6. If you succeed, reduce the tally by the number of successes. On a failure nothing happens until you gain another tally. On a botch, clear out the total, but gain 1 derangement.

Combat

Travellerisms

Range Bands Table
RBRangeTemporal RangeDiff Base
T0mSec0
Cl1mMin1
Sh5mHour2
Med50mDay3
Lng250mWk4
VLng500m2 Wk5
Dist5kmMonth6
VDst50kmYear7
Reg500km8
Cont5,000kmTerm9
Plan50,000km10
Far Orb500,000kmDecade11
Ext Orb5,000,000km2 Decades12
InPl1AUCentury13
Sys1KAu2 Centuries14
SbSt100KAuMillenium15
St1Pc2 Millenia16
InSt2Pc5 Millenia17
DpIST4Pc10 Millenia18

Types of Damage


Aggravated vs non-aggravated wounds: low impact blunt force trauma is non-aggravated (punches and kicks, short falls), all other kinetics are aggravated. Stun-Weapons are non-aggravated

Wounds

levelPenaltyCUF DiffAggravated Base HealNon-Aggravated Base HealExtra Box FP Cost
Bruised-031 day5 min7
Light-143 days5 min6
Medium-147 days5 min5
Heavy-2514 days10 min4
Severe-3628 days10 min3
Mauled-51028 days10 min2
Incapacitatedunconsciousna28 days10 min1
Mortaldyingna28 days*nano
Healing:
The above times shown are days to get a roll of Endurance vs a 6; each success is one level healed.
Accelerated healing successes are a divisor to the above times, plus extra dice on the healing roll.
Regeneration successes are number of boxes healed.
Buying extra Boxes:
being tougher than normal is possible. The table lists the freebie point costs for a given extra box.
Non-Aggravated to Aggravated:
When all available boxes have been filled with non-aggravated damage (You can't go past incapacitated directly with non-aggravated damage), start over at the bruised level,converting damage from non-aggravated to aggravated.
Penalty
The penalty is in dice. If this would knock you to less than 1 die, the remainder is a TN increase, rather than eliminating the last die.

Weapons

weapons are given several statistics:

Accuracy: Accuracy is the number of range bands before difficulty raises a point. Each range band past is 1 more point unless noted with a plus or minus and a number. If a minus, the number is how many additional points per range band. If a plus, it's how many extra range bands before the second point.

Damage is damage dice rolled.

Penetration is given at close range. It is the target number for soak tests. Unarmed combat has a pen of 3.

Attenuation is how many range bands before pen drops by a point.

Max Range: the maximum traveller range band.

Basic To Hit Procedure

  1. Declare target and weapon
  2. determine range
  3. determine target number to hit: base is 4, modified by, range, cover, size, etc.
  4. roll dex+skill (missile) or str+skill (melee) vs TN from 3.
  5. target may roll to reaction dodge. Difficulty is adjusted from a base 6 by the opposite of the mods on the to-hit. Each success cancels a To-Hit Success.
  6. If any to hit successes remain, Attacker rolls Damage + Extra To Hit Successes Target's End, count successes.
  7. Defender rolls Armor vs Pen to soak. Yes, 10's do pop. Each success removes one damage success.
  8. Defender marks wounds equal to the remaining damage successes
  9. Defender must make the needed Psychology roll to stay functional.

Scaling: Ships and Vehicles

Procedure

When a personal weapon fires at a vehicle, Soak dice are doubled, but dodge successes are 2 per to hit success removed. one extra damage die is rolled per 2 extra to hit successes.

when personal weapon fires at a ship, soak dice are trebled, but dodge successes are 3 per to hit success removed. one extra damage die is rolled per 3 extra to hit successes.

when a vehicular weapon fires at a person, damage dice are doubled, including those from extra successes. Pen is increased by 5.

When a vehicular weapon fires at a ship, Soak dice are doubled, but dodge successes are 2 per to hit success removed. one extra damage die is rolled per 2 extra to hit successes.

When a ship fires upon a person, damage dice are trebled, including those from extra successes, and Pen is increased by 10.

When a ship fires upon a person, damage dice are doubled, including those from extra successes. Pen is increased by 5.

Stats

Scale: ship or vehicle, as per T20.

Use T20 stats: Armor for vehicles is per the armor rating from T20 or HG. The Soak base is by tonnage:
tons0-5050-99100-499500-9991000-50005000-999910,000-49,99950K-99K100K-499k500K-999K1M-4.999M
Soak=AV+012345678910
Damage Diff:33445566778

A ship's dodge pool is equal to G's + Pilot.

Hits Tracks are calculated.
LinePenaltytons for first boxtons for second boxtons for third box
Scratch 0 3+ 10K+ 3M
Minor 1 10+ 5K+ 1M
Moderate2 30+ 3K+ 500K
Severe 3 5+ 1K+ 300K
Crippling4 100+ 500+ 100K
Devastating5 50+ 300+ 50K+
IncapacitatingX1+ 30K+ 1M
DestroyedX 1+ 1K+ 10K+
WeaponAccuracyDamage typePenAttenSec TypeSecPenSecAtted
Ship's LaserDist+0Structure5dist+1None
PlasmaLong-1Structure6dist-1None
FusionLong-1Structure7Dist-1Rad5Med-2
PAWSLongStructure7LongRad3Long
MissileMed+2Structure5nanone
Nuke MissileMed+2Structure7naRad5na

Sample Ships

Type S
Wound LevelWound Pen Boxes G's 2
Scratch 0 [] Jump 2
Minor 1 [] PP 2
Moderate 2 [] Cargo 20 Td
Severe 3 [] Staterooms 4
Crippling 4 [] Turret 1 (Laser)
Devastating 5 [] Crew 1P/E 1G
Incapacitating X [] Comp 1bis
Destroyed< /td>X [] Subcraft1 AirRaft
Notes ArmorNone
the basic mail courier design. In commercial use, she carriesTonnage100
PriceMCr30
Type A
Wound LevelWound Pen Boxes G's 1
Scratch 0 [] Jump 1
Minor 1 [] PP 1
Moderate 2 [] Cargo 100 Td
Severe 3 [] Staterooms 10
Crippling 4 [] Turret 2 Empty
Devastating 5 [] Crew 1P, 1E, 1N, 2G, 1S, 1M
Incapacitating X [] Comp 1bis
Destroyed< /td>X [] Subcraft1 AirRaft
Notes ArmorNone
the basic tramp freighter design.Tonnage200
PriceMCr67
Type A2
Wound LevelWound Pen Boxes G's 1
Scratch 0 [] Jump 2
Minor 1 [] PP 2
Moderate 2 [] Cargo 65 Td
Severe 3 [] Staterooms 10
Crippling 4 [] Turret 2 Empty
Devastating 5 [] Crew 1P, 1E, 1N, 2G, 1S, 1M
Incapacitating X [] Comp 1bis
Destroyed< /td>X [] Subcraft1 AirRaft
Notes ArmorNone
the longer range tramp freighter design.Tonnage200
PriceMCr67
Type R
Wound LevelWound Pen Boxes G's 1 Fuel56Td
Scratch 0 [] Jump 1
Minor 1 [] PP 1
Moderate 2 [] Cargo 195 Td
Severe 3 [] Staterooms 12
Crippling 4 [] Turret 2 Empty
Devastating 5 [] Crew 1P, 1E, 1N, 2G, 1S, 1M
Incapacitating X [] Comp 1bis
Destroyed< /td>X [] Subcraft1 Shuttle
Notes ArmorNonePriceMCr135
the "big boy". This monster is a tunnel deck that carries a huge load.Tonnage400

Races

Droyne: instead of 7/5/3 atts, only use 5/4/3. Can fly, if Atmosphere std plus and local g's under 0.5. Claws Pen 9. Racial PSR 1, Telepathy 1, shield • and Invisibility •Castes are Leader, Sport, Warrior, Technician, Worker, Drone.
ZhodaniAll zhodani psionicists are nobles. All zhodani nobles are psionicists. PSR can reach 7. Otherwise human.
Aslan: Max Str 6, Dex 4, End 6. Have 2 point claws and 2 point teeth. All have Honor Virtue.
VargrMax Dex 6. Have 1 point claws and 1 point teeth.
Llewellolly
"Dandies"
Max Str3, End 4, Int 4 and Man 4. lose the light wound level. all 5 limbs useable as hands or feet. 1m tall puffball. Have color vision, but range excludes red and goes up into mid UV. Can speak galanglic. Ritual introductions take several minutes.
VirushiMax Str, End 8, two extra physical dots. Extra bruised, light, and Medium wound levels. Pacifists, of the do and advise no violence school; they won't stop a plan that works becuase it's violent, but they won't do violence, and will never vote for a violent solution, although if it's the best option, they will abstain.