Supplement Four
SOC-14 5K
Here's something neat. I love reading little 'ole things like this.
I've been looking through the 90+ Traveller articles that were published in White Dwarf magazine back in the day, and I stumble across this...
Tech Level Modifier
Consider that characters have TL's equal to their homeworlds (a GM my change a Traveller's TL to that of his starship if the character spends most of his time aboard his starship and not on his homeworld).
What happens when they deal with tech far removed from what they know?
For example, let's say a character from a TL 8 world with Computer-2 needs to work on a busted CPU aboard a TL 14 starship.
How do you handle that?
Neat suggestion from WD: Divide the difference of he two tech levels by the character's skill level. Use that as a modifer.
{(TL - Character's TL) / Skill} = modifier
In our example, the modifer would be: -3 DM
14 - 8 = 6
6 / 2 = 3
The TL 8 character would use a -3DM (in effect a -1 DM because he get's +2 for his Computer-2 skill) when attempting to repair the computer on the TL 14 starship.
The throw would be: 2D +2 -3 for target or better.
2D -1 for target or better.
I think that's a pretty slick little mechanic (which is why I share it with you here...in case you want to incoporate it into your games).
Here's something else for ya....
Understanding Higher Tech
If a character examines higher tech, he might be able to "figure it out". Exactly what (if successful) he figures out is up to the GM. But, this is a nice little mechanic to use during a game.
If a character studies a device of higher tech for a while (time decided by GM), then allow the character a check to see if he "figured it out".
Use the same modifier as described above (difference of TL divided by appropriate skill level).
If what the character is trying to "figure out" is of a TL higher than the character's, roll: 3D +mod for INT or less.
If what the character is trying to "figure out" is of a TL lower than the character's, roll: 3D -mod for EDU or less.
Example: Characters have found an Ancient site on a world. The character used in the example above is one of them (TL 8, Computer-2).
There is a large stone block with scratches on it, pierced with holes. It looks like it might be some type of machinery encased in stone.
The GM knows it's an Ancient computer interface, but the players and character's don't know this.
Our example character stuides the block for a few minutes, and the GM decides to give him a check (unless the player actually guesses what the thing does--always role play before you roll play).
The GM knows the Ancient computer is TL20. The modifier for the check would be: -6DM.
20 - 8 = 12
12 / 2 = 6
Since this piece of tech is higher than the character's TL, we roll 3D +6 for INT or less.
If successful on the check, the GM will tell the player what his character is looking at (or, better yet, describe it so keenly that even a monkey could figure out it is a computer interface by your description).
Couple 'o neat little rules, eh?
I thought so.
-S4
I've been looking through the 90+ Traveller articles that were published in White Dwarf magazine back in the day, and I stumble across this...
Tech Level Modifier
Consider that characters have TL's equal to their homeworlds (a GM my change a Traveller's TL to that of his starship if the character spends most of his time aboard his starship and not on his homeworld).
What happens when they deal with tech far removed from what they know?
For example, let's say a character from a TL 8 world with Computer-2 needs to work on a busted CPU aboard a TL 14 starship.
How do you handle that?
Neat suggestion from WD: Divide the difference of he two tech levels by the character's skill level. Use that as a modifer.
{(TL - Character's TL) / Skill} = modifier
In our example, the modifer would be: -3 DM
14 - 8 = 6
6 / 2 = 3
The TL 8 character would use a -3DM (in effect a -1 DM because he get's +2 for his Computer-2 skill) when attempting to repair the computer on the TL 14 starship.
The throw would be: 2D +2 -3 for target or better.
2D -1 for target or better.
I think that's a pretty slick little mechanic (which is why I share it with you here...in case you want to incoporate it into your games).
Here's something else for ya....
Understanding Higher Tech
If a character examines higher tech, he might be able to "figure it out". Exactly what (if successful) he figures out is up to the GM. But, this is a nice little mechanic to use during a game.
If a character studies a device of higher tech for a while (time decided by GM), then allow the character a check to see if he "figured it out".
Use the same modifier as described above (difference of TL divided by appropriate skill level).
If what the character is trying to "figure out" is of a TL higher than the character's, roll: 3D +mod for INT or less.
If what the character is trying to "figure out" is of a TL lower than the character's, roll: 3D -mod for EDU or less.
Example: Characters have found an Ancient site on a world. The character used in the example above is one of them (TL 8, Computer-2).
There is a large stone block with scratches on it, pierced with holes. It looks like it might be some type of machinery encased in stone.
The GM knows it's an Ancient computer interface, but the players and character's don't know this.
Our example character stuides the block for a few minutes, and the GM decides to give him a check (unless the player actually guesses what the thing does--always role play before you roll play).
The GM knows the Ancient computer is TL20. The modifier for the check would be: -6DM.
20 - 8 = 12
12 / 2 = 6
Since this piece of tech is higher than the character's TL, we roll 3D +6 for INT or less.
If successful on the check, the GM will tell the player what his character is looking at (or, better yet, describe it so keenly that even a monkey could figure out it is a computer interface by your description).
Couple 'o neat little rules, eh?
I thought so.
-S4