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Homeworld Creation, Table 1 Question

Referee-assigned modifier? The +6 row is th same as the +5 row, so nothing gained or lost there. The -6 row is the odd one out.
 
OK, I'm looking at page 80, the page devoted to quickly rolling up a Homeworld.

There's some problems here, or I'm not quite understanding this page. Please set me straight if I've got something wrong.

Lots of questions below--questions that came up as I was trying to use pages 80-81. I've put all the questions in bold for easy reference.



1. I roll up my Homestar. I get -3. That's spectral class F. I guess I roll 1d10 -1 for spectral class decimal, for a result of 0-9?

I get a 7. My Homestar spectral class is F7.

How do I roll a +6 or -6 for spectral class?

Then I roll Flus on Table 1 again, in the F column, to find spectral size. I get a -2. This means my Homestar is a F7 V.



2. Now, I roll flux on Table 2 to find my world type. I get -3. My world type is a close satellite to a planet.

I roll Flux again to find my satellite's orbit around the main world. I get -1, thus the orbit is Eff.

I also roll Flux to find Habitable Zone modifier. I get 0, which means no modifier.

I'm not real sure how to use the HZ modifier, anyway. Does it alter the orbit number?

And, how do I create my world's Climate? Is there a table missing?





3. On Table 3, I read my world's orbit as in orbit 4 around the star (F7 V star).

Would habital zone modifiers from Table 2 alter this oribit? For example, HZ -1 means my world would be in Orbit 3 Eff instead of Orbit 4 Eff?





Climate.

My world is a close sat of the main world, in orbit Eff of that world, so it is Tidally Locked. Length of day equals the time it takes for the sat to orbit the main world.

How do I figure my sat world's orbital period? So that I know how long the day should be?

Since my HZ modifier is 0, that means that temperatures on my world are earth like?




UWP

Size: 7
Atmo: 8
Hydro: 9
Pop: 3
Gov: 8

What about my homeworld's Tech Level? Don't we need to know what type of technological background the character came from?

How about Law Level?


Starport?


The population on my homeworld are transients--merchants, military, or research types.





Trade Classifications:

Lo LowPop (Obtain Flyer-1 skill)

Lk Locked

Mi Mining (Obtain Survey-1)

Sa Satellite

I assume that all conditions must exist in order to get the classification. For example. A Garden World is Size 6, 7, or 8; Atmo 5, 6, or 8; and Hydro 5, 6, or 7. My world doesn't qualify because it is Hydro 9.



And, where are the notes referred to in the table onpage 81?
 
Even Distributions Section & Tables

1. I roll up my Homestar. I get -3. That's spectral class F. I guess I roll 1d10 -1 for spectral class decimal, for a result of 0-9?


T5, p.23 - Introduction:
Only Six Sided Dice. Only D6 dice are used in Traveller. Sometimes, in order to remain true to the D6 concept, the system contorts D6 die rolls to achieve special results (for example, even distributions from 1 to 10 or 1 to 9). While purists may object, no one else will mind if you use an available D10 or D20.
T5, p.31: See Even Distributions Section & Tables

EVEN DISTRIBUTIONS
Even Distributions are contrivances to contort D6 results to correspond to non - D6 (specifically decimal dice or D10) results. Even Distributions use six-sided dice to produce a range of numbers beyond 1 to 6 (specifically 1 - 9, or 0 - 9 or 1 - 10).

Even Distribution 1 to 9. Roll two dice and consult the Even Distribution From 1 to 9 Table. This table is most commonly used in creating the Population Multiplier associated with the population exponent of worlds. Because the population multiplier modifies the exponent, a result of 0 or 10 is not applicable (zero creates a zero result; ten increases the value to the next order of magnitude).

Even Distribution 0 to 9. Roll two dice and consult the Even Distribution From 0 to 9 Table. Even distribution between 0 and 9 creates the equivalent of a decimal die (D10).

Even Distribution 1 to 10. Roll two dice, consult the Even Distribution From 0 to 9 Table, and add + 1 to the result.
 
A couple of answers.

OK, I'm looking at page 80, the page devoted to quickly rolling up a Homeworld.

There's some problems here, or I'm not quite understanding this page. Please set me straight if I've got something wrong.

Lots of questions below--questions that came up as I was trying to use pages 80-81. I've put all the questions in bold for easy reference.
And here we go...

1. I roll up my Homestar. I get -3. That's spectral class F. I guess I roll 1d10 -1 for spectral class decimal, for a result of 0-9?

I get a 7. My Homestar spectral class is F7.

How do I roll a +6 or -6 for spectral class?

Then I roll Flus on Table 1 again, in the F column, to find spectral size. I get a -2. This means my Homestar is a F7 V.
Honestly, I just use boring old 1D10.

2. Now, I roll flux on Table 2 to find my world type. I get -3. My world type is a close satellite to a planet.

I roll Flux again to find my satellite's orbit around the main world. I get -1, thus the orbit is Eff.

I also roll Flux to find Habitable Zone modifier. I get 0, which means no modifier.

I'm not real sure how to use the HZ modifier, anyway. Does it alter the orbit number?

And, how do I create my world's Climate? Is there a table missing?
You are correct on the HZ Mod, it does indeed move an Orbit either in (HZ -1 Hot) or out( HZ +1 Cold). As to climate, if you mean like the temp and such got me, but shout if you do find it. I was cheating with this nifty script Rob hooked me up with, but then my Perl buffer was overloaded with other stuff so I am left hanging too.

3. On Table 3, I read my world's orbit as in orbit 4 around the star (F7 V star).

Would habital zone modifiers from Table 2 alter this oribit? For example, HZ -1 means my world would be in Orbit 3 Eff instead of Orbit 4 Eff?
I would think so, and it is how I would play it till errata said otherwise.

Climate.

My world is a close sat of the main world, in orbit Eff of that world, so it is Tidally Locked. Length of day equals the time it takes for the sat to orbit the main world.

How do I figure my sat world's orbital period? So that I know how long the day should be?

Since my HZ modifier is 0, that means that temperatures on my world are earth like?
To the length of day, I too would love to know if someone else found it. Pretty sure that for some reason is missing and yep that actually is a bit a black mark in my book. Boo-hiss. Truth is I care more about the rotational and climate info more than the star or other worlds so that is a serious hole to me. As to the Temp, yeah I think the default is Terran.

UWP

Size: 7
Atmo: 8
Hydro: 9
Pop: 3
Gov: 8

What about my homeworld's Tech Level? Don't we need to know what type of technological background the character came from?

How about Law Level?

Starport?
In order, TL not really needed except maybe to chose a Driver or Flyer Knowledge for Homeworld Skills. Law Level and Starport about as needless for quick CharGen which is what those pages are for. Less friends about to do a campaign and more like a one or two shot quick play adventure. Besides when you are a Traveller who cares where you come from, it is where you are going next that matters. :D

The population on my homeworld are transients--merchants, military, or research types.

Trade Classifications:

Lo LowPop (Obtain Flyer-1 skill)

Lk Locked

Mi Mining (Obtain Survey-1)

Sa Satellite

I assume that all conditions must exist in order to get the classification. For example. A Garden World is Size 6, 7, or 8; Atmo 5, 6, or 8; and Hydro 5, 6, or 7. My world doesn't qualify because it is Hydro 9.

And, where are the notes referred to in the table onpage 81?
One, Mining is a non-Mainworld TC and so you only get the Survey-1 Skill if you were not born on the Mainworld, which may very well be true. That would explain the lack of Starport notation Spaceports just don't rate mention.

Tow, if that is the Table I think you are asking about, still MIA since I mentioned to Don/Marc that it was missing and I think a couple of pages in there should be in reverse order.

Hope that helps, but if you need more ask and you will receive. I mean if I know the answer, contrary to my friends' teasing I do not in fact know it all. Just mostly. :devil:
 
T5, p.23 - Introduction:
T5, p.31: See Even Distributions Section & Tables

Ah. Page. 31. Thanks.





As to climate, if you mean like the temp and such got me, but shout if you do find it.

I figured it out by default looking at page 81 in the Climate section.



In order, TL not really needed except maybe to chose a Driver or Flyer Knowledge for Homeworld Skills.

Besides that, I think TL is very important to know. It reveals what kind of technology the character is used to. A character from a TL 4 world is used to different types of equipment than one from a TL 13 world.

For example, did he grow up with smoke signals, telegraph, telephones, satellites, fiber optic communications...or something else?

The character may be a Traveller, but we need to answer how the TL 4 background character got to learn about high-tech things.

And....maybe the Starport is the answer--which is one reason why Starport class is important to know.



Law Level and Starport about as needless for quick CharGen which is what those pages are for.

Again, not needless. The whole reason we create a Homeworld is to give some background about the character's life up to about 18 years old.

Law Level can play into a character's background and guide a player on how to play him. Was the LL so high that he couldn't wait to get off world and become a Traveller? Or, maybe his political views are colored not just by the Govt code but also the local law systems.





One, Mining is a non-Mainworld TC and so you only get the Survey-1 Skill if you were not born on the Mainworld, which may very well be true.

That may be true in other versions of Traveller, but the table in T5 says...well, look at page 81.
 
Besides that, I think TL is very important to know. It reveals what kind of technology the character is used to. A character from a TL 4 world is used to different types of equipment than one from a TL 13 world.
Not quite. A character ON a TL4 world who was born there is used to different types of equipment. A character FROM a TL4 world who has spent a term or more in an interplanetary setting will be used to all the standard average Imperial tech types of equipment.

For example, did he grow up with smoke signals, telegraph, telephones, satellites, fiber optic communications...or something else?

The character may be a Traveller, but we need to answer how the TL 4 background character got to learn about high-tech things.
It does allow a character familiarity with low or mid tech equipment, which can be of use on low and mid tech worlds. Traveller doesn't handle that explicitly, but my own house rules allow character to derive default skills from backgrounds (as well as from other skills).

And....maybe the Starport is the answer--which is one reason why Starport class is important to know.
I mainly think of starports as corroborative details to enhance an otherwise bland and unconvincing setting. (Which is why the haphazard and often random starports so frequently distresses me).

Again, not needless. The whole reason we create a Homeworld is to give some background about the character's life up to about 18 years old.
True. That's why I prefer to select a specific homeworld for each character. Rolling up a generic and largely nondescript homeworld doesn't seem worth the trouble. But a real, in-setting, homeworld is another thing altogether.


Hans
 
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