Adapted from http://www.1km1kt.net/rpg/starcadets
SCROLL 1: CHARACTERS AND COMBAT
CREATING CHARACTERS: Think of a name, Age (in years), and history. Roll 2D for STR, DEX, END, INT, EDU, SOC. Choose skills with levels from 0 to 8. Total # of skills, and the total # of levels, is no greater than [Age-10]. Buy 20 obol's worth of equipment (1 obol = Cr 10 = 1/6 drachma = 1/18 stater).
ELVES: STR-2, DEX+2.
DWARVES: STR+2, DEX-2, END+2.
SKILL DIFFICULTIES: Easy=1D, Average=2D, Difficult=3D, etc. +1D for hasty, -1D for cautious.
SKILL ROLLS: Roll difficulty < characteristic + skill level to succeed.
SKILLS: Per T5, with adjustments here: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=285782&postcount=1
SKILL IMPROVEMENT: Players are awarded 1 to 3 skill levels after each adventure, to spend on skill levels. A skill must have been used to be improved. New skills must be at level 1 until used.
COMBAT: Each character gets to do something each turn. Ranged attacks are at difficulty = range (2D short, 3D medium, 4D long, and so on...). Close attacks are 2D difficulty. Moving while shooting adds 1D to difficulty. A moving target adds 1D to difficulty.
DAMAGE: Subtract armor defense, apply remainder to character's STR, DEX, END. When all three go to zero the character is dead.
NPCs: UPP=777777 plus all needed stuff and skills at level 2. Expert NPCs are created like characters.
SCROLL 2: WIZARDRY
MAGIC TEST: Magic Points (MP) = 5D - Age when tested. Regeneration speed = 1D. This is the number of points regained per day after being used.
POTIONS: Portable, pre-mixed spells in a small bottle. Cost varies by ingredients and spell power. A spell is essentially a skill-action: the Caster must already know the skill to attempt it. Exception: JOT may attempt a skill that a fellow character knows, at Level minus one, if they can communicate. Once the ingredients are prepared, the caster attempts the target task, and the effects of the task are stored in the potion, to be released when needed. Failed task attempts result in inert potions, but only the caster can tell which of his own potions are successes and which are failures.
ELVES: MP+2.
DWARVES: MP-2, Potions+4.
DEVILRY: <list of heavy weaponry: explosives, Greek fire, and cannon>
SCROLL 3: CITIES AND ADVENTURE
THE WANDERER CITY PROFILE (WCP): Market Quality, Power (number of cities directly ruled), Soil Quality, Waterfront %, Population, Government, Law Level, Tech Level.
BASES: M (Military fortification), N (Naval Port), S (Inter-City Courier Station).
TECHNOLOGY: 0 Flint tools, tribal; 0.2 Simple trade; 0.4 Agriculture & Copper; 0.6 Writing, Money, Ethnos; 1.0 Wheel, Bronze, States; 1.2 Chariots, Early Seagoing; 1.4 Philosophy & Empires; 1.6 Iron, Math, Moveable Axle; 2 Aqueduct & Mills; 2.2 Steel, Longbow; 2.4 VEarly firearms, Algebra, Small Cannon; 2.6 Crossbows, Multimast Sail; Printing Press; 3 Cement, VEarly surgery; 3.4 Age of Sail; 3.6 Hot air balloons, Telegraph.
SCROLL 1: CHARACTERS AND COMBAT
CREATING CHARACTERS: Think of a name, Age (in years), and history. Roll 2D for STR, DEX, END, INT, EDU, SOC. Choose skills with levels from 0 to 8. Total # of skills, and the total # of levels, is no greater than [Age-10]. Buy 20 obol's worth of equipment (1 obol = Cr 10 = 1/6 drachma = 1/18 stater).
ELVES: STR-2, DEX+2.
DWARVES: STR+2, DEX-2, END+2.
SKILL DIFFICULTIES: Easy=1D, Average=2D, Difficult=3D, etc. +1D for hasty, -1D for cautious.
SKILL ROLLS: Roll difficulty < characteristic + skill level to succeed.
SKILLS: Per T5, with adjustments here: http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=285782&postcount=1
SKILL IMPROVEMENT: Players are awarded 1 to 3 skill levels after each adventure, to spend on skill levels. A skill must have been used to be improved. New skills must be at level 1 until used.
COMBAT: Each character gets to do something each turn. Ranged attacks are at difficulty = range (2D short, 3D medium, 4D long, and so on...). Close attacks are 2D difficulty. Moving while shooting adds 1D to difficulty. A moving target adds 1D to difficulty.
DAMAGE: Subtract armor defense, apply remainder to character's STR, DEX, END. When all three go to zero the character is dead.
NPCs: UPP=777777 plus all needed stuff and skills at level 2. Expert NPCs are created like characters.
SCROLL 2: WIZARDRY
MAGIC TEST: Magic Points (MP) = 5D - Age when tested. Regeneration speed = 1D. This is the number of points regained per day after being used.
POTIONS: Portable, pre-mixed spells in a small bottle. Cost varies by ingredients and spell power. A spell is essentially a skill-action: the Caster must already know the skill to attempt it. Exception: JOT may attempt a skill that a fellow character knows, at Level minus one, if they can communicate. Once the ingredients are prepared, the caster attempts the target task, and the effects of the task are stored in the potion, to be released when needed. Failed task attempts result in inert potions, but only the caster can tell which of his own potions are successes and which are failures.
ELVES: MP+2.
DWARVES: MP-2, Potions+4.
DEVILRY: <list of heavy weaponry: explosives, Greek fire, and cannon>
SCROLL 3: CITIES AND ADVENTURE
THE WANDERER CITY PROFILE (WCP): Market Quality, Power (number of cities directly ruled), Soil Quality, Waterfront %, Population, Government, Law Level, Tech Level.
BASES: M (Military fortification), N (Naval Port), S (Inter-City Courier Station).
TECHNOLOGY: 0 Flint tools, tribal; 0.2 Simple trade; 0.4 Agriculture & Copper; 0.6 Writing, Money, Ethnos; 1.0 Wheel, Bronze, States; 1.2 Chariots, Early Seagoing; 1.4 Philosophy & Empires; 1.6 Iron, Math, Moveable Axle; 2 Aqueduct & Mills; 2.2 Steel, Longbow; 2.4 VEarly firearms, Algebra, Small Cannon; 2.6 Crossbows, Multimast Sail; Printing Press; 3 Cement, VEarly surgery; 3.4 Age of Sail; 3.6 Hot air balloons, Telegraph.
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