Wednesday, 11 June 2014

Traveller - Session 1

Luke and Craig were sick and unable to attend the first session, thankfully it was easy to place their characters in the vicinity but out of the action for the first session.

The cast of characters
Player Characters~
Marquis Wolfgang Strucker, a noble. Played by Jeremy
Arianna Amrakahn, a scientist. Played by Danie
Cornellius Gruhl, a pirate. Played by Damien
Justy Tyler, a naval officer. Played by Henry

Non-Player Characters~
Tobias Hon, a scout.
Ev-Ess Lia, a naval officer.

Absent~
Wade Wilson, a marine. To be played by Craig

Ivan Markhov, an army officer. To be played by Luke

Background:
About a fortnight ago, the group had left civilized space after an altercation with local authorities in a nearby system.  Arianna and Cornellius had been trying to offer up The Trinitor's laboratory for use by criminal organisations when the confrontation occurred.  Ivan Markhov and Wade Wilson had been badly injured during the run-in and were now bed-ridden.  

A week ago, whilst waiting out the drama and giving their colleagues time to heal and recuperate, a very faint distress signal had been detected nearby.  The signal had been traced to a small ice planetoid that had little atmosphere.  Days had been spent trying to ascertain where it was emanating from, and finally the distress signal was narrowed down to a 1km square area.

Recap:
Tobias Hon piloted the Trinitor down to skim the surface of the planetoid to try and get a better scan, but the going was difficult.  Something was interfering with the systems and controls of the Science Vessel, so much so that Tobias ended up having to take the ship back into orbit, as it was too dangerous.  

After a brief discussion, Ev-Ess Lia would pilot The Gallant's Ships Boat down to the surface as it was easier to control, and Wolfgang, Cornellius and Justy would investigate.  Like Tobias before, Ev-Ess found the going tough, and the landing almost ended up in disaster as she temporarily lost control of the vessel.  But land safely they did, and only upon landing did Cornellius discover that Wolfgang did not bring his ATV, but instead brought his open-topped Air Raft.

The three men suited up in their Vacc-Suits, Wolfgang and his old friend Justy in their combat armoured Vacc-Suits, and Cornellius in a standard one.  Wolfgang took the controls of the Air Raft and Ev-Ess stayed with the Ships Boat.

Like the two pilots before, Wolfgang found controlling his vehicle incredibly difficult.  The planetoid wasn't well suited to the task at hand, and even less so with the interference to the controls.  After a number of hours searching back and forth across the area that they believed the signal to be coming from, it was clear that the place was littered with the debris of a crashed ship of immense size.  Wreckage was strewn across the surface, but it was so badly damaged that the configuration of the vessel was impossible to tell, though Justy believed that it was a military craft of some kind.

Eventually, a large flat ice lake was discovered, beneath the frozen surface was the solid mass of what was a ship, crashed with high velocity into the surface.  The group took a sample of the ice and retreated back to the Ships Boat and had Ev-Ess rejoin the ships above.

All discussed how they would approach the vessel that was buried below at least 20 meters of ice, as Arianna performed a chemical analysis of the ice.  It was found to contains elements of normal water, ammonia and methane, but given correct settings on cutting lasers, it would be safe to cut through to the vessel that lay dormant underneath.


Eventually, fully equipped, including an advance mobile base that Wolfgang had, the four (now including Arianna) headed back down to the surface.  Camp was made, and with Ev-Ess holding the base, the cutting began.

It was a slow process, on lower power levels, but after almost 2 days, they had cut down to the ship.

The ship was scored with burn marks and was badly damaged.  Finding an airlock, it was gently cut and pried open, revealing what remained of the ships internal structure.  Debris littered the ship, sharp corners from buckled and peeled bulkheads, reo-girders and other parts of the ship jutted out at alarming angles, making travel more awkward than the sloped interior would otherwise have been.  Justy, with his armoured Vacc Suit lead much of the way, taking careful time to trim any truly dangerous sharp edges with his portal laser cutter.

The rough map of the ruined ship

The ship was damaged badly, but such was the structure's resilience, it was possible to make out a number of rooms and areas, including a large and unusually configured Jump Drive.  It was cold, with no power, even though occasional rooms would illuminate softly with left over power when the groups presence was detected.  

The group took a couple days to slowly move through the superstructure, retreating every couple of hours to the base camp for recharging of their air supplies and to gain some rest and much needed food.  

The interior of the ship was not frozen.  Water it appeared had instantly turned to steam when the ship crashed, and then refrozen over the top, allowing the contents to remain (other than from the impact) undamaged from water.

Writing that used the human Earthern-Imperium alphabet, but was not undertandable or identifiable was found littered throughout the ship, as were the remains of a couple crew members.  A small, active cleaning robot was found stuck among some debris and duly salvaged.  But the two most important and concerning discoveries consisted of a ruined hanger bay with the broken and battered remnants of perhaps half a dozen fighter craft, designed for dual purpose atmosphere and vacuum. And a lab.

The lab had five large cylinders from floor to ceiling.  Four of the cylinders were shattered, but the fifth, the middle one, was full of a thick, viscous green substance.  BANG.  A large form smashed against the glass of the cylinder.  It was not empty, the creature was large, and had a leathery hide.  It seemed to react to the intruders, indicating that it could very well be alive and conscious of their presence.  BANG BANG.  It's actions unnerved the group, especially Wolfgang and Justy.  

Investigation of some of the other cylinders found that two of them had residue stains that could very well be from the same liquid that held the trapped creature.  In a moment of panic that there could be other creatures alive and roaming the ship, Justy and Wolfgang retrieved weapons heavier than the blades that they had brought down here.  Wolfgang, his Laser Carbine, Justy his Shotgun.

Meanwhile, Arianna had managed to take a sample of the viscous fluid.

Once retreated back to the base camp, the fluid was identified as an early attempt at stasis suspension.  It was a highly controversial substance that was banned on moral grounds hundreds of years ago.  The regenerative goo kept the body alive and partially sedate, feeding and repairing it for potentially a thousand years or more given power to keep it active.  But it came with a price, for the goo would keep the subject conscious the whole time.

Cornellius commented that whatever the creature was within, would be likely insane if it had been there for hundreds of years, and thus very dangerous even if normally passive.

This was quickly confirmed after Arianna ran some DNA tests on the goo that had been extracted.  It took some time, but finally the creature inside was identified as a Kuursk.

A Kuursk

The Kuursk was a creature native to another part of the galaxy, far from where they were.  A large and extremely aggressive predator.  It made use of lightning reflexes, corrosive mucus and toxins delivered from barbed tails.  It was cunning, very resilient, fast and strong.

Wolfgang still feared that there would be more of these creatures on board.  But Cornellius was fascinated that they could have the oldest Kurrsk anywhere and that it could be used to turn a very handy profit - if only it could be removed safely from the vessel.

Heading back down, the group came across another jammed door, like many that they had come across before.  Setting his laser cutter to it, Cornellius noticed a decidely dangerous looking spark and managed to push Justy aside just in time as a small explosion detonated in their faces.

Arianna took some readings as the door still spluttered and sparked.  The room beyond was full of Jump Drive accelerant, very flammable and explosive when not held in an inert state.  The group fled.  The base was left as the Ships Boat was boarded and Ev-Ess took off back to orbit.  Hours passed as the group waited and watched, hoping not to see the tell-tale signs of a large explosion.  Thankfully, they did not.  They took some time however onboard their starships to check historical databases to try and identify the writing.

After an exhaustive but short search, it was identified as French.  A dead language from the old Earth cultures, confirming with the other evidence found that the ship was around 500 years old at least.

-- To be continued --

Friday, 30 May 2014

Traveller - The Mesh & Equipment

I've said before that this is a mesh-up of Mega Traveller and Classic Traveller rules.  Mostly using Mega Traveller for character generation (since there are more options) and then using the CT rules.

Task Resolution
We will be using the Mega Traveller concept of Task Difficulty, slightly modified.

Simple = 4+
Routine = 8+
Difficult = 12+
Formidable = 16+
Impossible = 20+

Characters can perform the Task as either a Hasty Task (halving the time to perform), or as a Cautious Task (doubling or quadrupling the time).  Hasty Tasks increase the Difficulty 1 step, whilst Cautions Tasks reduce it by 1 or 2 steps (depending upon how much extra time the character spends).

Characteristics are often used as a DM when attempting a Task Resolution, and the requisite characteristic is divided by 5 (drop fractions) when used this way.

Combat
We will be predominantly using the CT rules for this.
An attack has a Required Attribute and an Advantageous Attribute, both of which will give a DM.  If the RA is not met, then the DM is a negative, if the AA is met, then the DM is a positive.

Armour provides a negative DM to hit, as does range.  For each range band that an attack is made at greater than it's base range, a DM of -3 applies.  For each range band closer than the base range, a DM of +1 applies.  Guns cannot be used at Close Range.  A rifle used at Short range has a DM of -3 regardless of range due to the cumbersome size of the weapon.

Range
Distance
Close
1m
Short
5m
Medium
50m
Long
250m
Very Long
500m
Distant
5km

Weapons
Most guns in the game are ballistic weapons.  Energy Weapons are restricted to those systems with High Stellar Tech Levels.  Energy Weapons require a backpack, which is heavy and cumbersome but provides a large shot capacity.  It takes 5 minutes per shot to recharge a backpack.

Ballistic Weapons

Weapon
Base Range
Max Range
Damage
-DM
+DM
Clip
1. Snub Pistol
Short
Medium
2D
8 (-3)
B (+1)
5
2. Auto Pistol
Short
Medium
3D
7 (-2)
A (+1)
20
3. Machine Pistol
Short
Medium
3D
6 (-2)
9 (+2)
30
4. Carbine
Medium
Long
3D
5 (-1)
9 (+1)
20
5. Gauss Rifle
Medium
Very Long
4D
8 (-2)
B (+2)
40
6. Assault Rifle
Medium
Long
4D
7 (-2)
A (+2)
30
7. Sub Machine Gun
Short
Long
3D
6 (-2)
9 (+2)
40
8. Shotgun
Short
Long
4D
4 (-1)
9 (+1)
10
9. Bolter
Medium
Long
3D
6 (-2)
A (+2)
50
10. Anti-Material Rifle
Long
Distant
7D
6 (-2)
A (+1)
5
11. Laser Carbine
Medium
Distant
4D
6 (-3)
A (+2)
200
12. Laser Rifle
Medium
Distant
5D
7 (-3)
B (+2)
150
13. Plasma Rifle
Medium
Long
8D
8 (-3)
C (+2)
50

Weapon
Damage
-DM
+DM
Weakened Blow
1. Dagger
2D
4 (-2)
8 (+1)
-2
2. Blade
2D
5 (-2)
9 (+2)
-2
3. Cutlass
3D
7 (-2)
B (+2)
-4
4. Foil
1D
5 (-1)
A (+1)
-2
5. Sword
3D
6 (-2)
A (+1)
-3
6. Broadsword
4D
8 (-4)
C (+2)
-4
7. Axe
4D
9 (-4)
C (+3)
-4
8. Hand-Axe
3D
7 (-3)
B (+3)
-3
9. Cudgel
2D
5 (-1)
8 (+1)
-1
10. Spear
3D
5 (-1)
9 (+1)
-3
11. Halberd
3D
6 (-2)
A (+2)
-3
12. Macro Blade
2D
5 (-2)
9 (+2)
-1

Armour
Balistic
Energy
Melee
Jack
-1
0
-2
Mesh
-1
0
-4
Cloth
-4
-1
-1
Reflec
0
-8
0
Ablative
0
-7
0
Combat Armour
-5
-5
-8
Battle Dress
-7
-6
-10

Armour Piercing Weapons
Anti-Material Rifles, Bolters, Macro Blades and Plasma Rifles are extremely effective at punching through armour, halving the protection available from armour (round down).

Sights and Stocks
Telescopic Sights reduce the penalty to hit at ranges by 2, making the DM -1 for each range band greater than the gun's base range.  Only Rifles may have sights.  Sights can be fitted with different visibility spectrums such as Infra-Red.

Laser Sights, also known as Laser Pointers, provide a +1 DM at all ranges out to Long Range.

Stocks are used for small arms such as pistols to turn provide greater stability.  Stocks reduce the penalty to hit at ranges by 1, making the DM -2 for each range band greater than the gun's base range.

Use of a Sight or Stock prevents the combatant from making rapid fire attacks.

Automatic Fire
Weapons capable of automatic fire include the SMG, Machine Pistol, Carbine, Assault Rilfe and Bolter.  These weapons can be set to automatic fire, resulting in 4 bullets fired per pull of the trigger.  This can be used to spray an area, providing cover fire or to hose a single target.

When spraying an area, adjacent targets to the primary target may also be struck.  If the first bullet hits the primary target, the combatant may choose to target another enemy within 1/10th the range (round down).  Each shot, excluding the first has a -2 DM.  The combatant may continue until all shots have been fired. If any shots miss, then no more may be made.  A character may Rapid Fire and Spray at the same time.

When attempting Covering Fire, a combatant hoses an area in an attempt to force the enemy to take cover.  Any enemy not taking cover when covering fire is in place is struck on a 8+ (modified by range and armour, but not skill).

Hosing fire is targeting a burst fire against a single opponent.  This fire results in a -1 DM to the attack, but increases damage by half (round up).  So a Bolter for eg, hosing a single target will be at -1 DM to hit, use 4 bullets in the attack, but cause 5D damage.  A character may Rapid Fire and Hose at the same time.

Rapid Fire
Rapid fire weapons are capable of firing off a number of single rounds in quick succession.  Snub Pistols, Auto Pistols, Machine Pistols, Carbines, Gauss Rifles, Assault Rifles, SMGs, Shotguns and Bolters may all Rapid Fire.  A combatant may fire an additional time for their DEX bonus, however each shot suffers a cumulative -1 DM.