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Old 02-06-2007, 07:10 PM   #1
doulos05
 
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Default Traveller Ship's Tickets

Drawing on information from http://www.sjgames.com/gurps/articles/traveller2.html and from http://www.freelancetraveller.com/fe...t/ratings.html, I have pieced together a GURPS conversion for William Hostman and Jeff Zeitlin's idea of Crew Certifications. Basically, it serves to ensure that the crew has the correct mix of skills to ensure they don't get stuck up the interseller creek without a paddle. Probably not a problem for experienced travellers groups, but I can picture my group going "Ok, who took Mechanic (Reactionless Thrusters)?" "Umm... Isn't that part of Mechanic (High Performance Spacecraft)? Well, *#$@ us."

Unfortunately, although I love computers, I lack the time to put up or maintain a website so I don't have a way to get this out and see if 1) it does what I want it to and 2) to see if anyone else needs it. It's a 5 page document. Does anyone have any suggestions on how to get this out?
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Old 02-06-2007, 08:14 PM   #2
Qoltar
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Default Re: Traveller Ship's Tickets

Why don't you just type it as plain text and post it in this thread ?

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Old 02-06-2007, 08:32 PM   #3
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Default Re: Traveller Ship's Tickets

Quote:
Originally Posted by doulos05
Does anyone have any suggestions on how to get this out?
Carrier pigeons?
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Old 02-06-2007, 08:50 PM   #4
doulos05
 
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Default Re: Traveller Ship's Tickets

Well, it's 5 pages long. I could paste it in smaller parts. Here's part 1:

Defining the Tickets
(This section and the remainder of the article by the credited author)
In my Traveller campaign, under MegaTraveller rules, I require the following for holding a ticket:
Unrated
Computer 10, Vacc Suit 10, Speak Galanglic. (This rating is a prerequisite for ALL ship crew tickets which follow) There is an exception to the Galanglic requirement made for Droyne. Droyne are required to speak Galanglic to test for Master's licenses.
Rated Tickets:
Pilot
Pilot 12, Electronic Operations(Communications) 10, Electronic Operations (Sensors) 12
Navigator
Navigation (Space) and Navigation (Jumpspace) 12, Computer Operation 12, Electronic Operations (Sensors) 12, Electrionic Operations (Communications) 10
Steward, General
First Aid 10, Cooking 12, Professional Skill (Steward) 12, Administration 10
Steward, Purser
Administration 12, and General Steward ticket
Steward, Broker
Economics or Finance 10, Merchant 12, Streetwise 10, Admininstration 12
Medic
First Aid 12, Diagnosis 10, Electronic Operations (Medical) 10
Steward, Ship's Flight Physician
Physician 16, Administration 12, Electronic Operations (Medical) 12, Professional Skill (Steward) 12
Engineer, General
Mechanic (Fusion Reactor, High-Performance Spacecraft, Jump Drive, and Reactionless Thrusters) 10, Electronics Repair (Communications, Computer, and Sensors) 10, Mechanic (Contragravity) 10
Engineer, Systems
Mechanical (Fusion Reactor and High-Performance Spacecraft) 12, Electronics (Communications, Computer, and Sensors) 12, Computer Operation 12
Engineer, Drive
Mechanical (Contragravity, Jump Drive, and Reactionless Thrusters) 12
Engineer, Weapons
Armoury (Heavy Weapons and Vehicular Armor) 14, Electronic Repair (Electronic Warfare) 12
Engineer, Ship's
Administration 12 and both Systems and Drive tickets.
Gunner
Gunner (Beam Weapons and Missiles) 12, Gunner (Sandcasters and Repulsors) 10
Ship's Master, 5th Class (<=400Td, Non-commercial only)
Complete the prep course, and/or own a ship. See below.
Advanced ("Master") Ratings
Ship's Master, 4th Class (<=400Td)
Administration 10, Accounting 10, Electronic Operations (Communications and Sensors) 10, Merchant 10, and any rated ticket, plus 4 years active merchant service or 2 years as a naval officer, Pirate Officer, or Scout.
Ship's Master, 3rd Class (<=1000Td)
Administration 12, Accounting 12, Pilot(High-Performace Spacecraft) 12, Navigation (Space) 12, Electronic Operations (Sensors) 12, Electronic Operations (Communications) 10.
Ship's Master, 2nd Class (any non-combatant)
SM3c Ticket, plus Leadership 12, Merchant 12
Ship's Master, 1st Class (Combatants)
SM2c Ticket, plus Tactics(Space) 12, Teaching 12, Interrogation 10.
Engineer, Master
Ship's Engineer Cert, plus Engineer(Starships) 12, PLUS any two skills required by the lower engineering ratings at 14.
Steward, Counsel
First Aid 12, Administration 14, Law (Any) 16, Professional Skill (Steward) 14, Merchant 12 (this is the guy who bails you out in Imperial Admiralty Courts) plus 4 years merchant service or Naval Service.

Next post is how to acquire a ticket....
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Old 02-06-2007, 08:52 PM   #5
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Default Re: Traveller Ship's Tickets

In my campaign, I have the IISS and the IN both run ticket tests, but the ratings are actually issued through the scouts. You can get rated at any scout base, naval base, or class-A or Class-B Starport within J2 of an X-Boat route, and any class C port ON an x-boat route. You may only test any given skill once per month. Test attempts are included in the actual card's database.

Resolving the Test for Any Rating
Routine Skill check for each skill. 1 Hour per skill, may take your time, you have 16 to complete the test; exceeding time allowed is a failure).

+1 to skill if repeating test taken within past six months.

If you do not have the skill at the required level, apply the difference between your level and the required level as a penalty. For example, if you were taking the Engineer, Drive ticket test and only had Engineer (Jump Drive) at 10, you would test that skill with a -2 penalty.

Taking the test costs Cr100 per skill tested, plus Cr100 to apply for the rating.
If you possess the skills necessary for a ticket, but at insufficient levels for the ticket sought, you may obtain a "Mate's" ticket in that rating. If you fail any skill, you will not pass. If your assessed skills equal or exceed the required levels for the ticket sought, you will be granted the rating proper.
Note: Skill tests are generally available in any language spoken in the local subsector or within J6, plus the following: Vilani, Old High Vilani, Sylean, Galanglic, Aslan, Oynprinth, Newt, Virush, Geonee, Vegan.

Getting the Unrated Spacer's Ticket
Roll against each skill as above, only 15 minutes each skill, the limit is 4 hours.

This test is only issued in Galanglic or Oynprinth; if taken in Oynprinth, it will be limited to ships operated by a known Droyne Population Center (Read as a Droyne government). Any character with Merchant, Naval, Pirate, scout, or Marine background ends the character generation sequence possessing this ticket. This ticket is a lifetime rating, but must be renewed every 4 years. It may be renewed without retest if not lapsed 4 or more years.

Also, I grant every PC any non-masters tickets they qualify for before mustering out, if they have a naval, marine, scout, merchant, or pirate background. Anyone else with ship-specific skills may be rated; they have to ask the GM...

In my campaign, a master's license is required to be a ship's captain. The IISS will run a certification prep course for both the unrated spacer's ticket and the 5th class master's ticket, and a Pilot's Mate Ticket. The combined courses take takes 27 weeks with a one week break between each and grants 1 cp to each of the following skills: Computer Operations, Vacc Suit, Merchant, Pilot (High-Performance Spacecraft), Nav (Space and Jump Space), Administration, Professional Skill (Steward), and Electronic Operations (Communications and Sensors). Take the 3 tests at the end of the course. Cost is KCr5 for the course, it is residential, and intense; no outside communications are allowed during the course. At the end of the course, you get an unrated ticket, a "5th Class Master's Ticket" which is limited to 400 tons Displacement, non-commercial service, and incidental employment as master only.
The 5th class will also be issued to anybody with any other rated ticket who is in a first mate slot, or a department head.
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Old 02-06-2007, 08:54 PM   #6
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Default Re: Traveller Ship's Tickets

Wow, shorter than I expected. Looks like AppleWorks has failed me (guess that's what I get for using what came with my computer and not buying something designed to do that). Anyway, let me know what you think. Thanks!
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Old 02-06-2007, 09:09 PM   #7
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Default Re: Traveller Ship's Tickets

Gee, I just always used the Christopher Thrash-written , SJG -published book GURPS:TRAVELLER ; FAR TRADER. Then I used the conversion booklet thats in the 4th edition GM pack and converted the skills to 4th edition GURPS. It works pretty easy that way.

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Old 02-06-2007, 10:10 PM   #8
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Default Re: Traveller Ship's Tickets

I like this. The number and type of technical skills available has always been a little bit puzzling and confusing to me. Yours is surely a fine system for those interested for detailed competence-related in-play character development. But, for example, what is about Life Support ? Is there yet another skill which is used to repair Life Support ? Or Nuclear Dampers ? Or the hull ? A fresher ? GT has so many individual starship components that giving each its own skill might overcomplicate the matter.

In actual play, I prefer the opposite approach. In my efforts the shorten the skill list as much as possible, especially with regard to technical skills, I decided to introduce three skills which are specialized for starship use. There are other, more specialized skills, which are usually owned by people who professonally build or repair starships in a yard.


Mechanic (Starship)

The skills allows to make repairs to the mechanical parts of a starship.

Electronics (Starship)

The skills allows to make repairs to the, well, electronic parts of a starship.

Engineer (Starship)

This is the skill needed to operate a starships engine, especially the Jump Drive. Thus you roll it when you make a jump. (I never understood why you should roll Mechanic in that situation.)
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Old 02-07-2007, 05:53 AM   #9
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Default Re: Traveller Ship's Tickets

Quote:
Originally Posted by doulos05
Unfortunately, although I love computers, I lack the time to put up or maintain a website so I don't have a way to get this out and see if 1) it does what I want it to and 2) to see if anyone else needs it. It's a 5 page document. Does anyone have any suggestions on how to get this out?
Contact the webmaster at Freelance Traveller, he would love to host something like this. An if you have anything else even remotely Traveller related, send it along.
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Old 02-07-2007, 07:59 AM   #10
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Default Re: Traveller Ship's Tickets

Quote:
Originally Posted by sn0wball
(I never understood why you should roll Mechanic in that situation.)
GURPS 3/e defines Electronics and Engineer as design and building skills. They are useful for having a more than superficial understanding of what is going on, and for making modifications. The corresponding skills to operate and repair the equipment, however, are Electronics Operation and Mechanic, respectively.

For GURPS 4/e, which is similar but not exactly the same, see the box on p. B190.
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