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atpollard
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Rule 68A

#21 Post by atpollard »

RULE #2 "Do not break the 2d6 curve."

Here are your chances of success for a 2d6 roll:
  • 2d6, roll 2+ = 100%
  • 2d6, roll 3+ = 97%
  • 2d6, roll 4+ = 92%
  • 2d6, roll 5+ = 83%
  • 2d6, roll 6+ = 72%
  • 2d6, roll 7+ = 58%
  • 2d6, roll 8+ = 42%
  • 2d6, roll 9+ = 28%
  • 2d6, roll 10+ = 17%
  • 2d6, roll 11+ = 8%
  • 2d6, roll 12+ = 3%


RULE 68A:
The target number to accomplish an EASY task is 6+ on 2d6.
The target number to accomplish an AVERAGE task is 8+ on 2d6.
The target number to accomplish an HARD task is 10+ on 2d6. [hexidecimal notation for 10 is 'A']


To use any SKILL [Admin, Streetwise, etc.] roll 2d6+skill for the target number or higher to succeed
Any ABILITY [STR, DEX, etc.] of 10+ may add an additional +1 bonus to an appropriate skill check.



ABILITIES as Skills:

When attempting an action not covered by a skill, like "swimming", roll for Rule 68A using the related ability (like DEX) to determine the modifier. The modifiers for ABILITY rolls are as follows:
  • Ability 0-2 = -1
  • Ability 3-5 = 0
  • Ability 6-8 = +1
  • Ability 9-11 = +2
  • Ability 12+ = +3
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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atpollard
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Coins and Currency

#22 Post by atpollard »

Traveller Currency:
The value of coins will be based upon the value of the precious metal contained in them. The commodity prices for precious metals are as follows:
  • Gold = 7000 credits per kilogram (0.052 liter)
  • Silver = 70 credits per kilogram (0.095 liter)
  • Bronze = 4 credits per kilogram (0.111 liter)
  • Copper = 2 credits per kilogram (0.111 liter)
Copper Cent [1/100 credit]: A copper coin 20 mm in diameter by 1.8 mm thick weighing 5 grams each (200 coins = 1 kg). It is about the size of a penny (US), a one-penny (UK), a 5 eurocent (EU) or a two-penny (AU).

Bronze Five-cent [1/20 credit]: A bronze coin 25 mm in diameter by 2.8 mm thick weighing 12.5 grams each (80 coins = 1 kg). It is about the size of a dollar (US), a one-pound (UK), a two-euro (EU) or a one-dollar (AU).

Bronze Deci-credit [1/10 credit]: A bronze coin 35 mm in diameter by 2.9 mm thick weighing 25 grams each (40 coins = 1 kg). It is about the size of an old Eisenhower dollar (US), a Twenty-five pence (UK) or a fifty-cent (AU).

Silver Quarter-credit [1/4 credit]: A silver coin 18 mm in diameter by 1.3 mm thick weighing 3.6 grams each (280 coins = 1 kg). It is about the size of a dime (US), a five pence (UK), a 2 eurocent (EU) or a five-cent (AU).

Silver Half-credit [1/2 credit]: A silver coin 22 mm in diameter by 1.8 mm thick weighing 7.1 grams each (140 coins = 1 kg). It is about the size of a nickel (US), a twenty pence (UK), a 20 eurocent (EU) or a two-cent (AU).

Silver Credit [1 credit]: A silver coin 30 mm in diameter by 1.9 mm thick weighing 14 grams each (70 coins = 1 kg). It is about the size of a half-dollar (US), a two-pound (UK), or a twenty-cent (AU).

Gold Fifty-credit [50 credit]: A gold coin 18 mm in diameter by 1.5 mm thick weighing 7.1 grams each (140 coins = 1 kg). It is about the size of a dime (US), a five pence (UK), a 2 eurocent (EU) or a five-cent (AU), but weighs twice as much.

Gold Hundred-credit [100 credit]: A gold coin 22 mm in diameter by 1.9 mm thick weighing 14 grams each (70 coins = 1 kg). It is about the size of a nickel (US), a twenty pence (UK), a 20 eurocent (EU) or a two-cent (AU), but weighs twice as much.

Gold Two Hundred-credit [200 credit]: A gold coin 25 mm in diameter by 3.0 mm thick weighing 29 grams each (35 coins = 1 kg). It is about the size of a dollar (US), a one-pound (UK), a two-euro (EU) or a one-dollar (AU), but weighs twice as much.


COINS IN BULK:
  • Cr 100 in Copper cents = 50 kg (110 lbs) = 6.9 liters (0.25 cu.ft)
  • Cr 100 in Bronze coins = 25 kg (55 lbs) = 3.5 liters (0.12 cu.ft)
  • Cr 1000 in Copper cents = 500 kg (1100 lbs) = 69 liters (2.5 cu.ft)
  • Cr 1000 in Bronze coins = 250 kg (550 lbs) = 35 liters (1.2 cu.ft)
  • Cr 1000 in Silver coins = 14.3 kg (31.4 lbs) = 1.7 liters (0.6 cu.ft)
  • Cr 1000 in Gold coins = 0.143 kg (0.314 lbs) = 0.0093 liters (0.00033cu.ft)
  • Cr 10,000 in Gold coins = 1.43 kg (3.14 lbs) = 0.093 liters (0.0033cu.ft)
  • Cr 100,000 in Gold coins = 14.3 kg (31.4 lbs) = 0.93 liters (0.033cu.ft)
  • Cr 1 million in Gold coins = 143 kg (314 lbs) = 9.3 liters (0.33cu.ft)
  • Cr 10 million in Gold coins = 1.43 tonnes (3,140 lbs) = 93 liters (3.3cu.ft)

CONVERTING 19TH CENTURY PRICES TO CREDITS:
While it is hard to convert directly because the inflation rate for prices and wages are vastly different based on the exact Job or Commodity, here are some quick guidelines based on the price of Gold:

(19th C) One US Dollar = Cr 10
(19th C) One UK Pound Sterling = Cr 50
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Equipment List

#23 Post by atpollard »

CLOTHING:
Men’s normal clothing: Includes long underwear, shirt, trousers, hat, belt or suspenders and boots.
  • (Laborer) = Soc 3-5 = Cr 25
  • (Tradesman) = Soc 6-8 = Cr 43
  • (Gentleman) = Soc 9-11 = Cr 61
  • (Aristocrat) = Soc 12-14 = Cr 80
  • (Royalty) = Soc 15 = Cr 92
Men’s Business Casual clothing: Includes shirt, trousers, vest and overcoat.
  • (Laborer) = Soc 3-5 = Cr 24
  • (Tradesman) = Soc 6-8 = Cr 42
  • (Gentleman) = Soc 9-11 = Cr 60
  • (Aristocrat) = Soc 12-14 = Cr 77
  • (Royalty) = Soc 15 = Cr 89
Men’s Formal clothing: Includes two-piece or three-piece suit and dress shoes.
  • (Laborer) = Soc 3-5 = Cr 34
  • (Tradesman) = Soc 6-8 = Cr 60
  • (Gentleman) = Soc 9-11 = Cr 86
  • (Aristocrat) = Soc 12-14 = Cr 112
  • (Royalty) = Soc 15 = Cr 129
Women’s normal clothing: Includes hat, blouse, skirt, wrap, shoes.
  • (Laborer) = Soc 3-5 = Cr 45
  • (Tradesman) = Soc 6-8 = Cr 79
  • (Gentleman) = Soc 9-11 = Cr 113
  • (Aristocrat) = Soc 12-14 = Cr 146
  • (Royalty) = Soc 15 = Cr 169
TOOLS:
  • Carpentry Tool Set, Basic (Cr 75, 12 lbs, 0.7 cu.ft.): Twenty-five of the most commonly used tools to support simple activities requiring Mechanical-0 skill packed in a 9"x9"x15" box.
  • Carpentry Tool Set, Advanced (Cr 150, 25 lbs, 1.4 cu.ft.): Fifty tools to support common activities requiring Mechanical-1 skill packed in a 9"x12"x22" box.
  • Carpentry Tool Set, Professional (Cr 300, 50 lbs, 2.8 cu.ft.): One hundred tools to support uncommon activities requiring Mechanical-2 skill packed in a 9"x18"x30" box.
  • Mechanic Tool Set, Basic (Cr 250, 10 lbs, 0.7 cu.ft.): Twenty-five of the most commonly used tools to support simple activities requiring Mechanical-0 skill packed in a 9"x9"x15" box.
  • Mechanic Tool Set, Advanced (Cr 500, 20 lbs, 1.4 cu.ft.): Fifty tools to support common activities requiring Mechanical-1 skill packed in a 9"x12"x22" box.
  • Mechanic Tool Set, Professional (Cr 1000, 40 lbs, 2.8 cu.ft.): One hundred tools to support uncommon activities requiring Mechanical-2 skill packed in a 9"x18"x30" box.
  • Studley Master Tool Set (Cr 2000, 150 lbs, 4.0 cu.ft.): A complete set of 300 woodworking, machinist and stonemasonry tools to support any activity requiring Mechanical-2 skill ... packed in a custom 9"x20"x38" oak clamshell box adorned with rosewood, ebony, pearl and ivory.
STEAM-TECH

Cane or Umbrella (Cr 100, 2 lb): plus up to 2 accessories:
  • Secret coin holder (Cr 10) holds 5 coins of any size.
  • Shot Glass (Cr 50) silver with family coat of arms
  • Fishing tackle (Cr 20) hooks, sinkers, floats, spool of cord ... use cane to fish.
  • Measuring stick (Cr 20) brass ruler ... measure or scale maps.
  • Slide rule (Cr 20) brass slide rule for mathematics
  • Tool kit (Cr 50, 1 lb) compass, magnifier, signal mirror, pen knife, corkscrew, mechanical pencil, police whistle, screwdriver.
  • Flask (Cr 20) 3 ounce glass bottle
  • Microscope (Cr 50) a 50x folding microscope
  • Steel Cylinder (Cr 30) a threaded capsule that will protect about 2 cubic inches of contents (like a note or a key)
  • Spyglass (Cr 50) a 3x folding telescope
  • Jackscrew (Cr 50, 2 lb) a threaded metal screw jack with folding side handles that can spread bars or doors (4” closed to 7” open)
  • Pistol (Cr 150, 3 lb) single shot pistol fit into handle
  • Sextant (Cr 50, 1 lb) a folding sextant for navigation
  • Sword-stick (Cr 25, 1 lb) contains a small sword in the cane
Cane, Illuminated (Cr 150, 5 lb): Winding the internal clockwork for 10 minutes using the key inserted onto the hole beneath the head of the cane provides the power for this device. Slide the switch to "day" and the crystal knob at the head of the cane glows bright enough to read by for up to 10 minutes, or slide the switch to "dusk" for a simmer light that lasts for 20 minutes.

Carbolic Aerator (Cr 900, 60 lb): This cylinder covered with small valves sprays a fine cloud of carbolic acid mist over a small area (patient and surgical team) creating a sterile environment that dramatically reducing the risk of infection and speeding recovery. Exposure to carbolic acid is unhealthy, so for every 30 minutes of exposure, roll a CON check or loose 1 point of INT and DEX (lasts until exposed to fresh air for 15 minutes to "clear your head").

Dress in SteamTech Formal (Cr +500, 17 lb): Includes a collapsible spring hoop collapsible bustle (folds to allow sitting), pleated slits to allow concealed air circulation and a small battery powered fan to provide cooling (3 hours).

Fob, Key (Cr 20): a 1" diameter irregular solid that often serves as a watch fob, but unfolds into a 4" long "universal key" for picking locks.

Lamp, Carbide (Cr 60, 0.5 lb): Generates light by "burning" carbide and water. Will not ignite explosive gasses. Bright 50' light radius. Cr 1.5 for 6 hour (4 oz) load of calcium carbide.

Movie Camera (Cr 275, 12 lb): hand cranked with 2 minutes of film at 16 frames per second. Capable of filming, developing the film and projecting the film.

Parabolic Scope (Cr 40, 10 lb): A metal parabolic dish hidden within a false cloth bag and fitted to a stethoscope to allow 3x magnification of sound from a particular direction. So a conversation 30' away would be heard as if only 10' away. The long stethoscope tube may be hidden in a sleeve to conceal eavesdropping.

Photographic Blocker (Cr 700, 15 lb): A shotgun like device connected by wires to a backpack battery that is used to slowly sweep an area rendering all photographic plates in the vicinity cloudy and useless. Used to prevent being photographed. The "gun" is actually an x-ray generating tube that clouds undeveloped film that is not protected by at least 1/16 " thick lead shielding.

Scarf, Net (Cr 20, 0.5 lb): appears as a normal knitted scarf until a ribbon is removed from the thread (D6 seconds) transforming the scarf into a 6’ x 6’ net.

Shaver, Clockwork (Cr 70, 0.5 lb): a wind-up version of the electric shaver.

Toolkit, Adventurer's (Cr 70, 2 lb): this wooden box, the size and shape of a small book fitting in a coat pocket, opens to reveal a small collection of tools vital to any adventurer ... tape measure, screw driver/pry bar, ring saw, finger drill, pliers, adjustable wrench, wire cutter & hammer ... any skill-0.

Watch, Climbing (Cr 200, 0.5 lb): appears as a slightly large normal pocket watch, chain and fob, but the fob unfolds to form a 4" wide grappling hook, the chain uncoils from inside the case to 30' long and the entire assembly can be used as a climbing rope to support up to 300 lbs.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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atpollard
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Equipment - Weapons

#24 Post by atpollard »

Weapons are available in a variety of "Grades" that reflect the quality of workmanship, materials used and artistic finish applied. The prices listed below are for "STANDARD GRADE" weapons.
  • FIELD GRADE (Base Price x 1/2): A no frills serviceable weapon issued to members of the armed forces and designed to be used as a work tool. The metal has a bright finish with no engraving and the stock/grip is simple and functional. Field Grade weapons are commonly owned by members of the Lower Class (Soc 3-5).
  • STANDARD GRADE (Base Price): A mechanically simple weapon with simple 'browning' or 'blueing' of the barrel and minimal and functional checkering at 24 lines per inch on the stock/grip. Standard Grade weapons are commonly owned by members of the Middle Class (Soc 6-8).
  • PREMIUM GRADE (Base Price x 3): A quality weapon with a Damascus steel barrel and rich 'charcoal bluing' of other parts with silver inlay and silver plated accents. Higher quality wood includes extensive checkering at 24 lines per inch. Premium Grade weapons are commonly owned by members of the Upper Class (Soc 9-11).
  • DELUXE GRADE (Base Price x SOC): A quality weapon of high grade steel barrel with extensive deep engraving, and a rich 'charcoal bluing' with gold inlay and gold plated accents. Exotic woods include extensive checkering at 36 lines per inch. Deluxe Grade weapons are commonly owned by members of the Social Elite (Soc 12+).
  • ROYAL GRADE (Base Price x SOC x 2): A unique custom weapon made by the finest craftsmen to the highest standards using the best materials available. Royal Grade weapon are commonly presented as 'gifts of state'.

FLINTLOCK WEAPONS
(Able to be manufactured at a settlement with a population of less than 500 and repaired at a settlement with a population of less than 100.)

AMMUNITION (PAPER CARTRIDGES)
  • 11 mm / 64 ga Paper Cartridge (.42-10-109): Box of 100 = Cr 8, 0.8 kg
  • 12 mm / 48 ga Paper Cartridge (.46-27-146): Box of 100 = Cr 11, 1.1 kg
  • 13 mm / 32 ga Paper Cartridge (.53-40-219): Box of 100 = Cr 17, 1.7 kg
  • 15 mm / 24 ga Paper Cartridge (.58-53-292): Box of 100 = Cr 22, 2.2 kg
  • 17 mm / 16 ga Paper Cartridge (.66-80-438): Box of 100 = Cr 34, 3.4 kg
  • 19 mm / 12 ga Paper Cartridge (.73-106-583): Box of 100 = Cr 45, 4.5 kg
  • 20 mm / 10 ga Paper Cartridge (.78-127-700): Box of 100 = Cr 54, 5.4 kg
  • 21 mm / 8 ga Paper Cartridge (.84-159-875): Box of 100 = Cr 67, 6.7 kg
LIST OF FLINTLOCK WEAPONS
  • Flintlock Derringer (64ga, 100 mm barrel): Cr 60; 0.7 kg; 1D6 damage; 3m range; DEX 5
  • Flintlock Derringer (32ga, 100 mm barrel): Cr 80; 0.8 kg; 2D6 damage; 6m range; DEX 7
  • Flintlock Pistol (24ga, 300 mm barrel): Cr 130; 1.6 kg; 3D6 damage; 9m range; DEX 7
  • Flintlock Pistol (16ga, 400 mm barrel): Cr 190; 2.4 kg; 4D6 damage; 12m range; DEX 7
  • Flintlock Musketoon (16ga, 450 mm barrel): Cr 220; 3.0 kg; 4D6 damage; 12m range; DEX 6
  • Flintlock Musketoon (12ga, 600 mm barrel): Cr 300; 4.0 kg; 5D6 damage; 15m range; DEX 6
  • Flintlock Musket (12ga, 1200 mm barrel): Cr 550; 6.6 kg; 6D6 damage; 18m range; DEX 6
DESCRIPTIONS
  • Flintlock Derringer (64ga, 100 mm barrel): A 210 mm long smooth-bore single shot ‘pocket pistol’ that fires muzzle loaded paper cartridges at 180 m/s with a recoil velocity of 2.0 m/s.
    Flintlock Derringer (32ga, 100 mm barrel): A 210 mm long smooth-bore single shot ‘pocket pistol’ that fires muzzle loaded paper cartridges at 250 m/s with a recoil velocity of 4.6 m/s.
    Flintlock Pistol (24ga, 300 mm barrel): A 460 mm long smooth-bore single shot ‘holster pistol’ that fires muzzle loaded paper cartridges at 320 m/s with a recoil velocity of 4.1 m/s.
    Flintlock Pistol (16ga, 400 mm barrel): A 610 mm long smooth-bore single shot ‘saddle pistol’ that fires muzzle loaded paper cartridges at 350 m/s with a recoil velocity of 4.5 m/s.
    Flintlock Musketoon (16ga, 450 mm barrel): A 870 mm long smooth-bore single shot ‘carbine’ that fires muzzle loaded paper cartridges at 360 m/s with a recoil velocity of 3.6 m/s.
    Flintlock Musketoon (12ga, 600 mm barrel): A 1020 mm long smooth-bore single shot longarm that fires muzzle loaded paper cartridges at 390 m/s with a recoil velocity of 3.9 m/s.
    Flintlock Musket (12ga, 1200 mm barrel): A 1620 mm long smooth-bore single shot longarm that fires muzzle loaded paper cartridges at 460 m/s with a recoil velocity of 2.8 m/s.


CARTRIDGE WEAPONS
(Able to be manufactured at a settlement with a population of greater than 5000 and repaired at a settlement with a population of greater than 1000.)

AMMUNITION (METALLIC CARTRIDGE)
  • 8mm Cartridge (.32-18-73): Box of 100 = Cr 24, 0.6 kg
  • 10mm Cartridge (.39-32-131): Box of 100 = Cr 42, 1.1 kg
  • 12mm Short Cartridge (.46-53-219): Box of 100 = Cr 71, 1.8 kg
  • 12mm Long Cartridge (.49-64-263): Box of 100 = Cr 85, 2.1 kg
  • 13mm Cartridge (.53-80-328): Box of 100 = Cr 106, 2.6 kg
  • 15mm Cartridge (.58-106-478): Box of 100 = Cr 151, 3.8 kg
  • 16mm Cartridge (.62-127-525): Box of 100 = Cr 169, 4.2 kg
  • 17mm Cartridge (.66-159-656): Box of 100 = Cr 211, 5.3 kg
  • 19mm Cartridge (.73-212-875): Box of 100 = Cr 282, 7.0 kg
  • 12 Gauge Shotgun Shell (.73-106-583): Box of 100 = Cr 179, 4.5 kg
  • 10 Gauge Shotgun Shell (.78-127-700): Box of 100 = Cr 214, 5.4 kg
  • 8 Bore Cartridge (.84-318-1313): Box of 100 = Cr 423, 10.6 kg
  • 4 Bore Cartridge (1.05-636-2625): Box of 100 = Cr 845, 21.1 kg
  • 4 Bore Express Cartridge (1.05-636-3500): Box of 100 = Cr 1072, 26.8 kg
  • 4 Bore Double Express Cartridge (1.05-1273-5250): Box of 100 = Cr 1691, 42.3 kg
LIST OF CARTRIDGE WEAPONS
  • Derringer, Single Barrel (8mm, 75 mm barrel): Cr 30; 0.3 kg; 1D6 damage; 7m range; DEX 7
  • Derringer, Double Barrel (8mm, 75 mm barrel): Cr 40; 0.4 kg; 1D6 damage; 7m range; DEX 6
  • Derringer, Single Barrel (12mm Short, 75 mm barrel): Cr 40; 0.4 kg; 2D6 damage; 12m range; DEX 8
  • Derringer, Double Barrel (12mm Short, 75 mm barrel): Cr 60; 0.6 kg; 2D6 damage; 12m range; DEX 7
  • Lever Action Pistol (10mm, 200 mm barrel): Cr 410; 0.7 kg; 2D6 damage; 12m range; DEX 7
  • Lever Action Pistol (12mm Short, 300 mm barrel): Cr 830; 1.4 kg; 3D6 damage; 17m range; DEX 7
  • Lever Action Carbine (12mm Short, 400 mm barrel): Cr 1030; 3.8 kg; 3D6 damage; 19m range; DEX 5
  • Lever Action Rifle (12mm Long, 750 mm barrel): Cr 1830; 5.7 kg; 4D6 damage; 24m range; DEX 5
  • Revolver, Small Frame (8mm, 50 mm barrel): Cr 70; 0.5 kg; 1D6 damage; 6m range; DEX 6
  • Revolver, Medium Frame (10mm, 200 mm barrel): Cr 160; 1.0 kg; 2D6 damage; 12m range; DEX 6
  • Revolver, Large Frame (12mm Short, 300 mm barrel): Cr 290; 1.8 kg; 3D6 damage; 17m range; DEX 6
  • Revolver, X-large Frame (12mm Long, 200 mm barrel): Cr 200; 1.8 kg; 3D6 damage; 17m range; DEX 6
  • Rolling Block Pistol (12mm Long, 200 mm barrel): Cr 140; 0.9 kg; 3D6 damage; 17m range; DEX 7
  • Rolling Block Pistol (13mm Long, 400 mm barrel): Cr 270; 1.6 kg; 4D6 damage; 23m range; DEX 7
  • Rolling Block / Falling Block Rifle (12mm Long, 750 mm barrel): Cr 420; 3.7 kg; 4D6 damage; 24m range; DEX 6
  • Shotgun, double barrel (pistol grip) (12ga, 300 mm barrel): Cr 280; 3.1 kg; 4D6 damage; 13m range; DEX 7
  • Shotgun, double barrel (12ga, 600 mm barrel): Cr 540; 7.2 kg; 5D6 damage; 15m range; DEX 6
  • Shotgun, drilling (pistol grip) (12ga, 300 mm barrel): Cr 400; 4.4 kg; 4D6 damage; 13m range; DEX 6
  • Shotgun, drilling (12ga, 600 mm barrel): Cr 790; 10.0 kg; 5D6 damage; 15m range; DEX 5
  • Shotgun, vierling (pistol grip) (12ga, 300 mm barrel): Cr 520; 5.7 kg; 4D6 damage; 13m range; DEX 6
  • Shotgun, vierling (12ga, 600 mm barrel): Cr 1030; 12.8 kg; 5D6 damage; 15m range; DEX 5

DESCRIPTIONS
  • Derringer, Single Barrel (8mm, 75 mm barrel): A 125 mm long break open ‘pocket pistol’ that fires metallic cartridges at 260 m/s with a recoil velocity of 4.9 m/s.
    Derringer, Double Barrel (8mm, 75 mm barrel): A 125 mm long break open ‘pocket pistol’ that fires metallic cartridges at 260 m/s with a recoil velocity of 3.6 m/s.
    Derringer, Single Barrel (12mm Short, 75 mm barrel): A 125 mm long break open ‘pocket pistol’ that fires metallic cartridges at 260 m/s with a recoil velocity of 9.5 m/s.
    Derringer, Double Barrel (12mm Short, 75 mm barrel): A 125 mm long break open ‘pocket pistol’ that fires metallic cartridges at 260 m/s with a recoil velocity of 6.7 m/s.
    Lever Action Pistol (10mm, 200 mm barrel): A 350 mm long pistol that fires metallic cartridges from a 5 round tube magazine at 330 m/s with a recoil velocity of 4.3 m/s.
    Lever Action Pistol (12mm Short, 300 mm barrel): A 450 mm long pistol that fires metallic cartridges from a 6 round tube magazine at 365 m/s with a recoil velocity of 4.1 m/s.
    Lever Action Carbine (12mm Short, 400 mm barrel): A 825 mm long pistol that fires metallic cartridges from a 8 round tube magazine at 390 m/s with a recoil velocity of 1.6 m/s.
    Lever Action Rifle (12mm Long, 750 mm barrel): A 1175 mm long pistol that fires metallic cartridges from a 15 round tube magazine at 460 m/s with a recoil velocity of 1.5 m/s.
    Revolver, Small Frame (8mm, 50 mm barrel): A 180 mm long open frame revolver with a fixed cylinder that holds 5 metallic cartridges and fires them at 235 m/s with a recoil velocity of 2.5 m/s.
    Revolver, Medium Frame (10mm, 200 mm barrel): A 335 mm long top break revolver that holds 6 metallic cartridges and fires them at 330 m/s with a recoil velocity of 3.0 m/s.
    Revolver, Large Frame (12mm Short, 300 mm barrel): A 440 mm long swing out cylinder revolver that holds 6 metallic cartridges and fires them at 365 m/s with a recoil velocity of 3.2 m/s.
    Revolver, Large Frame (12mm Short, 300 mm barrel): A 345 mm long fixed cylinder revolver that holds 5 metallic cartridges and fires them at 330 m/s with a recoil velocity of 3.3 m/s.
    Rolling Block Pistol (12mm Long, 200 mm barrel): A 345 mm long single-shot pistol that fires metallic cartridges at 330 m/s with a recoil velocity of 6.7 m/s.
    Rolling Block Pistol (13mm Long, 400 mm barrel): A 550 mm long single-shot pistol that fires metallic cartridges at 390 m/s with a recoil velocity of 5.7 m/s.
    Rolling Block / Falling Block Rifle (12mm Long, 750 mm barrel): A 1160 mm long single-shot rifle that fires metallic cartridges at 460 m/s with a recoil velocity of 2.3 m/s.
    Shotgun, double barrel (pistol grip) (12ga, 300 mm barrel): A 500 mm long break open smooth bore weapon with two barrels that fires metallic cartridges at 325 m/s with a recoil velocity of 3.6 m/s.
    Shotgun, double barrel (12ga, 600 mm barrel): A 1000 mm long break open smooth bore weapon with two barrels that fires metallic cartridges at 385 m/s with a recoil velocity of 3.6 m/s.
    Shotgun, drilling (pistol grip) (12ga, 300 mm barrel): A 500 mm long break open smooth bore weapon with three barrels that fires metallic cartridges at 325 m/s with a recoil velocity of 3.6 m/s.
    Shotgun, drilling (12ga, 600 mm barrel): A 1000 mm long break open smooth bore weapon with three barrels that fires metallic cartridges at 385 m/s with a recoil velocity of 3.6 m/s.
    Shotgun, vierling (pistol grip) (12ga, 300 mm barrel): A 500 mm long break open smooth bore weapon with four barrels that fires metallic cartridges at 325 m/s with a recoil velocity of 3.6 m/s.
    Shotgun, vierling (12ga, 600 mm barrel): A 1000 mm long break open smooth bore weapon with four barrels that fires metallic cartridges at 385 m/s with a recoil velocity of 3.6 m/s.

BLADED WEAPONS (THRUSTING)
(The following bladed weapons are designed with long slender blades and sharp points for use primarily by thrusting attacks.)
  • Folding Pocket Knife (100 mm long): Cr 20; 0.1 kg; 1D6 damage; Minimum STR 4 (-2), Bonus STR 8 (+2)
  • Hunting Knife (200 mm long): Cr 25; 0.15 kg; 1D6+1 damage; Minimum STR 4 (-2), Bonus STR 8 (+2)
  • Folding Stiletto (switchblade) (300 mm long): Cr 30; 0.2 kg; 1D6+1 damage; Minimum STR 4 (-2), Bonus STR 8 (+2)
  • Stylet (stiletto) Dagger (400 mm long): Cr 40; 0.3 kg; 2D6-1 damage; Minimum STR 4 (-2), Bonus STR 9 (+2)
  • Arming Dagger (500 mm long): Cr 45; 0.35 kg; 2D6 damage; Minimum STR 5 (-2), Bonus STR 9 (+2)
  • Small Sword / (small sword) Cane (800 mm long): Cr 70; 0.55 kg; 3D6-1 damage; Minimum STR 5 (-2), Bonus STR 9 (+2)
  • Small Sword / (small sword) Cane (900 mm long): Cr 75; 0.65 kg; 3D6 damage; Minimum STR 5 (-2), Bonus STR 10 (+2)
  • Small Sword / (small sword) Cane (1000 mm long): Cr 80; 0.7 kg; 3D6+1 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Epee (1100 mm long): Cr 90; 0.8 kg; 4D6-1 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Estoc / Tuck (Thrusting Sword) (1200 mm long): Cr 95; 0.85 kg; 4D6 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Koncerz (1600 mm long): Cr 130; 1.1 kg; 5D6+1 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)

BLADED WEAPONS (CUT AND THRUST)
(The following bladed weapons are designed with sharp edges and points to balance cutting and thrusting attacks.)
  • Sgain Dubh (Skinning Knife) (200 mm long): Cr 35; 0.2 kg; 1D6+1 damage; Minimum STR 4 (-2), Bonus STR 8 (+2)
  • Rondel (Dagger) (400 mm long): Cr 55; 0.45 kg; 2D6-1 damage; Minimum STR 5 (-2), Bonus STR 9 (+2)
  • Dirk (Hunting Dagger) (500 mm long): Cr 65; 0.55 kg; 2D6 damage; Minimum STR 5 (-2), Bonus STR 9 (+2)
  • Bowie / Gladius / Seax (700 mm long): Cr 90; 0.75 kg; 2D6+1 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Cutlass (800 mm long): Cr 100; 0.9 kg; 3D6-1 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Sabre (1000 mm long): Cr 125; 1.1 kg; 3D6 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)
  • Rapier (1200 mm long): Cr 150; 1.3 kg; 4D6 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)

BLADED WEAPONS (SLASHING)
(The following bladed weapons are designed with heavy blades and sharp edges for powerful cutting attacks.)
  • Spear Point Knife (200 mm long): Cr 45; 0.35 kg; 1D6+1 damage; Minimum STR 5 (-2), Bonus STR 9 (+2)
  • Baselard Dagger (400 mm long): Cr 80; 0.7 kg; 2D6-1 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Cinquedea (500 mm long): Cr 100; 0.85 kg; 2D6 damage; Minimum STR 6 (-2), Bonus STR 10 (+2)
  • Falchion (700 mm long): Cr 135; 1.2 kg; 2D6+1 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)
  • Scimitar (800 mm long): Cr 155; 1.4 kg; 3D6-1 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)
  • Broadsword (1000 mm long): Cr 195; 1.7 kg; 3D6 damage; Minimum STR 7 (-2), Bonus STR 11 (+2)
  • Hand and a half Sword (1100 mm long): Cr 215; 1.9 kg; 4D6-1 damage; Minimum STR 8 (-2), Bonus STR 12 (+2)
  • Hand and a half Sword (1200 mm long): Cr 240; 2 kg; 4D6 damage; Minimum STR 8 (-2), Bonus STR 12 (+2)
  • Claymore (1400 mm long): Cr 280; 2.4 kg; 5D6-1 damage; Minimum STR 8 (-2), Bonus STR 12 (+2)
  • Claymore (1500 mm long): Cr 305; 2.4 kg; 5D6 damage; Minimum STR 8 (-2), Bonus STR 12 (+2)
  • Claymore (1600 mm long): Cr 330; 2.7 kg; 5D6+1 damage; Minimum STR 8 (-2), Bonus STR 12 (+2)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Transportation

#25 Post by atpollard »

ROWBOATS
(The following small boats are designed to be propelled by pairs of oars. Boats of approximately 1 meter breath [wide] employ one man operating two oars, while boats of two or more meters in breath employ pairs of rowers with one man per oar.)
  • Pram: A rounded bottomed boat with a square bow and stern designed as a utility tender for larger ships (0.06 dTons) Cr 152 ; 51 kg; 2 m (length) x 1 m (breath) x 0.6 m (depth). Crew of 1 typical rowers can propel the craft at 7.1 kph with a burst of up to 2.5 m/s for up to 5 km. The boat can carry the crew and up to 1 passengers plus 322 kg of cargo.
  • Beach Gig: A rounded bottomed boat with a pointed bow and square stern designed to launch quickly from the shore (0.07 dTons) Cr 219 ; 73 kg; 3 m (length) x 1 m (breath) x 0.6 m (depth). Crew of 2 typical rowers can propel the craft at 8.5 kph with a burst of up to 3.0 m/s for up to 5 km. The boat can carry the crew and up to 1 passengers plus 360 kg of cargo.
  • Peapod: A rounded bottomed boat with a pointed bow and stern used as a tender for fishing fleets (0.08 dTons) Cr 268 ; 89 kg; 4 m (length) x 1 m (breath) x 0.6 m (depth). Crew of 2 typical rowers can propel the craft at 8.2 kph with a burst of up to 2.9 m/s for up to 5 km. The boat can carry the crew and up to 2 passengers plus 389 kg of cargo.
  • Pilot’s Gig: A rounded bottomed boat with a pointed bow and stern designed to quickly transport pilots to ships approaching a harbor (0.4 dTons) Cr 892 ; 297 kg; 9 m (length) x 1.5 m (breath) x 0.9 m (depth). Crew of 6 typical rowers can propel the craft at 8.3 kph with a burst of up to 2.9 m/s for up to 5 km. The boat can carry the crew and up to 18 passengers plus 1,825 kg of cargo.
  • Ship’s Gig: A rounded bottomed boat with a pointed bow and square stern designed as water taxi or to serve larger ships (0.6 dTons) Cr 846 ; 282 kg; 6 m (length) x 2 m (breath) x 1.2 m (depth). Crew of 6 typical rowers can propel the craft at 7.8 kph with a burst of up to 2.7 m/s for up to 5 km. The boat can carry the crew and up to 22 passengers plus 2,859 kg of cargo.
  • Cutter: A rounded bottomed boat with a pointed bow and stern used as a tender for larger ships ( 0.7 dTons) Cr 1,041 ; 347 kg; 8 m (length) x 2 m (breath) x 1.2 m (depth). Crew of 6 typical rowers can propel the craft at 7.5 kph with a burst of up to 2.6 m/s for up to 5 km. The boat can carry the crew and up to 32 passengers plus 3,002 kg of cargo.
  • Longboat: A rounded bottomed boat with a pointed bow and stern used as a tender for larger ships ( 0.8 dTons) Cr 1,308 ; 436 kg; 10 m (length) x 2 m (breath) x 1.2 m (depth). Crew of 8 typical rowers can propel the craft at 7.9 kph with a burst of up to 2.8 m/s for up to 5 km. The boat can carry the crew and up to 40 passengers plus 3,710 kg of cargo.
  • Launch: A rounded bottomed boat with a pointed bow and stern used as a tender for larger ships (1.0 dTons) Cr 1,576 ; 525 kg; 12 m (length) x 2 m (breath) x 1.2 m (depth). Crew of 10 typical rowers can propel the craft at 8.2 kph with a burst of up to 2.9 m/s for up to 5 km. The boat can carry the crew and up to 47 passengers plus 4,498 kg of cargo.
  • Gentleman’s Gig: A rounded bottomed boat with a pointed bow and square stern designed as personal transportation ( 1.9 dTons) Cr 1,820 ; 607 kg; 9 m (length) x 3 m (breath) x 1.8 m (depth). Crew of 8 typical rowers can propel the craft at 6.5 kph with a burst of up to 2.3 m/s for up to 5 km. The boat can carry the crew and up to 89 passengers plus 9,793 kg of cargo.

SAILBOATS
(The following small boats are designed to be propelled by sails when the wind is favorable or oars when sailing is impractical. The indicated sailing speeds are based on a strong breeze from a favorable direction and represent the safe upper limit for the sails.)
  • Coble: A rowed or sailed open boat with a stepped mast and a lug sail. ( 0.6 dTons) Cr 2,007 ; 296 kg; 6 m (length) x 2 m (breath) x 1.2 m (depth). Crew of 4 typical rowers can propel the craft at 6.8 kph with a burst of up to 2.4 m/s for up to 5 km. The boat has 1 mast that can carry 12 sq. meters of sail able to propel the craft at up to 14.2 kph with a favorable wind. The boat can transport the crew and up to 26 passengers plus 2,684 kg of cargo.
  • Coble: A rowed or sailed open boat with a stepped mast and a lug sail. ( 1.9 dTons) Cr 4,570 ; 685 kg; 9 m (length) x 3 m (breath) x 1.8 m (depth). Crew of 4 typical rowers can propel the craft at 5.2 kph with a burst of up to 1.8 m/s for up to 5 km. The boat has 1 mast that can carry 26 sq. meters of sail able to propel the craft at up to 14.2 kph with a favorable wind. The boat can transport the crew and up to 98 passengers plus 9,315 kg of cargo.

SAILING SHIPS
(The following ships are designed to be propelled exclusively by sails. The indicated sailing speeds are based on a strong breeze from a favorable direction and represent the safe upper limit for the sails.)
  • Sloop: A fore-and-aft rigged single masted ship. (3 dTons) Cr 6,748 ; 853 kg; 9 m (length) x 3 m (breath) x 3 m (depth). Crew of 5 sailors can propel the ship at up to 15.0 kph with a favorable wind using 1 masts that carry up to 43 sq. meters of sail. The ship can transport the crew and up to 29,414 kg of passengers and cargo.
  • Sloop: A fore-and-aft rigged single masted ship. (6 dTons) Cr 9,692 ; 1,368 kg; 12 m (length) x 4 m (breath) x 3 m (depth). Crew of 6 sailors can propel the ship at up to 14.6 kph with a favorable wind using 1 masts that carry up to 58 sq. meters of sail. The ship can transport the crew and up to 52,439 kg of passengers and cargo.
  • Sloop: A fore-and-aft rigged single masted ship. (9 dTons) Cr 14,081 ; 2,366 kg; 15 m (length) x 5 m (breath) x 3 m (depth). Crew of 8 sailors can propel the ship at up to 14.3 kph with a favorable wind using 1 masts that carry up to 72 sq. meters of sail. The ship can transport the crew and up to 44,269 kg of passengers and cargo.
  • Ketch: A fore-and-aft rigged two masted ship. ( 12 dTons) Cr 18,612 ; 3,876 kg; 20 m (length) x 5 m (breath) x 3 m (depth). Crew of 8 sailors can propel the ship at up to 13.5 kph with a favorable wind using 2 masts that carry up to 72 sq. meters of sail. The ship can transport the crew and up to 58,063 kg of passengers and cargo.
  • Ketch: A fore-and-aft rigged two masted ship. ( 70 dTons) Cr 73,587 ; 15,217 kg; 30 m (length) x 10 m (breath) x 6 m (depth). Crew of 29 sailors can propel the ship at up to 14.5 kph with a favorable wind using 2 masts that carry up to 288 sq. meters of sail. The ship can transport the crew and up to 354,818 kg of passengers and cargo.
  • Barquentine: A three masted ship with a square-rigged foremast and two fore-and-aft rigged (main and mizzen) masts. ( 94 dTons) Cr 115,371 ; 29,145 kg; 40 m (length) x 10 m (breath) x 6 m (depth). Crew of 29 sailors can propel the ship at up to 13.7 kph with a favorable wind using 3 masts that carry up to 288 sq. meters of sail. The ship can transport the crew and up to 463,488 kg of passengers and cargo.
  • Barquentine: A three masted ship with a square-rigged foremast and two fore-and-aft rigged (main and mizzen) masts. ( 237 dTons) Cr 223,837 ; 53,660 kg; 45 m (length) x 15 m (breath) x 9 m (depth). Crew of 65 sailors can propel the ship at up to 14.7 kph with a favorable wind using 3 masts that carry up to 648 sq. meters of sail. The ship can transport the crew and up to 1,192,586 kg of passengers and cargo.

STEAMSHIPS
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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atpollard
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Equipment for Skills

#26 Post by atpollard »

How I apply the "Equipment" to the "Skills".

As a quick rule of thumb for tasks ...
Shouldn't need a roll = skill-0 (change oil)
Easy = skill-1 (brake job)
Average = skill-2 (replace piston)
Hard = skill-3 (rebuild engine for racing)
Nearly Impossible (roll 12 on 2D6) = skill-4 (build prototype engine)
  • Mechanic-0 and Medic-0 are people with minimal training, general familiarity and they perform routine tasks. So the ability to perform basic First Aid or change the oil in your car would be typical tasks for a skill-0 character. The tools needed to perform the common skill-0 tasks can be found in a draw at home or carried in your pocket.
  • Mechanic-1 and Medic-1 are people with enough training to work a job that actually uses that skill. So a paramedic/emergency first responder or a mechanic in a tire store that does simple brake jobs and swaps out parts would be typical tasks for a skill-1 character. The tools needed to perform the common skill-1 tasks are more numerous and specialized than the average person owns, but the essentials can still be carried around in a backpack sized tool box.
  • Mechanic-2 and Medic-2 are people with years of specialized training and experience in a skill. Remember that 4 years in College or the Army will earn you 2 skill levels, so skill-2 is a Bachelors Degree or 4 years on-the-job-training. A Nurse Practitioner or Certified Mechanic would be typical jobs and treating trauma in an ER or rebuilding an engine would be typical tasks for a skill-2 character. The tools needed to perform the common skill-2 tasks are more than can be easily transported, but the minimum tools required to "get by" are still portable (if bulky). This is where an Ambulance or a Work Truck will help carry everything you need to work (except an empty room to set up in).
  • Medic-3 is a Licensed Doctor, so Mechanic-3 is a similar level of skill (12 years of college/experience). The tasks common for a Mechanic-3/Medic-3 that would not be handled by a Medic-2 require rooms dedicated to the work. You really need an Exam Room with an x-rax and Lab, or a complete Metalworking Shop if you are goung to be treating a gunshot wound to the shoulder or building a Telescope by hand.
So a Medic-3 will get his +3 skill when attempting tasks that require Medic-2 to acomplish if he has Medic-2 tools, but if he wants to perform surgery, you will really ned more than a good first aid kit for the best chances. I typically use -2 for each step the equipment is below the task, so a surgery by a Medic-3 Doctor in a fully equipped Treatment Room (med-3 facility) = 8+ on 2D6 +3 -0
... in an ambulance (med-2 facility) = 8+ on 2D6 +3 -2
... with a first aid kit (med-1) = 8+ on 2D6 +3 -4
... in a barn with a pocketknife and a bucket of water (med-0) = 8+ on 2D6 +3 -6
Last edited by atpollard on Mon Jul 12, 2021 12:33 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Languages

#27 Post by atpollard »

LANGUAGES:

Languages add color ... and they can be a pain in the a**. So let's see if we can achieve the first without the second.

From the newly posted MAP in the Reference Topic, there is a list of "countries" and languages:
  • Dutch
  • English
  • French
  • German
  • Spanish
So EVERYONE comes from somewhere and speaks that language as a native. Everyone has also had an opportunity to learn to speak all of the other common languages. How well you speak non-native languages depends on your INT and EDU.

A Character can learn languages using INT and just naturally picking them up from Middle Class or Lower Class contacts (which will affect your speech patterns in that language).
INT = 6-7: Learned enough to "get by"
INT = 8-9: Learned enough to be "conversant"
INT = 10+: Learned enough to speak "fluently"

A Character can learn languages through formal study using EDU (which will also affect your speech patterns in that language).
EDU = 6-7: Learned enough to "get by"
EDU = 8-9: Learned enough to be "conversant"
EDU = 10+: Learned enough to speak "fluently"

If INT and EDU are both 8+, then the character speaks all languages with no accent.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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CANNON

#28 Post by atpollard »

7 cm/L12 Bronze Howitzer (126 kg; Cr 629): 1 kg iron shot & 0.23 kg powder charge
  • Hit on 2+ @ 20m for 21d6 damage
  • Hit on 6+ @ 270m for 17d6 damage
  • Hit on 8+ @ 432m for 14d6 damage
  • Hit on 10+ @ 523m for 13d6 damage
  • Hit on 12+ @ 560m for 13d6 damage
AMMO:
7cm: (one) 1 kg iron shot & 0.23 kg powder charge (1.3 kg; Cr 6.5)
7cm: Box of (ten) 1 kg iron shot & 0.23 kg powder charges (13 kg; Cr 65)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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