SAFCOcast 32: Never knife-fight Earl Dumarest

In this episode we discuss the last two “longest campaign” submissions, talk about the Parry rule in Classic Traveller Combat, go through a lot of great Internet Finds, and briefly touch on the OGL debacle.

Relevant links:

Here are my notes on Parry and fighting Earl Dumarest with a knife:

Bob: I read the rules on Page 35 of book 1 (in the Facsimile Edition), under Expertise,  about using the Parry ability with certain weapons. It was eye opening. If you are fighting for instance blade weapon to blade weapon, and you have skill with your weapon, you automatically get to reduce your opponent’s chance to hit by your skill level – it is assumed you are parrying. So, for example, Blade-2 vs Blade-1.  Blade-2 reduces Blade-1’s chance to hit by 2. In other words, Blade-1 is attacking at -1.  The other way around, Blade-2’s attack is reduced by Blade-1’s level. 2-1. So Blade-2 is only at a +1 to hit. 

It gets really interesting if one of the combatants is UNSKILLED. Not Skill-0, like a PC, but totally unskilled. That person is at -5 to hit, and they are so bad at parrying that they add +3 to the opponent’s chance of hitting them. Better to fight bare handed!  So against Blade-2, they would be a -5 to hit, -2 for Blade-2’s parry, for a total of -7 to hit (not including any other modifiers for armor or lack thereof). And Blade-2 is at +5 to hit them. Insane! They would be cut to ribbons, which I think is very realistic. I also like the way Parry is worked into the combat. No extra roll. Just a modifier. Good stuff.

So let’s do Earl Dumarest, as written up in the 1001 Characters supplement, with his Blade.

Earl has STR B. Advantageous STR. +1 to hit
Blade-6
Mesh Armor. But let’s ignore his armor, and assume that once again Earl is fighting in the arena, for money or his freedom or both. 

So against someone with no armor and Blade-2. Earl is at +4 to hit from his skill vs their parry. +1 to hit for his STR. and +1 to hit as they have no armor. Earl is at a total of +6 to hit. He needs only a 2 to hit. He’s going to hit every time. So to have any chance of not being hit, his opponent needs either some kind of armor or Blade-3 or better. They will still likely get hit, but could luck out.

To hit Earl, Blade-2 is at:

+2 from their skill
-6 to hit from Earl’s parry
We’ll give Blade-2 advantageous STR, for +1

And Earl has no armor, also +1

So Blade-2 is at -2 to hit Earl. They need a 10+. Possible, but not easy. They will need to cheat! Maybe some sand in the eyes or blind him with a reflection from his knife, or for his partner in the crowd with a small mirror!

The Blade does 2d6 damage. So an average of 7 points. A good physical specimen may not be out after the first hit, but there’s a damned good chance they will be. Earl’s first three stats are BFC – very high. Blade COULD reduce one of his stats to zero on the first hit, but it is unlikely. He is probably going to survive that first strike. And in round 2 he will likely kill his opponent or put them into a bleed to death condition. 

A totally unskilled opponent without advantageous STR would be at -5 (the unskilled penalty), -6 for Earl’s parry, +1 if they have advantageous STR, and +1 for Earl being unarmored. A total of -9 to hit. They are screwed, unless you play that a roll of 12 always succeeds.

The takeaway – do not engage Earl Dumarest in Blade combat!

SAFCOcast 19: More Random Planets!

In this episode we are focusing on two more of the random planets submitted during our Random Planet event a few months ago, this time from Dwayne “Hiverlord” Walstrom and Jonathan Daylett (check out his Desert World RPG – a great adaptation of a Mad Max style setting).

Before that we dig into a couple of items from X-Boat Transmissions, and end with a recap or our own last gaming session from our Into the Void campaign.

Here are the planet/system writeups…

From Hiverlord
Planet/System: Not Assigned
Rolled with T5 rules.
FV main star (no companions). Standard orbit. Temperate climate.

B735BDG-9 Hi In

GG=0 PB=3 No bases.
Importance (Ix)=2 Ranks worlds within a region
Economics (Ex)=BA9(-2)
Culture (Cx)=6D68
Population= 102 Billion
Hi=Hi population
In=industrial

With an extremely high population level and poor atmosphere, this overwhelmed planet is run by an accepting, yet overbearing and stern, Religious Dictatorship. The religion itself promotes, perhaps even encourages, Free Love, and has strict rules against contraceptives and most forms of abortion. Birth (and survival) rates are high, given the planet’s TL of 9. Combined with longer lifespans associated with higher technology, the world quickly reached and exceeded its purported capacity.

Several nearby Agricultural worlds have a ready-made market with this extremely overpopulated system.

This world is located in a ‘Dumarest’-style setting, with no significant interstellar powers. The reasons why this world hadn’t begun expanding (aggressively or otherwise) is simple to deduce: with over 100 Billion citizens to support, it doesn’t have any resources to spare for expansionist activities.

From Jonathan Daylett

Planet/System: Aristodma
Rolled with combination of Mongoose Traveller 1e and 2e
CAB2654-9 R Ni

Large, extremely hot planet with a corrosive atmosphere and scant water. Rich in phosgene and hydrogen chloride, very valuable chemical compounds used in plastics and technology manufacturing. Due to the high gravity, the densest parts of the atmosphere are much lower to the ground, allowing for research stations, collection facilities and refineries to be built on the highest points of elevation.

The primary authority is a feudal technocracy. What began countless rotations ago as a corporately owned resource, Aristodma is now home to millions of people who live in ports, research stations, and other dense plastic fortresses. They are governed by those with the highest level of understanding of the environmental hazards present. People came here for the high risk, high reward lifestyle of gas-farming. Over the years, however, it became apparent that there were those more suited to the dangers involved, and they soon became leaders among the people. Generation by generation, the highly profitable gas-farmers have gained a reputation of shrewd but fair governance.

It has worked well enough, until recent years as a few other factions started to see the cracks in the system and decided to try and make their own ways of life beyond the confines of primitive feudalism. Now those in command have to contend with not only an environment that is actively trying to kill them every second of every day, but with a contentious minority group that steals technology and parts for building new facilities as well as a political faction that seeks to upend the centuries-long reign of those who see themselves as de facto rulers of Aristodma.

SAFCOcast 16: Traveller Session Recap, Imperial News, Etc

In this episode we discuss their last Classic Traveller session (written recap here on Bob’s gaming blog). We also do Internet Finds, Imperial News, and Rules Finds.

Links and info from the show:

Our theme music can be found on the Speculative Machines podcast!

SAFCOcast 14: Traveller on Roll20, Session Recap, and other Traveller Stuff!

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

In which Jeff and Bob discuss a very nice mailbag submission, recap the last Classic Traveller session of their Into the Void campaign, discuss their end-times transition to the Roll20 online system, and various other fun things like some rules finds! Also, Bob drops an f bomb that must be bleeped, thus revealing his true, dark nature!

SAFCOcast 13: Interview with Robert Eaglestone

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

We are honored and happy that Robert Eaglestone, of the Xboat ‘zine joined us for conversation on this episode!

For those who don’t know, Rob did a very successful kickstarter for a four issue Traveller ‘zine called Xboat: a Traveller5 Zine. It’s a great publication! Bob and Jeff talk with Rob about his beginnings in Traveller, the zine, and of course playing the game!

SAFCOcast 12: Session Report, etc

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

In this episode, Jeff and Bob discuss the length of the podcast, read some listener comments, look at the Classic Traveller rules for Cover/Concealment and the Medical skill, do a quick look at Gerry Miller Jr.’s excellet Agweedo-Girdena Traveller campaign, and do a quick discussion of our groups last Into the Void session.

Relevant Links

SAFCOcast 11: I won a contest!

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

This is a very rare SHORT episode! Only about 11 minutes! I quickly talk about a few things that have been going on, and about winning a great contest I didn’t know I’d even entered on the Traveller RPG Headquarters group on Facebook!

Relevant Links

SAFCOcast 10: Traveller talk and Superheroes!

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

In this episode we discuss our usual Traveller stuff, including some internet finds, rules we wanted to talk about from Classic Traveller, and of course start off with the SAFCO Mail Bag! This is long one, folks, but we did stay on-topic! There’s just so much cool stuff out there to discuss! Then we talk about something a little different, Session Zero of our upcoming superhero campaign, called SuperTex, using the legendary Jeff Dee’s and Jack Herman’s The Mighty Protectors: Villains & Vigilantes 3.0 system. We’ll be playing it maybe every three sessions, and will also play it when our whole SAFCO Traveller group can’t meet.

Relevant Links:

SAFCOcast 9: Planet Generation Smackdown, Traveller session recap, etc.

Note: Episodes 1-14 happened before we changed to a Traveller-only show. In those episodes we discuss some other RPGs. As time went on we realized we were really a Traveller-only podcast, and in Episode 15 officially made the switch. You will find lots of Traveller talk in 1-14. Just be aware.

In this episode we discuss two of the systems generated by listeners in our Random Planet Generation Smackdown. We had considered doing more, but we’ll do two per episode until we’re done with them. We had got some nice mailbag comments, and we’ll do a recap of the last session of our Traveller campaign, Into the Void.  And of course we’ll hit a few Internet Finds.

Relevant links:

Internet Finds

Jeff found some interesting items on the internet, and used them for inspiration for a planet and a game hook.1. Inspiration:  Photo found on Internet of a small mining “island” at the bottom of a deep well.  Island is reminiscent of a sci-fi version of the computer game “Myst”https://i.redd.it/94k99magyx541.jpg Book 3 “Worlds and Adventures” (1981)E – Frontier Installation (Marked spot on bedrock for landing)Size: AsteroidThin atmosphere20% water0 inhabitantsNo law level, no governmentAbandoned outpost2. Inspiration: Radioisotope Thermoelectric Generators – Russian nuclear power sources for lighthouses, in great disrepair, but still radioactive.  Locating and transferring the cores to safety is very dangerous because of very short acceptable human exposure limits. https://bellona.org/news/nuclear-issues/radioactive-waste-and-spent-nuclear-fuel/2003-11-radioisotope-thermoelectric-generators Idea for session: The power source of a long-abandoned distant monitoring outpost is desired by a salvage company.

Random Planet Generation Smackdown

Krystian in the Chaste system (X-260620-7, De,Ni,Ri,N) Submitted by Colin Turvey

Orbits a class K5 star in its first orbit remarkably despite being a desert world it’s not just inhabited but bears a population in excess of 60 million mostly Belters as it’s a low gravity world with only one asteroid belt orbiting between it and it’s system’s sun.

It does have 3 gas giants it’s widely thought the massive amounts of oxygen permeating the system is the reason why Krystian remains inhabitable.

It was originally a prison colony particularly for political types despite the conditions the inhabitants and others continue to live here as a mark of defiance at their former oppressors.

The Naval base originally intended to prevent escapes now watches protectively over them such is the change of fortunes they have overcome.

Update:

Found a system generator the Chaste system now has a K5 type star with 8 orbits.

  • Asteroid belt the main source of the Belters pay.
  • Krystian
  • Gas Giant
  • Ember
  • Gas Giant#2
  • Leone
  • Space Station (Naval base)
  •  Gas Giant#3

Literally the molten remains of a much larger world the only residents live aboard the refinery station that orbits this dwarf planet as it literally has no solid landmass!

A Research base is also located aboard and is largely focused on discovering what happened to the Chaste system.

Aegle Submitted by Ted Hale

C 454 227 9

Aegle was originally colonized by forced resettlement.  The colonists were families belonging to the “Salvation Tears” religion.   The organization’s rapid growth, and popular appeal was perceived to be a threat to several surrounding world governments.  The religion was designated a cult.

Aegle, an unpleasant hot world with a thin, toxic atmosphere, was also a world rich in unexploited bitumen and other petrochemicals.  Ling Petrochem saw an opportunity to fulfill a long unmet need for affordable labor on Aegle. The Subsector Duke and surrounding world governments wanted a politically acceptable means to rid themselves of the cultists.  A deal was struck between the Subsector Duke, Ling Petrochem, and the various world governments concerned. The cultists were rounded up and deported to Aegle.

Once settled, the colony went through a period of rapid, and sometimes violent, change in government form.  Theocracies gave way to autocracies, then dictatorships both popular and unpopular. Civil wars and bloody upheavals  left the remaining Aegle colonists with a disdain for violence and authority. The Aegle Colonists currently employ an informal participating democracy to govern themselves.  Their laws strictly prohibit firearms and violence. Spears are the most common form of weapon and are regarded as protection from local fauna, rather than from their fellow colonist.

Two generations later, the population of Aegle has dwindled.  Young people eschew the faith of their grandparents and yearn for easier lives.  Economic, academic, and social opportunities are quite limited on Aegle. Most Aeglians cannot afford passage out of the Aegle system.  It is widely held hat this is by design to benefit Ling Petrochem.

Aegle’s starport is little more than a Ling depot for the interstellar transport of Aegle’s petrochem commodities.  Ling and Aegle’s population are aware that the starport is a nexus for both human and illicit drug trafficking, but Ling Petrochem has not been inclined to address the problem, and Aegle’s government is ill equipped to stop it.