Thread: Traveller Features wanted
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May 22nd, 2021, 23:07 #151
These are all that are on the Effects form for 2 different FGU rulesets; D&D 5e and Call of Cthulhu 7.0
VARIOUS COMMMON LIGHT EFFECTS for D&D 5e
LIGHT: 20 torch
LIGHT: 5 candle
LIGHT: 15/45 lamp
LIGHT: 30 lantern
VARIOUS COMMMON LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 torch
LIGHT: 1 candle
LIGHT: 3/9 lamp
LIGHT: 6 lantern
SPELL LIGHTING EFFECTS for D&D 5e
LIGHT: 20 light
LIGHT: 15/15 darkness
SPELL LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 light
LIGHT: 3/3 darkness
As well these are some for D&D 5e that can be manually entered for an effect.
INNATE/SPECIES VISION EFFECTS for D&D 5e
VISION: 60 blindsight
VISION: 30 darkvision
VISION: 20 truesight
As you can see the numbers vary for the different rulesets as the distance per grid unit on maps varies. The first number is the distance and IIRC the second is the distance that dim light occurs for. The D&D 5e numbers represent feet and with MGT2e using meters those numbers need to be changed - can't remember off the top of my head what map units CoC 7 uses. The Common lights have different flickering effects that are preset by their name, which I assume is defined by the CoreRPG ruleset. Candle has the highest and is set at 100%, next is torch, while lantern and lamp have almost no flicker. I find that Lamp and Lantern best suit an Industrial world at TL 4 or higher, with candle and torch working for primitive. The Darkvision casts a consistent light 60 feet for the D&D 5e ruleset, but all illumination is in shades of grey. I find it works well for nightvision goggles you might encounter in a Traveller TL 6+ world. Both Truevision and Darkvision are not effected by darkness lights. As expected though, they're still affected by masking.
[Edit] Forgot to mention, any of those effects can be manually entered in an Effect field for a PC of NPC in the Combat Tracker (CT.) For both the rulesets I give values for, A Light can be added to a character token with both of those rulesets by making them the active character in the CT, then clicking the Effects button and clicking the desired light button on the Effects form.Last edited by kronovan; May 23rd, 2021 at 23:19.
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May 25th, 2021, 07:10 #152
Could the Player Spacecraft have the ability to add user images/text to it? That way we could attach 2d deck-plans and other ship specific supporting text to the spacecraft
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May 29th, 2021, 15:40 #153
Hello RobP,
Not a bad ask. The PC sheet is quite fluid at the moment, as it's been discussed with SuperTeddy that I'll bring as much PC Ship stuff as possible inline with SFRPG, so it's easier/quicker to code and you learn one ruleset, you learn both (and hopefully any other that uses ships!).
So I'll see what I can do.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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May 29th, 2021, 16:57 #154
Thanks MBM!
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May 29th, 2021, 18:16 #155Ruleset and much more content built for FGU.
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May 29th, 2021, 21:06 #156
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May 30th, 2021, 12:44 #157Ruleset and much more content built for FGU.
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June 1st, 2021, 01:16 #158
I mentioned this on the Highguard thread, but there are some additions to the ship tab that would be useful!
My suggestions: In the Notes section for Running Costs, could we split that in to two columns, one for Ship Maintenance, and the other for Life Support? A third column would be good for the monthly mortgage (and maybe how many months are left?) also just to have all that finance information in one place.
Another suggestion I guess (not specific to High Guard), can we get the "Spare Parts" material either in Items or Trade Goods, Travellers purchase this by the ton to fix critical hits. Vehicle spare parts are on page 135 of the core book, Cr 500 per ton, and starship spare parts are on page 150 and are Cr 100.000 per ton.
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June 2nd, 2021, 17:54 #159Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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June 2nd, 2021, 18:08 #160
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