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New PDF Resources: CT Character Sheet, Intro Doc, Rules Summary

Sharing out a few goodies I've created for my upcoming North Texas RPG Con game.

Classic Traveller Character Sheet — My take on a character sheet for Classic Traveller.
https://goo.gl/BEHM7r
(Not form fillable, but if anyone wants it to be form-fillable, just go to the free http://www.pdfescape.com/ and reshare when you're done.)

Classic Traveller Introduction — Intro to the Traveller Universe and to a Few Key Rules
https://goo.gl/BGLTfK

Classic Traveller Rules Summary — 1 Sheet Summary of the Key Classic Traveller Rules
https://goo.gl/mU1E8b
 
Classic Traveller Rules Summary — 1 Sheet Summary of the Key Classic Traveller Rules
https://goo.gl/mU1E8b

Nice.

Can you somehow note that any damage up to an including one stat at zero is considered a Minor Wound?

And, any damage that includes two stats at zero is considered a Serious Wound?

Maybe say, under ZERO OR ONE CHARACTERISTIC AT ZERO, as point #1 (or point #4):

1. Character is injured with a Minor Wound.



Then, on point #3, you could say, Minor Wounds are restored after 3 days of rest or 30 minutes (medical attention from a character with Medical-1+ skill and medical kit or equivalent).



Then, do the same for Serious Wounds.





Unconsciousness.

As a general note to CT players, I find it easier to reconcile damage if you think of a character being knocked unconscious as being incapacitated instead. Yes, the rules do, indeed, say "unconscious", but, in Classic Traveller combat, character are always getting knocked unconscious so often that it breaks the boundary of belief.

In fact, a Classic Traveller character is most likely to be rendered unconscious in combat more so than any other type of wound. Consider that an average character has stats 777777. Then, consider that the majority of weapons do 2D or 3D damage.

The average of a 2D roll is 7. The average of a 3D roll is 10. Using the First Blood rule, damage will be put entirely on one characteristic randomly.

Thus, is is most likely that, with a successful shot by the enemy, the character will only suffer a Minor Wound, but he will also be knocked unconscious on average (and fully healed and functional in half an hour, if a Medic-1 is around).

So, when a player gets reckless in combat with his character, the penalty usually isn't character death. It's that his character will be rendered unable to act for the duration of the combat. After combat, the character becomes fully playable again if a Medic-1 is around to fix him up.

Given the number of times unconsciousness happens in CT combat, I've taken to describing the effect as "incapacitated" instead of totally unconscious.





Here's some different ways to describe a character with one stat at zero:

1. If the character is wearing armor, then the gunshot was absorbed but delivered enough kinetic energy to knock the wind out of the character. When his stats are reduced, this represents bruising.

This description can also be used if the character is hit by a blunt weapon, like a club. Or, maybe the character was knocked senseless by the hands used in the bar brawl of crewmembers from a rival ship that is also in port.

2. If the character is cut, it's not a life threatening cut. It may need a stitch or three (30 min. with a Medic-1+).

3. If the character isn't wearing armor, then the gunshot was a graze. Or, the gunshot impacted the brick wall next to the character's face, throwing bits of brick shrapnel into the character's face.

The idea is that you need wounds that can be completely healed in 30 minutes if medical attention is given. If not, then the wound needs to be bothersome for about three days (sprained ankle or muscle?).

It is with the Serious Wounds (two stats at zero) that the real, life threatening damage happens: broken bones, deep cuts that bleed, gunshot wounds, and the like.
 
Thank you very much for this. Those sheets will be a great help to any session or campaign and they'll be perfect recruiting tools for one-off game nights at my FLGS.

I often run Death Station because it can played as a quick man-to-man combat game, but some prospective players balk at the RPG aspects. They like to affect a disdain for RPGs, but play Five Men in Normandy all the time!

Your hand-outs should help me get them over their silly "concerns".
 
I sat down and went over these. I'll say it again, they're very nice. I'll use the character sheet, but I'd need to tweak the other two docs to bring them into line with my own game. Still, they're good examples to work from. Thanks again.
 
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