My "CTPlus" is a Frankenstein's monster of CT and MT and other things. 'Cuz when we say "CT Updated", we really are talking about House Rules in the Extreme.
The result is Not Classic Traveller, but it's more like CT than anything else.
The result is Not Classic Traveller, but it's more like CT than anything else.
- Characteristics include the Soc analogs (Cha and Cas), but not Curiosity, which I assign to the Talents list.
- Careers are a mixture of Book 1 and Citizens and other things. Diplomat, Rogue, Noble, Scientist, Entertainer, Agent, Scout, Merchant, Army, Navy, Marine, and plain old Citizen.
- Ship Shares.
- The Skills list is expanded to accommodate the pile of careers -- around 64 skills. Their use is standardized under the CT/MT task system. This is a closed class.
- Supplemental to the Skills is the Talents list, which are typical inherent capabilities that can be held by aliens and how they work. Talents include Curiosity, Hibernate, Invisibility, and is an open class.
- Ranges are designed to work with the task system and combat systems. Somehow, the combat system also works with the task system.
- GunMaker is imported and modified from Traveller5, and uses Burden to determine usage DMs when the weapon class is otherwise unknown. Archaic firearms are supported, though approximate.
- Starship design is a formulized version of the basic Book 2 ship design system, includes a set of 9 small hulls for building small craft, allows "ganging" for larger ships and proportional drives, and with many of the toys from MegaTraveller or T5 thrown in (sensors, weapons, power sources, drives, bridge sizings...). Component designs are rationalized so they can be derived from a basic form through adding or subtracting TLs: one table controls how price and volume changes as TL changes. TL can be the controlling characteristic for tasks. For example, a character with Gunnery-3 firing a TL 12 turret has a DM of 3 + 12/5 = +5. Effective obsolescence happens when TL allows selection of a more capable component type.
- Improved trade rules (borrow from Merchant Prince, T20, T5, etc).
- Computer programming stays in. Computer as a DM in combat is OUT. Computer as a task resolver is IN (again, TL can be the controlling characteristic).
- World mapping from T5 is used as-is. Some of the animals concepts from T5 are imported. A form of VehicleMaker is imported.
- Updated system gen rules, with reasonable (I don't require "correct") stellar distributions.
- The psionics rules are from Traveller4.
- Robot-build rules are included, and are not an engineering exercise.
- Robots and aliens can both go through basic character generation, and in general no new career gen processes are required except for highly unusual cases.
- Sophont generation. Can be somewhat "fluffy", but has to at least generate the elements that affect career resolution, travelling, using equipment, and performing tasks.
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