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Far Future gadgets (and toys for the rich)

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  • TL-15: Credit Wand: Cr250, .5 kilos. A thirty centimeter long wand, 1 centimeter in diameter. It is waved next to Imperial credits to determine if they are authentic or counterfeit. Manufactured by licence from and subsidy of the Imperial Government to encourage widespread distribution at relatively reasonable prices, and to help increase confidence in the credit. Requires no special operations skills. Displays a blue light for verification, a yellow light for possible forgery, and violet for failure. Can detect all but the most sophisticated forgeries that would otherwise require major forensics gear to detect (GM discretion).</font>
 
Chris, where have I seen this posted before? Here or on SJG Forums?

It was a nice full stop to the whole cash or gold discussion. Maybe make it lighter? I always feel Traveller equipment tends to be too heavy in general.
 
Originally posted by Border Reiver:
Maybe make it lighter? I always feel Traveller equipment tends to be too heavy in general.
I agree. The device is about 20 - 25cc, so I'd put it at no more than about .1kg, (equivalent to solid stone) for a device made of plastic and electronics; probably the battery would be the only heavy component.

You'd find something similar in every vending machine and cash till.

Something similar could be used to recognise the value of the coin in a machine for sorting cash. (you pour your cash into a hopper and it comes out into separate heat-crimped bags for banking).
 
Originally posted by Border Reiver:
Chris, where have I seen this posted before? Here or on SJG Forums?

It was a nice full stop to the whole cash or gold discussion. Maybe make it lighter? I always feel Traveller equipment tends to be too heavy in general.
I think I posted it in the recent cash topic, but it belongs here for completeness. I think I also posted it on Avenger Enterprise's forums.

------------------

Lighter than 1.1 pounds? For a metal/organic object packed with dense nanomolecular TL-15 scanners and computers?
 
Originally posted by RainOfSteel:
</font><blockquote>quote:</font><hr />Originally posted by Icosahedron:
device is about 20 - 25cc,
Ok, .25 kilos. </font>[/QUOTE]Not criticizing, just commenting, that makes it about the same density as a wand of solid lead. If there are any spaces at all between components, you would need most of your materials to be transuranics or superdense?
 
Originally posted by General Johnnie Reb:
Fantasy Planet
I like this idea. Lets name the sections, counties and cities that might be located within.

1) Prehistoric land.
This is where people would have to survive in the wilds with nothing but the clothes on their backs and whatever others before them may have created (spears, clubs, shelters, bow and arrows, etc.)

2) Old Far East (Asia circa 1000 AD)
This is where the Ming Dynesty would be at its most powerful. Either you were a member of the rulers or you were a worker.

3) The Wild West (Circa 1860-1900AD)
This is where people live as farmers, ranchers or towns flok(a select few may be outlaws or entertainers).

4) Pre Space Travel (Circa pre 2100 AD)
This is were people live as either Management of large companies, middle management or workers (a select few may be athletes or entertainers)

What others might there be?

What pleasures await the Traveller in each?
(A celestial house of pleasure perhaps?)

How much do we charge the Travellers?
(more for the better positions in each genre?)
Severl game from the game show thread may be shot here :D
Sea Adventure Land (Circa 16-1800 AD)
Here the Traveller can become
1) A Merchant (sailing around in the greatest of luxury, the best accomodations with the chance to make enough profits to pay for the whole vacation and perhaps a bit extra)
2) A Privateer (working for a government and sailing Sloop)
3) A Pirate (working for the thrill of the chase) or
4) A Pirate Hunter (working for a government and sailing a Man-O-War)
 
You forgot;

Wrong Side of the Tracks Land
Here you can become one of the following
1) Pimp
2) Drug dealer
3) Drug lord
4) small time crook
5) Loan Shark
6) 2-bit hustler
7) *ahem* "Lady of the evening* (requires a special waiver)
8) Car thief (and/or Car-jacker)
9) Convenient Store owner

Seriously; Gaming Glen's got yall beat; a permanent cure for baldness... not that I know anything about that :eek:
 
Originally posted by Blue Ghost:
You forgot;

Wrong Side of the Tracks Land
Here you can become one of the following
1) Pimp
2) Drug dealer
3) Drug lord
4) small time crook
5) Loan Shark
6) 2-bit hustler
7) *ahem* "Lady of the evening* (requires a special waiver)
8) Car thief (and/or Car-jacker)
9) Convenient Store owner

Seriously; Gaming Glen's got yall beat; a permanent cure for baldness... not that I know anything about that :eek:
OK:
10) Taxi Driver
11) High Class Lady of the evening
12) Government undercover agent.
13) Forgeign Spy
14) Bookie
 
Originally posted by Straybow:
Meh, that's a little like the cliche of a city that covers a whole planet... Basically, any earth-like, non-hi-pop planet with high tech would easily have huge tracts of land available for amusements of all kinds

Perhaps a planet with zones where people live in replicated historic ages. I mean live, as in not moderns acting the part, but benighted peasants unaware of anything beyond their ancient/medieval/renaissance villages.

Their water supplies are treated with medical nanites that diagnose diseases, allow the symptoms to manifest, and if fatal, induce a death-like coma. The victims are then removed, replaced with synthetic corpses, then cured and re-educated.
I read a book like that, basically their are dupes and actors. The dupes are the victims of this plot, they grew up in these historical zones and they think they are living in the depicted era. Naturally these dupes are surrounded by actors whos job it is to maintain the illusion for the dupes, and to always steer them so they remain in the zone that was build for them. Also to get some return for this whole project their are lots of hidden cameras all over the place to film the dupes whereever they go and to provide entertainment for all the masses that are watching this Truman Show.

Since this is T20 which is based on D20, how close do you think a Traveller setting can come to emulate a D&D setting?

You get a bunch of dupes, that thinks that they are living in a D&D setting, and then you get a bunch of robots and technology to simulate monsters and magic. I can imagine a robotic talking dragon, that flies partly with the aid of its wings and partly with some grav generators. The Robo-dragon can be made to breath fire via a flamethrower in its mouth, and of course it would be covered with fire-resistant scaly and fleshy pseudoflesh, it would contain a bioreactor inside to process the meat in consumes and the robot would be programmed to think it was a dragon within certain perameters, Magic is somewhat harder to duplicate, perhaps some spells can be duplicated with holograms and lasers, such as magic missile, a fireball is just a bomb that pops up out of the ground. Teleport is going to take some advanced technology. Not everything can be duplicated of course
 
Psionics could help with "Teleport" spells. Also clairvoyance, clairaudience, healing and others.
The setting should be large but not easily gotten past (like an island or penisula.)
Maybe like "Waterdeep"? or "Evermoore"
 
How about actual magical spells (driven by advamnced gravotocs and/or nano-technology) that can do little things like move small objects through the air, set paper on fire, etc.

That'd be a novelty item some filthy rich and bored person might buy.
 
How about Gamers Island ?
This is where people who want to act out their favorite characters go.

Or
If people just want a place to hold a year round
Gaming Convention.
All their food, shelter and supplies are provided.

Sky scapers hold all the rooms dedicated to continuing games. People can come and go and the games continue the story lines forever.
Drop your charachter sheet with the GM and he/she becomes an NPC with a life of their own. Come back on your next vacation and find out how you charactor did (if they live that long).

You might be the ruler of a world or locked up in a prison celll and require rescuing.
 
In Medieval Land :
People could become members of
1) The Spanish Iquisition.
2) Nobility
3) Peasantry (and be paid while on their vacation)
4) Resistance Fighters (like Robin Hood).
5) Religious Friars and others outside the Inquisition.
 
Make Over Reality Land
Where desperate housewives meet Nip Tuck!
Women who want to look different come and get the surgeies they want.
Those who want to take dancing lessons come.
Those who want fasion lessons come.
Those who want an exotic paradise adventure come.
Those who want to swap their families for a time come.
Those who just want a "Fling" come.

And of course this is where the guys who want these women come.
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Bachelor/ Bachelorette Land

Everyone who comes gets to chose from 12 members of the opposite sex.

11 dates and then a huge blowout at the end where the final choice is made.
(the first person is eliminated before the first date)
Perhaps the Men get picked over first for the womens games and the ones not chosen get to play the reverse role in the guys game.
Eventually, everyone gets chosen.
*The producers of the game sell the show across the galixy for a huge profit*
 
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