Impressions from the Animals and Encounters Chapter
The beginning of this chapter has a list of the subject covered by this cahpter - a good practice.
The MGT animal rules are essentially an expanded version of the CT-LBB3 ones. You could generate an animal completely randomly, starting with it's "behavior" (i.e. ecological niche) - for example, carnivores are divided into Killers, Pouncers and Chasers. Using the creature's behavior and environment (e.g. jungle, plains, underwater etc), you generate its weight, which in turn determines its weapon damage and its characteristic ranges (yes, animals now have characteristics and even skills - more on that later). As in CT, the tables allow you to generate an animal's movement mode (swimming, flying or walking) and its natural weapons and armor as well. Behavior type could also
Animals now have characteristics similar to those of PCs. They have Strength, Endurance and Dexterity, functioning just like those of PCs (though they might have stats far lower or higher than those of an average PC). These characteristics are used for animal wounds just as for PCs - I actually prefer this over CT's somewhat cumbersome "hit point" mechanism. Animals also have Intelligence, but it's usually only 1 or 2, and most perception/decision-making tasks for animals use Instinct (which replaces EDU for them) instead anyway - Intelligence is a bit of a redundant characteristic for them. In addition to Instinct they have another new characteristic - Pack - instead of SOC. Pack determines how social the species is (and thus how many are typically encountered in a single encounter); and individual animals in that species with a position of power (e.g. an alpha male) would have higher than average Pack ratings.
Animals now have skills, at the very minimum Survival-0, Athletics-0 and Recon-0. Most have at least 1d6 skill points to distribute among these skills, melee and any additional skills determined by behavior (Pouncers, for example, get access to Stealth).
The referee is also encouraged to give each world one or two "planetary quirks" - that is, common features in the dominant animal types (for example, most animals are egg-layers, or most animals are group-organisms composed of swarms of smaller creatures). There are also animals reaction rules (i.e. determining whether an encountered animal would attack or flee).
There is a detailed animal generation example, as well as a few sample animals (strangely enough, the end result of the generation example doesn't show up among these samples).
This chapter also handles environmental dangers such as falling (causes damage based on the distance fallen), extreme temperatures (cause damage over time if you aren't adequately protected), disease (forces you to roll an Endurance check; if you fail, you receive damage and have to roll again after an interval; if you fail the second roll you receive damage and have to roll again and so on), poison (the same as disease, but without the intervals) and extreme weather (causes a negative DM to all actions).
The fatigue rules are, strangely enough, here and not in the combat chapter, even though you get fatigued by making more melee attacks in a single combat than your Endurance characteristic. The same goes to the rules for recovering consciousness after being knocked unconscious (by wounds and, possibly, by tranq gas as well) - they should probably belong to the combat chapter.
The MGT healing rules are simple but look quite good. Wounds are divided into normal wounds (at least one characteristic remaining at its maximum) and serious wounds (all three characteristics damaged, even if they're all above zero. Normal wounds usually heal naturally, while serious wounds typically cause your situation to deteriorate without further treatment. Normal wounds could be cured by normal medical care, while serious wounds require surgery (increasing one characteristic to its maximum) before allowing conventional care to be administered. First aid could heal some points even for seriously wounded characters, but must be administered within an hour of receiving the injury to work at all (or within 5 minutes for double effect!).
The healing rules suffer from the fact that the relevant tasks are listed on p.56 (under the Medic skill) rather than here, and that surgery lacks a task description at all!
A cool bit here - if you have augmentations and are treated in a medical facility of a lower TL than the TL of your implants, the doctor treating you suffers a negative DM equal to the difference in TLs.
The chapter continues with a general discussion of NPCs, including a d66 table with various NPC quirks (loyal, aggressive, involved in political intrigue and so on) for generating NPC personalities on the fly. This system is nice, but I prefer TNE's playing-card-based NPC motivation system. There is also a d66 table for generating allies/contacts/rivals/enemies, though, understandably it is limited in nature, and I'll probably prefer to pick my allies/contacts/rivals/enemies myself based on the event that has generated them.
There is, of course, a discussion of patrons (Traveller's equivalent of Shadowrun's "Mr. Johnsons", i.e. people who hire the PCs to performing missions for them), including detailed random patron generation tables and 7 fully-detailed sample patrons (including rewards and variations/catches). There is also a discussion of suitable rewards (PCs with ships should be offered rewards higher than the sum they could earn simply by hauling cargo).
This chapter also includes random encounter tables, which are basically random adventure-seed tables rather than critter encounter tables - I like it that way.
The chapter is concluded by a very, very useful thing - a list of 24 generic common NPCs - guards, thugs, ship crews and so on - with basic stats (characteristics, skills and important gear). This is a great feature - it helps in winging-it during a game.