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Planet Gaia in the Andromeda Sector detail

Werner

SOC-13
I'll start with a calendar. Days on Gaia are 24 hours long, the Gaian Year is 413 days long. The Gaian year has 12 months named after Terran months due to the primarily Solomani origin of the majority of colonists here. This is the month of January, as I don't want to go over the text limits.
Star System Name: Helios-Gaia
Galaxy: Andromeda
Domain: Andromeda
Sector: Andromeda
Subsector: 11
Hex Number: 0506
Mainworld: Gaia A867634-B
Satellite: Selene G200665-B
Selene Month: 29.13830609 days
Selene Orbital Period: 27.218 days
Naval Base Present
Scout Base Present
5 Gas Giants (3 Large, 2 Small)
Planetoid Belt Present
Gaian Calendar with Selene Phases
Year 26 AGC
SundayMondayTuesdayWednesdayThursdayFridaySaturday
January1/Third Quarter2/Third Quarter
3/Third Quarter4/Third Quarter5/Waning Crescent6/Waning Crescent7/Waning Crescent8/New Moon9/New Moon
10/New Moon11/New Moon12/Waxing Crescent13/Waxing Crescent14/Waxing Crescent15/Waxing Crescent16/First Quarter
17/First Quarter18/First Quarter19/Waxing Gibbous20/Waxing Gibbous21/Waxing Gibbous22/Waxing Gibbous23/Full Moon
24/Full Moon25/Full Moon26/Full Moon27/Waning Gibbous28/Waning Gibbous29/Waning Gibbous30/Third Quarter
31/Third Quarter32/Third Quarter33/Third Quarter34/Waning Crescent///

SundayMondayTuesdayWednesdayThursdayFridaySaturday
February12/Waning Crescent3/Waning Crescent
4/New Moon5/New Moon6/New Moon7/Waxing Crescent8/Waxing Crescent9/Waxing Crescent10/Waxing Crescent
11/First Quarter12/First Quarter13/First Quarter14/First Quarter15/Waxing Gibbous16/Waxing Gibbous17/Waxing Gibbous
18/Full Moon19/Full Moon20/Full Moon21/Full Moon23/Waning Gibbous24/Waning Gibbous25/Third Quarter
26/Third Quarter27/Third Quarter28/Third Quarter29/Waning Crescent30/Waning Crescent31/Waning Crescent32/Waning Crescent
33/New Moon34/New Moon/////

SundayMondayTuesdayWednesdayThursdayFridaySaturday
March1/New Moon2/Waxing Crescent3/Waxing Crescent4/Waxing Crescent5/Waxing Crescent
6/First Quarter7/First Quarter8/First Quarter9/First Quarter10/Waxing Gibbous11/Waxing Gibbous12/Waxing Gibbous
13/Full Moon14/Full Moon15/Full Moon16/Full Moon17/Waning Gibbous18/Waning Gibbous19/Waning Gibbous
20/Waning Gibbous21/Third Quarter22/Third Quarter23/Third Quarter24/Waning Crescent25/Waning Crescent26/Waning Crescent
27/Waning Crescent28/New Moon29/New Moon30/New Moon31/New Moon32/Waxing Crescent33/Waxing Crescent
34/Waxing Crescent35/First Quarter/////

SundayMondayTuesdayWednesdayThursdayFridaySaturday
April1/First Quarter2/First Quarter3/First Quarter4/Waxing Gibbous5/Waxing Gibbous
6/Waxing Gibbous7/Full Moon8/Full Moon9/Full Moon10/Full Moon11/Waning Gibbous12/Waning Gibbous
13/Waning Gibbous14/Waning Gibbous15/Third Quarter16/Third Quarter17/Third Quarter18/Waning Crescent19/Waning Crescent
20/Waning Crescent21/Waning Crescent22/New Moon23/New Moon24/New Moon25/New Moon26/Waxing Crescent
27/Waxing Crescent28/Waxing Crescent29/First Quarter30/First Quarter31/First Quarter32/First Quarter33/Waxing Gibbous
34/Waxing Gibbous//////
SundayMondayTuesdayWednesdayThursdayFridaySaturday
May1/Waxing Gibbous2/Waxing Gibbous3/Full Moon4/Full Moon5/Full Moon6/Waning Gibbous
7/Waning Gibbous8/Waning Gibbous9/Waning Gibbous10/Third Quarter11/Third Quarter12/Third Quarter13/Third Quarter
14/Waning Crescent15/Waning Crescent16/Waning Crescent17/New Moon18/New Moon19/New Moon20/New Moon
21/Waxing Crescent22/Waxing Crescent23/Waxing Crescent24/First Quarter25/First Quarter26/First Quarter27/First Quarter
28/Waxing Gibbous29/Waxing Gibbous30/Waxing Gibbous31/Waxing Gibbous32/Full Moon33/Full Moon34/Full Moon
35/Waning Gibbous//////
SundayMondayTuesdayWednesdayThursdayFridaySaturday
June1/Waning Gibbous2/Waning Gibbous3/Waning Gibbous4/Third Quarter5/Third Quarter6/Third Quarter
7/Third Quarter8/Waning Crescent9/Waning Crescent10/Waning Crescent11/New Moon12/New Moon13/New Moon
14/New Moon15/Waxing Crescent16/Waxing Crescent17/Waxing Crescent18/Waxing Crescent19/First Quarter20/First Quarter
21/First Quarter22/Waxing Gibbous23/Waxing Gibbous24/Waxing Gibbous25/Waxing Gibbous26/Full Moon27/Full Moon
28/Full Moon29/Full Moon30/Waning Gibbous31/Waning Gibbous32/Waning Gibbous33/Third Quarter34/Third Quarter
///////
 
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Part 2

SundayMondayTuesdayWednesdayThursdayFridaySaturday
July1/Third Quarter2/Third Quarter3/Waning Crescent4/Waning Crescent5/Waning Crescent6/New Moon7/New Moon
8/New Moon9/New Moon10/Waxing Crescent11/Waxing Crescent12/Waxing Crescent13/Waxing Crescent14/First Quarter
15/First Quarter16/First Quarter17/Waxing Gibbous18/Waxing Gibbous19/Waxing Gibbous20/Waxing Gibbous21/Full Moon
29/Third Quarter30/Third Quarter31/Third Quarter32/Waning Crescent33/Waning Crescent34/Waning Crescent/
///////
SundayMondayTuesdayWednesdayThursdayFridaySaturday
August//////1/Waning Crescent
2/New Moon3/New Moon4/New Moon5/Waxing Crescent6/Waxing Crescent7/Waxing Crescent8/Waxing Crescent
9/First Quarter10/First Quarter11/First Quarter12/First Quarter13/Waxing Gibbous14/Waxing Gibbous15/Waxing Gibbous
16/Full Moon17/Full Moon18/Full Moon19/Full Moon20/Waning Gibbous21/Waning Gibbous22/Waning Gibbous
23/Third Quarter24/Third Quarter25/Third Quarter26/Third Quarter27/Waning Crescent28/Waning Crescent29/Waning Crescent
30/Waning Crescent31/New Moon32/New Moon33/New Moon34/Waxing Crescent35/Waxing Crescent/
SundayMondayTuesdayWednesdayThursdayFridaySaturday
September//////1/Waxing Crescent
2/Waxing Crescent3/First Quarter4/First Quarter5/First Quarter6/First Quarter7/Waxing Gibbous8/Waxing Gibbous
9/Waxing Gibbous10/Full Moon11/Full Moon12/Full Moon13/Full Moon14/Waning Gibbous15/Waning Gibbous
16/Waning Gibbous17/Waning Gibbous18/Third Quarter19/Third Quarter20/Third Quarter21/Waning Crescent22/Waning Crescent
23/Waning Crescent24/Waning Crescent25/New Moon26/New Moon27/New Moon28/New Moon29/Waxing Crescent
30/Waxing Crescent31/Waxing Crescent32/First Quarter33/First Quarter34/First Quarter//
SundayMondayTuesdayWednesdayThursdayFridaySaturday
October/////1/First Quarter2/Waxing Gibbous
3/Waxing Gibbous4/Waxing Gibbous5/Full Moon6/Full Moon7/Full Moon8/Full Moon9/Waning Gibbous
10/Waning Gibbous11/Waning Gibbous12/Waning Gibbous13/Third Quarter14/Third Quarter15/Third Quarter16/Waning Crescent
17/Waning Crescent18/Waning Crescent19/Waning Crescent20/New Moon21/New Moon22/New Moon23/New Moon
24/Waxing Crescent25/Waxing Crescent26/Waxing Crescent27/First Quarter28/First Quarter29/First Quarter30/First Quarter
31/Waxing Gibbous32/Waxing Gibbous33/Waxing Gibbous34/Waxing Gibbous35/Full Moon//
SundayMondayTuesdayWednesdayThursdayFridaySaturday
November/////1/Full Moon2/Full Moon
3/Waning Gibbous4/Waning Gibbous5/Waning Gibbous6/Waning Gibbous7/Third Quarter8/Third Quarter9/Third Quarter
10/Third Quarter11/Waning Crescent12/Waning Crescent13/Waning Crescent14/New Moon15/New Moon16/New Moon
17/New Moon18/Waxing Crescent19/Waxing Crescent20/Waxing Crescent21/First Quarter22/First Quarter23/First Quarter
24/First Quarter25/Waxing Gibbous26/Waxing Gibbous27/Waxing Gibbous28/Waxing Gibbous29/Full Moon30/Full Moon
31/Full Moon32/Waning Gibbous33/Waning Gibbous34/Waning Gibbous///
SundayMondayTuesdayWednesdayThursdayFridaySaturday
December////1/Waning Gibbous2/Third Quarter3/Third Quarter
4/Third Quarter5/Third Quarter6/Waning Crescent7/Waning Crescent8/Waning Crescent9/New Moon10/New Moon
11/New Moon12/New Moon13/Waxing Crescent14/Waxing Crescent15/Waxing Crescent16/Waxing Crescent17/First Quarter
18/First Quarter19/First Quarter20/Waxing Gibbous21/Waxing Gibbous22/Waxing Gibbous23/Waxing Gibbous24/Full Moon
25/Full Moon26/Full Moon27/Full Moon28/Waning Gibbous29/Waning Gibbous30/Waning Gibbous31/Third Quarter
32/Third Quarter33/Third Quarter34/Third Quarter35/Waning Crescent///
 
You should probably mention Gaia's rotation rate or sidereal rotation period. It's not clear if "day" refers to solar day or sidereal day. Also, eccentricity should probably be mentioned for both planet and moon.
 
You should probably mention Gaia's rotation rate or sidereal rotation period. It's not clear if "day" refers to solar day or sidereal day. Also, eccentricity should probably be mentioned for both planet and moon.
By day I mean a solar day, the time between high noon to high noon, the planet's rotation rate is how long it takes to rotate a full 360 degrees, that is not the same thing as a day, but at 1.1 AU from the star, there is not much difference between the two.

The planet Gaia and its moon Selene revolve in fairly circular orbits, it it was otherwise, I'd mention it. Gaia is an Earth clone world, it has all the normal perimeters we expect of Earth except for a population of billions of inhabitants, that it doesn't have. Population is in the millions or tens of millions, I haven't decided. Gaia has its own native humans Cromagnons and Neanderthals, the flora and fauna resemble that of Earth in the Pleistocene, not exactly, but the native humans are at a stone age technological level, the colonists have raised it to TL11, and the stone age barbarians haven't been able to put up much resistance, they are too busy hunting and gathering and many do not even know they are here, much of the planet is untouched, there are a few cities and outlying suburbs, but much of the planet is still in its natural savage state, and new tribes are continuing to make first contact with the colonists civilization, there has been a trade in metal tools, some tribes carry knives and guns but continue to live a primitive existence nonetheless. Many of the tribespeople in the area of the Capitol New New York resemble American Indians, they have tan-brown skin, dark hair, brown and sometimes blue eyes. Near civilized areas they have picked up some modern weapons but continue to live a nomadic existence in many cases, some have gotten jobs and some have even traveled into space. The colonists have been around for 26 Gaian years after all.
 
I was doing some thinking about how the Gaian natives and colonists interact with each other. I'm guessing most tribespeople don't stay in the stone age, metal tools and weapons get passed around and traded. So most of the stone knives and axes get discarded for steel blades, and higher tech items like composites. I think there will be tribes equipped with firearms with the emphasis on the ones that are easy to maintain, probably slugthrowers are favored over Lasers, because the later involves electronics while the former could be purely mechanical and chemical. The Imperial credit is worthless on Gaia, but one form of currency is precious metals, and since the colonists brought the jump drive with them, they have a favorable balance of trade with native stargazing races as they sell jump drives to them.. consequently the Gaian government has a lot of gold to mint their coins with, so copper, silver, gold, and platinum are minted and used as the official currency of this world.
 
Here are some T20 random animal encounter tables for Gaia. T20 is the rule set I am working with, converting them to other versions of Traveller should be straight forward enough.
CLEAR, PRAIRIE, ROUGH, BROKEN Terrain Gaia A867634-B
1d6AnimalSizeStamina DiceLBACARAttacksSpecialAttacksAttacksCRSPEEDStrDexConFortRefWillNotes
11d10 Dire LionsLarge 1600 kg8d8+2417154Claw +13 melee 1d6+7Bite +7 melee 1d8+3512 meters251517+9+8+7
21d20 Dire RatsSmall 25 kg1d8+112151Bite +4 melee 1d4plus disease0.3333333312 meters101712+3+5+3Disease (Ex): see 1.
31d8 Dire WolvesLarge 360 kg6d8+1817143Bite +11 melee 1d8+10Trip315 meters251517+8+7+6Trip (Ex): see 2.
45d6 ElephantsHuge 7000 kg11d8+5521157Slam +16 melee 2d6+10Trample.2 stamps +11 melee 2d6+5or gore +16 melee 2d8+15712 meters301021+12+7+6Trample (Ex): see 3.
55d6 Light HorsesLarge 500 kg3d6+6151332 hooves -2 melee 1d4+1118 meters141315+5+4+2
65d6 BisonLarge 1000 kg5d8+1516134Gore +8 melee 1d8+9Stampede212 meters221016+7+4+1Stampede (Ex): see 4.
1. Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution based
2. Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
3. Trample (Ex): Reflex half DC 25. The save is Strength-based.
4. Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

MOUNTAIN, FOREST Gaia A867634-B
1d6AnimalSizeStamina DiceLBACARAttacksSpecialAttacksAttacksCRSPEEDStrDexConFortRefWillNotes
11d2 Brown BearsLarge 900 kg6d8+24191552 claws +11 melee 1d8+8Improved grabBite +6 melee 2d6+4412 meters271319+9+6+3Improved Grab (Ex): see 5.
21d8 BoarsMedium 100 kg3d8+1217166Gore +4 melee 1d8+3Ferocity212 meters151017+6+3+2Ferocity (Ex): see 6.
32d10-1 WolvesMedium 100 kg2d8+415142Bite +3 melee 1d6+1Trip115 meters131515+5+5+1Trip (Ex): see 7.
41d2 Black BearsMedium 300 kg3d8+6151322 claws +6 melee 1d4+4Bite +1 melee 1d6+2212 meters191315+5+4+4
51d8 Dire WolvesLarge 360 kg6d8+1817143Bite +11 melee 1d8+10Trip315 meters251517+8+7+6Trip (Ex): see 8.
61d2 Dire BearsLarge 3600 kg12d8+51191772 claws +19 melee 2d4+10Improved grabBite +13 melee 2d8+5712 meters311319+12+9+9Improved Grab (Ex): see 9.
5. Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
6. Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
7. Trip (Ex): A wolf that hits with a bite attack can attempt to trip its opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
8. Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
9. Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
 
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I was doing some thinking about how the Gaian natives and colonists interact with each other. I'm guessing most tribespeople don't stay in the stone age, metal tools and weapons get passed around and traded. So most of the stone knives and axes get discarded for steel blades, and higher tech items like composites. I think there will be tribes equipped with firearms with the emphasis on the ones that are easy to maintain, probably slugthrowers are favored over Lasers, because the later involves electronics while the former could be purely mechanical and chemical.

I guess that, unless the colonists intervene somehow to stop it, the natives will soon experience a series of wars and petty empire building, as the rifle-armed tribes will rapidly eradicate/enslave their less advanced cousins. And that will impact the colony as well, as the advanced tribes will hoard the gold which is the way they get more advanced weapons, which in turn will be used to gain more metal for the "Space Gaians".

Do colonists outnumber the natives, or is it the other way around?
 
I guess that, unless the colonists intervene somehow to stop it, the natives will soon experience a series of wars and petty empire building, as the rifle-armed tribes will rapidly eradicate/enslave their less advanced cousins. And that will impact the colony as well, as the advanced tribes will hoard the gold which is the way they get more advanced weapons, which in turn will be used to gain more metal for the "Space Gaians".

Do colonists outnumber the natives, or is it the other way around?

They start out at about equal numbers, but the natives have larger families and modern medicine means that more of their children survive that would otherwise have died so let's assume there are about ten natives for every colonist. Colonists have 1d4 children per family, the native have about 1d10 children per family, they are just learning agriculture about now, the colonists have sold them farm animal and there is a brisk business in pigs, chickens, cows, sheep, horses and dogs.

The natives are busy chopping away at forests and building their farms. While further away from the cities there remain hunter/gather cultures, and there are lots of fishing fleets. A lot of the colonists don't want to be farmers, but the few who do hire native laborers to pick their crops and tend their fields.

Yep there is intertribal warfare and some have taken up banditry. The wild areas can get pretty wild. The World population is estimated to be around 35 million while the colonist population for the planet is around 8 million. Lots of wild space in between settlements. The majority of colonists live in and about cities where there is law and order and places to shop. Most cities have populations in the tens of thousands, the larger ones have a hundred thousand or so and the Capitol city of New New Yotk has about one million residents and is the location of the downport component to the starport. The starport consists of a million ton retired fleet carrier TL14, docking ports, shipyards and fuel processing plants have been built out of it, the carriers maneuver drive, PowerPoint and jump drive is still in working order but it hasn't been used since it arrived 26 Gaian (30 Terran years ago.)

The currency used by both native and colonist alike is the Colonial Credit, it is worth about the same as imperial credits and the coins are made if metal.
The centicredit cCr is a copper coin also known as the penny is worth Cr0.01.
The decicredit dCr is a small silver coin worth Cr0.1.
The credit coin is a large silver coin about the size of an Eisenhower silver dollar and it is made of 100% silver and it is worth Cr1.00.
The dekacredit is made of electric (gold and silver) and it is worth Cr10.
The hectocredit is a small gold coin with Cr100.
A platinum coin is worth a kilocredit kCr1. So in total there are 8 coins in circulation as currency. The Gaian Mint is constantly melting down coins and reconstitution them to reflect variations in the price of metals, but the currency it platinum based, and the platinum coin is 50 grams of solid platinum, so a 1 kilogram trade bar is worth kCr20.
 
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Well, sooner or later the Colonists might want to do a little politicking, methinks. Despte their TL11, they'll rapidly find themselves surrounded by native tribal empires with TL6 firearms-equipped armies, which is considerably less confortable a position than having TL2 stone axes-equipped armies. They might want to prop up a few solid and not-too greedy allies! :eek:o:
 
Well, sooner or later the Colonists might want to do a little politicking, methinks. Despte their TL11, they'll rapidly find themselves surrounded by native tribal empires with TL6 firearms-equipped armies, which is considerably less confortable a position than having TL2 stone axes-equipped armies. They might want to prop up a few solid and not-too greedy allies! :eek:o:
Since they are tribal and spread thinly across the globe, they lack a unified language and culture, their languages are spoken only, and can communicate with neighboring tribes for trade and such, they learn Galanglic, some learn to read and write and to use a computer. Most citizens in Traveller use a data pad at tech level 8+
 
Here is a Monster Manual style entry for a T20 NPC Barbarian encounter on Gaia:
Barbarian
Human 1st-level Barbarian
Medium Humanoid (Human)
Stamina Dice: 1d12+4 (11 sta)
Lifeblood: 13
Initiative: +1
Speed: 9 meters (6 squares)
Armor Class: 14 (+3 studded leather Armor, +1 Dex)
Base Attack: +1
Grapple: +2
Attacks: Broadsword +3 melee (2d6+1/19-20) or long bow +2 ranged (1d8/×2)
Space/Reach: 1.5 meters/1.5 meters
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +1 Will +1
Abilities:
Strength 13 (+1)
Dexterity 13 (+1)
Constitution 12 (+1)
Intelligence 10 (+0)
Education 10 (+0)
Wisdom 11 (+0)
Charisma 10 (+0)
Social Standing 10 (+0)
Skills: Listen +5, Spot +5, Survival +3 Move Silently +4
Feats: Armor Proficiency (light), Technophobia, Shield Proficiency, Weapon Proficiency (Archer), Weapon Proficiency (swordsman), Alertness, Weapon Focus (broadsword), Toughness
Environment: Any
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level hunters, and 1 warrior of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level hunter per 10 adults, 5 5th-level warriors, and 3 7th-level war chiefs)
Challenge Rating: 1/2
Treasure: Standard
Advancements: By character class
Level Adjustments: +0
 
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Monster Manual Entry for Army units:
Army
Human 1st-level Army
Medium Humanoid (Human)
Stamina Dice: 1d8
Lifeblood: 11
Initiative: +1
Speed: 9 meters (6 squares)
Armor Class: +18 (+7 combat armor TL 11, +1 Dex)
Base Attack: +0
Grapple: +0
Attacks: Bayonet +1 melee (1d8+0/×2) or laser rifle +1 ranged (3d10/×2)
Space/Reach: 1.5 meters/1.5 meters
Special Attacks:
Special Qualities:
Saves: Fort +0, Ref +3 Will +0
Abilities:
Strength 11 (+0)
Dexterity 12 (+1)
Constitution 11 (+0)
Intelligence 10 (+0)
Education 11 (+0)
Wisdom 10 (+0)
Charisma 11 (+0)
Social Standing 10 (+0)
Skills: Demolitions +4, Forward Observer +3, Survival +3 Move Silently +4, Spot +3, Driving +3, Gunnery +3
Feats: Weapon Proficiency (Marksman), Weapon Proficiency (Combat Rifleman), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Vac Suit), Vessel (Ground), Weapon Proficiency (Lasers), Weapon Proficiency (Field Artillery)
Environment: Any
Organization: Fireteam (2-4), squad (8-12) plus 1 armored fighting vehicle and 2 3rd-level sergeants, patrol (8-24) plus 2 armored fighting vehicles and 3 3rd-level sergeants and 1 5th-level sergeant first class, platoon (26-55) plus 4 armored fighting vehicles, 6 3rd-level sergeants, 2 5th-level sergeants first class, and 1 7th-level first sergeant, echelon (50-90) plus 8 armored fighting vehicles, 12 3rd-level sergeants, 4 5th-level sergeants first class, 2 7th-level first sergeants, 1 9th-level lieutenant, or company (80-250), 32 armored fighting vehicles, 36 3rd-level sergeants, 12 5th-level sergeants first class, 6 7th-level first sergeants, 3 9th-level lieutenants, and 1 11th-level captain.
Challenge Rating: 1/2
Treasure: Standard
Advancements: By character class.
Level Adjustments: +0
 
Here's an encounter with bandits:
Bandits
Human 1st-level Rogue
Medium Humanoid (Human)
Stamina Dice: 1d8 (5 sta)
Lifeblood: 11
Initiative: +2
Speed: 9 meters (6 squares)
Armor Class: 16 (+4 flak jacket, +2 Dex)
Base Attack: +0
Grapple: +0
Attacks: Blade +2 melee (1d6+0/19-20) or laser carbine +2 ranged (3d8/×2)
Space/Reach: 1.5 meters/1.5 meters
Special Attacks:
Special Qualities:
Saves: Fort +0, Ref +4 Will -1
Abilities:
Strength 10 (+0)
Dexterity (+15) 15 (+2)
Constitution (+11) 11 (+0)
Intelligence (+10) 10 (+0)
Education (+8) 8 (-1)
Wisdom (+9) 9 (-1)
Charisma (+10) 10 (+0)
Social Standing (+11) 11 (+0)
Skills: Listen +7, Hide +7, Search +3 Move Silently +7, Spot +4, Driving +4, Gather Information +3
Feats: Alertness, Stealthy, Weapon Proficiency (Laser)
Environment: Any
Organization: Gang (2-4), mob (11-20 plus 2 3rd level enforcers and 1 boss of 3rd-6th level), or crime family (30-100 plus 150% noncombatants plus 1 3rd level enforcer per 10 adults, 5 bosses, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Advancements: By character class
Level Adjustments: +0
 
Here is another entry.
Weren
Weren 1st-level Barbarian
Large Giant (Weren)
Stamina Dice: 2d12+7 (20 sta)
Lifeblood: 15
Initiative: +0
Speed: 9 meters (6 squares)
Armor Class: 13 (+3 studded leather Armor, +0 Dex)
Base Attack: +1
Grapple: +4
Attacks: Weren dire axe +2 melee (2d8+3/×3) or Flintlock musket +1 ranged (2d6/×2), or claws +1 melee (1d6/×2)
Space/Reach: 1.5 meters/3 meters
Special Attacks:
Special Qualities: Low-Light Vision, Natural Camouflage
Saves: Fort +4, Ref +0 Will +1
Abilities:
Strength 17 (+3)
Dexterity 11 (+0)
Constitution 14 (+2)
Intelligence 10 (+0)
Education 10 (+0)
Wisdom 11 (+0)
Charisma 10 (+0)
Social Standing 10 (+0)
Skills: Listen +5, Spot +5, Survival +3 Move Silently +3
Feats: Armor Proficiency (light), Technophobia, Shield Proficiency, Weapon Proficiency (Flintlock Musket), Weapon Proficiency (Dire Axe), Alertness, Weapon Focus (broadsword), Toughness
Environment: Any
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level hunters, and 1 warrior of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level hunter per 10 adults, 5 5th-level warriors, and 3 7th-level war chiefs)
Challenge Rating: 1
Treasure: Standard
Advancements: By character class
Level Adjustments: +1
Low-Light Vision (Ex): A weren has low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
Natural Camouflage (Ex): A weren's fur shimmers and changes color to match his surroundings. Even in an urban setting, this natural helps the weren blend into the background. If the weren doesn't take more than a 1.5 meter step on his turn, hebgains a +4 bonus on his Hide checks (This bonus offsets the weren's -4 size penalty on Hide checks.)
 
This is the entry for Navy with Patrol Cruiser:
Navy
Human 1st-level Navy
Medium Humanoid (Human)
Stamina Dice: 1d6+1 (5 sta)
Lifeblood: 12
Initiative: +2
Speed: 9 meters (6 squares)
Armor Class: 19 (+7 Combat Armor TL11, +2 Dex)
Base Attack: +0
Grapple: +0
Attacks: Cutlass +2 melee (2d6+0/19-20) or laser carbine +2 ranged (3d8/×2)
Space/Reach: 1.5 meters/1.5 meters
Special Attacks:
Special Qualities:
Saves: Fort +1, Ref +2 Will +2
Abilities:
Strength 10 +0
Dexterity 14 +2
Constitution 12 +1
Intelligence 14 +2
Education 11 +0
Wisdom 10 +0
Charisma 10 +0
Social Standing 11 +0
Skills: Gunnery +3, Pilot +5, T/electronics +3, T/engineering +3, T/gravitics +3, T/mechanical +3, Driving +5, Navigation +3, Search +4, Spot +2, Survival +3, Swim +2.
Feats: Armor Proficiency (Light), Armor Proficiency (Vac Suit), Weapon Proficiency (Marksman), Weapon Proficiency (Laser), Weapon Proficiency (Ship's Weapons), Vessel (Starships), Weapon Proficiency (Swordsman)
Environment: Any
Organization: Section (2-4 recruits), division (11-20 recruits plus 2 3rd-level space hands, and 1 5th-level petty officer), complement (30-100 recruits plus 1 3rd-level space hand per 10 recruits, 1 5th-level petty officer per 20 recruits, 5 5th-level lieutenants, and 1 7th-level lieutenant commander, 1 9th-level commander, and 1 11th-level captain.)
Challenge Rating: 1/2
Treasure: Standard
Advancements: By character class.
Level Adjustments: +0
PATROL CRUISER
Class:Starship, type PEP Output:26 (4 excess)Triple Turret:Missile
Tech Level:12Agility:1 (+1 EP)Rack (×3), Attack
Size:Medium (400 tons)Initiative:+1 (+1 agility)Bonus +5 (+2 USP, +3 Gunnery),
Streamlining:PartialAC:11 (+1 agility)Damage 2d6.
Jump Range:1 × Jump-3Repulsors:NoneTriple Turret:Missile
Acceleration:4-GNuclear Dampers:NoneRack (×3), Attack
Fuel:140 tonsMeson Screens:NoneBonus +5 (+2 USP, +3 Gunnery),
Duration:4 weeksBlack Globes:NoneDamage 2d6.
Crew:12 Navy + 8 Marines + (12 Navy + 8 Marines in frozen watch)AR:0Triple Turret:Beam
Staterooms:20SI:145Laser (×3), Attack
Small Cabins:0Main Computer:Model/3Bonus +6 (+3 USP, +3 Gunnery),
Bunks:0Sensor Range:Medium (Model/3)Damage 3d8.
Couches:0Comm. Range:Medium (Model/3)Triple Turret:Beam
Low Berths:20Laser (×3), Attack
Cargo Space:24.8 tonsCost:MCr227.76 (new)Bonus +6 (+3 USP, +3 Gunnery),
Atmospheric Speeds:NoE = 75kphDamage 3d8.
Cruising = 200kphMaximum = 300kph
 
Here is a cash table per level of encounter part 1
Traveller coins and cash table
Coin NameAbbreviationCompositionValue
credit coinCrCopperCr1
dekacreditdaCrSilverCr10
hectocredithCrGoldCr100
kilocreditkCrPlatinumCr1,000
1 Cr = 1 credit coin worth Cr1
1 daCr = 1 dekacredit coin worth Cr10
1 hCr = 1 hectocredit coin worth Cr100
1 kCr = 1 kilocredit coin worth Cr1,000
 
Part 2
Cash Table per encounter level
Leveld%Coins
1st01-14Nothing
15-291d6×1,000 Cr
30-521d8×100 daCr
53-952d8×10 hCr
96-1001d4×10 kCr
2nd01-13Nothing
14-231d10×1,000 Cr
24-432d10×100 daCr
44-954d10×10 hCr
96-1002d8×10 kCr
3rd01-11Nothing
12-212d10×1,000 Cr
22-414d8×100 daCr
42-951d4×100 hCr
96-1001d10×10 kCr
4th01-11Nothing
12-213d10×1,000 Cr
22-414d12×1,000 daCr
42-951d6×100 hCr
96-1001d8×10 kCr

Leveld%Coins
5th01-10Nothing
11-191d4×10,000 Cr
20-381d6×1,000 daCr
39-951d8×100 hCr
96-1001d10×10 kCr
6th01-10Nothing
11-181d6×10,000 Cr
19-371d8×1,000 daCr
38-951d10×100 hCr
96-1001d12×10 kCr
 
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