System travel maps

Posted in Intercept, Traveller on August 31, 2020 by Anders Backman

Traveller in system travel times

In Traveller system travel (ie planet to planet) usually consist of the referee deciding the distance between the planets and then use the formulae or tables to calculate the travel time – boring!

What if one could actually Travel the distance using vector movement, possibly taking detours as to not get too close to the sun, perhaps detecting an emergency broadcast and having to change course to reach the vessel in distress, or maybe that old clunker of a maneuver drive gives out midway and you will have to repair during a couple of days and thus you miss the estimated arrival time pissing certain people off etc etc? I’m not saying this should be done all the time, just that whenever the referee wishes to spice things up with actually travelling the distance you could do it.

System maps

I have created two maps for you to download and print. At the top of each map there’s a line telling what the scale is and there are grey orbit lines for each Traveller planetary orbit. The referee has to decide where along these orbits the planets currently are. Your ship will move on the map using vector movement, each square is 1 G of thrust, diagonals count as 1.5 but any fractions are dropped when the total thrust for the turn has been counted (a ship thrusting 3 squares diagonally is 4.5 squares but the fraction is dropped so only 4G are required), freshen up on vector movement here if you are unsure. You do not need to worry about facing and turning of course when using the system travel maps, 12 hours or more per turn is ample time for even the largest ships to turn however they like, landings are simply the process of moving your ship unto a planet square (drawn there by the referee) and in the next turn brake off the speed to zero. On these scales there are no real gravity effects, not even from the sun as getting so close to the sun would melt your ship anyway.

There are two maps, one for the inner system covering orbits from 0.2 AU to 1.6 AU or from Mercury to Mars in our solar system. Each square is 0.1 Au or 15 million km and each turn will be 12 hours long, 1G is 1 square. The outer system map cover orbits from 1 AU to 20 AU or from Earth orbit out to Neptune. Each square on that map is 1 AU or 150 million km and each turn is two days (48 hours) long, 1G is still 1 square. I will make a third map with even larger distances, 10 AU per square and turns of a week each but that will have to wait until I see a need for it.

Flying too close to the sun, Icarus or Sunshine style, is a real danger but rules for that will have to wait until the next post. There I will add rules for heat damage both during Intercept combat and the system travel maps. That post will also cover the annoying tendency of jury-rig repairs breaking down, how to do real repairs and what can be made within the ship and what need a starport visit.

Well, that is all folks, until next time, don’t fly too close to the sun or learn why so many space crew get the nickname Fry…

Intercept 3.5.1

Posted in Design system, Intercept, Rules, Traveller on June 17, 2020 by Anders Backman


In consequence of inventing machines, man will be consumed by them – Jules Verne

So, once again there is a new version of Intercept; the rulebook, the design system and all of its ready made designs. So what has changed then one may wonder? Too many changes to count but let’s just briefly mention a few.

Traveller skills

All task rolls are now assumed to be used with Traveller skills as DM. This means that all target numbers have been changed to match, the game plays as before, just easier to integrate with the Traveller rpg. I am assuming Mongoose version of Traveller here which means that it will also work with Classic Traveller, Megatraveller and TNE, Cepheus engine will of course also work. I assume a skill level for a task is 2 for civilians and 3 for Scouts and Navy, wary as you see fit.

Pilot rolls are still made against the ships Size and the Pilot default table still uses the ships Size but modified with the skill of the Pilot.

Pilot default 352


Ships Armor was too high for high TL designs because of a bug I had missed in the design system. All armor values have been updated for all designs, the SDB Dragon class is still built like a tank but a little bit easier to kill for example.

Missile to hit and damage

Missiles are now more affected by their relative vector, their attack vector as it is called. Their to hit chances vary more and their PEN and DAM vary more by attack vector, you have been warned. I have also extended the max relative vector out to 10+ squares per turn for very hard to hit (and defend against) and a truly devastating damage.

Missile attack vector 351

Well, that is all folks, until next time. I’m thinking about maybe writing a thing on custom missiles, lots of interesting things to do there, to surprise your opponents. Keep the solar wind to your back side.


Small update to Social class and tasks

Posted in Intercept on April 14, 2020 by Anders Backman

If God was perfect when he created everything the first time around, why did he have to wipe out nearly everything by the flood?

The version uploaded yesterday had an ugly text spillover that I had missed. Download the current version to have one less page and better looking document, sorry about that.

Also, after studying the statistics of the LBB Supplement 1001 Characters I realized that a normal skill level is closer to 2 than 3 so the default task difficulties will be

  • 5+ for Easy tasks
  • 8+ for normal tasks
  • 11+ for hard tasks

This also matches the Mongoose system and the Classic Traveller system perfectly, read more here. Thanks to the guy on the Facebook Traveller RPG group for pointing this out to me.

Now, back to watching court room documentaries on NetFlix while writing my Crime & Punishment rules system for Traveller.

Maintenence of Social class in Traveller

Posted in Rules, Traveller on April 13, 2020 by Anders Backman


“The hedonic-treadmill theory says every time you achieve a goal, you set your sights on the next one,” says Art Markman, a University of Texas psychologist and Psychology Today blogger. “If your main goal is high status, you won’t enjoy it once you’re there.”

I have posted my rules for social class, NPC motivations, reactions and how to influence NPCs using their motivations here.


Whenever a task roll is mentioned rules to determine the target number, what skill and modifiers to use will be given, as well as what the degrees of success or failure are noted. See my page on Traveller tasks here for details here.


Every quarter of a year (13 weeks) characters adjust their SOC by various factors, this can lead to one or more increases or decreases in their SOC. There are 5 modifiers to check; Family, Upkeep, Wealth, Socializing and Punishment, each will give a Social Modifier (SM) that can be either positive or negative. You add them all up, taking their sign into account of course, and that is your final SM score. Roll a D6 against this SM score and if you rolled equal or lower you raised your SOC by 1 if the SM is positive or lowered by one of the SM is negative, if you succeeded you may roll another D6, add it to the first and if the sun is still equal or lower you gain or lose another SOC, keep rolling until you fail. Say your final SM is +3. Your first D6 is 1, so you get +1 SOC and can roll again. Your second D6 is a 3, 1 + 3 is four which is higher than the SM of 3 so you stop, with SOC + 1 for this quarter.

Note that if your SOC is the same as your Family SOC, you pay normal upkeep for your SOC, your wealth is equal to or below your SOC, you don’t socialize publicly and you haven’t been convicted of any crimes your total SM will be 0 so your SOC cannot change.

Family SM

Family SOC is usually what SOC you started with but if the referee wants to track the rise and fall of a family this may change during play as well. If your parents are unknown your Family SOC is 5. Family SM is calculated like this:

  • +2 if Family SOC is 3+ higher than your SOC
  • +1 if Family SOC is 1-2 higher than your SOC
  • 0 if Family SOC is equal to your SOC
  • -1 if Family SOC is 1-2 lower than your SOC
  • -2 if Family SOC is 3+ lower than your SOC

Upkeep SM

You must pay upkeep every quarter (13 weeks) to pay for food, clothes, beer etc. This also simplify play as you don’t need to keep track of small expanses like this during actual play. Look at the Upkeep column of the table below to determine what Upkeep cost at each SOC. If buying 1 to 2 levels above your SOC gain you a +1 SM and buying 3 or more above your SOC gain you a +2 SM, buying lower than your SOC works similarly. If you do buy some fashion item during play and the referee deem you must pay for it you must find an item at the given Art Class (AC) which might be tricky, or treat Upkeep as that of the bought AC if lower. Ignore Upkeep while in prison, use the Punishment SMs instead.

  • +2 if Upkeep-SOC 3+ higher than SOC
  • +1 if Upkeep-SOC 1-2 higher than SOC
  • -1 if Upkeep-SOC 1-2 lower than SOC
  • -2 if Upkeep-SOC 3+ lower than SOC

Social class-2

Art class

Art Class (AC) is a multiplier to price for fashionable items. AC 0 is the normal level that is most common and whenever nothing specific is said the item is AC 0. Higher AC items may or may not be of higher quality as well, AC -1 or -2 are always of lower quality and whenever there are rules for breakage take these modifiers into account.

High class skill let you judge the actual AC up to your skill level, anything above will only be known as higher but not its exact value. Let’s say some merchant is selling you a dinner dress at x30 the normal price indicating that it is AC 3. If your character has High class skill 1 you know it is above AC 1 but may not be more than AC 2. If your character or your valet has High class 3 she can certify that the dress is indeed AC 3 and thus worth the x30 price tag. Note that it is only when seen in public situations that AC matter, nobody cares if you were sweat pants and ugly v necked t-shirts at home.

Wealth SM

Wealth is based on the amount of visible money (house, ship, stocks etc) you have from the table. There is no negative SM from having too low wealth. Use the table to determine what your level of wealth corresponds to as a SOC. Ships are valued by age:

  • 10 years or more old 70%
  • 20 years or more old 50%
  • 50 years or more old 17%

or you can use this formula for ships at least ten years old:
Value = Base value x 0.7^(age / 10)

  • +2 if Wealth-SOC 3+ higher than SOC
  • +1 if Wealth-SOC 1-2 higher than SOC

Socializing SM

Socializing means being seen in the company of others in public. Keep track of both the highest and lowest SOC your are seen with and note that if you are 3 or more SOC below the ones you hang with they will lose status for being seen in the company of you. Those you hang with discreetly or secretly won’t affect this SM in any way.

  • +2 if the highest SOC you socialize with is 3+ higher than your own SOC
  • 0 if the highest SOC you socialize with is equal to your own SOC
  • +1 if the highest SOC you socialize with is 1-2 higher than your own SOC
  • -1 if the lowest SOC you socialize with is 3+ lower than your own SOC

Punishment SM

If you are convicted of a crime you will suffer an SM at least once but also every 13 weeks if the punishment last long enough. Note that for very low SOC punishments can sometimes give positive SMs. Punishment Levels (PL) will be explained in much more detail in an upcoming post and rulebook pdf called Crime and Punishment.

Social class-3

Well, that should be enough for you to all start climbing up the greasy pole. The Social class pdf available here for download detail rules on reactions, NPC motivations and how to influence them based on their motivations, there is even a little guide on how to determine what reaction is required for a particular favor, also based on NPC motivations. Next I will post an article detailing how to use these motivations in a variety of ways, as an example I will list the primary and secondary motivations of all crew members aboard the Serenity.

What a vision you are, in your fine dress. It must have taken a dozen slaves a dozen days to get you into that get-up. ‘Course your daddy tells me it takes the space a school boy’s wink to get you out of it again. Forgive my rudeness. I cannot abide useless people.

Murphy – Firefly Shindig episode