Saturday, August 15, 2015

Assembling the Sky Mall

I'm assembling/editing the SKY MALL (i.e., Gear Book) for the Traveller campaign.   It's basically a re-edit of the Rhylanor Express book, but I've re-done the armor names and progression a little bit, and changed some of the weapon data in a minor fashion.

I'm having a few bouts of indecision here and there on a few issues.  

Melee Weapons:  Traveller has always had and used melee weapons, in fact the Marine career gets "Cutlass" skill as a free skill at enlistment, rather than any sort of gun skill.   There aren't any super advanced "vibro-blades" or "energy knives" or anything else, just plane old knives and swords.  I don't know whether to add a few of high tech sci-fi type blades in.    Regular weapons are plenty dangerous most of the time, unless the targets are in Combat Armor or Battle-Dress, which should not be a common event outside of a high-powered mercenary game.  On the other hand, COOL TOYS!.

Weird Weapons:   I'm also wavering about adding some additional experimental, weird or rare weapons.    On the one hand, I'm thinking that shoving all the weapons I possibly can into the Sky Mall--things like the Insidious Face Melter-- might be Hella-cool, on the other hand, there's much to be said for the Sky Mall book is just for the commonly found items, and the weird stuff should pop up as surprises during play.

1 comment:

  1. some energy based melee weapons would be cool im not thinking full on light saber but maybe more like the headless monks out of dr who

    i dont know anything about this game other than what i have read on the blogs but i wouldnt want any issues with fuedal vs futile weapons
    in the sense that a range weapon has a higher damage ceiling than a melee weapon

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