u/First_Plantain1607

Ammonia ship and parts

I did hear some criticism from the last time I posted ships that’s annoying that you require high guard in order to get my ships, though I did tag it as such. Address some of those complaints the singular ship that I’m going to introduce you to today only requires my own homebred stuff which I will provide above the ship.

Ammonia hull: This is where the ship is keep much colder and higher pressure than water hull. They only need 15% of the hull in power points and any water solvent rooms need one power point per ten tons.

Ammonia stateroom: four tons & costs .36MCr. This is basic living space for ammonia solvent folk, a single room can hold one ammonia gater or two ammonia crows and three small pets comfortably, but in a pinch it can hold two ammonia gater or five ammonia crows and six small pets. It has two beds, a dry pantry, a half bathroom and a very basic kitchen. It gives -2 to getting water solvent passengers if the ship only has this kind of stateroom. If this is place on a water solvent ship then it needs one power point per twelve tons.

Ammonia scout
TL 12 Tons Cost
Hull: streamlined, ammonia hull, 100 tons
—— 6MCr
Armour: crystaliron. 5 .3MCr
M-drive: thrust 2. 2 4MCr
J-drive: jump 2. 10 15MCr
Power plant: 60 ppp. 4 4MCr
Fuel Tank: 1 jump 2 and 12 weeks of operation.
21.2 ——
Bridge: 6 .5MCr
Computer: 10 bandwidth/bis.
—— .24MCr
Jump control: —— .2MCr
Fire control: allowance the weapons be fired without a gunner. —— 2MCr
Sensors: Improved. 3 4.3MCr
Turret: triple. 1 1MCr
Beam laser: 2 of them. — 1MCr
Sandcaster: —— .25MCr
Probe drones: 15 of them
3 1.5MCr
Fuel processor: 20 tons of fuel per day.
1 .05MCr
Workshop: for repairing the ship.
6 .9MCr
Ammonia staterooms: living space, three rooms.
12 1.08MCr
Common area. 3 .3MCr
Cargo space: 22.8 ——

Crew: pilot, Astrogation, engineer, medic, gunner, steward

Running costs
Maintenance cost: 3618Cr
Purchase cost: 43.42MCr

Power requirements
Maneuver Drive: 20
Basic ships systems: 15
Jump drive: 20
Sensors: 4
Weapons: 8

Hull points: 40
Armor: 4

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u/First_Plantain1607 — 18 hours ago

What is a good one shot to introduce my player group to traveller?

I’m not looking to start a campaign. I’m looking for something that I can introduce my dad and girlfriend, and maybe a school friend if they are lucky, to the world of traveler. Should I just make something up? What are some good one shot adventures in this game? I think that if any of the characters survived the one shot, I might incorporate them into a campaign. is there any good fan made one shot that you liked when you were in it? (I know I’m rambling a bit too much.)

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u/First_Plantain1607 — 18 hours ago

Moons and belts

I like densely world building my sci-fi setting so here is basically the rest of the minor worlds that are around the two stars that’s snorin and Harber around.

Bosch
Starport quality: D,
Size: 2, .18 times earth’s gravity
Atmosphere type: 1, .024 ATM
Hydrographic percentage: 3, 30% of the this is covered in glaciers, and there are ample underground water and ammonia deposits, but they are very salty.
Population: 4, they have 6.3*10^4 people on the moon.
Government type: 6,
Law level: 7,
Tech level: 9,
Trade codes: Ic, Ni
Bases: S.

Snee
Starport quality: D
Size: 0
Atmosphere type: 0
Hydrographic percentage: 0
Population: 4, specifically they have 5.6*10^4 people in their area.
Government type: 3,
Law level: 3,
Tech level: C,
Trade codes: As, Ht, Ni
Bases: none

Merul
Starport quality: C,
Size: 1, specifically it is about .14 times earth’s gravity.
Atmosphere type: 2, they have .21 and full of dust.
Hydrographic percentage: 2, they have 32%, they have one sea and the rest is in glaciers.
Population: 7, they have 4.8*10^7 people on the moon.
Government type: 6,
Law level: 5,
Tech level: 6,
Trade codes: Na,
Bases: S.

Severus
Starport quality: C,
Size: 1, they have about .11 times earth’s gravity.
Atmosphere type: 4, they have .56 atm and has more CO2 in it than is normal, enough to cause physiological distresses.
Hydrographic percentage: A, because water makes up 25% of their mass.
Population: 7, they have 3.6*10^7.
Government type: 6,
Law level: 6,
Tech level: 9,
Trade codes: Wa.
Bases: none.

The ship chipper
Starport quality: A
Size: 0
Atmosphere type: 0
Hydrographic percentage: 0
Population: 5,
Government type: 6,
Law level: 2,
Tech level: E,
Trade codes: As, Ht
Bases: M,

Crinot
Starport quality: A,
Size: 0
Atmosphere type: 0
World temperature (optional): N/A
Hydrographic percentage: 0
Population: 6,
Government type: 9,
Factions(optional):
Culture differences (optional): 64,
Law level: D,
Tech level: E
Trade codes: As, Ht
Bases: N

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u/First_Plantain1607 — 1 day ago

Some small crafts

Before anything else, I made most of these using high guard and some homebrew stuff, i’m going to share the relevant homebrew stuff, and at the end of a craft that requires the use pie guard to make I’m going to tag it as such

Reactor fighter.
TL 15 Tons Cost
Hull: 40 tons, standard. —— 1.5MCr
Armor: bonded superdense. .64 .32MCr
R-drive: thrust 10. 8 1.6MCr
M-drive: thrust 1. .4 .8MCr
Power plant: 20 PPP. 1 2MCr
Fuel Tank: 2 hours of thrust and 40 weeks of operation. 21.46 ——
Cockpit: 1.5 .01MCr
Computer: 10 bandwidth. —— .16MCr
Virtual gunner: -10 bandwidth, allows the weapons to fire when someone’s not in the ship.
—— 5MCr
Sensors: military grade. 2 4.1MCr
Particle beam: 8 pp. —— 4MCr
Railgun: 2 pp. —— 1MCr
Fuel scoop: —— 1MCr
Fuel processor: 20 tons per day.
1 .05MCr
UNREP system: 20 tons of fuel or cargo per hour.
1 .5MCr
Stateroom: one. 4 .5MCr
Crew: pilot and gunner.

Running costs
Maintenance cost: 1.795KCr
Purchase cost: 21.54MCr

Power requirements
Manoeuvre drive: 4
Basic ships systems: 8
Sensors: 2
Weapons: 10

Hull points: 16
Armor: 2

(requires high guard.)

fuel fighter
TL 12
Tons 40
Cost
(I should go back and improve the format, I do not have the spoons to do that right now.)
Crew:
pilot
gunner
engineer

Running costs:
Maintenance cost: 1193 Cr and some loose change we found in the pilot’s chair.
Purchase cost: 14.326 MCr

Power requirements
Maneuver Drive: thrust of 4; cost is 4% of hull =3.2 MgCr
16 power
Power plant: 3 tons, 45 PPP, 3MCr

Basic ships systems: 8 pp
Hull points: 16
streamlined
Armor: crystalline

1.25 whole 5%
2 points of armor cost 2.5 % of tonnage = 1. Cost .2MCr
cost: 40 x 50,000  = 2,000,000/. 2 MgCr
Adj. for streamlined+ 20% = 2.4 MgCr

Weapons:
Sand Caster .25MCr
pulse laser: fixed mount for 2D6 damage costs 4 power points 1MCr

optional systems installed:
UNRep system costs 1 ton and .5 mil Credits, 1 PP while active

Fuel tanks consume 30 tons of ship Ship record sheet

cockpit occupies 1.5 Tons, costs 10,000 cr
Computer TL 9 processing level 10, costs 160,000 cr
Sensors : 2 Ton
military grade require 2 power Cost 4.1 Mg Cr

Common area:
2 hot tubs costing .5 ton and 6000 Cr

tonnage
2 tons sensors
1 ton armor
30 tons fuel
1.5 tons cockpit
1 ton UNRep
Hot tubs costing for 2 : 0.5 ton
3tons of power plants
1 tons of caro spare.

(requires high guard.)

The homebrew stuff:
Ammonia hull: This is where the ship is keep much colder and higher pressure than water hull. They only need 15% of the hull in power points and any water solvent rooms need one power point per ten tons.

Basic ammonia refilled
TL 10 Tons Cost
Hull: streamlined, ammonia non-Gravity hull, 20 tons. —— .6MCr
Armour: 2 points of armor.
1.5 .3MCr
M-drive: 1 point of thrust.
.2 .4MCr
R-drive: 8 points of thrust.
3.2 .64MCr
Power plant: 10 ppp. 1 .5MCr
Fuel Tank: 2 hours of thrust and four weeks of operation. 9 ——
Cockpit: 1.5 .01MCr
Computer: 10 bandwidth. — .16MCr
Fire control: -10 bandwidth.
—— 4MCr
Sensors: military grade. 2 4.1MCr
Pulse laser: -four pp. — 1.1MCr
Fuel processor: 20 tons per day.
1 .05MCr
Cargo space: .6 ———

Crew: pilot

Running costs
Maintenance cost: 988Cr and some loose change
Purchase cost: 11.86MCr

Power requirements
Maneuver Drive: 2
Basic ships systems: 3
Sensors: 2
Weapons: 4

Hull points: 8
Armor: 2

(requires high guard.)

mercenary ammonia refilled
TL 12 Tons Cost
Hull: streamlined, a ammonia non-Gravity hull, 40 tons. —— 1.2MCr
Armour: 2 points of armor.
2 .4MCr
M-drive: 1 point of thrust.
.4 .8MCr
R-drive: 12 points of thrust.
9.6 1.92MCr
Power plant: 30 ppp. 2 2MCr
Fuel Tank: an hours and a half of thrust and four weeks of operation. 19 ——
Cockpit: 1.5 .01MCr
Computer: 20 bandwidth. —— 5MCr
Fire control: -10 bandwidth.
—— 4MCr
Evade: -10 bandwidth. —— 1MCr
Sensors: improved. 3 4.3MCr
Pulse laser: -4 pp. —— 1.1MCr
Sandcaster: — .35MCr
Fuel processor: 20 tons per day.
1 .05MCr
UNREP system: 20 tons of fuel or ore per hour.
1 .5MCr
Cargo space: 1.5 ———

Crew: pilot

Running costs
Maintenance cost: 1.802KCr and some loose change
Purchase cost: 21.63MCr

Power requirements
Maneuver Drive: 4
Basic ships systems: 6
Sensors: 4
Weapons: 4

Hull points: 16
Armor: 2

(requires high guard.)

Navy ammonia refilled
TL 16 Tons Cost
Hull: streamlined, a ammonia non-Gravity hull, 80 tons. —— 4MCr
Armour: 2 points of armor.
1.6 2.4MCr
M-drive: 1 point of thrust.
.8 1.6MCr
R-drive: 16 points of thrust.
25.6 5.12MCr
Power plant: 20 ppp. 2 4MCr
Fuel Tank: an hours and 40 weeks of operation.
34 ——
Bridge: 6 .5MCr
Computer: 30 bandwidth. — 20MCr
Fire control: -10 bandwidth.
—— 4MCr
Evade: -10 bandwidth. —— 1MCr
Virtual crew: -10 bandwidth.— 5MCr
Sensors: improved. 3 4.3MCr
Pulse laser: -4 pp. — 1.1MCr
Sandcaster: — .35MCr
Railgun: -2 pp. — 1.1MCr
Fuel processor: 20 tons per day.
1 .05MCr
UNREP system: 20 tons of fuel or ore per hour.
1 .5MCr
Cargo space: 12 ———

Crew: pilot

Running costs
Maintenance cost: 4.585KCr
Purchase cost: 53.02MCr

Power requirements
Maneuver Drive: 8
Basic ships systems: 12
Sensors: 4
Weapons: 4

Hull points: 32
Armor: 2

(requires high guard.)

More homebrew stuff:
Serpent stateroom: 1 ton, cost .35 MCr.
Lore: This is a room that specifically houses smart serpents and other spaces that enjoying being subterranean and cramped quarters. It usually has enough room for two smart serpents and one sizable pet, but can be stretched to to having up to four smart serpents and six sizable pets. If a human attempts to live in this, there can only be one or two prepubescent children that reside in this room. If you’re looking for smart servant passengers, they give a +2 to your roll. If this is the only kind of state room left on your ship, they give a -3 to finding passengers that over 1.4 meters tall. It features a basking light, a very basic hide, which can also be swopped out with a couch, a very basic kitchen in the form of a water cooker and a freezer.

Serpent mail ship
TL: 14 Tons Cost
Hull: 60 tons, standard ——— 3MCr
Armor: 2 armor points 1.5 .3MCr
M-drive: thrust 5 3 6MCr
Power plant: 45ppp. 3 3MCr
Fuel Tank: 20 weeks of operation
1.5 ———
Bridge 6 .5MCr
Computer: bandwidth 15. —— 2MCr
Sensor: military grade, two pp 2 4.1MCr
two fixed mount. —— .2MCr
Pulse laser: —— 1MCr
Sandcaster: —— .25MCr
Endless pools: for exercise. 2 .05MCr
Library: for training. 4 4MCr
Human stateroom: 4 .5MCr
Serpent staterooms: 3 1.05MCr
Cargo: 30 ——

Crew: pilot, gunner, steward

Running costs
Maintenance cost: 2162.5Cr
Purchase cost: 25.95MCr

Power requirements
Maneuver Drive: 30
Basic ships systems: 12
Sensors: 2
Weapons: 4

Hull points: 24
Armor: 2

Weapons:
Pulse laser: 2d6 damage, range of close, needs 4 pp
Sandcaster: it doesn’t do any damage directly to other ships, but it can fire at space invaders for 8D6 damage. It can also stop lasers.

(requires high guard.)

(also I might not have done all of the armor correctly. I know when some of the more recent draft I did but looking over everything I’m not sure if everything takes up the right amount of tonnage for the armor. If I got it wrong, call me out on it.)

(i’m starting to realize that all of the ships I have access to right now do require high guard in order to make. I have made ships that I’ve deliberately made only using the core rulebook. I just haven’t made any small craft like that.)

I intend to use this format to show all the ships that I have made.

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u/First_Plantain1607 — 2 days ago

Ammonia folk

Yesterday I posted many worlds one of them being where some of my playable species originate, this is one of those lists. These species originate specifically from harbor. Enjoy.

Naianhuik
Lore: even though they’ve been producing radio signals 3 millennia most humans didn’t know that things were around until their celestial neighbors, smart serpents and teeth vultures, told humans and other close aligned people that the signals weren’t from robots; they were instead intelligent aliens, and interesting life from a world with a totally different solvent. These aliens in particular are some of the larger people on their world, and they’re kind of like alligators.
They are omnivorous & eat a wide variety of the world’s equivalent to “fish”, small “squids”, “algae” mats, fruits, riverside “grasses” and “ferns.” if any wander solvent lifeforms trying to eat such food. They are going to get poisoned and vice versa for ammonia, solvent lifeforms eating ordinary food that we are used to. (for 2D6 damage one hour after consuming a regular meal of food from the wrong solvent.) They have to wear their suits all the time when interacting with a lot of the rest of charted Space, they often also bring along vehicles for longer interactions with our usual home so they can more fully rest. They also expect us to wear suits for a long time and rest in our vehicles when we visit world that they’re comfortable in.
They are known to be fairly fast on both land and in aquatic environments. They specifically prefer benthic environments most of the time and often build their cities on the bottom of lakes, rivers, and salt bodies. They’re not comfortable in any regard in very dry environments.
Characteristics:
+ 1 dex
+ 1 end
-2 soc
Traits:
Ammonia solvent: they need atmospheres that allow liquid ammonia or a pressurized environment that has that sort of thing artificially. That’s also means that anytime they take a laser hit or a hit from a flamethrower everyone in melee range range takes 2d6 damage.

Jaws: when not fully in their suit, they have a maw filled with sharp dagger like teeth designed to rip things apart, while their front most limbs hold it still, their bite does 1D6+2 damage.

Shift solvent: because they’re used to other people not using the same solvent as they do they can take any piece of equipment and reverse engineering to be made out of materials that work under ammonia solvent environment or even under an environment that is a vacuum or a trace atmosphere, they can do it at one plus .3d6 times the normal cost without a roll.

Nhaij, (also known as ammonia crows.)

Lore: they are relatively small, flying folk that use ammonia as they’re solvent. They stand about 2/3 of a meter tall and are surprisingly light, like the crow others nickname them. They’re usually dark red over most of their fur, with skin with a yellowish undertone and males have bluish skin stretched in a fan across their tails. Sometimes they have a mutation that removes the pigment from their fur that makes it red, making it more grey. They usually prefer fairly cold forest, even for them.
They first contacted the interstellar community around 150 years ago, and despite being fairly high-tech, they hadn’t come up with a jump drive and had been exclusively colonizing other worlds through slower than light travel, and generation ships. They still really like the old ones they colonized because there’s more history of them there. They also have a long and storied history of interacting with the people of snorin, they’ve known of each other for 12,000 years by this point. They have various races, but most of them, like humans, are only skin deep and cultural.
They are known to mix well with many other cultures, (but physically they have a lot of problems and are kind of expecting tech level 8 accommodations so they don’t die suffocation.) their societies are usually around tech level 10, but it’s not unheard of for them to get to a hospitable planet for them and live a more simple lifestyle there.

Characteristics:
+ 3 Dex
Strength is determined by 1D6 max of 10
-2 to soc

Thraits:

Ammonia solvent: they need atmospheres that allow liquid ammonia or a pressurized environment that has that sort of thing artificially. That’s also means that anytime they take a laser hit or a hit from a flamethrower everyone in melee range range takes 2d6 damage.

Dense Atmosphere flyer: they can fly on worlds of size 8 or less with dense atmosphere, on worlds of size 9 or more they can glide.

Pack tactics: If one of their allies melee range of the enemy, they get a +2 to their attacks.

u/First_Plantain1607 — 3 days ago

Some important worlds that I have made.

I feel like showing you some of the most important worlds that I have made in my own traveling universe, starting with the church states.

The Church of ice and machinery
Starport quality: B,
Size: 3, they have .27 times earth’s gravity.
Atmosphere type: 1, they have .081 atm of volcanic gases with little nitrogen or oxygen.
Hydrographic percentage: 7, 69% of their surface is ice.
Population: A, they have 5.4*10^10 people on the planet.
Government type: E,
Law level: E,
Tech level: A,
Trade codes: Ic, In, Az
Bases:

The church of the swarms
Starport quality: C,
Size: 0
Atmosphere type: 0
Hydrographic percentage: 0
Population: C, they have 1.2*10^12 people in the belt.
Government type: F,
Law level: H,
Tech level: 9,
Trade codes: As, In, Az
Bases:

The holy scrub land
Starport quality: E,
Size: 6, they have .72 times earth’s gravity.
Atmosphere type: 4, they have .56 atm and is full of dust.
Hydrographic percentage: 4, 40% of the world is covered in water or glaciers.
Population: 9, there are 4.8*10^9 people on the planet.
Government type: E,
Law level: B,
Tech level: A,
Trade codes: In
Bases: none

And now for the worlds, where the playable species coming from. This is not include their moons and belter communities, I like my sci-fi world building to be dense in places.

Haber
Starport quality: A
Size: 7, specifically they have .91 times earth gravity of force.
Atmosphere type: A, specific they have 2.4 times earth atmospheric pressure and instead of water ammonia is the dominant solvent. Instead of oxygen, they have NO2 is the gas use in cellular respiration for the organisms on the planet, and CN and other small organic compounds that breathes out by most organisms and produced by organic decay and what plants on the planet breathe in or drinking in, it varies.
Temperature: freezing for water but ammonia is liquid a lot of the time.
Hydrographic percentage: 6, 63% of the world is covered in oceans and glaciers, instead of having liquid water they have liquid ammonia oceans, lakes and rivers. A whopping 1/9 of the ammonia on the planet is locked up in glaciers.
Population: 6, most people on the planet are the natives of this planet. These people can breathe the atmosphere where most others cannot. There are broadly five cultural areas, they are the northern sea, the southern Sea, the mountains of preservation, the wet land, and the dry land.
Government type: 7,
Law level: 5,
Tech level: E,
Trade codes: fluid ocean, Hightech, Amber zone
Bases: N, S:

Traveller snorin
Starpoint quality: C, other worlds around them make fun of how Janky and outdated their starport is.
Size: 6, specifically .63 earth gravity.
Atmosphere type: 4, specifically they have .63 atmospheres of pressure and a higher than usual amount of argon in the atmosphere. A pressurized suit is often required to climb the tallest of mountains on this world. Various nations on the world have various taints, some are spores, some are pollen, in some areas it’s volcanic ash, and there are some areas that don’t have any taint that are on the open ocean.
Hydrographic percentage: 8, specifically there are three major continents, and all other parts of the land are small, small islands or archipelagos. These continents are specifically called the New land, the old land and the relic land.
Population: 8, there used to have more population, but currently it’s only 4.2*10^8 people, mostly because a plague 280 years ago.
Government type: 7,
Law level: 5, generally, specifically it is considered extremely rude and often illegal to take your weapons in public or possess them unless you have a permit. Many kinds of Armor is usually treated that you need a permit to use it, but it’s not that hard to get these things and some people consider all clothing to be a kind of armor. They will usually allow most kinds of drugs with the exception of narcotics; additionally, you have to be a certain age to get some of these things including caffeine.
Tech level: C*
* The tech level varies wildly between the nations with some of them that are still nomadic that use stone weapons, well some other nations can have up to tech level E equipment that is produced there.
Trade codes: high tech, amber zone.
Bases: S
Faction one: obscure group,
Faction two: fringe group,
Faction three: Minor group,
Cultural differences: they are currently at war because the rocky moon is rebelling and it’s gotten planet side.

Toreing’s world
Starport quality: B,
Size: A, they have a gravity of 1.47 Gs.
Atmosphere type: 9, they have 2.16 ATM and they consistent pollution on the world There’s enough CO2 to cause physiological distress as well as enough SH2 to cause consistent problems eroding equipment.
World temperature (optional):
Hydrographic percentage: 8, 84% of the surface is covered in oceans, lakes and glaciers. The overall landform is covered in one massive supercontinent that is around the size of Eurasia.
Population: A, their are 2.4*10^10 people on the surface and living in the ocean. Most of the people of the planet of the two native species of people.
Government type: 7,
Factions(optional):
Culture differences (optional): 54,
Law level: 6,
Tech level: C, it is completely normal to Start learning how to program when you’re in middle school on this world.
Trade codes: In, Az,
Bases:

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u/First_Plantain1607 — 4 days ago

New playable species (volume 1)

I’ve been making homebrew content for traveler, mongoose second edition for about as long as I’ve had access to the core book. In this post, I’m going to specifically share to the playable species from the world of snorin, it won’t specifically just be the species and not any of the additional content I have a ground because they’re kind of a thing that I convert to every RPG I have access to.

Also, not all of the content is strictly usable without the core book, but you can very clearly tell where it would be used and where it wouldn’t because it is in brackets. Anytime this is relevant. I will give the same disclaimer.

Smart serpents
Lore: Smart serpents are one of the smallest aliens, but don’t underestimate them! They descend from omnivorous river-dwelling constricting stock, which were originally around the middle of the food chain, which they are across many places. Smart serpents are built to both gather vegetable matter and to wait/ambush for their prey to come on by so they can constrict them. Early Terran explorers regarded smart serpents as weird because they’re purple on top and blue on the bottom until they reached their homeworld and saw that was just what plant life was like there. Their ships are known for being unfriendly towards humans and Aslan because they’re snakes and they enjoy crammed quarters. When smart serpents go onto ships not designed by their kind, they find open space to be distressing. Their living quarters are known to be especially small and meet their needs with the floor being rougher than most other species make it.

Characteristics:
+ 1 end
+ 1 edu
(They determine their morale by 1D6+2)
-2 Str
Traits:
heightened senses: better night vision, stereoscopic smell. DM+1 to any recon or survival checks.

Semi-aquatic: smart serpents evolved have a semi-aquatic lifestyle, usually living in lakes, rivers, or the ocean. Smart serpents get a DM+2 to any endurance atheletics checks made to swim long distance and can travel 10x the distance a human can in water without making a check.

Teethed vultures
Lore: Teethed vultures are typically scavengers that tend to show up once in the system and never leave. Descendants from flying scavengers that also got the fruit and nuts, they are well known to be less charismatic but certainly loyal. They hail from the same world that smart serpents come from, and thus, usually like bringing with them their native flora and fauna, including some of their relatives who are much bigger than them and are referred to as “the giants.” They have some sexual dimorphism with males more likely to have bright colors like being blond, whereas females are usually smaller and don’t tend to be quite as showy.

Characteristics:
+ 1 str
+1 int
2 soc
Traits:
Bite - teethed vultures present nasty teeth, which can be helpful in close combat. This bite uses the unarmed skill and does 1D6+2 damage.

Heightened movement - teethed vultures are highly skilled in using their wings for both climbing and flying. Teethed vultures get a DM+2 to all athletics strength checks made to climb. Teethed vultures can fly as a standard part of the atheletics bracket endurance skill and go 12x as far as they can while walking. This only works if gravity is less than 1.2x Earth’s.
If you think the ability to fly is a little overpowered, then you could send their character either sustained an injury That means they can’t fly anymore or they’re too old to fly.

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u/First_Plantain1607 — 19 days ago