The SciFi20 Project
The ultimate goal of this group is to make available a truly generic set of science fiction roleplaying rules for d20 games, based on the original Traveller20 (T20) rules. Chapters from the original T20 Traveller's Handbook will be made available as Books here in the group. Group members will be able to view and edit these files.
Once the rules have been sanitized of any references to Traveller, we'll keep them available here as an open reference and as an ongoing evolving set of rules. Ultimately we'll also collect the edited and added rules into periodic full PDF releases available through the store.
Latest Posts
The SciFi20 Project
GRiP Character Sheet Example
A screenshot of a GRiP Character Sheet in preview mode in the GRiP Object Builder IDE. This sheet is fully programmed, automatically updating the appropriate data as Ability scores, etc., are updated. The scripting code behind the sheet is all in VBScript and a mere 170 or so lines of code (with plenty of blank lines and spacing for legibility). The could easily be expanded to incorporate further scripting for automatically calculating Stamina, Liveblood, Base BABs, etc., based on other data on the sheet.
Setting Tech
"One thing I haven't seen much in any game is for each race to have slightly different tech trees and techniques- for instance, one of the races I am working on for my sci-fi game has basically the exact same Traveller technologies as they are listed in the books, but all their equipment is based on a crystal matrix, with the handwave being "crystalline circuits" being created with special "forges" and psi masters- a variation of the Sohon techniques used with nanites in the Legacy of the Aldenata series.
Chapter 6: Final Details
Height and Weight
You may choose your character’s height and weight based on the ranges presented in the race descriptions, or you may determine this randomly using the Random Height and Weight table.
Base Height: The base height of the race in centimeters.
Feats: Y-Z
ZERO-G COMBAT
The character is trained and familiar with the use of weapons and combat in a zero or low gravity environment.
Prerequisites: Vacc Suit feat
Benefit: May conduct combat in a low or zero gravity environment without penalty.
Feats: W-X
WEAPON FOCUS
The individual has studied, practiced, and practically lived with a specific type of weapon (Laser Pistol, Cutlass, Autopistol, etc.) long enough to become highly proficient with its use.
Prerequisites: Proficient with weapon, base attack bonus +1 or higher.
Benefit: The character adds +1 to all attack rolls when using the selected weapon.
Feats: U-V
VESSEL
The character is familiar with the operation and handling of a specific group of vessels.
Benefit: The character may use Driving or Pilot skill (whichever is appropriate) when operating a vessel of the specified group.
Feats: S-T
SHIELD PROFICIENCY
The character is trained in the proper use of a shield in melee combat.
Benefit: The character can use a shield and suffer only the standard penalties.
Normal: A character using a shield with which he or she is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Feats: Q-R
QUICK DRAW
Few can draw and bring to bear a weapon faster.
Prerequisite: Base attack bonus +1 or higher.
Benefit: The character can draw a weapon as a free action instead of as a move-equivalent action.
RAPID SHOT
The character is very quick on the trigger.
Feats: O-P
OVERRIDE SHIP SECURITY
The individual has been trained in how to override and defeat the anti-hijacking and boarding security systems on most types of starships.
Prerequisite: Hacker.
Benefit: Add +2 to any T/Computer checks when attempting to override an anti-hijacking program.
Feats: M-N
MARTIAL TRAINING
The individual has more than the typical experience in combat situations through training, real life experience, or more typically through previous military service.
Feats: K-L
LEGAL EAGLE
The character is intimately familiar with Interstellar laws and customs.
Prerequisites: K/Interstellar Law skill rank of 5+.
Benefit: Add +2 to all K/Interstellar Law and P/Administration checks.
Feats: I-J
IMPROVED CRITICAL
The character has an affinity for a specific type of weapon, such as an autopistol or dagger, which must be specified when the feat is taken. When wielding this type of weapon, he or she is much more likely to inflict a critical hit on an opponent.
Prerequisites: Proficient with weapon, base attack bonus +8 or higher.
Feats: G-H
GEARHEAD
The character enjoys and is quite skilled at tinkering and working with mechanical and electronic equipment and systems.
Benefit: Add +2 to all T/Mechanical and T/Electronics checks when attempting to repair, construct, or sabotage a piece of equipment. This bonus does not apply to the actual operation of the equipment itself.
Feats: E-F
ENDURANCE
The character is ‘long winded’ and able to endure strenuous physical exertion far longer than most others.
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding his breath, and so on), the character gets a +4 bonus to the check.
Feats: C-D
CAROUSING
The character is talented at interacting and socializing with others, skilled in the art of small talk and making others feel at ease in their presence.
Benefit: Add +2 to all Gather Information checks when in most social situations such as a party, ball, inauguration, bar hopping, etc.
Feats: A-B
ACROBATICS
The character is very agile, allowing her to take falls and difficult landings better than the average person.
Benefit: Add +2 to all Balance, Jump and Tumble checks.
ACTING PRODIGY
The individual has a special gift for acting and portraying roles.
Chapter 5: Feats
FEATS
Feats are the special abilities that really set a character apart from the everyday, run-of-the-mill citizen. Feats provide your character with special bonuses when using certain skills, special abilities, and other advantages that you would otherwise not normally have. Unlike skills, there are no ranks; you either have a feat and its benefits or you don’t.
Default Setting
So while we work on the T20->SciFi20 conversion, we should give some thought to a default campaign setting. My initial thought is, because I already own the rights to the material, rework the original Judges Guild Gateway Quadrant into a non-Traveller setting. It shouldn't be too hard at all, lets face it, the old JG material was pretty sparse on setting to begin with beyond UPP stats, and the adventures such as they were had little to do with the Traveller Imperium.
Skills U-Z
USE ALIEN DEVICES (WIS)
Academics and Travellers Only
The character is familiar with numerous examples of alien technology and design, allowing a better chance of figuring out the use and function of unknown or unfamiliar alien equipment and devices. Anyone can attempt to use this skill untrained, but only Academics and Travellers may earn ranks in this skill.
Skills S-T
SEARCH (INT)
The character has a knack for finding things at opportune moments, spotting secret compartments, locating hidden recesses, revealing disguised catches, and discovering other forms of concealed, hidden or hard to find objects.
Check: The character generally must be within 3 meters of the object or surface to be searched. It takes 1 round to search a 1.5-meter-by-1.5-meter area or a volume of goods 1.5 meters on a side; doing so is a full-round action.




