After animals we have the now obligatory disease, poison, temperature, weather and falling rules. These are pretty much what you would expect in a modern RPG, with no surprises or strange mechanics in use.
- Injury and recovery.
- A character that has taken damaged is either wounded or seriously wounded. You are seriously wounded if have taken at least one point of damage to all 3 characteristics. If one of the 3 is at full you are just wounded. If you are seriously wounded you need first aid and/or surgery, because unless the GM is using random first blood, you are going to have a negative END DM and will get worse, not better, using natural healing. First aid, if applied in the first 5 minutes after the wounding, heals twice the effect of the roll, as a standard medic check. First aid on your self is a "Difficult (-2)" task. If you a playing in a campaign where you need to be wearing Combat Armor or Battle Dress a lot, pay the extra 10,000 credits and get the medikit installed. Having your own personal Medic 3 around will save your life, assuming you have at least one point of something left. Getting one for your Vacc Suit is a good idea as well.
- Willing to go way out of their way to help a character, but don't push it to often.
- While an ally will give you a gun, a contact will tell you were to buy one.
- They want to give the character a hard time, and maybe see them dead in the ditch.
- They are much like rivals, but lean much more to towards the dead in the ditch sort of thing.
- A Patron in Traveller wants to give you a job. The Core Rulebook comes with 7 patrons, which are well done, with the Classic Traveller look and feel. Make a note of this. This is will come up again, with a rant attached to it. After the 7 fully fleshed patrons there is a set of d66 tables for doing a quick and dirty patron/mission generation.
Next up, Equipment