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Extending Character Generation in Classic Traveller

Originally posted by WJP:
WHAT'S THIS ALL ABOUT?
======================

I'm preparing to embark on a new Traveller campaign. Well, actually, it's a continuation of a campaign I ran a few years back (which was, itself, a continuation of another long-term Traveller campaign I ran about a decade ago. This will be part III.). It's amazing I'm still using most of the same players from both previous campaigns. Us RPG'ers stick together, don't we?

How did the campaign go so far? Have you started it yet (I saw only your thread about chargen), and, if so, how did it go?

Anyway, the particulars of this campaign probably won't be that interesting to you, but, in a nutshell, it's about a few regular Imperial citizens--just normal people--who find themselves caught up in extreme circumstances. Their entire lives are changed.

I'm running a tweaked-up version of Wolf At The Door (one of the adventures set on Aramanx in the Traveller Adventure) as the basis for the first adventure. After character generation, I'm going to play a bit watching these characters go through their normal, daily lives. Some of them will probably be civilians. Some will most likely be in the military. That will be up to the players.

They will probably not know each other. But, then, they will find themselves together as a group. Strangers. They will board a ship together. They will notice a strange, chemical smell in the ship's lounge. They'll notice the ship seems vacant, docked at its berth, even though they were invited aboard. And then they'll notice the gas...

And, they'll be screaming, their nails torn from their fingers as they claw at the hatch to get it to open.

And, that's all they'll remember.

That is, until one of them wakes up.

He'll be flat, in a berth, on his back. In the distance he can hear pounding...explosions. He'll squint from the sunlight, but when his breath fogs against the viewpane, he'll realize he's in a mobile cold crib. Somewhere dirtside. Someplace he doesn't recognize.

He won't know how long he's been in the long-term crib, but as the fog begins to recede from his brain, he'll comprehend that ground shake that he's feeling is not an earthquake but the result of live artillery fire.

The emergency decompression safeties on the crib have been tripped. He can open it from the inside. Does this make him lucky?

He will shove on the hatch, feel the tug of monitor wires pull away from his skin, and lumber out into what he recognizes as a pasture on some agricultural world. It will be freezing--somewhere around 30 degrees F. It's raining. Windy. Muddy. The sky is overcast. The artillery shells blow craters into the crops around him. They seem to be second-stage rocket-propelled devices, fired in volleys of three about once a second.

He'll instinctively duck on wobbly legs as one shell explodes near him. All he wears is a paper smock held together by plastic tabs that remind him of those used on diapers. The rain will rapidly turn his only clothing to the consistency of a wet paper towel. And, as it does so, he'll begin to wonder about frost biting his bare legs and feet as he crouches in the deep mud.

This is when he'll notice that he doesn't have a single hair left on his body. No where. No eyebrows. No eye lashes. No pubic hair. His arms and legs are smooth.

The field seems vacant. There's no movement, except for the shelling. A bombed out farmhouse burns to his right. Ahead of him is a field of some sort of crop--what is it? Corn?

And, to his left are a few more cold cribs, their occupant oblivious to what is taking place around them.

I love it! Every bit of it! A great writeup and a great opening, leaving the players both creeped-out AND very courious about what happened to them.
 
Originally posted by WJP:
WHAT'S THIS ALL ABOUT?
======================

I'm preparing to embark on a new Traveller campaign. Well, actually, it's a continuation of a campaign I ran a few years back (which was, itself, a continuation of another long-term Traveller campaign I ran about a decade ago. This will be part III.). It's amazing I'm still using most of the same players from both previous campaigns. Us RPG'ers stick together, don't we?

How did the campaign go so far? Have you started it yet (I saw only your thread about chargen), and, if so, how did it go?

Anyway, the particulars of this campaign probably won't be that interesting to you, but, in a nutshell, it's about a few regular Imperial citizens--just normal people--who find themselves caught up in extreme circumstances. Their entire lives are changed.

I'm running a tweaked-up version of Wolf At The Door (one of the adventures set on Aramanx in the Traveller Adventure) as the basis for the first adventure. After character generation, I'm going to play a bit watching these characters go through their normal, daily lives. Some of them will probably be civilians. Some will most likely be in the military. That will be up to the players.

They will probably not know each other. But, then, they will find themselves together as a group. Strangers. They will board a ship together. They will notice a strange, chemical smell in the ship's lounge. They'll notice the ship seems vacant, docked at its berth, even though they were invited aboard. And then they'll notice the gas...

And, they'll be screaming, their nails torn from their fingers as they claw at the hatch to get it to open.

And, that's all they'll remember.

That is, until one of them wakes up.

He'll be flat, in a berth, on his back. In the distance he can hear pounding...explosions. He'll squint from the sunlight, but when his breath fogs against the viewpane, he'll realize he's in a mobile cold crib. Somewhere dirtside. Someplace he doesn't recognize.

He won't know how long he's been in the long-term crib, but as the fog begins to recede from his brain, he'll comprehend that ground shake that he's feeling is not an earthquake but the result of live artillery fire.

The emergency decompression safeties on the crib have been tripped. He can open it from the inside. Does this make him lucky?

He will shove on the hatch, feel the tug of monitor wires pull away from his skin, and lumber out into what he recognizes as a pasture on some agricultural world. It will be freezing--somewhere around 30 degrees F. It's raining. Windy. Muddy. The sky is overcast. The artillery shells blow craters into the crops around him. They seem to be second-stage rocket-propelled devices, fired in volleys of three about once a second.

He'll instinctively duck on wobbly legs as one shell explodes near him. All he wears is a paper smock held together by plastic tabs that remind him of those used on diapers. The rain will rapidly turn his only clothing to the consistency of a wet paper towel. And, as it does so, he'll begin to wonder about frost biting his bare legs and feet as he crouches in the deep mud.

This is when he'll notice that he doesn't have a single hair left on his body. No where. No eyebrows. No eye lashes. No pubic hair. His arms and legs are smooth.

The field seems vacant. There's no movement, except for the shelling. A bombed out farmhouse burns to his right. Ahead of him is a field of some sort of crop--what is it? Corn?

And, to his left are a few more cold cribs, their occupant oblivious to what is taking place around them.

I love it! Every bit of it! A great writeup and a great opening, leaving the players both creeped-out AND very courious about what happened to them.
 
Originally posted by WJP:
Most people don't leave their homeworld. It's an expensive and time-consuming proposition (akin to a ride across the Pacific, for a week, in a shrimp boat, costing $8,000...people wouldn't travel as much if that were the case). The people who travel the spacelanes are a relatively small population when compared to the total number of citizens in the Imperium. But the ones who do make up a new social class of sorts.
I like that description and I agree with the situation it describes


HOMEWORLD
=========

If not a character is not a noble, then the character's homeworld is rolled randomly from these five worlds.

Roll 1D to determine homeworld.

(D6)
(1) - Pysadi C4766D7-4 Agricultural. Non-industrial. Gas Giant in system. Imperiallines Station.

(2) - Vanejen C686854-5 Rich. Imperial Research Station.

(3) - Natoko B582211-8 Imperial Naval Base. Non-industrial. Low Pop. Gas Giant in system. Naasirka Stationl Tukera Station.

(4) - Patinir C000632-9 Asteroid Belt. Gas Giant in system. Imperiallines Station. Non-agricultural. Ancient Site.

(5 - 6) - Aramis A6B0556-B Imperial Naval Base. Imperial Scout Base. Non-industrial. Subsector Capital. Akerut Station. Tukera Station. Naasirka Station. Desert World.
I like this system; it fits any campaign started in a small area of space (the border between a few subsectors). It will also work like charm in what i have in mind for HardTimes/TNE (very small pocket empire, so all worlds would be included in an 1D6 roll). It might also work IMTU, but only in occasions where the players all come from the same area of space.
 
Originally posted by WJP:
Most people don't leave their homeworld. It's an expensive and time-consuming proposition (akin to a ride across the Pacific, for a week, in a shrimp boat, costing $8,000...people wouldn't travel as much if that were the case). The people who travel the spacelanes are a relatively small population when compared to the total number of citizens in the Imperium. But the ones who do make up a new social class of sorts.
I like that description and I agree with the situation it describes


HOMEWORLD
=========

If not a character is not a noble, then the character's homeworld is rolled randomly from these five worlds.

Roll 1D to determine homeworld.

(D6)
(1) - Pysadi C4766D7-4 Agricultural. Non-industrial. Gas Giant in system. Imperiallines Station.

(2) - Vanejen C686854-5 Rich. Imperial Research Station.

(3) - Natoko B582211-8 Imperial Naval Base. Non-industrial. Low Pop. Gas Giant in system. Naasirka Stationl Tukera Station.

(4) - Patinir C000632-9 Asteroid Belt. Gas Giant in system. Imperiallines Station. Non-agricultural. Ancient Site.

(5 - 6) - Aramis A6B0556-B Imperial Naval Base. Imperial Scout Base. Non-industrial. Subsector Capital. Akerut Station. Tukera Station. Naasirka Station. Desert World.
I like this system; it fits any campaign started in a small area of space (the border between a few subsectors). It will also work like charm in what i have in mind for HardTimes/TNE (very small pocket empire, so all worlds would be included in an 1D6 roll). It might also work IMTU, but only in occasions where the players all come from the same area of space.
 
Originally posted by Employee 2-4601:
I love it! Every bit of it! A great writeup and a great opening, leaving the players both creeped-out AND very courious about what happened to them.
Well...it's complicated.

First, I had to change the beginning a bit.

I created the adventure before characters were rolled up. Our first session was nothing but character generation. I didn't expect any of the players to roll a ship--the whole, entire, first adventure ended with them getting a ship.

Well, we had three characters roll a ship, and one of them turned out to have a Marquis as well.

So....

The scene you read will still happen. It just hasn't happened quite yet. We're getting there.

I've set-up a very complicated, political, wheels-within-wheels campaign.

I'll tell you more about it, but I've got to run right now. I write more when I get a chance.
 
Originally posted by Employee 2-4601:
I love it! Every bit of it! A great writeup and a great opening, leaving the players both creeped-out AND very courious about what happened to them.
Well...it's complicated.

First, I had to change the beginning a bit.

I created the adventure before characters were rolled up. Our first session was nothing but character generation. I didn't expect any of the players to roll a ship--the whole, entire, first adventure ended with them getting a ship.

Well, we had three characters roll a ship, and one of them turned out to have a Marquis as well.

So....

The scene you read will still happen. It just hasn't happened quite yet. We're getting there.

I've set-up a very complicated, political, wheels-within-wheels campaign.

I'll tell you more about it, but I've got to run right now. I write more when I get a chance.
 
Before I go, I will tell you this much: Most of the players' characters are crew aboard the ADROIT PURSUIT.

It's a 400 ton Type A2 Far Trader--an old Tukera ship the company used before Akerut was created and started operating in the Aramis subsector.

The ship is something like 50 years old, and it looks like one of those old police cars you sometimes see people driving--you know, no markings but you can tell it used to be a police car. The ADROIT PURSUIT still sports stripes that are Tukera red, but there's no Tukera symbols.

She was purchased by one captain, operated for 20 years, and now one of the crew has taken her over (the PC captain).

The ADROIT PURSUIT runs a specified route. Her homeport is Aramis, and she runs from Aramis to Natoko, to Patinir, to Pysaid, and back home again. She's got a mail contract for that route, and she touches each planet about once every two months.

Our story begins just after the new year in 1105. The PURSUIT is on Aramis, undergoing her annual maintenance.

The crew is surprised when they are contacted by an agent who negotiates to charter their ship. Charters are unusual for the PURSUIT. She's locked to her mail route, or she looses it. Besides, she only has a limited version of the Generate program that allows J-Space routes to be calculated to the four worlds on her route.

All of that becomes moot, quickly, when the PURSUIT's crew learns who the agent represents. It's the local Marquis. The Marquis of Aramis.

No, I'm not talking about the fop Leonard Bolden-Tukera. I'm talking about the most powerful man in the subsector--technically, Leonard's second.

I'm talking about non other than the Marquis Terran Tukera.

But, why does such a powerful man want to charter the PURSUIT?

It doesn't make sense. He's got a Navy he can use (Aramis is the major Naval station in the subsector). Barring that, he can use a Tukera vessel.

But, he chooses to charter a small merchant tramp that's not built for charters.

Why?

Shortly after the charter is negotiated, the captain of the PURSUIT runs into a couple of problems. His gunner quits. Not unusual, that, because, for the pay, keeping a gunner aboard is like keeping a college kid waiting tables. Turnover is high.

But the bad luck extends to his engineer, Fish, and his steward, Bait. Fish likes to drink, and Bait likes to shoot his mouth off. They're asshole buddies, and they hit startown together frequently.

Well, this time, Bait got the two of them in a bit more trouble than they were able to handle. Both of them were beat unconscious, and they lie in Leedor's primary hospital.

But that left Dexter Bryte, PURSUIT's captain, with the problem of half his crew gone or incapacitated--and the charter of a lifetime hanging in the balance.

Scrambling quickly, Bryte was able to find a gunner and a steward--two friends he'd known for years, working locally on Aramis for a shipping company. The gunner, Klue, had even served on the PURSUIT before, some 8 years back.

But, as luck would have it, Dexter found an engineer for PURSUIT as well, quickly--some new guy he'd never seen before named Bromely Riieve.

The guy looked competent, and Bryte desperately needed the engineer, so Riieve was given a job.

Bryte even signed all three new crewers to a year contract--punishment to Fish and Bait who were always putting Bryte's business venture at risk the way they did.

Things looked up. The PURSUIT was almost ready to lift. Bryte had lucked into three new crew members inside of a week. And the Marquis and his security team were preparing to board.

And that's when the sky fell.

The 5000 ton super cargo carrier MAMMOTH, a Tukera vessel, crashed to the planet.

More later....
 
Before I go, I will tell you this much: Most of the players' characters are crew aboard the ADROIT PURSUIT.

It's a 400 ton Type A2 Far Trader--an old Tukera ship the company used before Akerut was created and started operating in the Aramis subsector.

The ship is something like 50 years old, and it looks like one of those old police cars you sometimes see people driving--you know, no markings but you can tell it used to be a police car. The ADROIT PURSUIT still sports stripes that are Tukera red, but there's no Tukera symbols.

She was purchased by one captain, operated for 20 years, and now one of the crew has taken her over (the PC captain).

The ADROIT PURSUIT runs a specified route. Her homeport is Aramis, and she runs from Aramis to Natoko, to Patinir, to Pysaid, and back home again. She's got a mail contract for that route, and she touches each planet about once every two months.

Our story begins just after the new year in 1105. The PURSUIT is on Aramis, undergoing her annual maintenance.

The crew is surprised when they are contacted by an agent who negotiates to charter their ship. Charters are unusual for the PURSUIT. She's locked to her mail route, or she looses it. Besides, she only has a limited version of the Generate program that allows J-Space routes to be calculated to the four worlds on her route.

All of that becomes moot, quickly, when the PURSUIT's crew learns who the agent represents. It's the local Marquis. The Marquis of Aramis.

No, I'm not talking about the fop Leonard Bolden-Tukera. I'm talking about the most powerful man in the subsector--technically, Leonard's second.

I'm talking about non other than the Marquis Terran Tukera.

But, why does such a powerful man want to charter the PURSUIT?

It doesn't make sense. He's got a Navy he can use (Aramis is the major Naval station in the subsector). Barring that, he can use a Tukera vessel.

But, he chooses to charter a small merchant tramp that's not built for charters.

Why?

Shortly after the charter is negotiated, the captain of the PURSUIT runs into a couple of problems. His gunner quits. Not unusual, that, because, for the pay, keeping a gunner aboard is like keeping a college kid waiting tables. Turnover is high.

But the bad luck extends to his engineer, Fish, and his steward, Bait. Fish likes to drink, and Bait likes to shoot his mouth off. They're asshole buddies, and they hit startown together frequently.

Well, this time, Bait got the two of them in a bit more trouble than they were able to handle. Both of them were beat unconscious, and they lie in Leedor's primary hospital.

But that left Dexter Bryte, PURSUIT's captain, with the problem of half his crew gone or incapacitated--and the charter of a lifetime hanging in the balance.

Scrambling quickly, Bryte was able to find a gunner and a steward--two friends he'd known for years, working locally on Aramis for a shipping company. The gunner, Klue, had even served on the PURSUIT before, some 8 years back.

But, as luck would have it, Dexter found an engineer for PURSUIT as well, quickly--some new guy he'd never seen before named Bromely Riieve.

The guy looked competent, and Bryte desperately needed the engineer, so Riieve was given a job.

Bryte even signed all three new crewers to a year contract--punishment to Fish and Bait who were always putting Bryte's business venture at risk the way they did.

Things looked up. The PURSUIT was almost ready to lift. Bryte had lucked into three new crew members inside of a week. And the Marquis and his security team were preparing to board.

And that's when the sky fell.

The 5000 ton super cargo carrier MAMMOTH, a Tukera vessel, crashed to the planet.

More later....
 
That's good stuff.

Wow.

Maybe you're so good at making houserules because you actually play this thing.

[rereads posts]

I love how the setting is integrated with character generation. Folks can get a feel for the locale without some longwinded explanation.

Very nice....
 
That's good stuff.

Wow.

Maybe you're so good at making houserules because you actually play this thing.

[rereads posts]

I love how the setting is integrated with character generation. Folks can get a feel for the locale without some longwinded explanation.

Very nice....
 
Thanks for the words, guys. Very cool of you to say so.

I'll post some more later and get you caught up on what's happened.

There's still the Marquis' agenda (and some other agendas), and what happened once they lifted from Aramis.
 
Thanks for the words, guys. Very cool of you to say so.

I'll post some more later and get you caught up on what's happened.

There's still the Marquis' agenda (and some other agendas), and what happened once they lifted from Aramis.
 
This is good stuff. A lot of it sounds similar to the T4.1/T5 chargen draft material, recast for a CT flavor. Well done!

I like the ancestry bit, it adds nice color and has potential for modifying future encounters.

I also like Noble influence. In the T4.1 playtest, this is a lot like a "waiver", akin to pulling strings. One's SOC is a direct relationship to one's network, so to speak.

T5 made this easier and yet more limited by: (1) requiring only a 2D roll, and (2) applying a permanent, cumulative -1 DM for each subsequent use of one's network. Thus the player had to spend his influence wisely. It also allowed non-noble characters chances for successfully using one's network.


The world writeups are excellent, WJP. As mentioned earlier, people who are playing Traveller tend to come up with great material.


And, very clever and handy to provide a fifth table for homeworld skills.
 
This is good stuff. A lot of it sounds similar to the T4.1/T5 chargen draft material, recast for a CT flavor. Well done!

I like the ancestry bit, it adds nice color and has potential for modifying future encounters.

I also like Noble influence. In the T4.1 playtest, this is a lot like a "waiver", akin to pulling strings. One's SOC is a direct relationship to one's network, so to speak.

T5 made this easier and yet more limited by: (1) requiring only a 2D roll, and (2) applying a permanent, cumulative -1 DM for each subsequent use of one's network. Thus the player had to spend his influence wisely. It also allowed non-noble characters chances for successfully using one's network.


The world writeups are excellent, WJP. As mentioned earlier, people who are playing Traveller tend to come up with great material.


And, very clever and handy to provide a fifth table for homeworld skills.
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Your Gengineering rules in general.
Oh, gotcha.

Well, I figured many house rule systems use a 3D-take-the-best-two or a 2D-arrange-to-taste method of rolling stats, and I was never comforatable with that in Traveller. I always liked the one-roll-2D-per-stat method as written.
[/qb]</font>[/QUOTE]I've tended to prefer the what-you-roll-is-what-you-get method myself, but also allowing players to take a year or two (if able) for physical training somewhere along the line.

I think TNE's Fire, Fusion, and Steel has a reasonably Traveller-friendly system for light cybernetics, as well.
 
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