Supplement Four
SOC-14 5K
Got it. Saved it. Thank you!Originally posted by Fritz88:
Here's my take on CT Advanced chargen for a Lawman career: Hey Flatfoot (pdf)
Got it. Saved it. Thank you!Originally posted by Fritz88:
Here's my take on CT Advanced chargen for a Lawman career: Hey Flatfoot (pdf)
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?
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.
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?
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 like that description and I agree with the situation it describesOriginally 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 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.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 that description and I agree with the situation it describesOriginally 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 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.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.
Well...it's complicated.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.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.
Oh, gotcha.Originally posted by WJP:
</font><blockquote>quote:</font><hr />Your Gengineering rules in general.