G
gloriousbattle
Guest
Part of the charm of Traveller was the relatively wimpy characters who had to think their way out of problems. There was really little there for the power gamer, though psionics was subtly very powerful, it certainly didn't allow you to run around blasting Imperial Marines with waves of mind power.
However, rules did exist for creating uber-Travellers, for those who were into that sort of thing, and they came up often enough that they must have had at least some popularity.
Curious who ever used any of the following:
Mutants: Dragon Magazine #109 had an article called The Double Helix Connection, that gave rules for mutations (some of which were quite powerful) for Traveller characters. The chances of being a mutant were pretty slim, but th ref could adjust this of course.
Super Services: Paranoia Press had rules for SORAG (Zhodani Intelligence) and an Assassin class that was quite deadly. There was also a Dragon article "IBIS: Profit and Peril" by Kenneth Burke Issue 35 pg. 7 for a service called IBIS (Imperial Bureau Intelligence Service) which had really James Bond-ish possibilities.
Weird Powers: White Wolf Magazine #39 had an article called The Powers of the Past, with rules for weird, semi-psionic training.
Upgraded Nobles: Relief for Traveller Nobility from Dragon #73 and Robe and Blaster from White Dwarf # each had their own take on giving nobles actual political and military power, rather than just a cool title.
Upgraded Psionics: Space Gamer Psionics in Traveller Kenneth W. Burke 2 Nov/Dec 78 SG 20 had rules for more powerful psionic abilities.
Super-technology: This was more common than you might guess. Even as early as 1,001 Characters and Citizens of the Imperium, they had come up with (brief) rules for such things as the Affinity Twin, the Lens (Yes, THAT one) and implants that allowed for super speed.
In several articles, even more were created. In the Dragon adventure "Canard" by Roberto Camino Issue 43 pg. 35 there were rules for alien tech, such as an impenetrable forcefield, a quantum black hole, and a device that could rip spaceships apart, or even attack other worlds, with gravitic force beams. White Dwarf #33 had rules for the plasma pistol (TL 16, obvious), the Wiper (TL17 credit card sized, wiped your memory, no save) and the Warper (TL18 could send an enemy or enemy group into a parallel dimension, again, no save).
Also, even canon Traveller had Twilight's Peak, where you could get unstoppable disintegrators and shimmer suits, as well as a ship that could travel in other universes. Except, of course, Grandfather takes it all away from you. Party pooper.
However, rules did exist for creating uber-Travellers, for those who were into that sort of thing, and they came up often enough that they must have had at least some popularity.
Curious who ever used any of the following:
Mutants: Dragon Magazine #109 had an article called The Double Helix Connection, that gave rules for mutations (some of which were quite powerful) for Traveller characters. The chances of being a mutant were pretty slim, but th ref could adjust this of course.
Super Services: Paranoia Press had rules for SORAG (Zhodani Intelligence) and an Assassin class that was quite deadly. There was also a Dragon article "IBIS: Profit and Peril" by Kenneth Burke Issue 35 pg. 7 for a service called IBIS (Imperial Bureau Intelligence Service) which had really James Bond-ish possibilities.
Weird Powers: White Wolf Magazine #39 had an article called The Powers of the Past, with rules for weird, semi-psionic training.
Upgraded Nobles: Relief for Traveller Nobility from Dragon #73 and Robe and Blaster from White Dwarf # each had their own take on giving nobles actual political and military power, rather than just a cool title.
Upgraded Psionics: Space Gamer Psionics in Traveller Kenneth W. Burke 2 Nov/Dec 78 SG 20 had rules for more powerful psionic abilities.
Super-technology: This was more common than you might guess. Even as early as 1,001 Characters and Citizens of the Imperium, they had come up with (brief) rules for such things as the Affinity Twin, the Lens (Yes, THAT one) and implants that allowed for super speed.
In several articles, even more were created. In the Dragon adventure "Canard" by Roberto Camino Issue 43 pg. 35 there were rules for alien tech, such as an impenetrable forcefield, a quantum black hole, and a device that could rip spaceships apart, or even attack other worlds, with gravitic force beams. White Dwarf #33 had rules for the plasma pistol (TL 16, obvious), the Wiper (TL17 credit card sized, wiped your memory, no save) and the Warper (TL18 could send an enemy or enemy group into a parallel dimension, again, no save).
Also, even canon Traveller had Twilight's Peak, where you could get unstoppable disintegrators and shimmer suits, as well as a ship that could travel in other universes. Except, of course, Grandfather takes it all away from you. Party pooper.