Supplement Four
SOC-14 5K
Some preliminary thoughts on creating an Aliens based campaign
Character Generation: This can be used pretty-much as-written. The GM may want to check and edit the skills list, though. For example, the Alien universe looks to have an excellent grasp on artificial gravity on space vessels, but things like grav belts and air/rafts might be experimental tech (or, maybe it's too fragile for military use--which is why the marines don't use such tech). Plasma guns and battledress are used in the universe (according to the novel I'm reading), and the tech seems to be about the same as that in Traveller. So, some snipping of the skills list may be required for a game set in the Aliens universe.
World Generation: The standard CT world generation systems can be used, but there is a bias towards Earth-like worlds in the Aliens universe. Create a subsector (or even an entire sector) as you would normally, plotting all systems. But, the ones that interest you will be the Size 7-8-9 and atmosphere 6-7.
A stretch can be made to expand interest, occasionally (not for every world of this type) to world size 6-A and atmo to 4-9, but there needs to be a reason to do this: Some mining interest on the world is a good reason (and it may have atmosphere processing going on).
This will put a lot of hexes (parsecs) between worlds. Journeys will be long. Cold sleep will be used. Starships will be fully automated. Robot tech will be used as well.
Also, remember that Earth remains balkanized. The United States still exists.
Robots/vehicles: Speaking of robots, Book 8 should serve nicely to design what ever is needed. Also, Striker can be used to design vehicles and such. There should be more robotic use than is typical for a regular Traveller game.
Note that artificial people in the Aliens universe are more advanced than in Traveller. Book 8 covers this topic, but you'll want to drop the Tech Level requirement a bit.
Jump Drive: Either the standard Traveller J-Drive method can be used (Jump 1-6 = 1-6 parsecs), or a switch can be made to the Aliens universe method where J 1-5 represents 5-25 lightyears. Either method will work.
Jump fuel from Traveller has to be abandoned. The J-Drives in Aliens recharge themselves (though, I'm sure, some type of fuel is used...they just get more mileage :rofl.
Time spent in jump still takes a week, but, in the Aliens universe, it's one day in inter-dimensional space and another six days in normal space as the J-Drive recharges. This can be automated as the crew sleeps in cold berth. One of the big differences, though, is that, in the Aliens universe, several jumps are required for most journeys. Trips are usually measured in months, where as, in Traveller, a week is typical.
Technology: Traveller tech, for the most part, can be used unchanged in the Aliens universe. Sources like 2300 and 2320 and High Colonies may want to be mined for ideas (as well as the original Aliens rpg and any Aliens published supplemental material). It should be simple to eyeball items and assign CT stats to them.
Several movies can be mined for ideas, too. Besides the Aliens films, consider Blade Runner, Outland, Event Horizon, and films that have the same "atmosphere" as the Aliens films.
For adventures, if you don't want to make up your own, consider converting any of the Traveller scenarios for an Aliens adventure. Many of them will work. Look at other games, too. 2300 scenarios. Space Opera. Millennium's End. Phoenix Command. Twilight 2000.
Computer games, like Crysis, FEAR, Half-Life 2 also are full of ideas for nifty scenarios that can be adapted to this universe.
Plus, don't forget the novels and comic books set in the Aliens (or even Predator) universe. Those can easily be converted to a good Aliens game.
Character Generation: This can be used pretty-much as-written. The GM may want to check and edit the skills list, though. For example, the Alien universe looks to have an excellent grasp on artificial gravity on space vessels, but things like grav belts and air/rafts might be experimental tech (or, maybe it's too fragile for military use--which is why the marines don't use such tech). Plasma guns and battledress are used in the universe (according to the novel I'm reading), and the tech seems to be about the same as that in Traveller. So, some snipping of the skills list may be required for a game set in the Aliens universe.
World Generation: The standard CT world generation systems can be used, but there is a bias towards Earth-like worlds in the Aliens universe. Create a subsector (or even an entire sector) as you would normally, plotting all systems. But, the ones that interest you will be the Size 7-8-9 and atmosphere 6-7.
A stretch can be made to expand interest, occasionally (not for every world of this type) to world size 6-A and atmo to 4-9, but there needs to be a reason to do this: Some mining interest on the world is a good reason (and it may have atmosphere processing going on).
This will put a lot of hexes (parsecs) between worlds. Journeys will be long. Cold sleep will be used. Starships will be fully automated. Robot tech will be used as well.
Also, remember that Earth remains balkanized. The United States still exists.
Robots/vehicles: Speaking of robots, Book 8 should serve nicely to design what ever is needed. Also, Striker can be used to design vehicles and such. There should be more robotic use than is typical for a regular Traveller game.
Note that artificial people in the Aliens universe are more advanced than in Traveller. Book 8 covers this topic, but you'll want to drop the Tech Level requirement a bit.
Jump Drive: Either the standard Traveller J-Drive method can be used (Jump 1-6 = 1-6 parsecs), or a switch can be made to the Aliens universe method where J 1-5 represents 5-25 lightyears. Either method will work.
Jump fuel from Traveller has to be abandoned. The J-Drives in Aliens recharge themselves (though, I'm sure, some type of fuel is used...they just get more mileage :rofl.
Time spent in jump still takes a week, but, in the Aliens universe, it's one day in inter-dimensional space and another six days in normal space as the J-Drive recharges. This can be automated as the crew sleeps in cold berth. One of the big differences, though, is that, in the Aliens universe, several jumps are required for most journeys. Trips are usually measured in months, where as, in Traveller, a week is typical.
Technology: Traveller tech, for the most part, can be used unchanged in the Aliens universe. Sources like 2300 and 2320 and High Colonies may want to be mined for ideas (as well as the original Aliens rpg and any Aliens published supplemental material). It should be simple to eyeball items and assign CT stats to them.
Several movies can be mined for ideas, too. Besides the Aliens films, consider Blade Runner, Outland, Event Horizon, and films that have the same "atmosphere" as the Aliens films.
For adventures, if you don't want to make up your own, consider converting any of the Traveller scenarios for an Aliens adventure. Many of them will work. Look at other games, too. 2300 scenarios. Space Opera. Millennium's End. Phoenix Command. Twilight 2000.
Computer games, like Crysis, FEAR, Half-Life 2 also are full of ideas for nifty scenarios that can be adapted to this universe.
Plus, don't forget the novels and comic books set in the Aliens (or even Predator) universe. Those can easily be converted to a good Aliens game.
Last edited: