G
gloriousbattle
Guest
What follows is a list of articles from various gaming magazines that contain TL 16+ items or special abilities or training of some kind that the gonzo referee can use to outfit his players. If you are really a closet Dungeon Master in SPAAAAAAAAAAAAAACE!, and want to equip your characters with the sf equivalent of wish rings, staves of power and vorpal swords, these are for you. Note that I have included only non-GDW items here, as I do not have any JTAS magazines:
"An Alien Werewolf in London", by Jae Campbell, White Dwarf 62. This adventure contains the rules for a time machine that may predate the Ancients.
"The Double-Helix Connection" by Michael Brown Dragon 109. An article containing rules for making mutant Traveller characters with strange powers.
"High Tech and Beyond" by James Collins Dragon, 108. A System for upgrading ordinary Traveller devices to super-tech levels, and also rules for such devices as disintegrators, disintegrator shields, anti-matter, power jumps, matter transport and artificial intelligence.
"IBIS: Profit and Peril" by Kenneth Burke Dragon 35. This article does not contain an super-technology, but I included it in this liast because it contains a sort of "super-service". IBIS is an intelligence agency answerable to no one but the emperor. This is a pretty over the top service, and should probably only be used in a beefed up campaign where the characters begin as mutants, psionics, powerful aliens, super-tech types, etc.
"The Powers of the Past, Secret Talents for Traveller: The New Era" By John W. Vogel White Wolf 39. While this article is billed for TNE, it really seems to have been written for CT, and could probably be used in any version except T20. My personal favorite from this list, it includes not items but various skills that can only be gained through adventuring, which are designed to turn a character into a super-fighter, timelord or human computer.
"Relief For Traveller Nobility" by Paul M. Crabaugh Dragon 73: Again, this is not anything super-tech, but is a means of beefing up characters in a serious way. These rules make most nobles the rulers of entire worlds, granting them enormous incomes, special spacecraft and governance. Again, this should only be used in a campaign in which the characters are really ratcheted up above the norm.
"Robotics for Traveller" by Tony Watson Space Gamer 15. While this article only contains a single TL 16 item, that item is a warbot...
"To Live Forever: immortallity in Traveller", by Andy Slack White Dwarf 52. How to cheat death forever in Traveller, whether technologically or psionically.
"Weapons for Traveller", By Bob McWilliams White Dwarf 33. Contains a few nasty super-tech personal weapons: plasma pistols, wipers and warpers.
"Traveller addendum equipment and weapons", by Robert P. Barger Space Gamer 18. Only one super-tech item here, but i's Larry Niven's variable sword!
These are all I have. If anyone else has any other suggestions, please add to the list.
"An Alien Werewolf in London", by Jae Campbell, White Dwarf 62. This adventure contains the rules for a time machine that may predate the Ancients.
"The Double-Helix Connection" by Michael Brown Dragon 109. An article containing rules for making mutant Traveller characters with strange powers.
"High Tech and Beyond" by James Collins Dragon, 108. A System for upgrading ordinary Traveller devices to super-tech levels, and also rules for such devices as disintegrators, disintegrator shields, anti-matter, power jumps, matter transport and artificial intelligence.
"IBIS: Profit and Peril" by Kenneth Burke Dragon 35. This article does not contain an super-technology, but I included it in this liast because it contains a sort of "super-service". IBIS is an intelligence agency answerable to no one but the emperor. This is a pretty over the top service, and should probably only be used in a beefed up campaign where the characters begin as mutants, psionics, powerful aliens, super-tech types, etc.
"The Powers of the Past, Secret Talents for Traveller: The New Era" By John W. Vogel White Wolf 39. While this article is billed for TNE, it really seems to have been written for CT, and could probably be used in any version except T20. My personal favorite from this list, it includes not items but various skills that can only be gained through adventuring, which are designed to turn a character into a super-fighter, timelord or human computer.
"Relief For Traveller Nobility" by Paul M. Crabaugh Dragon 73: Again, this is not anything super-tech, but is a means of beefing up characters in a serious way. These rules make most nobles the rulers of entire worlds, granting them enormous incomes, special spacecraft and governance. Again, this should only be used in a campaign in which the characters are really ratcheted up above the norm.
"Robotics for Traveller" by Tony Watson Space Gamer 15. While this article only contains a single TL 16 item, that item is a warbot...
"To Live Forever: immortallity in Traveller", by Andy Slack White Dwarf 52. How to cheat death forever in Traveller, whether technologically or psionically.
"Weapons for Traveller", By Bob McWilliams White Dwarf 33. Contains a few nasty super-tech personal weapons: plasma pistols, wipers and warpers.
"Traveller addendum equipment and weapons", by Robert P. Barger Space Gamer 18. Only one super-tech item here, but i's Larry Niven's variable sword!
These are all I have. If anyone else has any other suggestions, please add to the list.