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Traveller Super Tech List

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.
 
I think that GURPS Traveller's Ultratech would fit into this category.
Some of it certainly does. Although GT maps Traveller TLs 9-15 onto GURPS TLs 9-12, a very good case can be made for TTL 10-15 all fitting (more or less) into GURPS TL10. It's not completely clear-cut, but a lot of what you find in GURPS Ultra-tech isn't available even at TTL15.

IMTU I distinguish between ultra-tech, which is what you get from above our own TL (high tech) and up to the highest available in the Imperium (borderline TTL15/16), and hyper-tech, which is what the Ancients used.


Hans
 
I posted this in the other thread about TL16+ but I figured I'd repost it here also.

I wonder how hard, or easy, it might be to adapt some of the Star Frontiers tech to Traveller. Some of that stuff, like the body comp, gyro-jet pistol, gauss screens and the like would definitely be TL16+, I believe.

just my two cents worth,
Dean
 
I posted this in the other thread about TL16+ but I figured I'd repost it here also.

I wonder how hard, or easy, it might be to adapt some of the Star Frontiers tech to Traveller. Some of that stuff, like the body comp, gyro-jet pistol, gauss screens and the like would definitely be TL16+, I believe.

just my two cents worth,
Dean

No goin' around using my name, mate :D

Been years since I seen the SF game...
 
Oh, I did forget that Supplement 1, 1,001 Characters on pages 43-44 did, in fact, list several super-tech devices:

From Hero of the Galaxy: A psionic device that uses the holder as a focus, conferring telepathy (strength F, fully trained) and recharging instantly.

From Rapscallion Gambler: A medikit that diagnoses injuries and illnesses, and then automatically injects the proper drugs.

From Homeless Wanderer: The forumla to the affinity twin, a chemical that, when ingested by two beings (animals, persons, etc) allows one to occupy and control the other. The occupation ends with the death of one of the individuals.

From Avenger: the secret of counterfeiting the supposedly unforgeable galactic currency.

From The Tiger: Biological modifications to allow a temporary metabolic speed-up (by about a factor of 10), and to allow him to see in the dark.

If I was going to introduce any of these items into a campaign, I think I'd disguise their origins a little, by changing the name, as above. Thus, instead of calling the first device "the Lens", you might call it something like "Project: Hero of the Galaxy", or maybe just "Project: Hero".
 
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