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Category Archives: Traveller

[Traveller] Patron Encounter: Space Truckers

Disintegrating asteroids (source: NASA)

Claire Vallas, Shipping Company Admin
Citizen, Corporate
Required Skills: None
Required Equipment: Transportation

Westom-Karr’as Shipping is a single-system transport company specializing in non-jump mining transports. One of their large mineral transports from the asteroid belt in the outer system has stopped responding to calls. The ship (the Westom VI) is still there, but gives no response to hails. The ship isn’t due for another month, but the amount if minerals is worth millions of credits. It would be good if someone could check out what happened.

Claire is willing to pay 5.000 for a check-in, plus routine maintenance and fuel for their ship in their facilities. If pressed she also can offer an additional contract to deliver supplies to the belt mining facility the Westom VI came from.

  1. An asteroid strike has taken out all the communication antennas, repairs were stymied by lack of replacement parts. The small crew will be happy about any assistance that can be rendered.
  2. An asteroid strike has taken out the main cabin of the ship. One crewman is still hanging entangled in wires (but dead), the other two cannot be found.
  3. The ship is abandoned. Systems are running on autopilot, half eaten dishes on the table. No trace of the crew.
  4. The crew is present but claims no contact with the main world can be established. This turns out to be true. Something is interfering with communications in the area around the ship.
  5. As 4. But there is one additional crew member unaccounted for by the company.
  6. Something psionically active in the cargo has been driving the crew insane. By the time the PCs arrive only one member of the crew is alive, but he has taken on two split personalities from the ones he murdered and ate.

[Traveller] Drinax pt. 2: Have Hazard Suit, Will Travel

Dan McPharlin, Storie Incredibili / Contatto col nemico, Illustrations for Wired Magazine (Italy), July-August 2014 issue.

So we talked about Drinax and what the UWP implies, but what does life there actually look like on the ground?

Well, quite terrible really. There’s not too many people around. The population code gives 70.000 people, but I am pretty sure this amount (the size of a small-medium city) is in the Floating Palace. The whole state of Drinax has to function somehow after all, and I doubt the Scout Service would have taken into account unverified reports of scavengers on the ground.

I mentioned before that I would put the population number one category up, and I think that’s the case. Altogether there likely aren’t all that many people around. On the whole world likely not more than 200.000. This allows for the seemingly widespread occupancy of tribes all over the world.

Tribes likely are not more than a few dozen people at once, often located in sheltered places underground. Fallout bunkers might be one option, but how many were there really?

Come to think of it, likely quite a lot, considering the Sindalian/Drinaxian habit of bombing worlds (I never said there wasn’t a reason why Drinax got bombed back into the stone age…). And with TL15 they might even have a chance to survive for a while. Not all of them though. Likely there is a whole network of underground shelters to be found where people died off due to sickness, hunger, or plain lack of breathable air.

Other underground installations also are likely: subway systems, underground factories, military installations, etc. Drinax was settled and terraformed for a long time, it was already a provincial capital in the Sindalian Empire, and it staid in a position of regional importance for 2000 years afterwards. That’s a lot of time to create a lot of infrastructure and history for such a small world. (If it really is about the size of Mercury the surface area is equivalent to about two Asias).

So, there likely are tunnel systems and old shelters that humans and various kinds of animals have survived in. Air might also be thicker down there, unlike on the surface which has an air pressure edging very close to the limit of human habitability, and that’s in the good parts.

La Rinconada, Peru

Side note: during my research for this post I found the highest permanent human settlement on Earth according to Wikipedia is the gold mining town La Rinconada in Peru at over 5000m. The average temperature there is 1.3C, 25% of inhabitants have hypoxia, many have mercury poisoning, and people work the mines for free to get one day a month where they can take home as much ore as they can carry. This place sounds like hell on Earth. And it might just about be the closest equivalent to the surface of Drinax we have. Excepting the higher gravity of course.

Settlements, plants, and animals are likely as low as they can be, with most of the planet having a rather acerbic look. Most larger animals likely didn’t survive the orbital bombardment, so there might be an assortment of vermin around. Rats, mice, other rodents, insects. But also pets that might have survived. Think wild cats and dogs or similar, after 200 years of living feral. On the other hand some other creatures might have thrived in these conditions.

The Aslan might not have used nuclear weapons as such (at least they weren’t directly mentioned), but they definitely used mutating plague bombs with specifically engineered viruses. Even after 200 years these still are a danger to people and animals living there. All food gathered outside likely needs to go through a decontamination process before it can be eaten. Some of the more advanced tribes might have created greenhouse areas where food can be grown inside, lights maybe powered by ancient and barely understood power generators that need replacement parts scavenged from other similar installations, or traded from the Palace.

Anyway… the masks and the hazard suits. They are essential for survival. With those atmo-codes and the constant threat of disease having at least a re-breather with a filter available at all times is a necessity. Settlements are likely pressurized, with inhabitants ready to don their suits at s moments notice.

Interestingly the need for wearing these almost constantly likely gives the locals an edge over other low-gravity worlders. Depending on the actual TL they are at and are provided at these suits can weigh between 30kg (at TL8) and 10kg (at TL15). This assumes Hostile environment vacuum suits. I frankly doubt the Drinaxian nobility will provide the Vespexers on the ground with TL15 suits, even if they could. I find it more likely they would get something like a TL12 suit, which is about 20kg, at most. This would mean any Vespexer who is regularly out (that means all of them) would have to be used to wearing at least 20kg of HEV suit. A “pleasant” side-effect for the nobles would be getting them physically used to an environment where they weigh much more, and would make them a target for recruitment into the Drinaxian military. Yes, I assume the Drinaxian nobles are kind of scumbags.

The psychological implications of not having to wear a mask and a suit to be out and about might be different though.

In addition to that, why would they go out at all? Now we have read that they are hunting and gathering, but we also know that they are scavenging the ruins. Unless they are using the things they scavenge themselves there likely is only one place where they can get a regular “good” deal with those scavenged TL15 items: the palace. And with “good” I mean they are basically trading gold nuggets for glass pearls. I assume there are a few traders, maybe even officials, which regularly go down to the surface to trade usable items the scavengers found against hazard suits and/or food supplies. There is a whole planet that housed billions to scavenge from, and only a handful of people to do that, so even after 200 years they aren’t likely to have run out of stuff to find.

It might not even be the only place the scavengers sell anything to, there might be traders/smugglers going down there to trade with the scavengers. Drinax might be a TL15 civilization, but governmental infrastructure it is limited to a single small city with a handful of ships. There is no way they can police a whole world like that against dedicated smugglers ready to get their hands on cheap TL15 stuff, even slightly used one. And they are unlikely to give them that much better a deal as well, but they at least might give them a chance to get off-planet.

A Monday Miscellany of Links pt. XXI

J.R.R. Tolkiens own illustration for The Hobbit, "Bilbo comes to the Huts of the raft elves", with Bilbo riding a barrel into a lake
J.R.R. Tolkien Illustration “Bilbo comes to the Huts of the Raft-Elves”, 1937

The last few weeks I have been posting pretty often, daily even, which is interesting. I sometimes do get these posting spells for a bit with this blog, and that’s quite nice. Anyway, today I had business in Warsaw and wasn’t able to write anything before I was on the train back, so this post has been created on a shaky train halfway across Poland.

Downloadable Stuff

Mirkwood Tales (archive.org)

Adventure Class Starship Geomorphs Book (Yet Another Traveller Blog)

Random Tables

d100 – Dungeon Flora (d4 Caltrops)

d100 – Dungeon Fauna (D4 Caltrops)

d100 – Sentient Swords (d4 Caltrops)

d100 – Unconventional Shields & Bizarre Bucklers (d4 Caltrops)

Market Making (Elfmaids and Octopi)

GM Aid

When travelling, shit goes wrong (Luke Gearing)

The Very Avoidable Pit of GM Burnout (Deeper in the Game)

Reputation Tables (Luke Gearing)

Random encounter generator for DnD and other ttrpgs – Unlimited variety! (Dawnfist Games)

Dungeon Stocking – Expanded (d4 Caltrops)

Thought

Single-Axis Outer Planes (From the Sorcerer’s Skull)

Hobby History

D&D and Traveller (Grognardia)

The Mirkwood Tales RPG: the link between the original D&D rules and text-based computer games (Zenopus Archives)

Crowther’s Adventure and Mirkwood Tales (Renga in Blue)

Terrain Building

Walls for the Gameboard (Blood and Spectacles)

[Traveller] Reworking the Classic Traveller Rumor Matrix

spaceman talking to alien in alien landscape, crashed spaceship in the back. Art by Johnny Bruck for Perry Rhodan #1333 »Im Bann des Psichogons« (Under the Spell of the Psichogon)
Rumor Matrix from Classic Traveller

During my excursions into reaction rolls for Traveller lately I realized that the Traveller book has a template for how to create rumor tables (or just come up with rumors on the fly). Unlike other games (uhm… DnD) which never get into this deeper than having a rumor table in some of their scenarios.

This also obviously was used in the creation of the rumor tables for the early scenario booklets. So if you are interested in how this look in practice you could just check e.g. Kinunir, Leviathan, or Twilight’s Peak to have ready made examples. And I think it works quite well, because those letter codes in the table give a generic idea of what sort of rumor one might encounter.

(speaking off which: rumors also showed up on the Encounter tables, so could be encountered randomly).

And it would even be possible to just roll on it and decide on the fly what sort of rumor (speak: hint) the characters would get.

In my opinion the matrix is a bit too complicated though. There’s at least one additional step in the table between rolling and looking up the result which really doesn’t need to be there.

Now unlike the usual d66 tables modern (Mongoose) Traveller is fond of which give you 36 different values to play with, this one gives you… how many exactly?


There are 36 choices for sure, but there are 26 different values (because it’s using the 26 letters of the English alphabet for them) some of which show up multiple times both in the table and the list of letters. which means there is a certain spread of likelihoods to encounter specific rumors. And because of the way it is structured the more general rumors in the lower part of the table are in there more often than others.


OK, no, I have to make this a bit clearer.

Let’s find out how this works: all letter codes show up at least once, for 26 letters.
Letter codes U V, W, and X show up thrice, and are designated General Rumors.
Letter Codes Y and Z show up twice, also as General Rumors, but they are designated specific and misleading background data.

This means from 36 different values 20 should provide info for the adventure at hand, the other 16 should provide general data.
In addition multiple values in the 20 first letters of the alphabet have the same category as others.

Major Fact C and Major Fact P have the same likelihood to appear, at 1/36. They should be different major facts though.
Reference to library data W and L have different weights. The more generic W has a chance of 3/36 to show up, while L merely shows up in 1/36 cases.

The differences between the categories sometimes are a bit fluent. How do I make a clue that is veiled instead of misleading?
On the other hand, it just gives a framework to work with so this is OK for now.

So now lets rework that table into something easier to use:
If my knowledge of statistics hasn’t completely left me, all the entries on the table above should have the same chance of happening (unless using biased dice). But that means we can just cut down on the whole thing and not lose anything from it.

d66Letter CodeRumor
11ABackground Information
12BMinor Fact
13CMajor Fact
14DPartial (potentially misleading) fact
15EVeiled clue
16FInformation Leading to trap
21GLocation Data
22HImportant Fact
23IObvious Clue
24JCompletely False Information
25KTerminology
26LLibrary Data Reference
31MHelpful Data
32NLocation Data
33OReliable recommendation to action
34PMajor Fact
35QBackground Information
36RMinor fact
41SVeiled Clue
42TMisleading clue
43-45UBroad Background Information
46-52VMisleading Background information
53-55WReference to Library Data
56-62XGeneral Location Data
63-64YSpecific Background Data
65-66ZMisleading Background Data

And here we have it. Now to create a rumor table for an adventure or a location merely write down the letters A to Z, then fill in appropriate info. You don’t even have to fill all of it anew all the time. Just leave every entry over 42 the same and just change it on occasion (maybe after PCs have encountered it once or twice), leaving you with 20 rumors, hints, and infodumps you want to feed your players.

[Art and Inspiration] Rick Guidice’s NASA illustrations

view of astronaut helmet with space station mirrored in it

You have seen his works before if you ever looked at anything regarding space colonization. Rick Guidice was an American illustrator who did some stellar work illustrating some of the things scientists at NASA were working on. Some of his most striking stuff was regarding various ideas for space colonies. And if you look up any article for that his illustrations are often the first thing that pop up.

illustration of stanford torus
illustration of stanford torus
illustration of stanford torus interior
cutaway from Bernal sphere
Bernal sphere interior
Pioneer 10 at jupiter
Pioneer 10 at jupiter
Pioneer 10 at jupiter
Pioneer at Venus
Solar System
Jupiter Encounters

[Traveller] Drinax pt.1: Where does King Oleb keep his armies?

Landscape with two walking people in vacuum suits looking up at flying city
Art by Richard Powers

So as I mentioned I am preparing to run a Pirates of Drinax campaign and as I talked about in the article one should not see the UWPs of certain worlds as holy writ.

Which is fitting, because the day after I wrote that I looked at the UWP of Drinax itself and realized it could never fit with the campaign as written.

That’s of course a bit of a bummer.

It doesn’t help that the numbers are different between different printings. That’s just Mongooses infamously shoddy quality control. But the UWP has been around for longer. The sector data came from the 1984 Atlas of the Imperium. Later it was worked out in the The Third Imperium fanzine.

Now the UWP is

A33645C-F

Which translates to


Starport A Excellent: Starship Construction, Overhaul, Refined fuel
Size 3 Small (4,800 km, 0.24g – 0.34g)
Atmosphere 3 Vacuum (very thin)
Hydrographics 6 Wet World 60%
Population 4 Moderate (70 thousand)
Government 5 Feudal Technocracy
Law C Extreme Law (no privacy)
Tech Level F High Stellar (anagathics)

Ok, so what’s wrong with it? Or rather, where is the campaign wrong?

Issue 1: according to the Pirates of Drinax book the starport at the Floating Palace is almost an A class port, but it can’t build ships. Yeah, sorry, but then it’s not an A. It’s a B.

Issue 2: I don’t like the size. If that’s the actual size the world is tiny (mercury size). I’d prefer it to be a 4 (Mars size) or above, but that’s my own opinion. In any case this makes Drinaxian characters still low-gravity worlders, and according to the rulebook they might have issues with higher gravities.

The Floating Palace might have gravplates installed that easily might push the standard gravity up there to 1g (also collecting oxygen for a standard atmosphere), and Vespexers basically can’t go anywhere without either vacc suit or hazard suit, thus training themselves to a similar standard as normal 1g dwellers.

Some people also have suggested Drinax might be particularly dense due to rich metal content, therefore providing a higher gravity environment. This might also explain how it got so rich and important in the first place.

Issue 3: actual problem, atmosphere is a vacuum world, with a very thin  atmosphere that should not allow anyone to live there, much less for plants and trees to grow (which according to the book they do). According to the text the tribes use hazard suits they get from the palace, but not vacuum suits. But they also survive from hunting and gathering. I would also put this one up to 4 so the atmosphere becomes thin and tainted.

Issue 4: Population 4, with 70.000 people in the already overcrowded Floating Palace. Which ignores the Vespexer tribes which are surviving on the planet. But this is a common problem with UWPs as counting population seems very hard to do. I would maybe bump that one up to 5 to account for multiple tribes/tribal nations among the Wastelanders.

Issue 5: Feudal Technocracy. Except if the description of the world is right it sounds more balkanized to me. On the other hand the tribes seem to get hazard suits from the palace so despite their pretensions of being independent they still depend on them technologically, which is kind of the definition of a Feudal technocracy.

Issue 6: Not really an issue, but technically law level only goes up to 9. But there’s enough exceptions. One has to assume the place has absolutely draconian rules and no privacy at all.

Issue 7: Technology level is 15 High Stellar. But is that really so? Clearly they are missing basically everything to actually BE a TL 15 civilization. They might have the knowledge, but it doesn’t seem like they can produce consistently at that tech level. But ok, let’s assume they have high stellar tech.

This all indicates to me that the author took the UWP and made the scenario without a care what the canonical data said.

That said, it seems the actual UWP is more like B44655C-F. And that’s a very careful approximation.

Here’s what prompted all this: my players recently made characters for Pirates of Drinax, and most of them went with Vespexer Army characters.

It’s even given as an option for Vespexers in the PoD book. Does the book indicate which army that is supposed to be?

Of course not.

Is it the imperial army? I doubt it, too far from the border.

Is it a Vespexer army? The book doesn’t indicate the Vespexers have enough infrastructure for that. It might be that certain communities have their own fighters, but one of my characters went all the way to the equivalent of Duke here, and his events didn’t fit with some small backwater army.

So I assume one of the few ways off the planet for Vespexers is to join the Drinaxian Starguard, as cannon fodder. According to the book the big conflict the starguard had over the last few decades was the invasion of Asim. But besides serving as an occupation force, what else were they doing?

I think they were engaged in the 57th ct. equivalent of peacekeeping missions to various planets around the Reach, and with that I mean they basically sold their military as mercenaries to the highest bidder, and then dropped them off back home not in the Floating Palace, but wherever hellhole they came from. No wonder the Vespexers hold a grudge.

tl;dr: in his sleevies!

[Traveller] The Lord Weird Slough Feg – Traveller

In 2003 The Lord Weird Slough Feg (they later shortened the name to just Slough Feg) released a concept album based on Traveller of all things. This was way after the star of Traveller as an RPG property had gone down and before it rose again. From what I remember the early 2000s were not really great for the game, so this seems to have been rooted their appreciation of the game.

It’s a bit too metal for my taste. Not that it’s bad, but it doesn’t quite fit with what I would connect with Traveller as a game. Also as nice as it is to have a musical version of Traveller, the lyrics are somewhat… debatable…

I am a space pirate, you know my name
Asteroid mining is a dangerous game
Imperial navy can’t keep up my pace
Chasing a rock into Zhodani space
You heard about me in the frontier wars
Psionic menace carrying alien spores

Still, this exists. So there’s that.

[Traveller] Conceits less spoken

NASA Ames Research Center space colony image from the NASA Ames Research Center; NASA/Rick Guidice

I am preparing for a Traveller game, and so here are a few conceits that bear repeating for understanding the setting and the rules properly. In a lot of cases those are truisms or commonplaces, but I think it helps to keep them in mind.

Space is vast

“Space is big. You just won’t believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space.”
― Douglas Adams, The Hitchhiker’s Guide to the Galaxy

People seem to forget it, because encounters happen at all. But space is vast, and outside of the 100D limit barely anything can be encountered unless you know its there already. Sizes and distances in space will be bigger than what you expect.


Techlevel isnt what you think it is
Yeah, i know its cool to think about going to planets with knights or steam trains from some high stellar post-singularity society. But people aren’t dumb, and there’s no reason that people would use lower tech for everything if better stuff could be ordered and delivered in a month.
Now if they have the money for that is another question, but tech level doesn’t mean there only is technology of that particular level present. It merely means this is what people can produce on this world. A world of a few thousand people with tech level 3 doesn’t mean they will only drive around in horse carts, it means they have to import higher TL stuff.

still from Yojimbo: samurai with a pistol

There is in fact FTL communication
People always claim that there’s no FTL communication in Traveller, and then they immediately go and discuss FTL communication.
There is no instanteneous FTL, yes. But if you send a handwritten letter to the next star system via ship and it arrives there in 3-4 weeks, that still is FTL.
But that sort of FTL communication scales weirdly because of how it works. Thanks to the way jumps work (they always take a week no matter the distance, even if you jump in place), you only can communicate FTL if your recipient is at least a light week away.
Meaning inside a solar system you are limited to communication at light-speed at best.
That also means significant delays between communications from one planet to another. If you are skimming fuel from a gas giant and you get contacted from the system’s main world, there should be at least an hour between messages back and forth (that is if the distance is similar to the distance Earth-Jupiter).

Interstellar Communications don’t work the way you think they do.
This is an extension of what I was just writing about: how do people actually get news and/or messages?
For some reason a lot of people assume it’s gonna be not unlike 21st century earth, and you’ll get live TV transmissions or video streams from one side of the galaxy (or at least the sector) to the other. The problem is of course that the average player of Traveller lives on 21st century Earth, and even thinking about how it would have been when Traveller was written seems like a stretch. It used to be there was no video streaming, and even live transmissions on TV were an event. And that before you got your news delivered by postal mail on a newsreel or in a foreign paper. Considering the distances involved a lot of it has to be something like that. News are made somewhere, and then they are disseminated over the rest of Charted Space mostly by X-Boat transports, with outlying systems touched on only by subsidized or even just independent traders (i.e. the PCs).

I always assumed it works something like Usenet: messages, news, and electronic mail, are created on one world, then sent via transmission or simply data containers to the ships that transport them on. At the next stop (a week after leaving) all the new messages not yet in the system are brought into the message queue, batches of messages are created and sent, again via transmission to X-Boats, or data containers, onward to the next goal, disseminating around the Imperium and Charted Space jump-by-jump. I also assume not all the messages manage to make it everywhere. There likely is a priority mechanism that expires all but the most important messages after some time or distance. The Imperium might have future storage tech, but sifting through the messages generated by Trillions of sophonts might be impossible.

I wanted to write something about that network and scenario ideas for it at a future date.

Fun fact: Classic Traveller came out before Usenet was a thing, originally mail transported by ships was implied to be actual literal mail.


Most people are not Travellers

One thing people notice about the careers available in the Traveller character generation is that a lot of them are kind of military, or at least some other government service. People actually who likely already were working in between planets for the most part, or who had some reason to work in space before. And that makes a lot of sense, because most people in the Traveller universe are likely never going into space in the first place. There are often multiple planets with billions of sophonts in each subsector, who live their whole life never venturing out of their atmosphere, or if at all maybe for a trip to some moon. Some more affluent people might have space cruises looking at the rings of the gas giants. Wealthy people, or those who are doing it as a once-in-a-lifetime trip might travel around space for a bit, going to a neighboring system or maybe the subsector capital. Few of those ever would even go farther than the next subsector. Sure, their ancestors came from somewhere among the stars, but now they live here, and why should they travel the stars when they haven’t been to their own planet first?

Jump travel is not trivial

A jump takes around a week. A week where you can’t go anywhere, and where the only thing you see outside the windows is jump space (which is implied to drive you mad if you stare at it for too long). Also it’s expensive even for a low passage (in addition to being potentially deadly). Even a quick trip to the next system and back will have you cooped up in a spaceship for three-four weeks with in-system travel. You either spend an arm and a leg to be thoroughly entertained or given drugs so time flies (high passage), are bored out of your mind (middle passage), or get frozen and might never wake up (low passage).

Illustration by Don Davis

Zero-G is the norm in space
It’s a bit hidden because in Traveller tech levels grav-plates come about roughly the same time that jump-drives do, so there’s not really a reason to experience 0g on a spaceship, except when the power is down. But most of space is in fact 0g.

This should come up way more often than it actually does.

Planetary classifications are inaccurate by nature

For some reason people have the tendency to see UWPs as holy writ, trying to explain how an unlikely classification actually works, instead of reasoning out that there must be some mistake. And I get it. It’s fun. Trying to come up with an explanation how a TL3 civilization manages to survive on an airless rockball does bring out ideas.

BUT the data is supposed to be in-game survey data. And data that is at least 40 years old (the last survey having been published in 1065). Stuff might have changed in between. Governments might have been toppled, population might have risen or fallen, atmospheric data might have changed. But also: maybe some scout 50 years ago was in a hurry and misinterpreted something.

Planetary Classifications are in-game data

A lot of this particular aspect of the game now is being downplayed. Mongoose Traveller 2e doesn’t use the UPP anymore (although it at least has a sidebar to explain what it is) and UWPs given often are expanded out at least in some way.

But in the beginning, at the time of the original Classic Traveller, the idea was a simple one: space is limited on a spaceship and on a spaceship’s computer. So even having a Library program to request information from was a significant investment in the early rules (even having a computer at all was a significant investment in money and space on a starship, although one that Travellers could not do without). It was implied that booklets like The Spinward Marches and the barebones information it provided, the two Library Data booklets, and the Atlas of the Imperium, were RL copies of in-game artifacts. Someone plotting a course for a ship might have no other information about the neighbouring systems than the hardcopy of the old survey data they got from the scout service for a few creds, and part of the game was to make sense of this information, to find and collate information about those other worlds, and plot the most profitable and least dangerous route for the Traveller to take.

This of course became less and less realistic the more computers started to become a staple of real life, and with much more power than players in the 1970s might have ever expected. It didn’t make sense anymore that a few lines of sector data was the only thing available, when it now is possible to just download the whole of Wikipedia for your own use. And to do calculations of complex orbital mechanics on the side.

[Traveller] Reaction Rolls and Morale for MGT 2e

picture of space station with spaceships approaching. picture is "Trading Post" by Tim White

Reaction Rolls and Morale for MGT 2e

I am prepping for a Pirates of Drinax campaign right now, and as the current version of that is for Mongoose Traveller we are going to use that edition. There is something to be said about the way the newer edition (now even with a refreshed look for this 8 year old game) doesn’t have the stark black and white art and design that made me fall in love with the system back in the day. There’s glossy paper and colors all over the books! Imagine that, Traveller books in color…

Anyway, the rules definitely have a better layout than in first edition, even if I am missing the simplicity of the old design.

But as I was going through the game to relearn the system (it really is incredibly similar to MgT1 in so many ways you can basically convert basic stats on the fly) when I realized it was missing reaction rolls and morale checks. At least any that I could find.*

A quick check in my old MgT books actually showed that no, that one had them neither.

Weird, despite trying to emulate Classic Traveller as close as it could with how it worked, these parts didn’t make it through.

As both of these have become one of my favorite tools over the last few years I decided to put them in again. Reaction rolls and morale allow me to run NPCs that do not always react the way I would personally react.
So here is an attempt to make a new table, based very roughly on Classic Traveller, Cepheus Deluxe, and my D&D houserules for NPC reactions. .

NPC Reaction Table
This table is to be used for meaningful encounters only. Most people encountered in daily live will ignore the PCs and be ignored. Sometimes they will acknowledge the other side briefly, but go back to ignoring them right after (e.g. a shop clerk taking their payment, a guard taking note of their presence).
This table is for those encounters where Travellers are brought into a an encounter situation that does not allow to go back to ignoring each other.

2d6Reaction
1-Immediate Attack
2Violent (immediate attack on successful morale check of 9+)
3-5Unfriendly. Will do anything short of attacking.
6-8Indifferent, largely uninterested in PCs
9-11Friendly, will help
12Helpful
13+Enthusiastic friendship

DM +1 if character served in armed forces for 5+ terms**
DM -1 if world population is 9+
DM -1/-2 if biased (racially or otherwise) against characters

Depending on environments mods can be used as DMs, e.g. EDU mod for academic setting, SOC for social setting
Follow up checks also use the DMs above and should take into accounts measures to defuse situation.

Morale Table
This table is used to determine how a side in a fight keeps it together once casualties start.

2d6Result
5 or lessBreaks/Surrenders
6-8Fighting Withdrawal
9-12Keeps Fighting
13+Fight to the Death

Calls for morale of one sides in a fight can be called by the referee:
* when first death in fight happens
* 25% of one side is incapacitated (dead or otherwise out of fight)
* 50% of one side is incapacitated (dead or otherwise out of fight)
* if changes in battle situation change outlook drastically (e.g. someone shoots a gun in a knife fight)

Dice modificators that can apply:
DM -2 if the 25% and 50% are reached in the same combat round
DM -2 if leader dies (for 2 rounds, until new leader takes over)
DM +1 if side is military/mercenary
DM +1 if leader skill present

Optional: this rule can affect both NPCs AND PCs.***

Notes:

* yes, it turns out Morale is in the Companion on pages 6/7, but in a way that introduces a new stat.
**does this makes sense? Maybe not, but it was in the original Traveller rules
*** this was actually how it works in CT, and it might not be a bad idea

[Traveller] Transhuman Traveller (Part 2)

Part of a series of meditations on how to crossover Traveller: Interstellar Wars with GURPS: Transhuman Space

1) The United Nations

Let’s straight away tackle the big incongruity: in Transhuman Space the UN collapses in 2034, in Interstellar Wars it becomes a world state until the end of the 2070s.

Those two things seem to not work together that well, but it helps to read on a bit. The IW version of the UN has a near collapse in the same time the TS one has one. So that even fits into the timeline. Further, as it turns out when reading Fifth Wave (the Earth-sourcebook) the UN actually still exists (even if a lot of people don’t really realize that) because some of it’s institutions are too useful to just let them go. Like the World Court.
Not only that, but they actually managed to increase in power and will in some cases hire their own soldiers to do policing in some places. That… is actually pretty far from being as powerless as they are  described in the original book. Still, they are far from the world government they are described as in IW. So let’s do it like that: The UN still exists, but has barely any impact on anything the great powers do. It does however have peacekeeping functions in war zones, has the world court, and has among other things, it’s own small space force and research wing. Now, nobody is really taking them serious right now, and that is because of…

 

2) the Jump-drive

You see, despite all political misgivings the UN has invested a large amount of money into developing a technology most other companies and nations have deemed almost completely impractical: the jump-drive.

The first successful tries with this new technology were actually in the 2080s, and they work. They allow travel between different places in the same solar system in similar (or even better) times as normal He3-powered drives, in some cases even faster. The problem with it are:

  1. it’s fuel-guzzling and non-standard. Ships build for it would have to be completely rebuild with an expensive lithium-matrix throughout their ships and carry inordinate amounts of hydrogen around (fuel cells in this universe are not yet as effective as they would be later, theywere supplanted by He3 before they could take off)
  2. the places it can jump from are limited (100 planetary diameters is a LOT in a single-solar system setting)
  3. you have to spend a week in a place nobody knows anything about, strange things might lurk in jump-space and, frankly, nobody knows what it will do to people using it

So it’s a nice technology, but you can’t DO anything with it, yet.

This changes in the late 2090s. Finally getting the funds for an interstellar experiment the UN research wing manages to create a flight-path for a vessel that will lead them, via a brown dwarf that was recently discovered, to Barnard’s Star.

Which, of course, leads to the first meeting between Terrans and Vilani.

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