Traveler
Traveler is a space/science fiction game wherein interstellar is
possible but wherein each jump takes a week or more and distance
travelled is 1-4 hexes (barring a misjump). A hex is normally 1-3 light
years of distance.
There are many different territories within space, one of the largest of
which is the Imperium. Referred to as Imperial space, this large human
controlled territory is in decay but still one of the most powerful territories.
The central government collects a tax from each star system, but other than that
pretty much allows them their own sovereignty. Treaties between star systems and
the Imperial government usually acknowledge the Imperium's right to patrol,
enforce trade agreements, deter piracy and collect taxes.
The technology level in the outer areas of the Imperium and beyond varies
from Imperial level (ie: able to build and service warp drives, construct laser
weapons, etc) to flintlock technologies. The level of technology readily
available on the planet without importation is called the tech level.
Often on the lower technology worlds, weapons of certain technologies are
prohibited. This is both to prevent the technologies to fall into the hands of
the natives and because they don't want visitors blowing away the citizenry (or
law enforcement) with laser weapons, etc. This level of weapon prohibition is
called the law level of the system. The law level often varies
from being within the starport to outside of it. (In other worlds, just because
you can wear a flamethrower on the streets on a low law level planet, the
starport security itself would probably frown upon it.)
Character generation is fairly easy. Roll 2die6 for each Attribute.
Attributes are : Strength, Endurance, Dexterity, Intelligence, Education,
Social Level. The higher the number, the greater the character's rating in
said Attribute.
Unlike other games in which the characters begin as teenagers with little
skill, the Traveler character is normally considered to have lead a previous
career before deciding to freelance with his friends (other players). Previous
experience is grouped into four year terms, so a character having spent one term
in Navy etc would be 18+4 = 22 years old.
For each term in his career a character gains certain preset skills, gains
some randomly rolled skills, and also gets a chance for bonus skills (a chance
to have had training due to promotion, chance etc). He also has a chance to be
killed during his career, not asked to return or forcibly drafted or reinlisted
(in the case of non-military, not being able to quit due to small print in the
contract).
Upon finishing their previous career, characters may recieve mustering out
benefits in training, items, memberships, or cash. If a character was killed,
they may at the gamemasters discretion be considered only to be injured but
suffer aging effects and scarring due to hospital time, incur medical bills,
suffer physical detriment (loss of strength, dexterity or endurance). Or the
gamemaster may choose to simply make you roll another character. In other
words, don't try to milk it too much and stay in for too many terms - if you
die, you die (and may not roll such a good character next time). The
gamemaster may limit the number of previous terms, barring force reinlistment.
I am aware of the new Gurps version of Traveler, but if it is anything
similiar to the Rifts system, (no offense) it would need some serious reworking.
The old traveler system also needed some work - especially in the level
advancement & ship to ship combat area - but, all in all, it is a good
system. The addition of more classes over the basic 6 was an excellent revision.
Basic Traveler
ARMY MARINE NAVY SCOUT
Enlistment 5+ 6+ 7+ 7+
modifiers +1/ Str6+ Int6+ Int8+ Int6+
+2/ End5+ Str8+ Educ9+ Str8+
Survival/
Injury 7+ 8+ 7+ 8+
modifier +2/ Educ6+ Educ8+ Int7+ End9+
Commission 6+ 6+ 8+ none
modifier +1/ End7+ End7+ Soc9+
Promotion 7+ 7+ 7+ none
modifier +1/ Educ7+ Soc8+ Educ8+
Continuance 5+ 7+ 7+ 7+
Skills :
1st term 2 2 2 3
Add terms 1 1 1 2
for commission 1 1 1
per promotion 1 1 1
default
Rifle-1 Blade-1 Comp-1 Pilot-1
rank/skill 1/SMG-1 1/VaccSuit-1 5/Soc+1 --
ARMY MARINE NAVY SCOUT
SKILLS
1. Physical/Social
1. Str+1 Str+1 Str+1 Str+1
2. Dex+1 Dex+1 End+1 Dex+1
3. End+1 End+1 Educ+1 End+1
4. Educ+1 Educ+1 Carous Melee
5. Brawl Melee wpn Brawl Brawl
6. Carous Gun Comp Carous
2. Career
1. Veh Melee wpn Sensor Op Sensor Op
2. Mech Medic Comp Vacc Suit
3. Melee wpn Vacc Suit Electr Gun
4. Gun Gun Gun Tech
5. Gun Demol Grav Veh Streetwise
6. Stealth Electronics Vacc Suit Mech
3. Educ (Educ 8+ req)
1. Aircraft Medic Medic Medic
2. Gunner Tech Space Pilot
3. Gunner Computer Space Space
4. Medic Grav Veh Comp Tech
5. Admin Admin Admin Vice
6. Tech Space Tech Commerce
Space = Pilot, Engineer, Sensor Op or Astrogation
Vehicle = Ground, Grav or Aircraft (nonspace)
Tech = Computers, Medic, Electronics, Mechanics or Robotics
Vice = Stealth, Forgery, Streetwise or Intrusion (lockpicking, etc)
Commerce = Admin, Appraise, Barter, Diplomacy, Fast talk, Carous
ROGUE PIRATE Merchant
Enlistment 4+ 7+ 8+
modifiers +1/ End6+ Soc5- Soc8+
+2/ Soc5- Str8+ Int8+
Survival/
Injury 7+ 8+ 6+
modifier +2/ End7+ End7+ Int8+
Commission 9+ 7+ 8+
modifier +1/ Int7+ Int7+ Int8+
Promotion 8+ 8+ 8+
modifier +1/ Int7+ Int8+ Int8+
Continuance 5+ 7+ 8+
Skills :
1st term 2 2 2
Add. terms 1 1 1
for commission 1 1 1
per promotion 1 1 1
default
Street-1 Blade-1 Commerce-1
rank/skill 1/Blade1 4/Pilot1 5/Pilot1
ROGUE PIRATE Merchant
SKILLS
1. Physical/Social
1. Str+1 Str+1 End+1
2. Dex+1 Dex+1 Dex+1
3. End+1 End+1 End+1
4. Soc-1 Soc-1 Soc+1
5. Brawl Brawl Carous
6. Carous Carous Carous
2. Career
1. Veh Vacc Suit Veh
2. Mech Mech Gun
3. Melee wpn Melee wpn Melee wpn
4. Gun Blade Appraise
5. Streetwise Streetwise Barter
6. Stealth Tech Streetwise
3. Educ (Educ 8+ req)
1. Vice Space Space
2. Vice Space Tech
3. Computer Vice Vice
4. Demol Vice Commerce
5. Admin Computer Commerce
6. Commerce Commerce Commerce
Space = Pilot, Engineer, Sensor Op or Astrogation
Vehicle = Ground, Grav or Aircraft (nonspace)
Tech = Computers, Medic, Electronics, Mechanics or Robotics
Vice = Stealth, Forgery, Streetwise or Intrusion (lockpicking, etc)
Commerce = Admin, Appraise, Barter, Diplomacy, Fast talk, Carous
Ships:
Tonnage Min Cost
1. Bridge 4/100 8 3000 cr./ton
2. Sensors/Avionics 2/100 4 5000 cr./ton
3. Computers 1/100 2 2000 cr./ton PLUS
4. Airlocks (1 ton ea) 1/50 1 5000 cr. ea
5. Galley 2/100 1000 cr./ton
6. Lounges 1/stateroom 4 2000 cr./ton
1000 cr./ton Crew
7. Staterooms 3/stateroom 2/100 10 000
8 000 Crew
Double Stateroom 5/stateroom 12 000
10 000 Crew
8. Cargo 500 cr./ton
Ship's Locker 1 2500
9. Cargo Bay Doors 2500
Forklift 1/2 0 1500
10. Vehicle Bay Max Vehicle + 2 tons 500 cr./ton
Vehicle Bay Doors 2500
Air Raft 4 tons 4 20 000
Shuttle 6 tons 6 50 000
Wheeled Vehicle 4 tons 4 10 000
11. Other
Fuel See Below 250 cr./ton
Low Berths 1/2 ton each 2 000 cr. Each
12. Computers Basic / 5000 cr. /ton drives
DRIVES AND FUEL :
Tonnage Cost
Power Plant Rating x 1/100 Rating x [Ship Tonnage/100] x 20 000
Maneuver Drive Rating x 1/100 Rating x [Ship Tonnage/100] x 30 000
Jump Drive Rating x 2/100 Rating x [Ship Tonnage/100] x 40 000
Rating [ Power / Maneuver / Jump ] in thousands
Cost Breakdown 1 2 3 4
100 ton ship 20/30/40 40/60/80 60/90/120 80/120/160
200 ton ship 40/60/80 80/120/160 120/180/240 160/240/320
300 ton ship 60/90/120 120/180/240 180/270/360 240/360/480
400 ton ship 80/120/160 160/240/320 240/360/480 320/480/640
Fuel Usage :
Power Plant [Ship Tonnage/100] x [ 1 ton water per week ] x Rating Use
Jump or Maneuver [Ship Tonnage/100] x [ 2 tons water per day ] x Rating Use
Jump Level Used
Jump Time 1 2 3 4
1 Hex 6 days 3 days 2 days 2 day
2 Hex 12 days 6 days 4 days 3 days
3 Hex 18 days 9 days 6 days 4 days
Basic Traveler Character Sheet
Character Name : ____________________________ Rank : _______________
Race : ___________________
Age : ___________________ Physical Age Adjustment : ________
Homeworld : ___________________ Location : _______________
World Profile : _______________
Attributes
Rating Code Adjustment Maximum Skills :
Strength ____ ___ __ _____ Int. + Educ. = _____
Dexterity ____ ___ __ _____
Endurance ____ ___ __ _____ Psionics Level = _____
Intelligence ____ ___ __ _____ Type : _________________
Education ____ ___ __ _____ Trained : Y / N
Social ____ ___ __ _____ Health : _______
Charisma ____ ___ __ _____
Service History :
Service Comm. Promo. Spec Duty : Skills End Rank
Term 1 _______________ _____ _____ _____ : _____ _______________
Term 2 _______________ _____ _____ _____ : _____ _______________
Term 3 _______________ _____ _____ _____ : _____ _______________
Term 4 _______________ _____ _____ _____ : _____ _______________
Muster Benefits : _________________________________________________________
Skills :
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
_________________ ____ _________________ ____ _________________ ____
Armor : __________________ Value : _____
Weapons : Type Close Med Long V-Long Damage Ammo Recoil
______________ ________ ____ ____ ____ ____ _______ ______ ____
______________ ________ ____ ____ ____ ____ _______ ______ ____
______________ ________ ____ ____ ____ ____ _______ ______ ____
Credits : ______ Travelers Aid : Y / N
Gear : ____________________ ____________________
____________________ ____________________ ____________________
____________________ ____________________ ____________________
____________________ ____________________ ____________________
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