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 : ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________

Above are sample character generation charts. It is strongly recommended to get the other classes. Also you will want the mustering out tables :)

More to come soon!

Note - this page is for my personal use and customized tables.


Above : a blank sub-sector map

Above - a sample sub-sector with star routes

An edit of another design found online

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