Showing posts with label adventure hook. Show all posts
Showing posts with label adventure hook. Show all posts

Wednesday, March 25, 2020

Medical Isolation Ward geomorph

I had already created another standard geomorph medical bay for the upcoming book update when the coronavirus situation hit. A few people had asked me if I was going to create something more apropos to our new reality so I made a few changes and I now offer the Medical Isolation Ward geomorph. Science fiction and horror have a long history of viral/medical focused stories. If you are looking for adventure hooks beyond today's headlines you might also consider stories and films such as Alien/Aliens, the Resident Evil series, the first few minutes of 28 Days Later (isolation beds can be re-imagined as isolation cages for animals), the film version of I am Legend, and the Stu Redman storyline in Stephen King's The Stand.

By presenting this I am in no way trying to make light of the situation we are all facing nor exploit it or facilitate any fear mongering. I think role playing games are an excellent way to spend time while we practice social distancing and my hat is off to those of the gaming community who are exploring online options like Roll20 to keep the hobby going.

Stay safe. Be educated. Wash your hands, paws, tentacles, or graspers as is appropriate for your species.

Monday, July 16, 2018

Agricultural Bay Geomorph and Illustration / Book Update

The proposed book cover. I've always loved the classic LBB design.
I'm hoping since this is a fan-made freebie that Marc Miller will see beyond any copyright infringement.

Artificial sunlight shines down on a ship's botanist as he performs chemical analyses on a variety of otherworldly food crops while agrobots perform the more menial gardening tasks.
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I'm getting a bit closer to wrapping up the geomorph book. It has been sent to the editor while I get the remaining illustrations completed and tweak the final geomorphs. The book should be available between late August and mid-September and will be a free PDF download from this blog.
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While not part of a typical Traveller starship, the Agricultural Bay is a mainstay in science fiction for colony ships, inhospitable planets, and remote outposts obligated to be self-sufficient. By itself, gardening doesn't necessarily scream "action and adventure", so referees should consider all the myriad ways plants have been used in classic science fiction and modify as they see fit. The seed pods from "Invasion of the Body Snatchers", the alien spores from Star Trek's "This Side of Paradise", and Triffids are all fine places to start. Live crops and seeds can be valuable trading goods on some worlds, and are often a favorite target for customs officials. Ignoring transport protocols is sure way to introduce and invasive species into a new environment. Knowledge of alien botany could be a useful skill for a Traveller. Which ones are edible? Which are poisonous? Which are used to make medicine? Use your imagination and have fun!

Friday, June 1, 2018

Passenger Deck/Steerage Geomorphs and Illustration



Okay, so maybe I watched Titanic one too many times, but in my Traveller universe there is a passenger class between middle passage and low berth - steerage. A typical steerage compartment consists of a series of triple bunks, a communal galley/lounge, shared fresher facilities, and additional life support equipment. Quality and accommodations may vary widely from ship to ship, but the Imperium does have, and sometimes even enforces, minimum standards for passenger well being.

At minimum, each passenger is assigned a single bunk with a small storage locker - usually enough space for a suitcase or two. Fresh linens are provided at the start of the trip and changed weekly. Two meals per day are included, but are often not much more than unheated survival rations with appetite suppressants. Passengers are encouraged to bring their own food if they have special dietary needs. Access to toilet facilities is unlimited, but shower facilities are usually limited to once or twice per week. Bunks often only have a simple curtain to provide privacy, but some may provide a more secure, hardened and lockable screen panel.

Steerage passengers are often required to stay within the confines of the steerage compartment, except in the case of emergencies. Depending on the number of steerage passengers, the passenger's ticket price, and ship's amenities, some passengers may be allowed access to other areas of the ship during off hours. Steward services are not included, but a good captain will have a steward - or security personnel - do a walkthrough of the steerage compartment once a day to check on things.

Larger passenger liners may have a good portion of their ship dedicated to steerage compartments. With the increased passenger load per square meter, a shrewd captain can actually make more money with steerage passengers than with high passengers, although usually with considerable more headaches. The additional wear and tear of having large groups of people in a small area means stateroom fittings need to be replaced more often or more durable, and therefore more costly, fittings be installed in the first place.

Steerage compartments are generally open to any passenger, but some may be segregated by sex, alien species, families, etc. It is not uncommon for some groups to book an entire steerage compartment for their private use; corporations moving employees and their families to a new facility on another world, religious factions on a pilgrimage, student groups, traveling entertainers, or soldiers. Travelling steerage is a great way to meet a wide variety of travellers in a short period of time and a great source for news, rumors, and potential jobs.

Steerage passage typically costs between 2,000 and 4,000 credits per trip and is usually a "you get what you pay for" proposition.

Wednesday, January 17, 2018

Better Living Through Chemistry: Drugs in Traveller


When time is available, I run a solo exploration campaign past the edge of Imperial space. Since the crew won't necessarily have a dependable source of health care, the corporation funding the expedition has arranged to supply the ship's medic with a plethora of drugs; some legal, some not, some tried and true, and some experimental.  The ship's medic was given a cursory training on the effects and side effects of each drug. Drugs are in a variety of forms (pills, liquid, injection, inhalant, etc.)

This isn't meant as any in-depth review of use of pharmaceuticals in a Traveller game, more just rough notes for my campaign.

Also check out Wikipedia's entry: List of Fictional Medicines and Drugs

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Vaccines - standard inoculations that may the ship's medic may require crew members have before visiting a planet, or that the planet may require of new visitors
Anti-toxins - a variety of generic drugs to combat flora and fauna which may scratch and bite
Antibiotics – decrease severity of illness and increase healing

Metabolics – effective against a wide range of diseases (rare, expensive, high tech)

Slow Drug - So named because it makes the universe (from the user’s viewpoint) appear to move more slowly, the drug achieves the effect by accelerating the user’s metabolism. In effect, the user lives approximately twice as fast as normal. Slow drug takes effect 45 seconds after ingestion and continues to function for about 10 minutes. At the end of its effect the person is extremely fatigued and must recover from that fatigue. A person under slow drug (because he or she is living at twice the normal rate) can make twice as many actions or move twice as far as normal.

Medical Slow Drug - A medical slow drug is also available, which is used to hasten recovery from wounds or illness. One dose causes unconsciousness and the passage of thirty days equivalent recovery time in one day. During this period, ordinary healing takes place. No wounds are received from the use of medical slow drug, but the individual is unconscious or semi-conscious while under its influence.

Fast Drug - So named because it makes the universe (to its user) appear to move much more quickly, the drug slows down personal metabolism at a ratio of approximately 60 to 1. Users are extremely vulnerable while living at such a slow rate, but physical aging is also slowed, and the need for consumable supplies is reduced which thus allows conservation of air and food. Fast drug takes effect immediately upon ingestion. One dose lasts for 60 days, making that time appear to be only one day. An antidote is available to end the effect before 60 days. Fast Drug (TL9 - 2,000 Cr), Fast Antidote (TL-12 - 900 Cr)

Combat Drug - Taken by fighters (usually military personnel) prior to combat, this drug increases personal strength and endurance. The effect begins 30 seconds after being taken and lasts for about 10 minutes.

Anagathics - Anagathics or Antiagathics are longevity drugs, usually a mixture several compounds. They help prolong life and prevent aging in Humans. A regimen of regular monthly doses enables an individual to ignore the debilitating effects of advancing years. They need to be used starting at the age of 30, and with luck, the user may reach an age of 100 or more before old age affects the user. Because of the rarity and demand for anagathics, they are quite expensive and are often unavailable at any price. It takes a while for the total effects of anagathics to be felt; it also takes a while for the effects of anagathics to totally go away. However there are withdrawal effects from interrupting the supply of anagathics. Obviously, anagathics are most effective if they can be taken long-term without interruption. A continually interrupted supply can have devastating effects. Anagathics have dangerous side-effects on some users and often anagathics users take extra risks to maintain a constant supply. Society generally frowns on nobles who take anagathics.

Truth Drug - Drug used to compel individuals to answer interrogation truthfully, one dose is sufficient to assure truthful answers for approximately two minutes, after which the user experiences one hour of unconsciousness, then becomes groggy and unresponsive for several hours.

PSI Drugs - Chemical means are available to enhance a person's Psionic Strength on a temporary basis. Because the general public attitude towards psionics is negative, psi drugs are expensive and are extremely difficult to obtain. These drugs are as follows:

Booster - The basic psi-drug, booster is available in small one-dose pills. Booster increases an individual’s available psionic strength by about half (for average strength psis) if taken when psionic strength is at full power, or by a third if psionic strength is at a reduced level. Additional doses of booster have no effect if taken by a psionic within an hour. The drug-induced additional psionic strength will wane and disappear at the end of one hour.

Double - A more potent form of the drug, also available in small one-dose pills. Otherwise identical to booster, double increases psionic power by about double (for average strength psis) if taken when psionic strength is at full power, or by two-thirds if taken when psionic strength is at a reduced level.

Special - The rarest of psi-drugs, special is available only in liquid form and must be taken by injection. Special gradually increases psionic strength points to 15, at the rate of one point per hour. Psionic strength remains at this level (if unused) for four hours, and then wanes at the rate of one point per hour until psionic strength reaches zero. Normal recovery then occurs. Special has some dangers and may permanently reduce Psi strength.

Non-canon drugs:
Pep drug - a special stimulant available in pill form which holds back all need for food or sleep for 12 hours. The user feels rested and alert, and all of his reactions are as normal. Pep also has the ability to negate the effects of damage—the user will not fall unconscious when a characteristic is reduced to zero; he can continue to fight after his endurance is used up; he will act in all respects as if no damage was taken. Once the Pep wears off all damage effects will return, and the user will take an additional 1D damage.

Sleep Drug - A tasteless water-soluble pill, sleep drug puts its user into a deep dreamless sleep that lasts for 12 hours. nothing will wake the user during that time. Sleep drug takes 10 seconds per point of the user's endurance to take effect (i.e.: someone with END 7 will take 70 seconds to succumb.) TL5, Cr 20 per dose.

Sober Drug - These pills will immediately cancel out the effects of alcohol or narcotics, making the user sober. It is quite useful in the event of combat after a hard night's drinking. TL8: Cr2 per dose, usually in boxes of 10.

Knowledge Drug - not actually a single drug but a dose of RNA and a nootropic drug combination that can teach the user new skills and knowledge. Each injection can be used to teach one specific skill level, or 3 injections can be used to increase the user's education by one. Education cannot be increased above 15, and the total skill level limit of intelligence plus education still applies. Knowledge drug injections must be administered into the Cerebrospinal fluid by someone with medical skill to take proper effect. After the drug is taken the user enters a state similar to catatonia, during which his mind assimilates the data. The player must then roll his intelligence or lower on 2D to leave this state after 2D days. Otherwise he remains catatonic permanently.

Byphodine - A drug which can induce a state of reduced metabolic function. Unexamined, a person under the effects of Byphodine is easily mistaken for a cadaver (Firefly).

Interfectum - Painkillers that take the place of first-aid kits, capable of keeping a man alive and able to function even after numerous gunshot wounds. (Max Payne)

Lethe - Powerful drug developed to blank (or possibly just interfere with) memory so rejuvenation patients do not remember feeling pain or other problems associated with the treatments. Lethe ("forgetfulness") induces total amnesia. The subject loses all memories of everything that happened before the dose was administered. The base duration for this memory loss is 4 weeks. At the end of this period, the subject makes a roll against INT-2 each week to shake off the effects. On a successful roll, the subject's "lost" memories come flooding back. On a critical failure, the memory loss has become permanent; the character is considered to have acquired the Total Amnesia disadvantage, and can only buy it off with character points. (GURPS)

Oblivio - (Latin for "forgetfulness") is chemically very different from Lethe, and induces temporary retrograde amnesia. For each dose – to a maximum of four doses – the drug temporarily wipes out 3d6 weeks of the subject's memory record, starting at the moment the drug was administered and counting backwards. Thus, if the subject is given three doses, he forgets everything that happened in the 9d6 weeks before the drug was administered. The drug also renders the subject instantly unconscious for 10d6 minutes.

The drug has a base duration of 1d+6 days. After that period, every day the subject attempts to roll INT-2 or less on 2d6. If he succeeds, and his memory comes back immediately, although in most cases he will never recall the period one hour before the drug was administered. On a natural roll of 2, however, he does remember that one-hour "window." On a natural roll of 12, the temporary amnesia becomes permanent.

The maximum number of doses that can be administered at one time – safely – is four. A fifth dose requires the subject to make a INT-4 roll or become comatose for 20-INT hours, and suffer 3d damage plus 1d of additional damage for each dose after the fifth.

Agents will sometimes want to maintain this kind of temporary amnesia beyond the base duration. This requires multiple administrations of Oblivio. Each time the subject receives the drug, the GM must secretly roll the base duration for that particular administration (i.e., 1d+6). The number of doses he received in that batch is considered to be still in effect for that time. If he receives more doses before that time is up, to bring the total number of "active doses" up to 5, the subject will suffer the effects of an "overdose" as described above. (GURPS)

Medi-Gel - A compound mixture of anti-toxins, blood-clotting agents and restorative chemicals that enable a quickened healing process. A cheap, easily applied solution used in civilian and military life. (Mass Effect)

Stim pack - regenerates 1d6+1 health points immediately (TL12, Cr 2,000 per dose). Additional doses have no effect until one week has passed

Triox - used to enrich the body in oxygen for use in environment poor in oxygen. (Star Trek). Variants of this drug may be used on planets with thin and dense atmospheres in lieu of breathing apparatus. Tainted atmospheres will still require a filter of some sort.

Brilliance - An illicit drug (contraband) which acts as an intelligence enhancer. (Privateer)

Ephemerol - Psionic suppression drug (Scanners)

Buffout - A green tablet that boosts user's physical attributes. Addictive if taken excessively.(Fallout)

HERC (increased STR)

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Drug Delivery Systems
Drugs may be delivered by any of the following methods (unless indicated otherwise above)
  • Oral pill (easiest and most common)
  • Oral liquid
  • Inhaler (oral or nasal)
  • Syringe or "hypospray" Injection (best location to be determined - arm, gut, etc.)
  • Skin contact "patch", or sub-dermal patch requiring a medical procedure (may be active from the time of insertion or activated by the user at any time or run continuously from the time of insertion (a sub-dermal "button" that could say, increase the user's adrenaline could come in handy).
  • Suppository 
    • PC: "We've captured the terrorist and want to use a truth serum to get him to talk." 
    • GM (rolls dice): "Okay, but the only truth drug you have available is in suppository form." 
    • PC: "We'll waterboard him instead."
  • Cream applied to skin
  • Medicine dropper (onto the tongue, nose, or eyes)
  • Device attached to the user that needs to regulate drug injection, such as an armband with a reservoir of drug and a small pump.
  • A piece of equipment, such as the Half Life HEV suit, which will automatically inject drugs into the system when it detects a certain level of damage. This same concept could be incorporated into armor, armband, inhaler mask, or similar pieces of worn gear.
  • For more flavor, maybe a biological agent must be used, such as a drug-secreting leech or other non-traditional  creatures (Ceti Alpha V eel, Babel Fish, Trill symbiont, etc.). Maybe the leech has to be injected with the drug, and it is then attached to the patient. The drug only works once it has been metabolized by the creature and passed on to its host.
  • Instead of some pharmaceutical, maybe it is a piece of technology that is inserted or applied to stimulate the body's own chemical production (this starts to get into cyber-gear territory) - Check GURPS Cyber for more ideas.

Additional thoughts:
  • Determine the optimum time for the drug to take effect (a strength enhancing drug may not be worthwhile if you are facing an immediate threat and it takes an hour to take effect.
  • Determine drug effect duration and any possible side effects, addictiveness, etc.
  • Does the drug need to be prepared any special way prior to use, such as brought up to a certain temperature, or mixed with other compounds?
  • How is the drug stored? Pill bottle, liquid bottle (glass, plastic, metal), inhaler cartridge, hypospray cartridge, in its raw form (such as a leaf or root that must be chewed), etc.

Saturday, April 29, 2017

Pirate Attack!

A quick revision to one of my ship deck plans, showing battle damage from a pirate attack.
Click [here] for the original deck plans and [here] for additional images.

Sunday, September 25, 2016

Traveller Referee Emulator - Part 2

Click here for Traveller Referee Emulator - Part 1

In Part 1, I showed you an overview of my gaming spreadsheet and went into some detail of the NPC generator and  planetary system generator/details. This time I'll focus on the Weather/Event, Animal Encounters/Bestiary, and Reconfigurable List Of Many Things portions of the spreadsheet.


Weather/Event

Weather is something I often overlook in gaming. This is a simple temperature and weather generator based on the terrain type, level of development, latitude, season, and atmosphere. It is not very sophisticated, but each portion adds modifiers which affect the outcome. The output is daily high and low temperatures and sky conditions.

Each terrain type also includes four randomized custom events. Terrain events follow the rules per Supplement 2 - Animal Encounters, so an event occurs on a roll of 10 on 2d6. If no terrain event occurs, an optional non-terrain event is picked at random from a growing list - currently about thirty. All events have a description and a brief note on how it affects game play.

Animal Encounters / Bestiary
The Animal Encounters basically duplicates information found in Supplement 2. It checks for encounters twice per day (daytime and nighttime) and determines surprise and initiative. If the animal has surprise it lists what the animals first action would be. The initiative roll is not terribly sophisticated as it does not take into account things like PC party size, PC party vehicle, general PC noise level, animal camouflage or stealth, etc.

The spreadsheet generates an animal whether or not there is an encounter. Animal stats are generated per Supplement 2 and generation is tied to the terrain chosen in the weather generator. A random animal description is provided and includes any special abilities the animal may have, what value if any the animal may have, and rumors about the animal. The arms and legs portion needs to be re-written, as I am almost always disappointed with the results. Finally, the table generates two real world animals to be used as additional inspiration.

Reconfigurable List of Many Things
Probably the biggest workhorse of the entire spreadsheet, this list started out as the List of Many Things, and got it's name from the famous D&D magic item, the Deck of Many Things. I needed a place to generate short, simple answers to short simple questions. It initially started out as a static list of about a dozen items; character names, place names, random words, dice rolls, etc. Over time the list just grew and grew. Pretty soon the list was limited to the height of my monitor display and I had to convert the list from static to a pull-down menu style interface.

This actually worked out well because now the desired information can be grouped together based on most frequently needed information. For example, when solo gaming I need a lot of 2d6 and percentage dice rolls, as well as random answers to Yes/No type questions, so I keep the bottom portion of the list dedicated to those types of answers. For those of you who are gluttons for punishment, I've included a list of all the items in the list, which has now grown to over 240 items (see image below). There are two columns of blue buttons to the right of the list, for doing Google image and information searches. I've found this to be extremely useful.

There's really nothing special about this part of the spreadsheet. It is mostly just a bunch of text lists and simple random generators. Much of the information was derived from information or ideas found on random generators all over the web. What I like about my version is that 1) I can customize it, 2) I don't have to keep track of dozens of websites, 3) I don't need to be online, 4) I can continually add to it, and 5) everything is in one location.

I'd be remiss if I didn't tip my hat to all the random generator creators out there from whom I borrowed, stole, or was inspired by. In particular I want to point out the following:
Check these out if you haven't already.

I've been asked by several people if I would be willing to share this spreadsheet. I would really love to as I find it a great resource. Unfortunately, when I started this I never thought it as something others might be interested in. As a result, over the eight or so years I've been putting this together I have been including a lot of copyrighted material, ideas for which the original creators should get credit, and in generally just kept adding to it without any kind of goal in mind. The spreadsheet's "home page" is as cleaned up as I can manage, but the behind the scenes data is a mess. Hopefully someday I will have time to either delete or rewrite the copyright material and clean it up enough to feel comfortable with sharing it.


Thursday, September 22, 2016

R is for Robot

"Some nights I wake up and can still hear their screams." - Marden Garroway, Assistant Purser aboard the Tukera Lines passenger liner Lady of Regina, regarding the BuffBot 2000 incident of 1106.

The BuffBot 3000 series is the latest in a long line of successful robots created by Ikeda Robotics. Smaller than it's infamous predecessor, the new model features all the same ship-cleaning features at a markedly lower price. In an attempt to win back the market share from its larger competitor, Ling Standard Products, Ikeda is practically giving away their new janitorial model and even Tukera is considering placing them on their liners again.

Ikeda Robotics' one black mark is, of course, the Lady of Regina incident, which claimed the lives of seven passengers including Sir Ellis Tenhuff of Inthe and noted theoretical jump physicist Serina Drexler of Regina. Investigators were never able to determine the cause of the Buffbot's malfunction, but Ikeda executives maintain the robot had been tampered with. The more creative and less journalistically rigorous members of the press insisted that the whole event was to cover the assassination of the young noble Tenhuff, while others believed it had to do with Drexler's ground-breaking work on Project LongJump. Both Ikeda Robotics and Tukera Lines were cleared of all accusations of negligence due to lack of evidence.



Wednesday, September 21, 2016

Q is for Quirks and Perks for Starships


"Ship like this, be with you 'til the day you die."
"Because it's a deathtrap."
- Mal and Zoë, Firefly

The Millennium Falcon looks like a piece of junk, the Heart of Gold has a computer with Genuine People Personalities, the Enterprise D's bridge looks like a lounge. The best starships in classic science fiction are characters themselves and can have just as much personality as any of the crew. Here's a list of quirks and perks you can add to your starships. Some will be positive, others negative. Some just add a little flavor. Some may have serious gameplay consequences. Some may act as adventure hooks. I mostly use these for random or NPC starships, and usually pick 2 or 3 for each ship. If the quirk is on the PCs ship, the players should be allowed to repair or replace the affected system if they wish.

I typically put all my gaming tables into Excel spreadsheets. It makes it easier to randomize results and other information, and keeps the entirety of the table in the background when all I need is a couple results. Also, you are not limited to a d6 or d66 style table. With that in mind, I've included some information that would normally be randomized in the table:
  • (system) = computer, power plant, jump drive, maneuver drive, fuel tank, or weapon
  • (system 2) = ship's computer, power plant, jump drive, maneuver drive, autodoc, weapon, pilot controls, nav computer, gunnery computer, crew toilets, or autochef
  • (powered system) = life support, shields, maneuver drive, or computer
  • (drive) = jump drive, maneuver drive, or power plant
  • (location) = bridge, fresher, cargo bay, galley, stateroom, engineering, medical, or any other you prefer
  • (fluid) = oil, fuel, fresh water,  or sewage
  • (+1, +2) indicates a 1 or 2 positive DM to a die roll
  • (-1, -2) indicates a 1 or 2 negatitve DM to a die roll

Quirks and Perks for Starships
  1. (system)  (+1,+2) to repairs
  2. (system)  (-1,-2) to repairs
  3. (system) needs repair
  4. (system2) requires 'percussive maintenance' to work
  5. access to coded military channels
  6. adjustable gravity deck plating
  7. advanced ECM: (+1,+2) against missiles
  8. advanced shields (+1)
  9. advanced vehicle: (+1,+2) tech level high than ship
  10. alien alloy hull: (+1,+2) against lasers
  11. alien alloy hull: (-1,-2) against lasers
  12. alien graffiti on hull
  13. alien porn in the ship's computer
  14. all doors are airtight
  15. animal droppings found in galley
  16. annoying, mild gravity fluctuations
  17. atmosphere modifiers in cargo bay
  18. autochef only makes flavorless gruel
  19. autodoc gives (+1,+2) to MED rolls
  20. awesome color scheme
  21. awesome sound system
  22. awkward control interface (-1 to bridge activities)
  23. battle scars draw unwanted attention
  24. bridge consoles rattle in flight
  25. bridge controls are in an alien language
  26. bunks are really comfortable
  27. bunks are very uncomfortable
  28. can bypass interdiction satellites
  29. can make .5 past lightspeed
  30. cargo door sticks 50% of the time
  31. cargo space can be refrigerated
  32. clean engines - difficult to track
  33. comm system is plagued with static
  34. comm system on the fritz
  35. computer data: (+1,+2) to COMP rolls
  36. computer glitch: (+1,+2) to ENG rolls
  37. computer glitch: (+1,+2) to GUNNERY rolls
  38. computer glitch: (+1,+2) to NAV rolls
  39. computer glitch: (+1,+2) to PILOT rolls
  40. computer glitch: (-1,-2) to ENG rolls
  41. computer glitch: (-1,-2) to GUNNERY rolls
  42. computer glitch: (-1,-2) to NAV rolls
  43. computer glitch: (-1,-2) to PILOT rolls
  44. computer has strange accent
  45. computer is becoming self-aware
  46. computer talks fast
  47. computer talks slow
  48. concussive "backfire" on takeoff
  49. constant "new car smell"
  50. contraband found in hidden space
  51. cooking activates fire alarm
  52. cosmetic damage to the exterior
  53. cramped crew staterooms
  54. cramped Engineering: -1 to rolls
  55. cramped passenger staterooms
  56. custom consoles (+1 to bridge rolls)
  57. database adds (+1,+2) to COMP rolls
  58. dead vermin found on occasion
  59. dilapidated interiors
  60. designed for a different species
  61. designed for water landings
  62. difficult to maintain (-1 to ENG)
  63. difficult to pilot (-1 to PILOT)
  64. difficult to start
  65. distinctive nose art
  66. easy to maintain (+1 to ENG)
  67. easy to pilot (+1 to PILOT)
  68. emergency escape bubbles
  69. emissions make it easy to track
  70. energy weapons do double damage
  71. energy weapons do half damage
  72. engineer robot (can't leave ship)
  73. engine room is very hot. Costly to fix.
  74. engines have a distinctive whine
  75. engines hum pleasantly
  76. engines run hot (+100°F at drives)
  77. engines smoke in atmosphere
  78. entirely robotic crew
  79. exhaust gas fills Engineering
  80. experienced crew (crew has min. skill level 3)
  81. exposed live electrical wiring
  82. false registry papers found onboard
  83. faulty acceleration compensators
  84. faulty grav deck plating
  85. firefight damage to interior
  86. flickering internal ship lights
  87. flushing toilets activates hull breach alarm
  88. free HBO
  89. fuel efficient (-10% on fuel costs)
  90. fuel inefficient (+10% on fuel costs)
  91. fuel skimmers smell of fish
  92. gas leak causes hallucination
  93. good galley (+1 to STEWARD)
  94. grinding noises in Engineering
  95. has flood damage
  96. has gourmet food replicator
  97. has ground defense turrets
  98. has smuggling compartments
  99. hidden space contains (drugs, weapons, contraband, valuables)
  100. high performance fuel scoops
  101. high tech weapons locker
  102. highly automated (+1 to all crew rolls)
  103. highly custom (-1 to repairs)
  104. hull spotted with small arms fire
  105. illegal drugs are found on board
  106. illegal weapons system is found
  107. inertial dampener lag (-1,-2) to DEX
  108. inescapable brig
  109. infested with insects
  110. infested with vermin
  111. interior doors hum pleasantly
  112. interior doors work poorly
  113. interior lights blink on startup
  114. interior lights flicker during jump
  115. intermittent black globe cloak
  116. internal comm system on the fritz
  117. jerky turret: (-1,-2) to GUNNERY rolls
  118. jump drive causes mild jump sickness
  119. landing gear won't retract on 9+
  120. leaks (fluid) when docked
  121. lights flicker occasionally
  122. liquid crystal hull w/ many patterns
  123. looks like a piece of junk
  124. loose deck plating prohibits running
  125. lots of battle scars
  126. luxurious interiors
  127. luxury crew staterooms
  128. luxury passenger staterooms
  129. luxury ship's vehicle
  130. main airlock sticks on 9+ (2d6)
  131. main turret: (+1,+2) to GUNNERY rolls
  132. main turret: (-1,-2) to GUNNERY rolls
  133. mass produced (+1 to repairs)
  134. medical robot (can't leave ship)
  135. military grade sensor suite
  136. misjumps on 12+ (each jump)
  137. nav computer locks up on 12+
  138. needs frequent repair
  139. needs new part
  140. needs repair (-1 to all crew rolls)
  141. noisy air system
  142. non-standard airlock connectors
  143. novice crew (crew has max. skill level 1)
  144. on the run from creditors
  145. poor environmental controls
  146. poor galley (+1 to STEWARD)
  147. poorly maintained (-1 to ENG)
  148. potable water tastes bad
  149. previous owner wants ship back
  150. pristine - not a scratch on her
  151. random audible warnings (1/day)
  152. random fire suppression system
  153. random warning lights (1/day)
  154. recently replaced jump drive
  155. refit time is fast (-20% time)
  156. refit time is slow (+20% time)
  157. refuel time is fast (-20% time)
  158. refuel time is slow (+20% time)
  159. reliable (+1 to crew rolls)
  160. requires proprietary parts
  161. rich Corinthian leather
  162. robotic brain gunnery: (+1,+2) to GUNNERY
  163. robotic brain navigator:(+1,+2) to NAV
  164. robotic brain pilot: (+1,+2) to PILOT
  165. robotic cargo handling system
  166. runs illegal Watchdog software
  167. secondary airlock inoperable
  168. sensors work at double their range
  169. sensors work at half their range
  170. several hull patches of questionable integrity
  171. ship is an obvious lemon
  172. ship kept clean by schloobies
  173. ship's computer is very slow
  174. ship's transponder is +1 to modify
  175. sketchy history/repeatedly renamed
  176. sleeper (looks bad, runs great)
  177. smelly air handling system
  178. sonic showers cause comm static
  179. spacious crew staterooms
  180. spacious passenger staterooms
  181. steward robot (can't leave ship)
  182. strange noises in crew quarters
  183. sub-standard crew staterooms
  184. sub-standard passenger staterooms
  185. suffers from Sick Ship Syndrome
  186. superior control interface (+1 to bridge activities)
  187. surface rust on various ship parts
  188. suspicious: -1 to law encounters
  189. temp stays a constant (50, 60, 80, 90) deg. F
  190. terrible smell in (location)
  191. transponder has 1d4 switchable I.D.s
  192. transponder is twitchy
  193. trusted: +1 to law encounters
  194. turrets are hidden (pop-out)
  195. ugly color scheme
  196. uncomfortable bridge seats
  197. undetected gas causes sickness
  198. unpressurized cargo area
  199. unreliable (-1 to crew rolls)
  200. unsightly stains in fresher
  201. untested alien autodoc
  202. untraceable smell of burnt electronics
  203. untraceable ship's history
  204. used to be a military ship
  205. used to be a smuggling ship
  206. used to belong to a nearby noble
  207. valuables found in hidden space
  208. variable environment cargo space
  209. vents smelly steam on landing
  210. vibrates violently when going into/out of jump
  211. viewports fog up during flight
  212. water landing very difficult
  213. water supply tastes funny
  214. weak shields (-1)
  215. weapons drain power from (powered system)
  216. well loved (+1 to ENG)
Enjoy!






Wednesday, September 14, 2016

L is for Lab

Lab Ship illustration by W.H. Keith
Creating Lab-based Scenarios for Traveller

“Look, I’m just a biochemist. Most of the time, I work in a little glass jar and lead a very uneventful life. I drive a Volvo, a beige one. But what I’m dealing with here is one of the most deadly substances the earth has ever known, so what say you cut me some friggin’ slack!?” - Stanley Goodspeed (The Rock)

Lab adventures tend to be among my favorites, and I love the 400 ton lab ship from classic Traveller. Rather than create a new deck plan for an already perfectly good ship, I’ve decided to offer suggestions for creating your own lab-based game scenarios.

Overview
  1. Decide what type of gameplay you want. Who are your adventurers?
  2. Pick a lab type and describe it
  3. Determine the overall plot and character goals
  4. Write up a plot scenario, create some NPCs and determine what end game conditions might be
  5. Add your PCs and stir well

Gameplay
Decide what type of game you want to play. Will this be a one night one-shot, a minor side quest, or the start of a new campaign? Do the players prefer combat heavy games or is exploration and heavy roleplay more their thing? Keep these in mind as you develop the scenario.

Determine the type of lab and describe it
I’ve added an extensive list of lab types, and some ideas, mostly movies, to draw inspiration from. Think about what type of lab it is and who works there.
  • Is the lab well-funded, or barely getting by?
  • What resources/equipment is available?
  • Is it a large, high-tech facility or in someone's garage?
  • Is the work being done at the lab legal/illegal, ethical/unethical, controversial/uncontroversial?
  • Who supports the research? Who, if anyone, is opposed to it?
  • Who mostly occupies the lab? What will their reactions toward PCs be?
  • What is unique about the lab, if anything? Does it require zero-G rooms, clean rooms, massive computer processing, special environmental conditions, or live human subjects? Or is it just research done at a computer?
  • Where is the lab and why? (Lab ship in space, above ground/underground/under water, urban or rural setting, on an asteroid?)
  • With whom does the lab collaborate and why?
  • What successes and failures has the lab had? Are there any prototypes of their work?
Types of Labs (with sources of possible inspiration)
  • Aging/Immortality/Anagathics (Cocoon, Highlander, etc.)
  • Ancients Research (studying artifacts left behind by the Ancients, artifact testing, attempts at reverse engineering)
  • Animal Research (12 Monkeys, Planet of the Apes reboot, Jurassic Park, Island of Dr. Moreau, PETA)
  • Astrophysics/Astronomy (black holes, jump space, anti-matter, dark energy, etc.)
  • Biology (Dr. Frankenstein, uplifting animals, Deep Blue Sea, Planet of the Apes reboot, Island of Dr. Moreau, Altered States)
  • Botany (xenobotany, Minority Report)
  • Chemistry – generic, but could be tied to almost any other type of lab
  • Cloning (6th Day, Alien Resurrection, The Island)
  • Communication research (FTL radio, Contact, deciphering alien languages, etc.)
  • Computer Technology (development of new computers, AI, different storage media, The Matrix, A.I., the Paranoia RPG computer, Terminator films, Demon Seed)
  • Cryogenics Technology (low berths, Frozen Watch, Idiocracy, The Eternity Brigade, etc)
  • Cybernetics (Six Million Dollar Man, Robocop, Terminator films, anything cyberpunk)
  • Defensive Systems (force fields, ship shields, ship armor, personal body armor, etc.)
  • Digitization of Mass (Tron)
  • Disease Research/Contagion Containment (Center for Disease Control, Salk Institute, I am Legend, World War Z)
  • Energy Research (fusion, fission, zuchai crystals, dilithium cyrstals, etc.)
  • Food Technology (hydroponics, synth meat, Silent Running, Soylent Green, Norman Borlaug)
  • Forensics/Crime (CSI, NCIS, Minority Report, material and chemical analysis equipment)
  • Genetics (Jurassic Park, The Fly II, GATTACA, metahuman research, mutations)
  • Geology (core samples, trays or other containers of mineral samples, jugs of liquid samples, analysis printouts, etc)
  • Holography/Holodeck Research (ST:TNG and Voyager)
  • Medical (almost anything, any labs using live humans for testing or research, Coma)
  • Miniaturization/Supersizing (Innerspace, Fantastic Voyage, Antman, Dr. Shrinker, The Amazing Colossus, WIlly Wonka's chocolate camera, giant insect movies)
  • Neuroscience (mind control, brain-taping, Total Recall, The Puppet Masters, Portal/Aperture Science, Brainstorm, intelligence enhancement, Charley, Lawnmower Man, Altered States)
  • Other/Misc. (invisibility as seen in Hollow Man, the Genesis device from Star Trek)
  • Pharmacology (development of new medicines, illegal drug manufacturing, Breaking Bad, Limitless)
  • Physics (Hadron Collider, theoretical physics, fusion/fission, jump technology, gravitics, etc.)
  • Psionics - specify which abilities being studied (Scanners, Firestarter, Jumper, Chronicle, parapsychology)
  • Psychology (brainwashing techniques, Manchurian Candidate, Nikita, Eternal Sunshine of the Spotless Mind)
  • Radiation (x-rays, Gamma rays, Watchmen)
  • Robotics (Blade Runner, Westworld, Ex Machina, Short Circuit, Chappie, I Robot, ST:TNG's Dr. Soong, Terminator films, Robocop, etc.)
  • Sleep/Dreams (Dreamscape, The Cell, Brainstorm, Inception)
  • Sociology (psychohistory)
  • Surveillance & Sensor Technology (densitometers, NAS-neural activity sensors, Enemy of the State, Blue Thunder, 1984, Minority Report)
  • Teleportation (Star Trek, The Fly, Portal/Aperture Science, Stargate, etc.)
  • Time Travel (Primer, The Time Machine, A Sound of Thunder, 12 Monkeys, Looper)
  • Weapons Research (traditional and non-traditional, xenoweapons, bioweapons, chemical weapons, psycho-warfare, non-lethal weapons, etc.)
  • Xenobiology (alien autopsy, District 9, Independence Day, Alien Resurrection)
Note: some of these may represent technologies beyond TL15. If so, the experiments should generally fail or have limited success, otherwise the technology would become the new standard. Other type of research may not be appropriate for the "feel" of a typical Traveller game, but that should be at the referees’ discretion.

There may be some cross-over in lab types. A lab doing cloning research may involve animal subjects. Try picking two and see how they mix.

Determine the Plot
Think of a plot based on your gaming preferences. If you are stuck coming up with a plot consider using something like S. John Ross' The Big List of RPG Plots or Georges Polti's 36 Dramatic Situations. I personally like The Big List because it is specifically geared toward RPGs.

Use your imagination to fill in the gaps. Try to anticipate what a player’s reaction might be to your set up and then assume they are not going to react that way and come up with something else. Feel free to change or ignore previous decisions you've made.

Scenario Example
I’ve decided to write a scenario based on random selection from the above information. I’ve come up with: bioweapons lab using live animal subjects, legal, but unethical research, location: asteroid, underground; Plot: Better Late Than Never (from The Big List of RPG Plots)

Ideal conditions (determined after the scenario was developed): PCs have their own ship, TL 10+ world, low traffic system (remote or low population)
NPCs:Kepp Maddix, clerk at Progressive Integrated, who hires the PCs
Kern Hilson, a scientist at the lab facility
Linn Hebron, owner of Progressive Integrated
Additional NPCs as may be needed: various scientists, company employees, and the bad guys.

The Set-Up
The PCs are contacted by Kepp Maddix, a relatively low-level procurement clerk at Progressive Integrated (PI), to do a supply run to one of their remote research facilities. The supplies are nothing out of the ordinary; a few new computers, a couple office chairs, some medical supplies, about four dtons in total. The job will pay slightly more than normal because of the remoteness of the site and because the regular delivery service cancelled at the last minute. Delivery of the medical supplies may be time-sensitive, so the PCs may have some room to negotiate their fee. The delivery site is an asteroid field in-system, about one day away. If needed, the referee can determine the asteroids distance from the main world based on the capabilities of their ship and the Typical Travel Times table from Book 2. If the PCs do not have their own ship, they may be hired to pilot the company's small cargo ship (100 ton, 2-G). If the PCs research the company before accepting the job, they will find it is a smallish, fairly generic research company reaching into a variety of markets, mostly humanitarian (genetic crop enhancement, vaccines, disease research). Maddix will not be able to disclose, or does not know the nature of the research being performed at the facility.

The PCs accept the job, pick up the cargo, and fly out to the asteroid. As they approach the asteroid they see a starship leaving the area. They announce their arrival to the base, but no one responds. They land and soon discover the facility has been recently attacked.

The facility appears to have been ransacked, as if someone was looking for something. The facility’s 23 employees and scientists may be killed, rendered unconscious, and/or locked up, depending upon the referee’s desires, but some of the scientists should be alive. If the PCs think to contact Maddix, he will put them in touch with the head of the company, Linn Hebron. If not, then a scientist will immediately contact Hebron to make her aware that sensitive research and contagious viral samples have been stolen. Regardless of who makes contact, Hebron will offer the PCs a reward for return the stolen goods, since they have the only ship in the area. The reward will be substantially more if the PCs can keep the incident quiet. Kern Hilson, one of the scientists, will offer to accompany the PCs to reclaim the goods. If the PC group is undersized, some additional scientist may offer to come along as well, and some may even have small weapons.

Referee’s Information:
The Lab
The lab is located on a small, remote asteroid. There is a small landing pad and single above ground building. The facility is mostly underground. The lab is doing viral research, which includes animal testing. The lab does not have a security force, but rather uses secrecy and its remote location as protection. There are no other spacecraft at the facility, but it does have a good communication system which will allow instantaneous contact with the planet.

Viral research options (depending upon your faith in humanity):
  • The research is being done to produce vaccines against future outbreaks (humanitarian reasons). The scientists and company are the good guys.
  • The research being done is apparently for humanitarian reasons, but the owner of the company has other plans for it. The scientists are dupes at the mercy of corporate greed.
  • The scientists are intentionally trying to create a weaponized virus. The scientists and the company are the bad guys.
  • Some or all of the scientists are doing the research against their will (under threat to their families or some such), in which case the facility has a small security force to keep them in line. The scientists are the good guys and the company is the really bad guys.
Note: the PCs don’t necessarily need to know this to have a successful adventure, but it might come out in game play and affect how the NPCs react.

The ship departing from the asteroid at the time of the PC's arrival contains the stolen research and virus samples. The bad guys’ ship has the same acceleration as the PCs ship. The idea is that the PCs are basically right behind the bad guys the whole time, whether the bad guys know it or not.

The referee has some options depending upon his gaming style and what the players gaming preference is:
  • The PCs catch up to the bad guys in space. Ship combat ensues. If the PCs destroy the bad guy ship, the PCs will be (quietly) rewarded for stopping a potential major incident. If not, the bad guys get away and the company's in-house security will take over. There is no punishment for the PCs if they fail.*
  • The PCs catch up to the bad guys in space and attempt to retrieve the stolen goods. Ship combat and/or shipboard combat ensues. If the PCs successfully retrieve the stolen goods they will receive a significant reward (or stabbed in the back by the company, depending upon your gaming style)
  • The bad guys jump to another system, which can start an entire adventure of tracking down the bad guys.
  • The bad guys make it to the planet (or starport) ahead of the PCs, but just barely. There can be a possible shoot-out on the landing pad, or maybe the bad guys escape.
  • At any time the PCs can attempt to call the local police forces or nearby ships for help. This may prevent the escape of the bad guys, but the PCs would not get their reward.
*If you want to have consequences for failure, the bad guys can discover they are being pursued in space, and initiate combat.

Bad guy options (coordinate with viral research option above):
  • The bad guys are terrorists, ideologically motivated, out to take good science and use it for bad.
  • The bad guys are financially motivated, looking to sell the virus to the highest bidder.
  • The bad guys are a group of radicals who understand the dangers of the research, for good or bad, and want to keep it out of the wrong hands.
End Game
The scenario end game and conditions of success are up to the referee and players.

Note: The "Better Late Than Never" plot kind of takes the adventure portion of this scenario out of the lab, but I just decided to roll with it. An alternative scenario might involve the PCs being at the lab just before the bad guys attack, or they might arrive during the attack.

Monday, September 12, 2016

J is for Jobs



"It is the working man who is the happy man. It is the idle man who is the miserable man." - Benjamin Franklin

Whether it's a corkboard pinned to a wall at the one-room Class E starport on a low level world, or the bank of employment kiosks at Regina Downport, most starports will have the means to allow contact between people for employment. However, the jobs listed at the starport are not always the best ones around. It's the low hanging fruit, but it's generally easy to get. Many of the jobs posted are with the understanding that the employment period will only be a week or two. Some jobs will require a longer commitment. Frequently these jobs are geared toward only one PC, so referees should decide if they want to break up the group, even if temporarily. A temporary side job for one or two PCs might be a good diversion when you can't get the whole gaming group together.

I put together a quick job generator in Excel that break the jobs down into the following categories:
  • Low-Tech Work
  • Mid/High-Tech Work
  • High-Tech Work
  • Bounty Hunting
  • Mercenary
  • Starship Positions
  • Repo Work
  • Income Opportunities
  • Skill Related
Adventure 6 - Expedition to Zhodane shows a good example of job write-ups and also rates the job as inconsequential, interesting, or essential (essential being required to complete the predetermined adventure). To that list I would also add volunteer, illegal, and scam. I usually don't create an actual write up for the job, but just review them briefly and see which ones look interesting.


Low-Tech Work
    The saddle maker is looking for an assistant.
    The baker is looking for an assistant.
    The town needs a new security guard.
Mid/High-Tech Work
    The city needs a new border protection officer.
    The news reporter seeks short term help.
    The insurance investigator seeks short term help.
High-Tech Work
    The city needs a new dairy farmer. (a high-tech dairy, of course)
    The crime lab analyst seeks short term help.
    The security officer seeks short term help.
Bounty Hunting
    Bounty: Wanted for burglary: Alive Cr4,000
    Bounty: Wanted for use of psionic power: Preferred alive Cr20,000
    Bounty: Wanted for murder: Dead or alive Cr60,000
Mercenary
    A team or individual is needed for a patrolling mission.
    An individual is needed for a rescue mission.
    A team is needed for an escort mission.
Starship Positions
    A starship seeks someone with Ship's Boat-2.
    A starship seeks a temporary communications technician.
    A starship seeks a full-time chief engineer.
Repo Work
    Repo furniture / electronics (non-friendly). Helpful skill: Disguise
    Repo recreational watercraft (non-friendly). Helpful skill: Computer
    Repo merchant starship (non-friendly). Helpful skill: Carousing
Income Opportunities
    Money can be made in illegal gambling (risky crowd).
    Money can be made volunteering for medical experiments.
    Money can be made transporting a small cargo (legal, high risk and pay).
Skill Related
    Person with Blade Combat skill is needed.                                           
    Person with Medical skill is needed.                                               
    Person with Interrogation skill is needed.

These aren't much on the surface, but a little creative thinking can make them an interesting opportunity. This list can provide more than just employment for a PC. Looking through the list might give you ideas for other adventure hooks.

Why does the city need a new border protection officer? What's happening at the border?
Maybe some of the jobs are interrelated. Are the medical experiments related to the bounty on the psion? Is the burglar with the bounty the reason the town needs a new security guard?

PCs can check the job kiosk up to World Pop times per week. While many more actual jobs might be available, this represents the best job they found in that time period.

Example fleshed out: Person with Medical skill is needed.

The Job
The PC makes contact with the HR Director at a Startown hospital, who is looking for someone with experience to help out for about a week at the hospital. The HR director insists the interview be done at their facility. The interview is one sided, as the Director asks about the PCs medical experience, certification, etc. but dodges any questions about what type of work the PC would actually be doing. "We'll go over all that later" or something similar will be a standard response. When the time comes to tour the facility, the PC is led into the Crippled Children With Big Sad Eyes ward. Okay, not literally, but there are dozens of sick and injured children, all in terrible pain, all gut-wrenchingly pathetic. The pay offered should be small, but reasonable. If the PC accepts the job, the HR director should show him around the place and introduce him as "one of the new volunteers", ignoring the PCs corrections, if any. The character will be expected to work very long hours - every time he wants to take a break, get some food, or some sleep, another child should start screaming in pain, or some young cancer patient will ask the PC to give her doll a hug.

Payday
If the PC asks about his paycheck at the end of the week, anyone he talks to will mention that volunteers don't get paid. If the PC insists that he is a paid, short-term contractor, anyone he talks to will be genuinely surprise the PC wants payment since "all of the short-term contractors we've worked with have donated their pay to the children's relief fund". If the PC puts his foot down about getting paid, they will be told that payments are processed through corporate, and the payment should be ready in 2 - 3 weeks. If the PC acts like he is about to do something stupid or violent, the HR director will settle with him out of petty cash.

This isn't quite a scam, just a tactic the underfunded hospital uses to get free, experienced help. Players who like to play the White Knight should be given a chance to shine, and get their picture in the news with a sick child, or some other non-monetary reward. Lots of praise - no money. Surprise the player later in the game by throwing in some perk and having an NPC say they recognized the character from the story in the news. The perk might be anything from a round of drinks at a starport lounge to free fuel.

Players who refuse the job can be hounded for the rest of their gaming career about playing a medic who wouldn't even help out a bunch of sick kids.

Tuesday, May 17, 2016

Traveller Referee Emulator - Part 1 - so much information in one place

This is my Traveller Referee Emulator spreadsheet, which I use to facilitate my gaming, and because hiding behind a card stock referee's screen is sooo 1983. Inspired by Dragon Magazine #80's "Dungeon Master's Familiar" program, it has been an ongoing work in progress for over six years. That issue of Dragon was inspirational in other ways, as anyone who remembers the cover might tell you, but I digress.

The spreadsheet is a combination of official rules, house rules, multitudes of random generators, and other various role playing lists and gaming aids. It has been a lot of work, but a labor of love. I wish I had the time to clean it up and make it more organized. Still, it has been an ever expanding workhorse. Let's take a closer look:

The NPC Generator
I like to be able to flesh out my NPCs quickly, so this and a little imagination can go a long way. This random generator is different from others I've seen in a few ways:
  • The UPP is strictly 2d6, with no additions for service or subtractions for aging. I figure they probably cancel themselves out anyway. Skills are limited to three service skills, one weapon skill, and one homeworld skill (someday). Simple? Yes. Lazy? Most certainly. Effective? Absolutely. If the NPC starts to become a major NPC, add more skills if necessary.
  • The UPP includes Willpower, Appearance, and Charisma. Good for sizing up your random encounters and determining if your hireling will follow your orders when the heat is on.
  • It points out high and low stats: 2,3, and 4 in red, 10,11, and 12 in green. This makes it easier to quickly see what the NPCs strengths and weaknesses are.
  • It provides at a glance a suggestion of who the NPC might be relative to the PCs. The NPC is either an ally, contact, enemy, informer, rival, or patron.
  • Likeness - a list of celebrities and other famous people. This is one I stole from "The Traveller" comic strip in White Dwarf magazine and it goes a lot farther in making an NPC come to life than I would have thought. Likeness can be just the physical appearance, or more usefully, mannerisms they, or in the case of actors, their characters have. The blue button next to the name links to a Google Image search for that person. In cases where the dice conflict with other information in the description, I usually let the dice win. Sorry, Dalene, you only look kind of like Thandie Newton. You're still only a 6.
  • Life Event - one if not THE major event in the character's life. The NPC sees the event as sad, funny, weird, inspiring, or intriguing.
  • Alternate Jobs/Services/Classes - sometimes you just don't need a standard Traveller character. This gives a basic idea of the NPC's job and their skill at it.
System Details
The spreadsheet contains sector data for the Spinward Marches, The Foreven Sector, and a few sectors of my own, or can generate individual random systems on the fly. Nothing too spectacular here, just easy access to information. It does include these features:
  •  It can be linked to the NPC's homeworld, so you can get even a better understanding of where the NPC came from.
  • Basic system information including color coded stars and planetary bodies. It's not much, but it provides a little extra flavor when entering a system. In this case you can quickly describe the system as having two red suns. I'm pretty sure the stellar classifications are canon. The number of planets is randomized, so definitely not canon.
  • Main world gravity - which is something I'm always forgetting to incorporate into gameplay. Again, just a little extra flavor, but randomized.
In The News
Something is always going on outside the PC's little world, and this little gem tells you what's happening and at what scale. Maybe it's nothing, maybe it's a red herring, or maybe it's the players' next great adventure.

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Update 09/25/2016
Click here for Traveller Referee Emulator - Part 2
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