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199 changes: 199 additions & 0 deletions Library/Liv’s GURPS Traveller game.md
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# **Liv’s GURPS Traveller game**

##

## **Character Creation**

### **Concept**

An episodic romp through the Spinward Marches in a tramp freighter. Honestly, anything can happen.

### **Guidelines**

* Characters should be made in consultation with the GM
* Points: 200 points total/up to \-50 in disadvantages (including up to \-5 in quirks)
* Traits marked as **Exotic** or **Supernatural** which have not been acquired from a racial template require a significant rationale that fits the game milieu. Please chat with Liv.
* Character Creation:
* 100-point main role template (Pilot, Comms and Nav Officer, or Engineer)
* One 50-point background lens
* A racial template (up to 55 points)
* Round out advantages, disadvantages, and skills
* Up to \-5 in personal quirks (i.e., do not count racial quirks)
* **Tech Level**: 11 (using Safe-tech parameters, see UT10)
* No Neural interfaces and cybernetics, except for bionics intended to replace missing body parts.
* No genetic engineering, molecular nanotechnology, swarmbots, or volitional AI.
* **Allowable Wealth**: Average or Comfortable.
* Wealth (Average) \[0\]: starting *available* wealth $15,000[^1]
* Wealth (Comfortable) \[10\]: starting *available* wealth $30,000
* **Cost of Living** for the whole gang: $32,000/month in loan repayment, insurance, maintenance, and cost of living for the PCs.
* **Income**: We will use the rules below to abstract freight and passenger revenue.

### **Background**

For this campaign, PCs should be one of the following:

* Human (mixed human, Darrian, Nexxie, Solomani, or Vilani)
* Aslan
* Vargr

The Imperial year is 1120 (which translates to 5638 CE).
The setting is the backwaters of the Spinward Marches.

### **Background Templates:**

These templates flesh out a character, as they are informed by the character’s past.

### **Professional Templates:**

There are three main templates: pilot, comm and nav officer, and engineer. Because this is a campaign about a tramp freighter, these are the choices and you’re probably going to want a character with each of these skill sets on the ship.

### **Required traits:**

* Cultural Familiarity (Third Imperium)
* Language: Galanglic (Spoken)

### **Psionics**

Use GURPS Psionic Powers for psi powers, also requiring one of

* Unusual Background (Latent Psionics) \[5\] (cannot start with any points in psionic skills)
* Unusual Background (Psionic Institute Training) \[10\]

### **Cultural Traits**

#### *Cultural Familiarities Available for Starting Characters*

* Aslan
* Darrian
* Droyne
* **Third Imperium[^2]**
* K’kree
* Vargr

#### *Languages Available for Starting Characters*

* **Galanglic[^3]**
* Aslan
* Darrian
* Droyne
* K’kree
* Vargr
* Vilani

## **Ship**

The PCs need a ship. Specifically a Silk Road-class Far Trader.

* All PCs are assumed to be involved in an ownership as equal partners and should have the following traits as a campaign switch:
* Ship Owner (Partnership, *ship name*) \[0\]
* It is assumed that the ship is 20% owned by the PCs and 80% financed, and that the PCs are paying for it out of their income as shown above. Paying less than the cost of living shown per month above will *eventually* result in complications.
* The ship is 72 years old, having been built in 1048\. Purchase price was M$4.1, new price was M$20.4.

### **Silk Road-class Far Trader**

dST/HP: 50
Hnd/SR: \-1/5
Accel: 1G
TL: 11
SM: \+7
Loaded Mass: 300 tons
Length: 30 yards
Cargo: 40 tons
Jump Rating: 2
Fuel Range: 2 parsecs
Weapons: 12 cm Gun: dmg: 6d, shots 100

| | Loc. | Item | Cost |
| :---- | :---: | ----- | ----: |
| **Front Hull** | \[1\] | Streamlined, light alloy armor, DR 3 | K$150 |
| | \[2\] | Control room: complexity C7, comm/sensor 7, stations 2 | K$600 |
| | \[3\!\] | Medium weapon turret: 12cm gun, 10 tons cargo | K$1,500 |
| | \[4\] | Crew Habitat: 1 bunkroom, 1 sickbay (automated) | K$400 |
| | \[5\] | Passenger Habitat: 2 high passage cabins (up to 4 passengers) | K$300 |
| | \[6\] | Passenger Habitat: 1 middle passage bunkroom (7 passengers), 4 low passage cryo tubes | K$300 |
| **Central Hull** | \[1\] | Streamlined, light alloy armor, DR 3 | K$150 |
| | \[2\] | Hanger bay, 10 tons capacity, launch rate 10 | K$30 |
| | \[3\] | Jump Fuel Storage, 15 tons | K$100 |
| | \[4\] | Jump Fuel Storage, 15 tons | K$100 |
| | \[5\] | Cargo, 15 tons | $0 |
| | \[6\] | Cargo, 15 tons | $0 |
| | \[core} | Fusion reactor, 2 power points | K$3,000 |
| **Rear Hull** | \[1\] | Streamlined, light alloy armor, DR3 | K$150 |
| | \[2\] | Engine Room, 1 workspace | K$100 |
| | \[3\!\] | Jump fuel refinery, 5 tons per hour | K$300 |
| | \[4\!\] | Reactionless Engine, 1G | K$300 |
| | \[5-6\!\!\] | Jump Drive, J-2, 15 tons jump fuel storage | K$6,000 |
| | \[core\] | Jump Fuel Storage, 15 tons | K$100 |
| **Features** | | Artificial gravity and gravitic compensators | K$300 |
| | | Winged | K$1,500 |
| | | Automation, \-1 control room workspace | K$5,000 |
| **Total** | | New price (inc. ship’s launch, below): | M$20.4 |
| | | Purchase Price (old ship, very cheap HT8) | M$4.1 |
| | | Monthly Loan Repayment | K$17.1 |
| | | Monthly Maintenance | K$8.2 |
| | | Total Monthly Operating Expenses (CoL, loan, maintenance, and insurance) | K$32 |

###

### **Ship’s Launch**

dST/HP: 15
Hnd/SR: 0/4
Accel: 1G
TL: 11
SM: \+4
Loaded Mass: 10 tons
Length: 10 yards
Cargo: 1 tons

| | Loc. | Item | Cost |
| :---- | :---: | ----- | ----: |
| **Front Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 |
| | \[2\] | Control Room, C6 computer, comm/sensor 4, 1 control station | K$20 |
| | \[3-6\] | Passenger Seating, 4 seats | K$20 |
| **Central Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 |
| | \[2-5\] | Passenger Seating, 4 seats | K$20 |
| | \[6\] | External Clamp | K$1 |
| | \[core} | Fission Reactor | K$30 |
| **Rear Hull** | \[1\] | Streamlined, light alloy armor, DR 1 | K$5 |
| | \[2-6\] | Cargo hold, 2.5 tons | K$0 |
| | \[core\!\] | Reactionless engine, 1G | K$10 |
| **Features** | | Artificial gravity and gravitic compensators | K$20 |
| | | Winged | K$50 |
| **Total** | | New price: | K$211 |
| | | Purchase Price (old ship, very cheap HT8) | K$42.2 |

##

## **Abstract Trade**

### **Freight**

* Determine WTN (GTFT11-12)
* One PC makes a Merchant roll, which may be modified by other PCs making complementary skill rolls. Use the margin of success or (negative) margin of failure to determine the Freight Modifier (rounding down): WTN MoS or MoF
* Find Tons of Freight (max 49): 3d \+ modifier
* Profit or Loss: $1000 tons of freightdistance in parsecs

### **Passengers**

* The ship is equipped with the following:

| High Passage Staterooms | 2 (up to 4 passengers) |
| :---- | :---- |
| Middle Passage Bunks | 7 |
| Low Passage Berths | 4 |


* Find Population Modifier (GTFT11)
* Decide on who is recruiting passengers. They roll three reaction rolls
* Available High Passage Passengers ($3,500/parsec each):Reaction Roll-18+ 2 Population Modifier
* Available Middle Passage Passengers ($1,750/parsec each)Reaction Roll-14+ 2 Population Modifier
* Available Low Passage Passengers ($175/parsec each)Reaction Roll-10+2 Population Modifier

##

[^1]: Where it matters (e.g., Meta-Tech), the campaign base Starting Wealth is $75,000

[^2]: Cultural Familiarity (Third Imperium) is required

[^3]: Galanglic (Spoken) is required
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