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  1. /tg/ Traveller brew
  2. To add your own shit, or shit you find, copy this entire document, copy-paste your stuff onto the end, then sign it with some identifier and an edit number - we'll ID editions with name and edit number - Grognard, Son of Grognard
  3.  
  4. All imperial forms come with multiple watermarks and other security features, in addition to being made from a specialized plastic that mimics paper very well.
  5. OK, so every Imperially Recognized Starport (class c or higher) is issued a specialized extruder to make the paper used - the paper has the Imperial Sunburst, a security code unique to the extruder embedded in an image hash, and the complete Starport ID code (three letter sector code, letter-#-letter-## ID code, subsector letter, location code) as watermarks. Then the form is either printed as a blank, or printed after being electronically filled out, with multiple security code microdots (again, unique to the printer).
  6. At some point it gets stamped with various things.
  7. This adds another layer of data security - you can hack a database, but good luck getting everything you need to forge the paperwork (theoretically).
  8. TAS will, for a small fee, issue a nonmember an ID card. While it comes with a microchip for various storage needs, you also get a folio for letters of recommendation (see below) and customs records.
  9. I also added recommendation letters, something that most people forget: it has space for the persons name and photo, the ships name, registration, and captain, time spent aboard, salary paid, reason for leaving, and anything else the captain has to say about their service, all on a hand sized piece of thick paper. Most starports will print these letters for a small fee on their own paper, resized to the smaller standard, and many customs agents will notarize them (usually with multiple stamps on top of the "I witnessed this" signature).
  10.  
  11. Ship Registry
  12. Imperial law recognizes the use of two numbers to refer to a ship: registration and production.
  13. The production number is always assigned first, and follows the imperial standard: the shipyard is assigned a six digit alphanumeric code, which is then followed by the two letter and three digit design code (assigned by the shipyard to each spacecraft design), the year of manufacture, and a three digit hexadecimal identifier. Small craft may have a two digit hexadecimal batch number appended as well. This makes a code composed of 18-20 numbers and letters.
  14. Registration is according to the world, but many follow the pattern of three letter sector code - subsector - world location/hull code - number - two letters - two numbers for a 8/7 code. Most Starports are fine with just the world name and the second section of the registration, as plenty of worlds do not add the first part, and often don't even follow a standard for the second. The only imperial regulation on this matter is that the primary registry code must be seven alphanumeric digits.
  15. Here is an example ( pulled out of my ass)
  16. A standard Beowulf class far trader, manufactured and registered in the Spinward Marches
  17. Production Number: DF867K/BT143-0769-5BA
  18. Registration Number: SWMH0409/ML5PF72
  19.  
  20. Forging the paperwork is actually fairly easy - it just takes some setup. Get to a class C port, and find out if they're corrupt enough to let you study their printer and extruder, then build one that you can reprogram once you study the paperwork of the port you're forging. And thats if you want it to be perfect.
  21. Very few customs agents actually check the security portions of the papers, and many view it as a formality because most of their work is done electronically. Throw in how common those sheets are (on a streetwise 9+, you can find someone selling blank forms or even the blank sheets).
  22. Hell, on a 10+ you can find someone willing to print whatever you want, for a price.
  23. Printer dots don't check out? They were complaining that maintenance did something.
  24.  
  25.  
  26. This is written to help with MgT1e, and how easy it can be for a Noble to gain even more SOC. Also, MgT Book 8 is somewhat useless, so I pulled mostly from GT Nobles.
  27. The Imperium has an astounding number of nobles, far more than Cleon's original framework calls for. This is partially due to the way that noble inheritance tends to work - one child inherits the title, the rest get a title one rank lower. This cycle then continues, until the rank of Knight, where every child inherits the rank even if they are not the primary inheritor. Thus, every Archduke has spawned a rather large number of Dukes, far more than there are subsectors in the Imperium. In fact, one Archduke simply bought an entire system, kicked the tiny population out, and told his descendants to settle there, and today even the farmers and belters there are at least Knights.
  28. The rest can be explained by a later addition to the system, the Life Title. For whatever reason he desires, such as meritorious service or great achievement, the Emperor may bestow a non-inheriting title on a person. While this wouldn't seem a such a big issue, as the title doesn't pass down, the noble status does - meaning every child is suddenly a full noble of one rank lower, or that some dilettante baron has spawned a line of counts.
  29. An example of the last recently happened when the wayward child of Baron Darali took off on a multi-decade Grand Tour - and specifically invited Imperial Intelligence to send agents along. Through thirty four years of travelling, he has shown a willingness to support the agents from his own pockets and get them exactly where they needed to be - at one point pulling a controlled drunken crash into a high security corporate compound just to insert an agent. He also wrote several well-selling novels based on the missions he helped facilitate, and upon his return was given the life title of Duke - making his family hate him even more.
  30. His novels did skyrocket in sales, even after he admitted that he never asked for the details needed to make them accurate - and never would. Today, he is still hosting the occasional agent, but mostly freaking conspirators out with the presence of his century old yacht, supposedly haunted by the ghost of its lecherous first owner. Crew turnover is frequent, so he's always looking...
  31. As a general group, nobles descended from non-inheritors are called "wanderers", as many have no fiefs to call home. II calls them " The Emperor's Shotgun", as each is still technically bound by the Imperial Mandate.
  32. Many people who obtain a life title often end up with small fiefs and financial portfolios - not from their own efforts, but as gifts from other nobles. It is rude to present the gift publicly, or acknowledge it outside of a private setting. As one observer noted "its like some creepy house warming party, where you wake up and discover that your neighbors snuck in and left little gifts behind while you were sleeping, and if you talk about them they might disappear."
  33. As a matter of tradition, Wandering Nobles who obtain significant financial holdings, such as land, corporations, or stock portfolios, are expected to present them as gifts to the highest ranking family member who holds a fief (the classic nobles). The only proper response is for the giftee to charge the gifter with the hereditary maintenance of those holdings. While they can't present new titles, it is still a rise in familial status, and the jockeying for that status is a major driver in local forces.
  34.  
  35. Oroneva Shit
  36. SECTOR TRADGA, SUBSECTOR A
  37. 0101 - C590936-9 R TAS De Hi In
  38. 0102 - A887796-8 T Research, TAS, Imperial Consulate Ag Ga Ri
  39. 0103 - E575569-3 C Ag Ga Lt Ni
  40. 0106 - E4669AC-5 C Hi Lt
  41. 0109 - A776993-9 C Naval, Research, TAS, IC Ga In
  42. 0110 - D8B4676-9 T Fl Ni
  43. 0202 - C456986-9 T IC Hi noGG
  44. 0204 - B000976-A - Naval, IC, Pirate As Hi In Na Va
  45. 0205 - D555888-5 C Scout Ga Lt
  46. 0207 - B542494-9 H Naval, TAS, IC Ni Po
  47. 0208 - E371766-8 T
  48. 0209 - A784778-C H TAS Ag Ga Ht Ri noGG
  49. 0210 - C4219DD-7 T Scout, Research Hi Na Po
  50. 0301 - C574657-4 T Pirate Ag Ga Lt Ni
  51. 0302 - C5A0752-9 T De
  52. 0303 - D68A786-3 C Scout Lt Ri Wa
  53. 0305 - B6749A5-6 H Research, TAS Ga Hi In
  54. 0307 - A000B87-C - Naval, Scout, Research, TAS, IC As Hi Ht In Na Va
  55. 0402 - D301687-8 - Scout Ic Va
  56. 0406 - A47399A-C T Research, TAS Ht
  57. 0407 - E442312-8 C Lo Po
  58. 0408 - X332100-6 T Po
  59. 0409 - D767679-8 H Scout Ag Ga Ni Ri noGG
  60. 0505 - B643301-B C TAS, IC Lo Ni Po
  61. 0506 - D554887-5 C Lt noGG
  62. 0508 - C657454-8 T
  63. 0509 - B238520-D T Scout, TAS, IC Ht noGG
  64. 0510 - C776A75-7 T Research, IC, Pirate Hi
  65. 0601 - C0009A9-C - Scout, Research, Pirate As Hi Ht In Va
  66. 0602 - E440100-9 R De Lo Po
  67. 0609 - A54587B-9 T Scout, Research, TAS
  68. 0610 - C100624-A - Na Ni Va
  69. 0704 - C454000-0 C Scout, Research Ba Lt
  70. 0710 - E241263-3 T Pirate Lo Lt Po
  71. 0803 - EAD1756-8 R Fl
  72. 0805 - B765987-9 C
  73. 0808 - C541326-8 F TAS
  74. TRDA0301 - Imperial Designation Mishra 3119 - AMBER - PIRATES
  75. Mishra 3119 is an early industrial world, just barely into TL 4 as it slowly recovers from a lethal plague that swept through the cities - the only survivors being the low-caste rural ancestors of the current population.
  76. Notable to the culture is the xenophobic belief that offworlders are not fully real, and also an indirect manner of discussing almost everything - lines of poetry are often used to stand in for various activities and actions, often with no relation between the original poem and the item being discussed.
  77. When several pirate gangs fleeing the Imperial border expansion precipitated by the Oroneva Ring incident came across the world, they quickly discovered just how easy it was to take over an abandoned city airport and convert it to a starport. An uneasy truce has been reached, with the pirates providing technology in exchange for supplies and "naval auxiliary" commissions, but among the natives poems of peace are being read in angry tones...
  78. System TRDA0204/Caloo B000976-A N C P As Hi In Na Va - AMBER?
  79. With the exception of a single gas giant, the entire Caloo system is nothing but one of the biggest asteroid belts ever seen, starting at 0.56AU from the local sun and going until 40AU, all while being dense enough that many asteroids pass within 1000km of each other.
  80. Originally a mining concern that outgrew company expectations, Caloo was turned loose to form its own economy, often sending jump-2 freighters to TRDA0103 for food.
  81. After the Oroneva Ring was activated, the Imperial border stabilized at Caloo, primarily due to the sheer difficulty of properly holding the system with so many sensor shadows to hide behind. Local Pirate and Independent fleets will often jump in from far out, coast in on silent, and then ambush Navy ships before scattering to hidden bases.
  82. The Navy is responding likewise, but is hampered by having to provide security for the locals - who have responded to the entire thing by factionalizing into different loyalties, thus making the issue even worse.
  83. Currently, Caloo is full of wrecks from both sides, with salvagers and belters grabbing as much as they can. Pirates and the fleets of former pocket empires wreak havoc before turning into scrap themselves. Despite what the Imperium backed government says, the effective law level systemwide is 0, and there are enough facilities to count the entire system as a class A starport.
  84. Someone is making one hell of a profit off this mess.
  85. And now for context: in 1110, an Ancient artifact being studied, termed the Oroneva Ring, was activated. It opened a 6AU wide transit tunnel, via a previously unknown non-jump dimension, to a galaxy outside our local cluster. In 1111, news reports confirmed six such rings activating, and other reports confirmed the presence of populations of known minor and major races in the other galaxy.
  86. An interesting development was confirmation of the same non-jump principles in use there for FTL travel - the hyper drive, relying on opening portals to that dimension, or a related one, and using ordinary drives to provide transit speed, at a rate of 1 parsec/week per 1g thrust.
  87. Said dimension also appears as flat as jump space, so it must be related...
  88.  
  89. End Oroneva Shit
  90.  
  91. Here's how i do misjumps:
  92.  
  93. Jump Roll (2D6): (+Effect of Engineering roll, -2 per jump drive hit, -2 unrefined fuel, -8 within d-limit)
  94.  
  95. >Result:
  96.  
  97. 0 or less: Misjump -scatter D6 parsecs from the intended system in a random direction.
  98. Also, roll 2d6. If the result is 2 (snake eyes) Roll for a GAME CHANGING EVENT
  99. GAME CHANGING EVENT:
  100. Roll 1 D6:
  101. 1 Jump into star. Crew and ship survive on a 4+, taking Heavy RADS and damage (lets say 2D6 X 100 RADs, and 2D6 X D6 damage on the ship)
  102. 2 Jump into deep space: D6 X 100 Sectors off the side of known space.
  103. 3 Jump into Parallel Time: a different timeline, perhaps the Ancients are still around? perhaps Vargr Rule the Galaxy? perhaps Robots rule the galaxy? perhaps Coke-a-cola Rules the galaxy? Perhaps everyone is John? etc.
  104. 4 Jump into alternate Universe: Chaos, Complete Alien species, Completely foreign architecture and building layout, Perhaps small beings that serve drinks through body-generated force fields, using robotic arms to grasp and serve beverages, a small pile of feces builds up in the bottom of the force fields, etc.
  105. 5 Into Matrix/Werid Death 2001 Space - its so spooky?! what is real?!?
  106. 6 Absolutely nothing around. only hope is to freeze everyone and wait it out. Found floating in space in: D6 1-3: 100-600 years, 4-6: 10-60 years.
  107.  
  108. 1-4: Innacurate Jump - Dumped in the system 2D6 AU from the mainworld
  109.  
  110. 5-7: Close Jump - Dumped in the system, D6 AU from the mainworld
  111.  
  112. 8 or higher: Precise Jump - Exit jump exactly on the D-limit of the mainworld.
  113.  
  114. EditOne, by Grognard, Son of Grognard
  115.  
  116. Begin New Edit
  117.  
  118. Modified skill training times
  119. <snip shit ton of math and running through Miller's logic in CT>
  120. Skill training takes a number of hours based on the desired skill level, training one level at a time.
  121. Gaining a Skill-0 takes 50 hours, Skill 1+ takes 500 hours a level.
  122. A character may simultaneously train up to INT DM skills at 1+, while up to 6 skills may be trained at Skill-0 at the same time. If the character swaps which skills they are training, throw EDU 9+ to keep half of the trained hours so far– failure means you lose all of them and must start from 0 on your next attempt.
  123. At the end of the training period Throw 8+ on 2d, adding the higher of the INT DM or EDU DM, one-half of the current skill level (rounded down), and subtracting the level of the skill to be trained (thus increasing levels gets harder). Attempts to learn Skill-0 do not suffer the untrained penalty.
  124. If successful, add the skill at the level trained.
  125. If failed, another 100 hours of training (10 for Skill-0) is required per point of failure before another attempt to keep the skill can be done.
  126. Voluntarily adding 50 hours to the training adds +1 to the roll, and may be done a number of times equal to the skill level being trained. For skill-0, only 5 hours needs to be added per +1, and there is no limit (thus, an 80 hour training period grants an automatic pass – 50 hours base, 30 hours for +6 to the training roll).
  127.  
  128. The Difference Between Study and Training
  129. Not courses of study are the same, and thus the training gained from them is also not the same. A character can use any of the four methods during their training period – to make it easier, simply note down the final number of hours training hours gained, regardless of
  130. -On the Job: since this involves lots of repetition of stuff you already know, this allows 2 hours of training to be gained every 8 hours of work – 1 hour if you work for 4. The character must be intent on learning the skill in order to apply this
  131. -Self Training: With no teacher, but teaching resources, every 2 hours of study equals 1 hour of training. You may study up to 12 hours a day, less if you have other duties or a job. When training Skill-5+, this is the only option (along with On-The-Job) available.
  132. -Teacher: Someone with Instruction 1+, and the skill to be learned at 1+ (must exceed level to be trained by 1), must be available for this option to be used. Every hour of study counts as 1 hour of training. This rarely exceeds 8 hours every day, but can go to 12. This option is not available for Skill-5+. This course costs Cr20 per hour, multiplied by the skill level being taught (skill-0 costs Cr50 per hour).
  133. -Intensive: Usually available on in the military, a few corporations, and some really strange organizations, this method takes a teacher (with Instruction 1+), multiple assistants (with Instruction 0+), and takes you in hand for up to 16 hours a day (almost nobody goes below 12). Each hour of study counts for two hours of training, but the student must also throw END 8+, DM+1 if studying 12 hours a day, to avoid falling out of the program. Intensive training is an exception to the limits on the number of skills that can be trained simultaneously.
  134. (Why does boot camp take so long? Because your character is also being trained in a large number of background skills that are not relevant to your character sheet – teamwork, recognizing bad tactical situations, regulations, and multiple others that are not listed, and should not be listed unless everybody in the group went through the same training and are adventuring as part of that organization. Additionally, training times in boot camp are extended to ensure that everybody who goes through automatically succeeds in gaining their basic training)
  135.  
  136. The Effects of Jack-Of-All-Trades on Training Times: Each level of JOAT, starting at 0, provides a 10% reduction in required training times, until JOAT-4 for a 50% reduction. JOAT-5+ grants an additional 5% reduction per level. JOAT may not be trained. With the Referee's permission, upon every four years of active adventuring, a throw of INT 10+ may be done to gain 1 level of JOAT.
  137.  
  138. The Effects of Instruction on Training: Instruction-1+ allows a character to teach their skills to others, while Instruction-0 allows them to serve as an assistant or tutor. To teach someone, you must have Instruction, and the skill to train them in at one higher than the level being taught (assistants require the skill at the level being taught). At the end of the training period, they add your level in Instruction to their roll. Instruction-0 may be taught, Instruction-1+ may not. Rather, teaching someone counts as Self-Teaching for the purpose of training Instruction (thus, you will gain half the number of hours that you taught someone as training for Instruction), with the same roll as any other skill.
  139. Instruction may be used to train groups: Instruction-1+ allows 10 students per level to gain your Instruction level as a bonus to their training roll, with an additional 10 gaining one-half (rounded down) of your Instruction level as a bonus, and allows an effective class size of 30 per level (students in excess of effective class size count this training time as 1.5 hours of study to each hour of training, and do not gain a bonus). Each assistant (Instruction-0) allows an additional 5 students to gain one-half (rounded down) of your Instruction level as a bonus, an additional 1 to gain the full bonus, and adds 10 students to your effective class size.
  140.  
  141. EditTwo, By grognard, son of grognard
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