Morte
Explorer
This story is based on the adventure of the same name included in the Linkworlds Cluster mini-sourcebook published by QLI. So it includes HUGE SPOILERS FOR THAT ADVENTURE.
Traveller for D&D Types
Traveller is a hard science fiction RPG which has been kicking around in various rule sets for years. It recently got a D20 version courtesy of QuikLink Interactive. I’m started out using the Lite version of their rules plus the pre-release Gateway Domain Sourcebook and some sample PDFs all stuck together with guesswork – much as I wanted to buy the full rulebook, it was sold out. I eventually got hold of it round about the time the party reached Miip.
A few things you might need to know about the setting:
Traveller for D&D Types
Traveller is a hard science fiction RPG which has been kicking around in various rule sets for years. It recently got a D20 version courtesy of QuikLink Interactive. I’m started out using the Lite version of their rules plus the pre-release Gateway Domain Sourcebook and some sample PDFs all stuck together with guesswork – much as I wanted to buy the full rulebook, it was sold out. I eventually got hold of it round about the time the party reached Miip.
A few things you might need to know about the setting:
- In Traveller, a hyperspace jump always takes a week and the better your engine the farther you go in that week – it ranges from 1 to 6 parsecs. There’s no FTL communication other than putting a message aboard a ship.
- The predominantly human empire we play in comprises 11000 worlds and it takes about a year to cross. Authority is delegated through layers of nobility, until you get down to planetary level. Planets can run themselves pretty much how they like (barring outrages), the empire starts at the starport.
- The adventure takes place in an unremarkable cluster of stars known as the Linkworlds, in the Ley sector of the Gateway domain in the year 993. Gateway domain is a border area onto other large polities, but the Linkworlds are well inside the border.
- The domain is at peace, although it has been supplying military units for a border war elsewhere in the empire. 993 is a pretty good year, the height of empire.
- You generally don’t start adventuring at level 1. Characters go through a semi-random prior career process, giving them a few levels in various classes at the start. A character might perhaps typically be level 4 to 8 when they start “travelling”.
- No magic. Some minor psionics, which I’m not using.
- For combat purposes, HP = CON irrespective of level. A shotgun blast in the chest is liable to kill you at level 4 or 20. Combat is best avoided if possible. A strong, well-chosen skill list is the key mechanic. That and good decision making will get you through.
- There is much less increase in character “power” as you level than you’d find in D&D.
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