MgT 2E - Core Rulebook.pdf
(
55652 KB
)
Pobierz
C
o
r
e
r
u
l
e
b
o
o
k
Credits
ClassiC Traveller
Marc Miller
Contents
inTroDuCTion
Traveller CreaTion
2
7
56
70
76
91
130
142
154
164
196
206
214
230
Mongoose Traveller
author
Matthew Sprange
skills anD Tasks
CoMbaT
enCounTers anD Dangers
equiPMenT
vehiCles
sPaCeCrafT oPeraTions
sPaCe CoMbaT
CoMMon sPaCeCrafT
PsioniCs
TraDe
WorlD anD universe CreaTion
The sinDal subseCTor
original Core Mechanics and sindal
Gareth Hanrahan
alien animals
Shawn Driscoll, Gareth Hanrahan, Dale C. McCoy Jr
layout and graphic Design
interior illustrations
Will Chapman and Amy Perrett
Amy Perrett, Biagio D'alessandro, James Gammell, Per
Sjögren, Sandrine Thirache, Sara Forlenza, Shen Fei
special Thanks
Marc Miller, Rob Eaglestone, Don McKinney, Colin
Dunn, Andrew James Alan Welty
Playtesters
Simon Bell, Alan Buckmaster, Scotty Diamond, Shawn Driscoll, Alex Greene, John Griffiths, Katrina Hepburn,
William F. Hostman, Jason 'Flynn' Kemp, Donavan Lambertus, Dale C. McCoy Jr., Andy McMillan, Amy Perrett,
Richard Ricker, Ian Stead, Sandrine Thirache, John Watts, Edward Wheeler, James Wilcox, Sam Wissa & Apotheosis,
and the Digital Arc Systems Crew (Dina Novitskaya, Lori Golder, Noah Ternullo, Fred Golder)
Traveller
©2016 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art
and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form
without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.
com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product
is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
1
inTroDuCTion
Traveller
is a science fiction roleplaying game of the
far future. A multitude of universes await players and
you will find
Traveller
is capable of handling almost
any kind of science fiction setting, from highly intricate
cyberpunk worlds to campaigns spanning entire galaxies
where mighty empires clash and suns explode.
If you have a favourite science fiction film or TV show,
Traveller
will be able to replicate it for you, bringing your
best-loved futuristic moments to your tabletop.
Traveller. These Travellers are the central protagonists of
the game and scenarios revolve around their adventures
and actions.
Throughout this rulebook, the terms player and Traveller
are synonymous. The term character is used to describe
those in the game controlled by the referee rather
than the players – what are often called non-player
characters. However, rules that apply to Travellers are
usually applicable to characters and vice versa.
t
r
a
v
e
l
l
e
r
the third imperium
the referee
While
Traveller
is intended to be used for any science
fiction setting its players devise, the longest running
commercially available universe (indeed, one of the oldest
roleplaying game settings of all) is the Third Imperium.
Humanity has gone to the stars and found them crowded
with other forms of life and other sentient races, and
science and technology have advanced vastly over the
present day – but the essential nature of humanity is
unchanged. Life continues as it does today, only spread
out over the sea of stars. A mighty Imperium unites
thousands of star systems under a single rule, but it is
beset by enemies both internal and external.
The Imperium commands the space between the stars,
ensuring that civilisation endures and trade continues.
Megacorporations and feudal lords conduct the bulk of
this trade, but there will always be a place for the free
trader – hardy travellers and adventurers on the fringes of
Charted Space, dealing in strange goods and smuggled
cargoes, doing whatever they can to make a credit.
While the
Traveller
rules can be used to model almost
any science fiction novel, movie or setting, the
traditional setting for games is the Third Imperium of
Mankind, the third great empire to stretch across the
stars. In the Third Imperium setting, the players take
on the roles of tramp merchants and mercenaries,
wandering the galaxy in search of profit and adventure.
One of the participants is the referee, who describes
the world around the Travellers, presents them with
challenges and dangers, and takes on the role of the
supporting cast and the antagonists. The referee creates
the basic outline of the scenarios that the Travellers
encounter and resolves the results of their actions using
the rules in this book as a guideline.
sCenarios and
Campaigns
In a scenario, the Travellers embark on a journey
or adventure overseen by the referee. The referee
determines what dangers the Travellers will face, from
Traveller rule Zero
Many roleplaying games have a ‘rule zero’ which marks
out a referee’s fiat, the notion that the referee is free to
ignore or change any rule to fit in with his campaign.
This is true of Traveller as well, but it is worth making a
special note about this game.
Traveller comprises several ‘mini-games’ such as world
creation, trade, and character creation that allows much
of the game to run on ‘autopilot’. In many circumstances,
the referee is able to make a few rolls on a few tables and
generate characters, battles, even a sizeable part of the
known universe – this is great news for the busy referee
who can then concentrate on the adventure. However,
while these tools are in place, the referee should never
feel bound by them and has the latitude to ignore any
generated results in preference to his own creations.
players and
travellers
Most of the participants in a
Traveller
game will be
players. Usually, each player generates a character using
the Traveller Creation rules; that character becomes
the player’s avatar in the game world and is called a
hostile aliens or criminals to solar flares or automated
defence systems, or even political intrigue and
deception. The Travellers choose how their characters
will react and overcome these obstacles. For example,
the Travellers may be hired to bring a cargo from one
world to another, but a rival merchant is trying to stop
them and has hired a band of mercenaries to attack the
Travellers’ ship en route. The Travellers have to get the
cargo through safely.
A scenario can be a one-off game, using Travellers
created by the referee specifically for that game and
discarded afterwards, or it can be part of a campaign. A
scenario takes one or more game sessions to complete.
A campaign is a series of scenarios, charting the
continuing adventures of a group of Travellers, and is
the most common form of
Traveller
– mainly because
it is the most fun and rewarding! A campaign can be
continuous or episodic. In a continuous campaign, each
scenario follows on almost immediately from the end of
the last one and the fuel, resources and money available
to the Travellers is carefully tracked. In an episodic
game, there are longer gaps between scenarios, and the
game focuses only on the exciting and conflict-filled
parts of the Travellers’ lives.
Campaign ideas
A few suggestions to get the ball rolling:
The Trader Campaign:
The Travellers form the crew of a
free trader merchant vessel, taking whatever cargoes
they can get to keep their spacecraft aloft and in one
piece. Inspiration for games like this could be the TV
series Firefly or computer games such as Elite and
Privateer.
The Military Campaign:
The Travellers are all members
of a military unit, usually veterans of similar careers
or leaders of a mercenary unit. They participate in
campaigns, skirmishes and other military activity.
Inspiration could come from the Honor Harrington
novels, the film Aliens, or Starship Troopers – the book,
animated series or film.
The explorer Campaign:
In a game of this type the Travellers
go beyond the borders of Charted Space, looking for
objects, planets and civilisations of value or curiosity. The
Travellers will have to be highly self-sufficient to survive on
their own for long stretches. For inspiration look no further
than the original series of Star Trek.
3
The Traveller Campaign:
The traditional
Traveller
campaign features a little of everything. The Travellers
will go from exploring abandoned alien ziggurats to
rescuing missing pets to taking on the local crime lord
in a protracted gang war. Inspiration could come from
anywhere.
writers are truly given free reign to explore all aspects
of science fiction through the
Traveller Companion,
a
book dedicated to alternative methods of play, differing
technologies and the experimentation of expanded
genres. From warp drives to alternate career creation,
the
Traveller Companion
is a massive toolkit allowing you
to tailor your campaign to exactly how you want it.
high guard:
For campaigns that include a great amount
of space travel, High Guard is invaluable. Including a
complete spacecraft design system, this book allows
players and referees to create their own ships from
scratch or customise those already designed. As well as
featuring a veritable fleet of new ships, High Guard also
introduces a brand new scale of combat – Capital scale,
where giant dreadnoughts and battleships clash across
entire star systems.
Tour of the imperium:
From the heart of Capital to the
furthest reaches of the Spinward Marches, Tour of the
Imperium is your entry to the Third Imperium universe,
one of the oldest and most celebrated settings of any
roleplaying game. Follow the journeys of a variety of
further reading
Throughout this book, mention is made of other titles
available in the
Traveller
series. Each of these books
concentrates on a particular aspect of Traveller, allowing
you to expand your game into new realms of play.
However, none are vital or necessary to the game and
are presented only for your continued enjoyment – you
can explore a huge amount of the galaxy with this
Core
Rulebook
alone!
The other titles mentioned in this book include:
The Traveller Companion:
Space is big, and there was
only so much we could squeeze into the pages of the
Traveller Core Rulebook.
Now, for the first time, our
4
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
MgT 2E - Central Supply Catalogue.pdf
(16048 KB)
MgT 2E - Core Rulebook.pdf
(55652 KB)
MgT 2E - High Guard - Aslan.pdf
(25090 KB)
MgT 2E - High Guard Deployment Shuttle.pdf
(3867 KB)
MgT 2E - High Guard.pdf
(33867 KB)
Inne foldery tego chomika:
#2D20
#Cypher System
#OSR
#PBTA
#Różne_ENG
Zgłoś jeśli
naruszono regulamin