Traveller GURPS - Main Book.pdf

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ravel er
Science Fiction Adventur~ ·
/ Fa
Future
.
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,
Edited by
Jack Elm)',
Steve Jackson
and Gene Seabolt
,(
By LOREN K. WISEMAN
Cover by
Jack Elmy
Illustrated by
Yesse America,
Kurt Brugel,
Langdon Foss,
Glenn Grant,
Marcus Kim,
,'Daniel Lunsford,
Alan Nunis,
. Tom Peters and
Lance Winkel
Character
Templates by
SEAN PL'NCH
Additional
IVlaterial and
Assistance by _~_
l\1.J. DOlJGHERTY,~.c1~\
NEIL FRIER,
WILLIAM H.
KEITH, JR.,
.}. ANDREW KEITH,
DAVID NILSEN,
DAVID SUMMERS and AERRON WINSOR
GtJRPS System Design b)
Steve Jackson
Scott Harin~,
Managing Edit(;r
Sean Punch,
GURPS Line Editor
Production by Jack Elm)
Production Assistance by Celeste Hollister
Print Buying by Monica Stephens and Melissa Brunson
Art Direction by Alain Dawson
Woody Eblom, Sales rVlanager
Hunter Johnson. GURPS Errata Coordinator
P/mNI/en: Andy Akins, John H. Bogan. Jr.. Roh Day. Rohert Eaglestonc, Steven Hudson, David Pulver.
Hans Raneke, Brett Slocul1l. and David SUl1ll1lers and his Star Captains
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Trarcller is l.I registered tradclllark or I:ar I:ullire Enterprises. and j" lI"cd UlltIL'!' liceJlse.
12'.+:;h7X ' JIO
STEVE .JACKSON GAMES
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Droyne and Chilpers 29
The Alternate Dulinor 30
E .•••...•..•.•...••...................••.•.••.............31
Emperors ofthe Third Imperium .. 31
F .....•..........•................•..•.•.•••...........•..32
Wars and Rumors ofWars
Starports; Extrality 64
Blood Bonds 65
Square Pegs 66
T ••.•.•.•..•.•.•.••••.•.••............••••...••.•.••••.•••67
Is the Truth Really Out There? 67
A Great Golden Crown 68
The Lifeblood ofEmpire 68
Trade Routes 69
K'kree Religion 70
V 71
Other Times, Other Places 74
A Matter ofTaste 75
Vilani Conservatism 76
Vilani Names 77
W 77
Low Passage 78
Middle Passage 78
High Passage 78
X 78
Y 78
Z 78
Zhodani-Imperial Relations 79
Imperiallines 80
FOR GAME MASTERS ONLY•••••••••••••••• 80
The Mystery of the Ancients
1. THE UNIVERSE
OF THE THIRD
IMPERIUM 5
THE IMPERIUM 5
Only a Dream .5
MAP OF THE IMPERIUM ••••••••••••••••••••••••• 6
In a Nutshell 8
WE ARE NOT ALONE••••••••••••••••••••••••••••• 9
The Six Races
32
A Concise History
ofthe Ziru Sirka, Part 1 33
G •.................................•.•.••.•.•••...........34
H •..•..•......•.•..................•.•.••.•.••••••....•...35
Travellers' Aid Society 35
Customs 36
Other Holidays 38
Offto a Bad Start 38
I 39
Ine Givar .39
CALENDAR CONVERSION TABLE ••••••••• 39
At Standard Noon, 062-1120
10
11
CAMPAIGNS
Selling the Moon - Wholesale
.11
Mercenaries - Travel to Distant
Worlds, Meet Exotic Beings
.
and Kill Them
11
Reflections ofa Grognard
ll
Good Guys and Bad Guys
11
40
"I have a bad
feeling about this
Politics, Diplomacy
and Espionage 12
Lawbreakers and Law Enforcers .. 12
Rebels Against the Empire
"
.41
Coreward Encounter
.41
.12
A Concise History
ofthe Ziru Sirka, Part 1l .42
J 44
Alternate FTL Drives 44
Further Research is Needed 44
K .................................•••••.•.•.••.•..........45
Rightness .45
Disgusting? 46
L .•.••.•.••••.•.•..•.•.•..•.•.•••••••.............•••.•.••47
A Concise History
ofthe Ziru Sirka, Part 1ll
Strange New Worlds
12
2. DETAILS OF A
UNIVERSE 13
FTL TRAVEL - THE JUMP DRIVE••••••• 13
GOVERNMENT 13
The Metric System .13
Nanotechnology .14
RELIGION IN THE THIRD IMPERIUM •••• 14
A CHRONOLOGY OF THE
TRA VELLER UNIVERSE •••••••••••••••••••••• 15
Cybeltechnology
80
Longbow 11.
81
Secrets
81
3. CHARACTERS B2
CREATING A CHARACTER•••••••••••••••••••• 82
Careers
82
.47
Basic Attributes
82
M
48
Physical Appearance
82
16
A Concise History
ofthe Ziru Sirka, Part IV .49
N .••.•.••••.•.••••.•.•.•.....•.•..•.....••••.•.•.••.•.••.•50
Nuclear Damper Technology 51
o 52
The Regina System 52
p .............•.•......••.•.••••.••.•.•.••................ 53
The Phoenix Project 53
Psionics 54
R .••.•.••••.•.••.•.•.•..•......•..•...•.•.••.•.••••.•.••.•56
A Concise History
ofthe Ziru Sirka, Part V
Careers
82
Biotechnology
16
Wealth
83
Robots and
Artificial Intelligence 18
Library Data 19
A 19
The Information Age 19
Why the Ancients? 20
AsIan 21
Aliens 22
B .•.••••.•.•...•............••.•.•.•..•.•............•••.•23
The Year ofthe Four Emperors 23
C 24
Capital 24
Starship Wayward Debarre 25
Roman Roots 26
Jesedipere 27
D •.•.......................••.•.••...•.•...........•..•.•.28
Faldor
Status
83
STATUS AND
COST OF LIVING TABLE
83
Reputation
83
Vargr
84
Zhodani
84
ADVANTAGES,
DISADVANTAGES AND QUIRKS•••••••••• 84
New Advantage: Ship Patron 84
Skills 84
Psionics 84
Letters ofMarque 86
CHARACTER TEMPLATES •••••••••••••••••••• 86
Skills
56
A Concise History
ofthe Ziru Sirka, Part VI 58
S .................................•.•.••••.•..............59
Peacekeepers
60
86
61
Quid Nomine?
Customizing Templates
86
The Terra System
62
Altering Templates
86
28
Solomani Names
63
Character Templates vs. Racial
Templates
86
2
CONTENTS
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Athlete
87
Hand Grenades .1l0
RAM Grenades 110
Ammunition Notes 110
Design Your Own Weapons! 111
Special GURPS Traveller Rules 112
Personal Equipment .112
Survival Gear 112
Sensors 112
Communication and Information 113
TRAVELLER WEAPON TABLES•••••••••••• 114
Miscellaneous Devices
30-ton Ship's Boat .140
40-ton Fuel Skimmer 140
40-ton Pinnace .141
100-ton Shuttle 141
100-ton Interplanetary Shuttle .141
50-ton Modular Cutter 142
Dragon-class SDB 144
Kugashin-class Laboratory Ship .145
Akkigish-class
Subsidized Merchant
Attorney
87
Barbarian
88
Belter
88
Bounty Hunter.
89
Bureaucrat
89
Computer Technician
90
Corsair
90
Diplomat
91
Engineer
91
146
Entertainer
92
116
ATV, Tracked
147
Farmer
92
Weapon Accessories
.116
Air/Raft, Open Topped
.147
Hunter Guide
93
Armor and Protective Gear
117
Ground Car
148
JournalistlReporter
93
ATV, Wheeled
148
5. TRAVEL, TRADE AND
COMMERCE
Law Enforcer
94
Manager
94
119
APPENDIX B:
MODULAR STARSHIP
DESIGN
Martial Artist..
95
Planetary Travel
119
MechanicfTechnician
95
Interplanetary Travel
,.119
149
Medical Doctor
96
Travel Times
119
Terminology
149
Medical Technician
96
Reaching Escape Velocity
119
Tech Levels
149
Merchant
97
Interstellar Travel
120
Crew Requirements
150
Professor
97
Jump
120
GURPS Vehicles Conversions
154
Module Table
155
Rogue
98
Misdirected Jump Table
120
Scientist
98
Mishaps
121
Armament Table
156
Scout
99
Detection
121
Advanced Design Options
159
Undercover Agent
99
Refined and Unrefined Fuel
121
Ship Codes
160
Wealthy Traveller
(Remittance Man)
Interstellar Mapping
122
Starship Operations
160
100
Trade and Commerce
122
Bridge Systems
160
Revenue
122
Army (Enlisted)
.1 00
Merchant Ship Revenues
122
APPENDIX C: SPACE
COMBAT
Army (Officer)
101
Army Aviation (Enlisted)
101
Planets
123
163
Army Aviation (Officer)
102
Sequence ofAction
164
6. CHARACTER
CONVERSIONS
Marine (Enlisted
102
Celestial Bodies
170
124
Marine (Officer)
103
Tables
172
Intelligence vs, Education
124
Marine Special Operations
(Enlisted)
GURPS Vehicles Design
Spacecraft
103
Classic Traveller,
MegaTraveller and T4
174
Marine Special Operations
(Officer) 104
Navy (Enlisted) 104
Navy Officer 105
Navy Aviation (Officer) 105
JOB TABLE••••••••••••••••••••••••••••••••••••••••• I06
124
Traveller: The New Era
.124
Skills
125
Skill Comparisons
125
Jack-of-All- Trades
125
Advantages, Disadvantages and
Quirks
129
4. EmUIPMENT AND
SUPPLIES
107
APPENDIX A:
STARSHIPS 130
Sulieman-class Scout/Courier .. ,.130
Sulieman II-class Seeker
Gravitic Technology
107
Energy Storage Technology
107
Medical Technology
107
,.130
Beam Weapon Technology
107
Deck Plans
131
Tech Levels
l07
Beowulf-class Free Trader.
132
Meson Technology
.! 08
Deck Plans
133
Personal Armor
108
Empress Marava-class
Far Trader .. ,
Meson Technology
108
135
Low Berth
l 08
Vanderbilt-class Yacht
.136
Electronics Technology
108
Lady ofShallot-class yacht
136
Force Field Technology
108
Animal-class Safari Ship
13 7
Neural Interface, Implants, and
Cybernetics
Rampart-class Fighter
138
109
Iramda-class Fighter
138
Ultra-Tech Melee Weapons
.109
Broadsword-class
Mercenary Cruiser
Psionic Shields
109
139
Drugs
l09
lO-ton Launch
139
Personal Slug Throwers
109
10-ton Lifeboat...
,.139
Energy Weapons
.110
20-ton Gig
140
:3
CONTENTS
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INTRODUCTION
Traveller was first published by Game Designers' Workshop in the summer of
1977, and was one of the first science fiction roleplaying games (indeed, one of the first
roleplaying games of any sort) to hit the market. With one of the most extensive back-
grounds of any RPG, Traveller quickly attracted many loyal fans (some of whom were
inspired to add to the background themselves) and rapidly grew to became the standard
against which other SF roleplaying games were measured. The broad scope of the
game's milieu has given thousands a canvas upon which to paint, in broad strokes or
fine, a universe all their own, but still one they could share with others. It is, after all, a
big universe.
Traveller went through several editions over the years, and quite a few changes
were incorporated along the way. One of those changes was the Rebellion. In the 1I I6th
year of the Third Imperium, Emperor Strephon was assassinated by a power-seeking
rival, and the Imperium split into several warring factions, shaking the very foundations
of the game ... and bringing conflict and excitement to languishing campaigns.
As fascinating as the Rebellion was, there existed a desire in the minds of many for
the whole thing to have never happened! (GDW once parodied this sentiment in an April
Fool's Day issue of Challenge magazine, wherein we described Strephon's assassin
awakening to discover Strephon in the shower.) Over the years, GDW was approached
by several outside authors, all with the idea for a sourcebook where Strephon lived and
the Rebellion never happened - in essence, an alternate timeline for Traveller. GDW
never followed up on these proposals for various reasons. This same idea, however, is
what Steve Jackson Games has undertaken: an alternate timeline, a parallel universe, if
you will, where Strephon, the 43rd Emperor of the Third Imperium, lives. This is not to
say that all is well with the universe. A story without conflict is not a very good story.
So, expect things to happen in this universe ... changes will occur.
There is another reason for GURPS Traveller. Many of the original books that
detail the history and background of the Third Imperium are long out of print. In this
work, new players and referees can have access to the same information as twenty-year
collectors. Enjoy.
A number of individuals have contributed suggestions and ideas for this book. A
few have gone above and beyond the call of duty. Thanks (in great profusion, and in no
particular order) to Sean Punch (aka Dr. Kromm), David Pulver, Brett Slocum, and
David Summers, as well as the numerous members of the GURPS Brain Trust, the
GURPS Traveller Impromptu Cabal (you know who you are), and the Traveller
Mailing List.
Lastly, the author would like to pay tribute to those giants whose shoulders have
served him so very well. Traveller is, was, and always will be a collective creation, and
I don't have space to even mention, let alone properly honor, all of the people whose tal-
ents and imaginations have contributed to the game over the last two decades. Thanks.
TX 78760. Please include a
addressed, stamped envelope (SASE) any
time you write us! Resources now avail-
able include:
Pyramid (www.sjgames.com/pyra-
mid). Our online magazine includes new
rules and articles for GURPS. It also cov-
ers all the hobby's top games - AD&D,
Traveller, World of Darkness, Call of
Cthulhu, Shadowrun and many more -
and other SJ Games releases like In
Nomine, INWO, Car Wars, Toon, Ogre
Miniatures and more. And Pyramid sub-
scribers also have access to playtest files
online, to see (and comment on) new
books before they're released.
New supplements and adventures.
GURPS continues to grow, and we'll be
happy to let you know what's new. A cur-
rent catalog is available for an SASE. Or
check out our Web site (below).
Errata. Everyone makes mistakes,
including us - but we do our best to fix
our errors. Up-to-date errata sheets for all
GURPS releases, including this book, are
always available from SJ Games; be sure
to include an SASE with your request. Or
download them from the Web -
see
below.
Q&A. We do our best to answer any
game question accompanied by an SASE.
Gamer input. We value your com-
ments. We will consider them, not only
for new products, but also when we
update this book on later printings!
Internet. Visit us on the World Wide
Web at www.sjgames.com for an online
catalog, errata and updates, and hundreds
of pages of information. We also have
conferences on Compuserve and America
Online. GURPS has its own Usenet group,
too: rec.games.frp.gurps.
GURPSnet. Much of the online discus-
sion of GURPS happens on this e-mail
list. To join, send an e-mail message to
majordomo@io.com with "subscribe
GURPSnet-L" in the body, or point your
World Wide Web browser to this URL:
www.io.com/-ftp/GURPSnet/www .
- Loren Wiseman
ABOUT THE AUTHOR
Loren Wiseman was one of the founding partners of GDW, Inc., original publisher
of Traveller, and spent over 20 years there as a game designer, developer, typesetter and
editor. After GDW closed, Loren freelanced for a time, and then came to SJ Games,
where he is the director of marketing and Traveller line editor and expert-in-residence.
THE TRA VELLER NEWS SERVICE
For many years a feature of the Journal of the Travellers' Aid Society, TNS chronicled the
ongoing life and times of the Imperium. Loren Wiseman is once again writing TNS as the alter-
nate history of the Third Imperium develops. It is updated regularly; read it online at
www.sjgames.com/gurps/traveller/news.html. "Back issues" of TNS are also online.
The SJ Games Traveller page has links to the Traveller Web Ring, and thus links to most of
the major Traveller-oriented web sites that exist. For information on subscribing to the Traveller
Mailing List, contact rwm@mpgn.com.
INTRODUCTION
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