Traveller - The Third Imperium - Alien Module 1 Aslan.pdf
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Alien Module 1: Aslan
Alien Module 1: Aslan
C
REDITS
C
ONTENTS
Original Aslan Alien Module
J. Andrew Keith, John Harshman and Marc W. Miller
I
NTRODUCTION
2
Trojan Reach Sector
Bob McWilliams (Leviathan), Mike Jackson (Third Imperium fanzine)
A
SLAN
C
HARACTER
G
ENERATION
3
A
SLAN
R
ACE
35
Mongoose Traveller
A
UTHOR
Gareth Hanrahan
E
DITOR
Richard Ford
L
AYOUT
Will Chapman
P
ROOFREADER
Charlotte Law
I
NTERIOR
I
LLUSTRATIONS
Nate Abell, Alex Drummond, Ed Frayna, Mariusz Gandzel, Mark Harrison,
Travis Leichssenring, Esther Munoz, Tony Parker, Federico Piatti, German
Ponce, Phil Renne, Carlos Nunez de Castro Torres, Rian Aris Wibowo
S
PECIAL
T
HANKS
Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert Eaglestone,
Loren Wiseman, James Maliszewski, Donald McKinney,
William Hostman, Martin Costa, Mike West
P
LAYTESTERS
Jim Kundert, Stuart Machin, Andrew James Alan Welty, Gregory Wolfe
A
N
A
SLAN
G
LOSSARY
54
H
ISTORY
56
E
QUIPMENT
65
S
TARSHIPS
AND
S
PACE
T
RAVEL
76
E
NCOUNTERS
139
W
ORLDS
151
T
HE
T
ROJAN
R
EACH
154
A
SLAN
AND
T
RAVELLER
G
AMES
225
I
NDEX
229
Alien Module 1: Aslan ©2009 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.
Printed in the USA.
1
I
NTRODUCTION
The Aslan are the youngest of the great powers, an expansionist
race of feuding clans and predatory warriors, eager to seize all the
universe has to offer.
border. Independent Aslan worlds are found throughout the
region spinward and rimward of the Imperium. Adventurers in
the Spinward Marches can venture rimward through the Trojan
Reach to the Aslan colonies in that sector and then further across
the Aslan-controlled Great Rift into the Hierate itself. Adventurers
in the Solomani Rim can venture through Solomani territory to
I’aheako (Dark Nebula) sector, which holds the Aslan homeworld
of Kusyu. The Aslan hunger for territory has carried them out from
Kusyu to the stars but still they desire more.
In the
Original Traveller Universe
, the Aslan are one of only six races
to have independently discovered the principles of the jump drive.
These six so-called Major Races claim for themselves a higher status
than the so-called minor races and since most of the major races are
dominant within known space, the claim has some de facto merit.
Although there is no absolute agreement as to exactly which six are
the major races, common usage accepts the Vargr, the K’kree, the
Hivers, the Droyne, Humaniti (lumping the Vilani, Solomani and
Zhodani branches of the human race into one) and the latest on the
scene – the Aslan.
They are predators in a galaxy of prey, warriors without equal. Take
your place among the Aslan as a ruler or kneel before your new
masters!
The Aslan, the youngest of the major races, are the subject of this
Traveller
supplement. With it, the race can be incorporated into any
and all aspects of
Traveller
. Whether the Aslan are to be used as
Player Characters, Non-Player Characters, patrons, opponents or
just as a backdrop against which adventures may take place, this
supplement provides the referee and the players with sufficient
information to deal with the Aslan, both as individuals and as a fully
visible society.
The
Traveller Core Rulebook
deals with characters as humans
within an Imperial society, which is fairly comprehensible to most
players. Outside that society, aliens are different in culture as well
as physiology and a careful presentation of what shapes an alien’s
character is necessary if players are to deal with or roleplay those
aliens.
Traveller
players can find any number of activities which include or
deal with Aslan, whether inside the Imperium or beyond its borders.
The Aslan Hierate (their empire) is located spinward and rimward
of the Imperium. The Aslan sector map shows the sectors of the
Hierate in relation to the Imperium.
Where the Imperium and the Hierate touch, humans and Aslan
frequently encounter each other. Aslan worlds under Imperial
rule are found scattered up to 40 parsecs inside the Imperial
2
A
SLAN
C
HARACTER
G
ENERATION
Character generation for the Aslan follows the same procedures
and concepts as human character generation in
Traveller
. However,
numerous changes in the details of the system take into account
physiological, cultural and other differences between Aslan
characters and humans. An Aslan’s gender and clan have far more
bearing on the character’s career choices than a human’s gender or
family background.
Aslan are capable of bursts of speed. An Aslan may move double the
normal amount a number of times equal to his 3+Endurance DM in
any combat.
Some Aslan have a vestigial tail; other Aslan have a full tail. A tail
gives no benefit in most circumstances but affects the armour that
the character can wear.
The more detailed rules for Aslan character generation in this book
supersede the rules in the
Traveller Core Rulebook
.
Gender
Aslan may be either male or female. Aslan biology dictates that there
are approximately three females born for every male. As a result,
males are in the distinct minority. Players may select the gender of
their Aslan character if they so desire. Alternatively, gender may be
determined randomly by a die roll. Throw 2d6 on the Gender table.
Initial Character Generation
Aslan characters, like humans, are basically defined by six personal
characteristics: Strength, Dexterity, Endurance, Intelligence,
Education and Social Standing. Males have an additional special
characteristic, Territory, which starts at 0.
G
ENDER
Roll
Aslan are, on average, slightly stronger than and have marginally
greater Endurance than humans. Their Dexterity is slightly lower
than humans. Intelligence and Education are about equivalent.
Social level refers to Aslan status in Aslan society and cannot be
considered to refer to human Social Standing.
Roll
Gender
2-5
Male
6-12
Female
In Aslan society, males are permitted to be warriors, rulers and diplomats;
females are the scientists, technicians, merchants and managers.
To generate the first five characteristics, throw 2d6 five times and
allocate them as normal. Endurance, Intelligence and Education
undergo no adjustments. Strength gains a +2 bonus, while Dexterity
suffers a –2 penalty. The lower limit on characteristics is 1 (below 1
can happen only from wounding and only temporarily); the upper
limit is 15 except for Strength and Endurance, which is 16.
Clan, Family & Pride
To determine if a character comes from one of the Twenty-Nine Great
Clans of the
Tlaukhu
or from a minor clan, roll 1d6 on the Clan table.
The Referee may choose to dictate which clan the character comes from.
Note that if any of the Player Characters are kinfolk, they will share a clan
and possibly a family.
Social Standing is determined in the Clan, Family & Pride section
Territory starts at 0.
C
LAN
Roll
Traits
All Aslan have a dewclaw, which deals 1d6+2 damage in combat.
Attacks with the dewclaw use the Melee (claw) skill.
Roll
Clan
1-3
Minor Clan
4-6
Major Clan. +1 DM to Ancestral Deeds roll.
Aslan have better night vision, hearing and smell than humans,
giving them a +1 DM to any Recon or Survival checks involving
these senses.
There are hundreds or thousands of families in a clan. To determine
the Social Standing of the character, roll on the Ancestral Deeds
table and twice on the Past Deeds table to work out what Territory
his forebears acquired. Ancestral Territory starts at 0. The first Past
Deeds roll is for the deeds of the character’s grandfather and the
second is for the deeds of his father.
3
A
NCESTRAL
D
EEDS
1d6
Ancestral Deed
1
Your ancestor shamed the clan and you come from a branch long dishonoured. +0 Ancestral Territory.
2
Your family’s glory days are long gone, all that is left are the tales of great landholdings now lost to upstarts. +0
Ancestral Territory.
3
Your family made its fortune in the great expansion after the discovery of jump drive; most family holdings are on
distant worlds. +1 Ancestral Territory.
4
Your family are the descendants of an ancient hero forgotten by most Aslan. +1 Ancestral Territory.
5
Your family’s ancestor was a trickster who deceived his enemies. +2 Ancestral Territory.
6
Your ancestors were conquerors and great warriors. +2 Ancestral Territory.
7
Your family is one of the most influential and wealthy in the Hierate. +3 Ancestral Territory.
P
AST
D
EEDS
2d6
Past Deed
2
Dishonoured! Your forebear committed some dishonourable act that caused the clan to strip your family of all
territory. Gain Independence 0 (if male) or Trade 0 (if female). Lose all Ancestral Territory.
3
Your forebear was beset by many foes, one of whom conquered much of your land. Gain an Enemy and Gun
Combat 0. –4 Ancestral Territory.
4
Your forebear was a fool who gambled away much of your land. Gain Gamble 0 or Carouse 0. –3 Ancestral
Territory.
5
Your forebear suffered from a degenerative genetic disease that you may have inherited. Gain Medic 0. –2
Ancestral Territory.
6
Your forebear barely managed to hold onto your landhold. –1 Ancestral Territory.
7
Your forebear was conservative and cautious. +1 Ancestral Territory.
8
Your forebear’s brother did well as an
ihatei.
+2 Ancestral Territory.
9
Your forebear married well. +3 Ancestral Territory.
10
Your forebear conquered his foes. +4 Ancestral Territory.
11
Your forebear died gloriously in battle. +5 Ancestral Territory.
12
Your forebear was among the greatest heroes of the clan. +6 Ancestral Territory.
Characters have a Social Standing equal to their Ancestral Territory
(to a minimum of 2). If your Social Standing is 10 or more and you
are male, gain Leadership 1.
Starting Age
Aslan characters begin their careers at 16 Aslan years of age (about 14
standard years). At this point, as untrained and inexperienced Aslan,
they embark upon a career in order to gain skills and experience.
Careers are resolved on the basis of Aslan terms of service which
are four Imperial years (six Aslan years) each.
Only the first son in the family inherits the family Territory. Next,
determine your character’s place in the family. In the case of
multiple characters from the same family, only the eldest character
need roll on this table – all other Player Characters in that family are
automatically younger.
Naming
The material on language gives some basic guidelines on names
and words used by the Aslan. Players may wish to use Aslan names
(if so, they are encouraged to pick relatively pronounceable ones!).
There is no necessity for doing so, though it adds to the flavour and
atmosphere of the game.
2d6
Male
Female
2-3
First Son
Eldest Daughter
4-10
Second Son
Middle Daughter
11-12
Third Son
Youngest Daughter
Even when names from the Aslan language are chosen, these are
unlikely to be the individual’s full names, since an Aslan name is
a long, sonorous and intricate structure which changes to note the
background, accomplishments and life of its owner. Names for
game purposes are greatly shortened out of necessity.
Finally, at the start of character generation, the character has left
his or her parent’s pride. The character may become part of another
pride through Life Events or form one during play.
4
1d6
2d6
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