Decisions to Make
Campaign Type Ideas
Keep the Ship Going
Things To Do: keep the ship flying however you can. Search and rescue, explore anomalies and ruins, take on local crime lords, haul cargo, smuggle goods, ferry passengers, take on contracts for patrons...whatever it takes. This is a little bit of everything else.Campaign Advantages: what you do will be varied from adventure to adventure, players have the most freedom as they're in charge of their own ship, more of a sandbox-style.
Disadvantage: money will be tight, sometimes you won't have the right skills for all the jobs you're offered (so pick and choose your jobs, or look into ways to compensate for the skills)
Character Roles: Anything and everything. Some shipboard and military skills are useful, but everything can come into its own.
Deepnight Revelation
(prewritten campaign)Embark on a 10 year research voyage beyond Chartered Space, to the mouth of the Great Rift where you will explore a mysterious interstellar phenomenon. Keep in mind that only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race.
Things To Do: Explore the unknown, face epic challenges, survey worlds, investigate points of interest, contact aliens etc.
Campaign Advantages: Ship provided, story direction/goal provided, different levels of characters available (command staff, senior personnel, junior personnel etc.), galaxy-shaking story, episodic
Disadvantage: Likely not to interact with NPCs "back-home", your goal is already set,
Character Roles: Scientists, military, command-staff, wild-cards...all are possible, but are likely to be working in the same organization (or be a stowaway)
Society Decisions
Races:
One sentient race/a few races/many races
Synths: - bioengineered. Built from the tech from an ancient civilization, no-one understands how it works or how to fix it, just how to use it. The morality police frames it that no creation of things that resemble humans, so they were all supposed to be destroyed. In actuality, it's to avoid coming to the notice of a possible precursor society.
Precursors: They were responsible for bombing our civilization back to the Age of Sail. They didn't like creation of biological life and they didn't like synths specifically.
Religion: No creation of life; mechanization is the way forward; only the most dedicated are willing to go through augmentation; access to augmentations and technology is gated by the faith, which operates out of essentially a Citadel system. Three factions: follow the rules and we control the tech, fuck the precursers synthentic tech is the great idea, skirt the rules we'll build mechanical tech.
Society:
Each planet operates individually and rules itself, but is theologically subservient to a Prophet (long dead). Interstellar laws exist but only between planetary spheres of control. Each world is responsible for a tithe to the Prophet, but beyond that it's up to the world leaders how to control the system. Therefore law and order, government, military etc. all depends on the local system. Interstellar military is relatively limited, but backed by one major Death Star/precusor ship.
Economy
: Pyramid Scheme of Raw Resources -> Data Crunching. The Church is trying to do something with said data, to "find new technology" but what it actually is, i don't know. Crystal block with data etched into it.
Galaxy History:
A few hundred thousand years ago, knocked back to pre Industrial Revolution.
- Reunification Era (reunification)
- First Answer (discovery of Space Flight) -> Expansion Era
- Second Answer (space habitats) -> Consolidation Era
- Third Answer (artificial intelligence, discovery of synths) -> Synthetic Era
-> Fourth Answer (Terraforming Age, precursors don't like synths, start marks ban of Archeology)
Organisations:
Government Organisations:
Trade, Mercenary Regulation, Navy, Colonial Affairs, Police, Postal, Intelligence, Survey
Private Organisations:
Weapons Manufacturers, Mercenary Companies, Lobbyist Groups, News Services, Criminal, Universities, Scientific Foundations
Darkweb = Under_score
Social Media = Solardex
Technology Decisions
Overall Tech-Level:
Tech Level 10 - 12
Space Drives:
Reaction Drives, Reactionless Drives
Star Drives:
Travel Drive. Specific jump routes are known, but you can risk it and travel from anywhere with a astrogation/engineering check. 3.5 days in each direction, a moment in the Other Reality.
Jump Space:
The Precursors exist in Travelspace. Anything can exist there. The Church is currently trying to build a scout ship in Travelspace to discover whether the Precusors are still there.
Sensors:
Do FTL sensors exist? Yes, but only in Travelspace/the universe.
Habitation Levels/Patterns:
Scattered habitation
Lines of Credit
: Information
Communications:
No FTL
Gravity Manipulation:
Sure.
Any equipment not wanted:
Anything above TL 12 requires special permission from the Faith. Battle armour,.
Psionics:
No
Traveller Creation notes
- A Traveller can purchase up to 10,000Cr worth of equipment before play, instead of 2,000Cr
- Maximum of skill levels equal to 3 x INT + EDU
- You can take pre-careers in your first, second or third terms by default, although there is a negative DM on any term but your first.
- Do mustering out when you leave a career, not at the very end of CC.
Customized Character Creation
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