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142.16
HAVE STARSHIP--WILL TRAVEL
by
Roger Myhre
NOTE: This document was first printed in KU #5. It has not been updated
Since then.
A few Vargr careers do give access to ship DM's, but the rulebook do not =
mention anything about Vargr. For rules on generating Vargr characters yo=
u =
should look up my article in KU #4. If you don't have it, you may order i=
t =
from me, sending me an IRC.
What other publications say.
As stated in other publications from both GDW and DGP Vargr ships are =
available in two ways:
Steal a starship. Maybe the most difficult and most risky. Usually it is =
necessary to cross a state border to get the ship re-registered. In the =
current situation in Gvurrdon this is not too hard as the Freedom League =
or =
more commonly named Corsair's Den accepts almost any ship into their regi=
stry. =
However any ship registered here are not welcome in Gvaeknoks Trade union=
=2E
Hunt down a patron and serve him or her until the ship is paid down in fo=
rm =
of favors. Easier and less risky than the first method. Especially if the=
=
party is well skilled in various areas of need.
A new way to get a new ship is to travel into the wilds and find a ship =
there. This is very risky, and the ship will not be welcome and blown to =
bits =
if found out. However there will not be any outstanding debts in either m=
oney =
or favors. Only outstanding maintenance, and the risk of a virus infected=
=
craft that just has been waiting on this occasion.
Characters and TNE.
During play, the players may adopt one of the above mentioned methods for=
=
acquiring a starship. But what of the characters that gain starship DM's =
during character generation? First of all DM's for starships are gained a=
s =
mentioned in the characters chosen career. Give additional DM for every =
second point of CHA above 10. Thus CHA of 12 gives plus 1, CHA 14 gives =
plus 2 and so on. This additional starship DM is earned each term in the =
career. This DM can only be earned in a career that makes it possible to =
get =
a starship DM such as Aristocrat, Trader and so on.
The players may not spend money to get additional DM's. For region DM's u=
se =
the table on page 38 in the rulebook. However Gvurrdon gives a DM of -5. =
As =
there is no financing debts, the value modifier can be used like this:
- For each point reduced the Wear Value increase with one, to a limit of=
=
eight.
- For each point increase the age of the ship with 5 years, to a limit o=
f 40 =
years. For every 5 year roll one D20. If the roll was 5 or less the we=
ar =
value is increased by one.
- For the remaining points is the point value of work the characters has=
to =
do before the ship is fully theirs. Whenever the characters perform a =
mission for their patron, this remaining value modifier should at leas=
t =
decrease with one. How much the decrease should be is up to the refere=
e. =
A rule of thumb is that more important, and dangerous the mission is, =
the =
value should be decreased accordingly.
Characters from Gvurrdon.
The maximum TL of the ship is depending on where their patron is from. Th=
is =
is determined by the Charisma of the party leader. The patron is from the=
=
same interstellar allegiance. Maximum TL's is as following:
- Thirz Empire 13 (15)
- Thoengling 13 (15)
- SoE 13
- Gvaeknoks Trade Union 11
- Kedzudh 12 (16)
- Corsair's Den 12
- Others 11
The values in parantesis can be selected if none of the value modifiers =
are =
being converted to age or wear value. For SoE and Corsair's Den the TL ma=
y be =
raised by one if none of the value modifiers is used to raise the age or =
increase the wear value. A party leader from a non-aligned Vargr worlds m=
ay =
select any system within six parsecs from his home system to get the ship=
=2E =
For every 10 years the ship is aged, the tech of the ship is decreased by=
one.
Run away.
When the enforcement of the law in Gvurrdon is erratic, and the loyalty i=
s =
shifting constantly, what is then stopping the characters to just run awa=
y =
with the ship? Nothing? Wrong. It's out of character. Remember that the =
characters has found a high charismatic patron to supply them with a ship=
in =
change of their service. The patrons CHA is the party leaders CHA+2 or tw=
elve, =
whichever is the greatest. Vargr always try to find a high charismatic =
individual to join to increase their own charisma, unless they are high =
charismatic themselves. Which means that they will be gathering followers=
=2E =
Thus the party is bound to work for their patron until they has paid up =
enough favors. However if their patron decrease in charisma they might le=
ave =
without paying down the ship. For the procedure for this is as follows:
- For every 14 days of game time roll one D20 and compare with the patro=
ns =
CHA. If the roll is higher than the patrons CHA it is decreased with o=
ne. =
If the roll is 1, the CHA is increased with one, to a limit of 15 (F).=
=
If the CHA of the patron is equal to or less the party leaders CHA th=
e =
party may split away from the patron. If the patrons CHA is larger tha=
n =
party leaders CHA after the decrease, the part leader roll the followi=
ng =
task:
Difficulty, CHA
Difficulty is as following:
One level of difficulty for each level of difference between the two =
persons. Starting with difficulty level Average. If the task increase =
beyond Impossible it is not possible to break away.
So when do the party leader roll this task? Whenever party hears that the=
ir =
patron has decreased in charisma from news casts or by personal experienc=
e.
New patrons.
In the event that their patrons CHA decrease to 11, and the party has not=
=
broken away from their patron, a new vargr has taken the pilot seat in th=
e =
organization, and thus owning all the valuable things to their old patron=
This include the ship to the players they are working on. This new patron=
=
will have CHA of 11+D6 to a limit of 15. And add one to the players value=
=
modifier of the ship. this means that the players must work more to down =
pay =
the ship in turns of favors.
Doc 142.14, Date: January 15, 1994
BUILDING THE PERFECT DOG
by
Roger Myhre
This document has been an article on KU #4. Since then I have changed the=
rules a bit, and modified the careers. This document will be upgraded as =
new
special careers pop up.
As the Traveller: The New Era (TNE) do not include Vargr character genera=
tion I will =
present some rules here that I think will be of use. Note that GDW may ha=
ve =
other plans for Vargr character generating. As the Vargr is quite close t=
o =
humans (not counting looks, ancestry and behaviour) their skill will be q=
uite =
like. And I won't introduce any new skills.
THE STATS
Vargr got the same stats as humans, with one exception. Vargr do not have=
=
Social status, but their Charisma rating is the measure to find where the=
y =
stand in the Vargr society. A Vargr with high Charisma will attract other=
=
Vargr for followers. So put a '-' in the Soc box on the character sheet. =
The =
stats are rolled as following. STR 2D2-2, AGL 2D6, CON 2D-2, INT 2D6-1, =
EDU 2D-1, CHA 1D6.
If the total stats are less than 33, the player can add the difference to=
the =
character stats, with these exceptions: CHA=A0cannot be increased to more=
than =
3. Any other stat cannot be increased beyond 11. The 33 limit is lower th=
an =
the limit in the rulebook of 36. The reason for this is that the Vargr is=
=
generaly weaker than an average human.
When calculating the weight of a Vargr use the same formula as for humans=
, =
but the base weight is 70Kg. Making generally Vargr smaller than Humans. =
The =
base weight is the same for males as for females. For hand combat damage =
factor is the same as for humans, but add 1D6 damage each time the Vargr =
elects to use his or hers claws. For using the claws the skill is as for =
unarmed combat, Unarmed Melee skill which all Vargr characters start with=
at =
level 0, Leadership is also a skill they start with at 0.
SELECTING CAREERS
The Vargr can use all the careers in the book except for "Hiver Technical=
=
Academy". There are some consideration to Vargr when they are generated. =
Firstly their Charisma rating is a measurement of how successful a given =
Vargr is. The Charisma rating may go up and down during generation.For CH=
A =
beyond A the cost is doubled. Thus it cost is 2 points from A to B. But l=
oss =
of one point in CHA brings you automatically from B to A. In some careers=
=
there is possible to make a big enough mistake that you are thrown out. T=
his =
is true to all military careers. This does not however stop the character=
=
generation, the character just has to enter a new career, but not a milit=
ary =
one, if he or she makes the continuity roll. Even if you are thrown out f=
rom =
a career, you always finish the term before you enter a new one.
CHA is increased/decreased like this:
+1 If promotion is made.
+1 if 12+ is rolled. Cumulative with above modifier. And promoted an =
additional rank.
-1 if the promotion roll is missed by 4 or more
-2 and demoted if the roll is natural 2 regardles of DM's. Not cumulat=
ive =
with above modifier. Holds true for both special duty and promotion ro=
lls. =
If a natural 2 is rolled twice in a given military career the characte=
r is =
thrown out at the end of the term.
If your character is from Society of Equals in Gvurrdon, he or she must m=
ake =
a special roll to be rated equal. This is essential to enter the followin=
g =
careers: Any military officer, Diplomat, Lawenforces or Aristocrat.
Difficult, Willpower
This task is rolled before the character generation is started. If the ro=
ll =
is a catastrophic failure roll 1D6 and divide the result on the STR, AGL =
and =
CON stat. Reduce the stats accordingly. This is damage taken from the tes=
t. =
Example: A player rolls 4 on the die, when he has failed. Thus the stats =
has =
to be reduced with one each. For the remaining point the player may choos=
e =
which stat to reduce.
CAREERS:
**Oruelaen**
Psionic forces of Thirz Empire in Gvurrdon. Thirz empire has a special fo=
rce =
of psionic agents. They are not secret agents as portraied in movies, but=
=
rather a information gathering group for the King in Thirz Empire. Not mu=
ch =
are actually known about them publicly, so a lot of myths has been spun =
around them. All sophonts that are citizens of Thirz Empire may apply. Th=
ey =
will be tested for potentiality before they are admitted. For ranks use A=
rmy =
table in the rulebook. All who are admitted start with rank E5 Sergeant. =
Rank O10 General is not available for playing characters when King Thir h=
olds =
this position. As the force is small and there is only possible to get =
promoted when a operative dies or quits, the agents start at Enlisted ran=
k, =
no matter what kind of academies or careers they have attended before. Th=
ose =
who are admitted get a Cha+1
PREREQUESITES: PSI strenght of 8+, and at least one of these abilities: =
telepathy, Teleperception or any useful arcana. =
Citizen of Thirz Empire.
FIRST TERM:
COMMISSION: 10+, +1 if CHA 6+
SKILLS: Psionics-2, Determination-2, Gun Combat-1, Perception-1
SUBSEQUENT TERMS: =
COMMISSION: 8+, +1 If CHA 6+. The character becomes an Officer. Rank O=
1.
SKILLS:
ELISTED: Psionics, Determination, Unarmed Melee, Gun Combat, Percep=
tion
OFFICERS: Psionics, Determination, Space vessel, Gun combat, =
Unarmed Melee, Perception
ALL TERMS:
SPECIAL DUTY: Spacehand, Crime, Social Science, Vehicle, Tactics, =
Interaction.
PROMOTION: 8+, +1 If CHA 6+, +1 if INT 8+
CONTACTS: Military, Government (Officers only), Intelligence, Academ=
ic. =
Roll 10+ on 2D6 for the contact to be from outside the Thi=
rz =
Empire.
OTHER EFFECTS: +1 per term as officer for scout/courier ship. Money is =
calculated from CHA stat not Intelligence. Use Advanced =
stellar as base when calculating money. Initiative is =
rolled 1D6
**Aristocrat**
As an aristocrat you know how the interstellar governments in the extents=
is =
working. And if you are lucky and use your skills properly, you might be =
able =
to carve out a place for your own.
PREREQUESITES: CHA 8+ or Population of 6 or more. Must not have been thro=
wn =
out of a military career.
FIRST TERM:
SKILLS: Charm-2, Interaction-3, Social Science-2, CHA+1
SUBSEQUENT TERMS:
SKILLS: Charm, Interaction, Fine Arts, Determination, Economics, =
May trade in skill levels for CHA increase.
ALL TERMS:
SPC ADVENTURE: 7+. Spacevessel, Perception, Unarmed Martial Arts, Vice, C=
rime
CONTACTS: Government, Military, Intelligence
OTHER EFFECTS: +1DM per term for yacht. Whenever the CHA stat is reduced =
below 8 the character may not continue this career. Note t=
hat =
CHA may not get above 15 or F.
**Fair Witness**
This career are only open to citizens of Thoengling Empire in Gvurrdon
Sector. A Fair Witness (FW) is a profession where a Vargr, or some other =
sophont has gone through a training, giving total recall. FW is pledged t=
o
report whatever it observed when on duty. Most FW is working free-lance, =
but
need a permit to do so. There is almost impossible to bribe a FW to tell
something else, that the FW did observe. The reason for this is that the =
job
itself gives quite good economical freedom, and Charismatic standing amon=
g
the Vargr. A FW will never offer an oppinion, nor a theory when on duty. =
Or =
speak his or her meaning when recalling something they observed while on
duty. Thus if asked why a person acted has he did, the FW cannot answer
this, but only tell what the person did. The FW will recall what he saw,
heard, smelled, felt and so on. A FW may be hired by anyone, but as they =
get
better, their fee increase accordingly. FW are often used when deals are
been made, or when there is need for a independent witness in a certain
process.
When an obervation is going to be made, let the PC roll an imprint task,
using observation as asset. Base difficulty should be difficult, adjusted=
depending on the situation. When the given situation is to be recalled
later, a new task is rolled. The difficulty on this task depends on the
success level on the prior task.
Asset: Observation
Imprint Success Level Recall Difficulty
-----------------------------------------------
Outstanding Success Routine
Success Difficult
Failure Formidable
Outstanding Failure Impossible
More than 1 year ago +1 level of difficulty
Recall Success Level How much was recalled?
---------------------------------------------
Outstanding Success 100%
Success 75%
Failure 50%
Outstanding Failure 0%
For more information on Fair Witness, read "Stranger in a strange land" b=
y
Robert A. Heinlein, a must read for a SF fan.
PREREQUESITES: INT 9+, Citizen of Thoengling Empire, No criminal career
prior to this.
FIRST TERM: CHA+1, INT+1, EDU+1, Observation-2, Interaction-2, Willpow=
er-1,
Vice-1
SUBSEQUENT TERMS:
SKILLS: Social Science, Perception, Interaction, Charm, Fine Arts,=
Skill levels may be traded for CHA
ALL TERMS:
SPC ADVENTURE: 9+, Cha+1, Crime, Determination, Gun Combat, Vice, Economi=
cs,
Physical Science, Melee
CONTACTS: One contact per term from either: Goverment, Legal, Busine=
ss
OTHER EFFECTS: Roll 1D6/2 for initiative. Calculate money from either CHA=
or
Observation asset, wich-ever is the highest. =
VARGR VERSUS OTHER SOPHONT INTERACTION
First time a non Vargr character is interacting with Vargr NPC's or other=
=
Vargr characters, divide that characters CHA with 2, and drop fractions. =
The =
result may not be below 1. Note however that this will reduce all assets =
EXCEPT language skills. For the character to increase his or hers CHA to =
normal level follow the general CHA increase and decrease rules below. Th=
e =
opposit is also true when a Vargr are going to interact with humans for t=
he =
first time. Note that both of these cases relates to Humans in a Vargr =
dominated society, or Vargr in a Human dominated society.
CHARISMA INCREASES AND DECREASES
When a session is over there should be checked if the leader of the group=
, =
the character with the highest CHA, will increase his charisma. The =
difficulty level is up to the referee. But I will give a few pointers.
Asset: Leadership.
The session was an outstanding success Average
The group met its goals in the session Difficult
The group barely made the goals Formidable
The group made only a few of its goals Impossible
If any of these tasks are a catastrophic failure the leader loose 1 point=
of =
Charisma. If the leader has CHA of A or more increase the difficulty with=
=
one level.
The difficulty levels should be modified with how difficult the adventure=
=
was. If the adventure was an total failure, the character must roll a =
formidable task to prevent Charisma decrease. If that roll is a catastrop=
hic =
failure, the leader loose 2 points of Charisma.
The leader may also by commendate or reprimand the others in the group, a=
nd =
thus increase or decrease the CHA of these characters. The leader may onl=
y =
commendate a character if he himself got a CHA increase, but he may repri=
mand =
a character whenever he wish. But reprimand a character without reason wi=
ll =
have counterproductive results, and the referee should penalize this.
One good roleplaying tip is that the referee places the players in clockw=
ise =
fashion, with the highest CHA rated character to the left of him. Wheneve=
r =
there is an important decission to be made, ask the leader first. Ignore =
the =
others for a while. If the leader is hesitating, this can mean a loss in =
Charisma specialy if other players start to come with solutions. This is =
to =
simulate that the other Vargr always look to their leader. If the leader =
fails the others may take command. The referee should be a bit careful wi=
th =
this approach though. The player may not be good at roleplaying in this =
fashion, so the referee should give him more time than a player that got =
good =
abilities at this type of roleplaying.
Whenever 2 players got equal or a difference of one level in Charisma a =
Charismatic struggle erupts. The leader must then roll a difficult leader=
ship =
roll to stay in position. If the roll fails, the two players change posit=
ion. =
If a catastrophic failure is rolled, the leader loose 2 CHA points.
The referee may also increase or decrease the CHA of characters during pl=
ay, =
to give them a feel of how successful they are. However this should be us=
ed =
sparingly. If a player shows some initiative, and do something daring and=
=
succeeds he should be awarded. In doubt let him roll a difficult task. =
Equally he should loose Charisma if he does something and fails, especial=
ly =
if he endangers the mission and the adventure group.
Other uses of Charisma is that a high Charisma Vargr will always reduce t=
he =
Initiative to the opposition by one to a minimum of one, if they are of =
lower Charisma. If the Charisma to the leaders of the two groups are equa=
l, =
let the player roll a difficult leadership to gain the upper hand. If thi=
s =
fails the opponent get the upper hand. When calculating loss of initiativ=
e to =
combat damage use the original initiative.
Remember these rules is only valid in a Vargr society. A human will have =
a =
hard time to prove herself, but when she gets the wheels turning, there m=
ight =
not be anything stopping her. Note that If the non Vargr character increa=
ses =
her Charisma above her original level it is returned to normal when =
interacting with other non vargr characters or NPCs.
BRIBING VARGR
This may sound easy, but many has fallen into the trap, believing the Var=
gr =
nature is working for them. What they do forget is that do not oppose to =
the =
Charisma of the clerk in front of them, but the Charisma of his superior =
officer or leader.
An example is maybe in order. Lets say an Vargr journalist is working on =
a =
special report, and need graded information from the police. Offering mon=
ey =
for bribery is pointless. As for most human societies social status is =
measured by the wealth you got. This is not the case with Vargr. To a Var=
gr =
you have to offer increase in Charisma. Money is something that comes alo=
ng. =
Money is not as important for a Vargr as for most human cultures. Money i=
s a =
tool nothing more nothing less. However money should be offered in the br=
ibe, =
but the amount never is large. Its just a small contribute for the servic=
e =
rendered. So the journalist must actually make up a case were he can prov=
e =
that the police officer will increase in Charisma if the journalist is =
successfull in his investigation. Remember that Vargr are pack animals op=
posed =
to humans which are more invidiualistic. A Vargr will always view a certa=
in =
action in the light of what the group will gain by that given action. Eac=
h =
individual Vargr always try to improve their status within a group. This =
sound contradictory, but viewed from the human point it is, but for the V=
argr =
it makes sense. If the indiviual Vargr feels that he or she will gain =
Charisma to belong to that group it will be loyal to it, and do whatever =
is =
in her power to increase the group Charisma. Going back to this journalis=
t, =
he must convince the police officer that the whole department will gain b=
y =
giving the information he needs. In most cases a person trying to bribe a=
=
Vargr only have to go up against the closest leader to the Vargr trying t=
o be =
bribed.
The difficulty is such a bribery attempt is rarely easier than Difficult.=
If =
the group leader of the opposition are of lower Charisma it might be easi=
er. =
The difficulty level should also be adjusted to how the bribing player is=
=
arguing, and how he or she present the deal.
There is also possible to buy information on the street by Vargr. In thes=
e =
cases money have more to say, when this kind of information is bought fro=
m =
Vargr that never are attached to a group over long period of time, and th=
us =
do not have the neccessary group loyalty, except for its own day to day =
survival.
=A9Roger Myhre, 1993/1994
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