Imperials in Core expeditions
In reply to #3807 miscellanious... by Steve Higginbotham
[email removed] (Steve Higginbotham) writes: > Adrian Hurt: > >However, I can not believe that I am the only one who read the adventure > >supplied with the old Zhodani Alien Module. <Description of adventure from said module deleted.> > > Hmmm... > Yes, I've read it. I tend to dislike overuse of 'ancient artifacts' as > justification for something odd, but there is merit in what you say. You don't have to use "artifacts" as such, just psionic messages. And they don't need to be very clear - in fact, they can not be very clear, or else they spoil the adventure by making prophecies which must be fulfilled. They can be clear on such things as "The expedition includes Imperial-type humans who are doing something active", but not on what they are doing or why. > So why don't you have the Imperials mount their OWN core expeditions? Because they would have to go through the Vargr, through the Zhodani, or take a very long detour. > Perhaps in cooperation with the Vargr, who have got to be the greatest > travelers in Traveller. Perhaps if someone can explain the concept of "co-operation" to the Vargr, and probably invent a new word in several Vargr languages at the same time? :-) Besides, you would have to negotiate with more than one Vargr tribe, some of which would probably be hostile to each other, never mind what they think of humans. It might make a good adventure for travellers acting under their own initiative, but I doubt that any official expedition would be mounted on such terms. DM: "A well-dressed noble comes to you and explains his plans for his own Core expedition through Vargr territory. He is willing to fund the whole expedition, and pay you generously in addition. All you need to provide is your ship, and yourselves as crew." Player: "I ask him what he has been drinking or injecting himself with, and where I can get some. Then I try to sell him Olav hault Plankwell's secret war diaries." :-) > My list of must haves for MT: TL14+ tailored vacc suit, TL14+ PLSS 'A'; > data display headset, commdot set, multiplexer, hand computer, MR comm, > translator (all linked together through the multiplexer for voice control > and data display without use of hands); gauss pistol (if the law allows) > (I generally keep a P85 nearby when I travel); LI/IR goggles (preferably > built to look like mirrorshades); medkit and medscanner; filter/respirator; > LOTS of money. I thought the last of those was generally missing, which is why you are adventuring in the first place! As for the gauss pistol, and other high tech stuff - you'd better also include a good stock of spare parts, because not many planets will be able to help you in the event of a breakdown. I would generally operate one or two TL's down from that, in order to have a better chance of doing maintenance at short notice. As for weapons, I tend to prefer snub pistols and (where allowed) ACR's. (Mind you, I'm still stuck with a mind based in Striker, where gauss pistols didn't have very wonderful penetration, and where the slight penetration advantage of a gauss rifle over an ACR was more than offset by the fact that it also required higher DEX to use, and to get a bonus; and by the fact that even on a TL 7 world, you could get slug ammo if you were really desparate.) - -- "Keyboard? How quaint!" - M. Scott Adrian Hurt | JANET: [email removed] UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: [email removed]