The Good, The Bad, and the Ugly

The Good, The Bad, and the Ugly.


In a Nutshell...

In the not too distant future, Humans discover a means of faster-than-light travel. They have previously been exploring and exploiting the solar system in small, in-system craft, and have established economic and scientific colonies and other outposts here and there. After a few years of exploration, an expedition to Barnard's Star encounters other Human beings, and a mystery that will not be solved for many centuries: How did they get there? Did Humanity originate on Earth, or was it planted there eons ago by a force or forces unknown?

The Terrans had encountered the outskirts of a vast interstellar empire populated mostly by Humans who called themselves Vilani (althought there are quite a few non-Human Intelligences as well), and which was in a state of slow decline after ruling space for centuries. Almost instantly, conflict broke out, and against all odds, the Terrans conquered the Vilani Empire (later called the First Imperium) and managed to postpone its collapse for a few centuries. Humans from Earth became known as Solomani, and found themselves masters of a gigantic empire incorporating thousands of worlds. Scattered among these worlds were groups of non-Human intelligences, but there were a bewildering number of worlds populated by Humans. Some were indentical to Terrans, some were vastly different, but all were clearly connected by a common ancestry, and were clearly in a superior position vis-a-vis the non-Humans.

After a few centuries of Solomani rule (which Terrans call The Rule of Man, which Vilani called the Ramshackle Empire, and which historians have labeled the Second Empire), the light of interstellar civilization was extinquished, and the thousand year period known as the Long Night began. It was a time of political and economic chaos, during which many worlds completely lost their technological base, and all worlds lost the capability of interstellar flight.

Recovery was slow, but some worlds finally clawed their way back up the ladder of civilization. Gradually, as interstellar travel was rediscovered, star systems coalesced into larger interstellar states, and these began to grow. Finally, over 1,100 years ago, on a world named Sylea, a Human named Cleon Zhunastu converted the multi-world Sylean Federation into the Third Imperium.

It is now the 1120th year of that Third Imperium, and Cleon's 43rd Successor now rules an empire larger and more advanced than either that preceeded it. The Third Imperium is not alone: there are other interstellar governments on its boundaries: Neighbors. Allies. Enemies. Partners. Competitors. Some think that the Third Imperium has also grown too large, and is headed for collapse, but others believe it will adapt itself to changing conditions and continue ever strong.

And the answer to the riddle? Where did Humaniti originate? In 1120, it is known that all Humans in the universe descend from groups removed from Terra more than a hundred Millennia in the past and carreid to dozens of worlds by an unknown agency. Who was this agency? Who scattered Humaniti throughout the galaxy, and why? For every answer, it seems, there is another question.


Campaign Theme: Those players interested can help pick a theme/adventure-line. Below are some suggestions.

    Sell the moon; wholesale. One of the original bases of Traveller was that of the interstellar merchant plying the back-starways in tramp freighters like captains of Earth in the late 18th and 19th century.

    Travel to exotic worlds; meet new forms of life; and kill them. What better to do than be mercenaries.

    To go where no one has gone before. The IISS (Imperial Interstellar Scout Service) leads the exploration and colonization of planets to corewards.

    Arrr. Ye'll walk airlock #22. Take on the roll or interstellar pirates, rogues, scum and villany.

    The few, the proud, the Marines. Special Ops GURPS Traveller all rolled in one. The Imperial Marines are the toughest fighting machines in the known universe.

    Aim high. The Imperial Navy needs good men (and women) to fly its interceptors, gunboats, and shuttles.

    Down with the Imperium. Perhaps the toughest role of all is that of the revolutionary. Even harder is fighting a form of government that spans over one thousand star systems.

The PC's:

  1. Description of PC 1: None, he's got Amnesia.

  2. Description of PC 2: None, he's got Amnesia.

  3. Description of PC 3: None, he's got Amnesia.

  4. Description of PC 4: None, he's got Amnesia.

Campaign Guidelines:

  • Charater Generation: Above average 100 point characters. Use the Just one more point rules to get more if you want.
  • Magic Items: None. Absolutely. No magic.
  • Technology: Depends on the planet, but overall the TL is 10, with a maximum of 12.
      Technology is a touchy subject and Traveller seems to be inconsistent, but like Master or Orion Tech levels can vary depending on weather they are Medicine, Military, Starships, Sensors, etc.
    1. Sensors: TL12.
    2. Starships: TL 12 (Components, Sub-light drives, Jump drives, and life support)
    3. Computers: TL12.
    4. Weapons: Gauss weapons TL10. Slug-throwers TL10. Lasers TL10. Blasters TL10. Meson TL11.
    5. Medicine: TL10. Plus Anagathics; but no Braintapes, clones, or species engineering (AFAYK).
    6. Everything Else: NTE (not to exceed) TL9. (Space suits, covert gadgets, tools, manufacturing that isn't in the purview of the above, etc.)
    As far as the character know X-Ray weapons, Nano, and VR do not exist. Though some rudimentary versions of VR do (up to TL9) exist. Gravitronics do not exist beyond Artificial Gravity generators for ships, and neither does matter transmission technology exist.
  • Max Age: 30
  • Skills per age: 3
  • Cybernetics: Limited. Seek GM approval.
  • Bionetics: (gengineered) Limited to bio-mods. Seek GM approval.
    Cybernetics and Bionetics are basically the domain of Corporations, Imperial services, and other Interstellar governments becasue of the vast cost involved in getting those services started.

Templates:

Imperial Knight The long eyes and ears, as well as the protector of the Emperor, they are the incorruptible extension of the Royal throne.

Total Cost: 155 points
Attributes:
Advantages: DX+2 (20), HT+1 (10), Trained by a Master (40), Longevity (5),
Disadvantages:
Primary Skills:
Secondary Skills:
Background Skills:
Quirks:

Cyborg Escapee Your previous life is nothing but pain. You can recall no concrete memories, just pain punctuated by brief periods of bright white light.

Total Cost: points
Attributes:
Advantages:
Disadvantages:
Primary Skills:
Secondary Skills:
Background Skills:
Quirks:

Psionic Test Subject You are a brain on a psionic hamster wheel.

Total Cost: points
Attributes:
Advantages:
Disadvantages:
Primary Skills:
Secondary Skills:
Background Skills:
Quirks:

More Coming Soon.

Campaign Stories:
Just that for now... more coming.

Amnensia


Last updated 990621
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