Guidelines for Pete’s Gurps Traveller campaign
May 2008
Points: 130
Disadvantage Limit: 40
Quirks: 5
Notes about some advantages and disadvantages: The existence of cybernetics means that some advantages (improved vision, hearing, DR, etc) can be acquired by artificial means. If you decide to take that type of advantage, be sure to take the “social stigma” disadvantage (5-15 points, depending on how “bionic” you are). If the mods are hidden, this becomes a “secret” (that converts to stigma if revealed) instead.
Everyone has as “defaults”:
Computer Ops (GTL 10)
Literacy
Area Knowledge (Deneb, a Domain of the Imperium)
…unless you are doing something really different.
Aliens are OK. I have some guidelines. See the other links
Tech Level: Gurps is annoyingly different from Traveller. The “standard” Gurps TL (GTL) in this area is 10, the highest is 12 (occasionally 13). This is the same as Traveller TL (TTL) 12-15. This will be very important for skills; repairing a GTL 12 device when your skill is GTL 10 based will be very difficult (-5 for each TL), repairing devices when your skill TL is higher is also tougher, but not as much. Anyone with experience in the services (Scouts, Navy, Marines) would have gotten those skills at GTL11 or GTL12. If you are a merchant or some other vocation, the skills will be very location dependent. Glisten is nearby and at GTL12, for example, while a Sword Worlder is going to only see GTL10, ever.
Roles;
We are eventually going to need to run a starship here, so there have to be certain crew roles filled (unless you want to take on NPC hirelings, which always complicates things):
Skills everyone should have at least a little of;
Five Roles:
Ø Captain/Pilot,
Ø Navigator/Sensor Operator,
Ø Chief Engineer,
Ø Second Engineer/Computer Operator/gunner,
Ø Steward/Gunner/Cargomaster.
Mixing and matching roles is possible (for example, the Captain could be cargomaster, and someone else be the pilot) but there are limits; many ships have only two bridge positions, two engineers (well 1.5) are usually needed to maintain a ship, if a bridge officer is also a gunner, they are at -2 for everything they are doing to multitask during combat.
Captain/Pilot Skills Needed
Piloting (Starship)
Electronic Ops (communications)
Electronic Ops (sensors)
Leadership
Tactics (space)
Navigator/Sensors Officer Skills Needed
Electronics Ops (Sensors)
Electronics Ops (communications)
Electronics (Sensors)
Electronics (Communications)
Astrogation
Cartography
Computer Ops
Piloting (Starship)
Chief Engineer Skills Needed
Leadership (needed to combine work of two people on one repair)
Engineering (Vehicles)
Mechanic (
Mechanic (Life Support)
Mechanic (Power Plant)
Shipbuilding (Starship)
Electronics (Computers)
Second Engineer/Gunner/Computer Operator Skills Needed
Same as Engineer (between the two all those skills need to be covered – two people with the same skill can make a relevant repair easier/faster, so overlap is not wasted)
Computer Ops
Computer Programming
Electronics (Computers)
Gunner (Beam Weapons)
Gunner (Missiles)
Gunner (Sandcasters)
Armory (Ship’s Guns) is needed for repairs
Steward/Gunner/Cargomaster Skills
Cooking
Savoir Faire (Passenger Liner or Service Industry)
Gunner as above
Merchant
Accounting and/or Administration
Freight Handling
Someone should also have some medical skill, another pilot is always nice, computer skill and computer programming and/or computer hacking can come in handy.
Funny, I left out gun skills; Laser weapons (skill is guns(energy weapons) for all lasers) will be readily available for purchase, but some planets restrict such weapons (laws come in all shapes and sizes, actually, so having a “small gun” skill is recommended in addition to anything big), and in shipboard combat such materially destructive weapons are not recommended. In fact, shotguns (including gauss shotguns), small handguns (“snub pistols”) and old-fashioned hand-to-hand weapons (the cutlass) are better for shipboard combat if you want your ship to continue working afterwards. Often tranquilizer or gas filled rounds are utilized. FYI, the Gauss Rifle is the ultimate non-laser weapon, and uses standard rifle SMG or pistol gun skills, depending on configuration.