Friday, 17 September 2010

Shiney New Stuff

Cover of d66 Compendium - artwork used completely without permissionI stumbled across a notice about the impending release of this Compendium by Jon Brazer Enterprises a week or so ago. We had a power cut just before I could finish this post and I only rediscovered this draft a couple of days ago.

Going back to check my source material, I could not find the Compendium listed on Jon Brazer Enterprises' website nor on any of my usual gaming haunts. And then a link popped up on Facebook today, indicating that the Compendium was at the printers and almost ready to go.

If you follow this link to Jon Brazer Enterprises' website, you should be able to read a brief review of what's in the Compendium (hint to review writers: "stuff", while succinct, is not terribly helpful - "usefull stuff" is not much better) in the News and Blog section.

Basically, the d66 Compendium brings together in one place a series of d66 tables, such as JBE has been releasing over the last little while - tables for generating Aslan Female Names, Random stuff found in the Ship's Locker, Orbital Facility Names, etc - which give Referees another little tool in their tool box to help keep their games rolling when players suddenly ask, "what bar should we meet at?" or "what ships are in port?"

Website Update #8

President Viscount Marc Van Zaquerl of KamperelSlowly catching up - posted two updates to the Modeling Log of my
website, showing some figures I've finished, including some John Bear Ross HAMR Suites from Rebel Minis.

Also featured are further updates to the Library Data of my Traveller page, mainly resulting from work I've done on this blog.

Sunday, 12 September 2010

Allies, Contacts, Enemies and Rivals

Cover of Allies, Contacts, Enemies and Rivals - image lifted from the Spica Publishing Site Allies, Contacts, Enemies and Rivals:
A sourcebook for Mongoose Traveller
By John Griffiths, Richard Hazlewood and Daniel W. Hammersley


I must say first up, that my wife and I had the privilege of proofing an early version of Allies, Contacts, Enemies and Rivals, and I have just spent the last week or so working on a final proof and edit for this book, the latest offering from Spica Publishing.

The ACER project started somewhere around the beginning to middle of last year and then dropped off the radar for a time. A couple of months back the project fired up again and before I knew what was happening, there was a release date. With the release immanent, John sent me an updated manuscript to proof. The timing was bad for me, but I finally got it done, dusted, and emailed yesterday.

The book as a whole is a very useful Referee’s tool. Alongside a collection of basic stat block characters, in the grand tradition of Classic Traveller’s 1001 Characters, there are 24 characters fully worked up as Allies, Contacts, Enemies and Rivals as per the Mongoose Traveller rules, as well as a free trader and crew; a Detached Scout and crew; a PsiTac Team; six individual NPCs; and the crew of a mercenary cruiser and their mercenary platoon – a total of 62 characters plus a 40 strong combat platoon, as well as a further 48 ‘red shirt’ basic stat block characters.

So, very good value for money, well presented and available either through DrivethruRPG as a pdf, or via Spica’s Lulu store for a print copy – both links are on the Spica Publishing site, linked to above.

Saturday, 28 August 2010

Vilani Word Dump

Sometimes, a Vilani word or name dropped into conversation during a game is useful in enhancing the players’ experience of life in the Far Future. Inspired by Jon Brazer Enterprises’ d66 compendia and with access to Space Corsair’s language generator, I present two d66 Vilani word tables – one of two syllable and one of three syllable words. Roll 1 d6 for ‘tens’ and a second for ‘ones’.

Suggested uses include personal names, names of items, and elements of language such as greetings, curses and expressions.





Vilani Word Table – 2 Syllables






































































11
agu
31
gigash
51
khuas
12
aii
32
gunim
52
kimdii
13
aim
33
idkuu
53
kuurgi
14
air
34
ima
54
lirlish
15
akha
35
irbik
55
mauush
16
ankhish
36
irka
56
nauur
21
bamu
41
iskur
61
nuus
22
daiir
42
kadlan
62
sagli
23
dasnii
43
kagshi
63
shagu
24
ega
44
kalur
64
sheki
25
eka
45
karnug
65
shiimrar
26
gaii
46
kharnaa
66
unshi








Vilani Word Table – 3 Syllables




































































11
adia
31
iidkilud
51
mashshadkhad
12
agdurgi
32
iishmiimgu
52
meiirgag
13
dakuip
33
indaarku
53
narkiir
14
dargishga
34
kaamgu
54
niishdenu
15
diugas
35
kakai
55
remnigin
16
gaaamkhi
36
kasiki
56
sashkaka
21
geau
41
khuikhum
61
shamiigi
22
geugli
42
khuuamdi
62
shikubi
23
gisharu
43
kuaksham
63
shishkuis
24
gupipdii
44
liirluma
64
umkhagaa
25
iankhim
45
luurauush
65
urkhandig
26
igarshu
46
magiilur
66
zashdikhish


Saturday, 21 August 2010

Accidents in Astrogation – Lymethius Subsector #1

Lymethius Subsector
Spinward of Gamelea Subsector lies Lymethius Subsector. Astrographically, Lymethius consists of the Tallu, Kalar-Wi and Yuakteisye Clusters and the Julnar and Aaron Reaches.

Ouron, Finduil and Por’via are Imperial worlds and are considered part of the Julnar Reach and, along with Anar, are part of the Duchy of Gamelea, while the Aaron Reach, named for the bright F5 primary of the Lysarnor System, contains the bulk of the population of the Geithurian Republic at Appaer, Geithur and Lysarnor.

The Tallu Cluster is divided between the Imperium, with its toehold at Anar; the Geithurian Republic, holding Jul’ni and Coroson; and the independent systems of Tallu, Auru and the dead world of Nearo. Only Kidan and Masaad of the Kalar-Wi Cluster lie within Lymethius Subsector. Kidan was seized by Huiha Esoyatre ihatei in 1106 following the collapse of the Kalar-Wi State at the end of the Kalar-Wi War. Now known as Yaitlaorail, the 40,000 Kalar-Wi of Kidan are seeing a massive influx of Esoyatre Aslan moving onto their planet. Yuakteisye Cluster consists of the four systems settled by the Aslan Huiha Esoyatre and lies across most of the trade routes between Lymethius and Cabria Subsectors.

A scattering of systems along the Spinward edge of Lymethius Subsector provide routes further Spinward into Per Vulia Subsector.

The 2nd Rimward War (793 – 794) in Gazul Subsector blunted Imperial consolidation of the Julnar Reach route around the end of the Perrsherrik Rift. The Geithurian Republic and Huiha Esoyatre formed an alliance to prevent further Imperial expansion through the Tallu Cluster and Huiha Esoyatre then became the driving force behind what is now known as the Outrim Alliance. The Outrim Alliance has fought four wars with the Imperium since the early 10th Century to contain Imperial expansion and fix the border fairly much where it is today.

Lymethius Subsector is home to two Major Races – humans of mixed Vilani and Zhodani stock, and Aslan – and three Minor Races: the ursoid Purvions of Tallu, while related to the Purvions of Lithia/Miazan, have a comparatively High Technology civilization and have successfully maintained their independence for nearly 1000 years; the diminutive psionic Aaronites from the warrens of Lysarnor are valued mechanics and crafts-sophonts; while the Tharoysa of Dysa Metharoth have a reputation as shrewd merchants.

There are a number of languages current in Lymethius Subsector:
Cassingal: - dialect of Gazolin Imperial Basic, Cassingal has spread over the coreward border of Gamelea Subsector and is spoken on all the worlds of the Julnar Reach - Tulvan, Julnar, Leminkainen, and Ouron, Finduil and Por'via in the Lymethius Subsector. Gamelea Imperial Basic speakers and Cassingal speakers can understand each other, though quietly laugh at each other’s accents and spelling conventions.
Gamelea Imperial Basic: - spoken on Anar, and by Gamelea Ducal officials on Ouron, Finduil and Por'via.
Kassuriik: - main language of the Purvion Minor Race of Tallu and related to the Kassuriik spoken by the Purvions of Lithia/Miazan.
Khasikha: - Vilani dialect used as a native language by the inhabitants of Appaer/Lymethius and subsequently adopted as the official language of the Geithurian Republic.
Lhosuwha: - main language of the Tharoysa Minor Race of Dysa Metharoth/Lymethius.
Phijudas: - main language of the Aaronite Minor Race of Lysarnor/Lymethius.
Trokh Esoyatre: - dialect of Trokh spoken by Aslan of Huiha Esoyatre of Yuwe, Atlasiykh, Faiwawhwe, Yuakteisye and Yaitlaorail in Lymethius Subsector.
Vriok: - main language of the Kalar-Wi Minor Race spoken on Kalar-Wi and the worlds of the old Kalar-Wi Empire, including Kidan and Masaad in Lymethius Subsector.

Lymethius Subsector contains twenty-six worlds with a total population of 186.202 billion sophonts. The highest population, A, is at Appaer and Yuakteisye, and the highest Tech Level, C, is at Appaer, Yuwe and Tallu.

Sunday, 15 August 2010

Scoundrel

Cover of Mongoose Traveller Book 6: Scoundrel

Mongoose Traveller Book 6: Scoundrel
By Gareth Hanrahan


Taking the Rogue and Drifter career paths from the Mongoose Traveller Core rules, this supplement expands them in a similar fashion to what has been done with other careers in previous books in this series. Also covered are Barbarians and Belters, two other marginalized groups.

Career paths for Scoundrels can be:
Intruder: which divides into Hacker, Burglar and Faceman (Facebeing?).
Smuggler: which includes Blockade Runner, Bootlegger, and Smuggler Crew.
Organised Criminal: Assassin, Enforcer, or Co-ordinator.
Pirate: Corsair, Boarder, or Jumpcusser.
Scavenger: Wrecker, Salvage Expert, or Tombrobber
Wanderer: Hitchhiker, Vagabond, or Bandit
Barbarian: Warrior, Tribesman, Shaman.

Imprisonment can be an occupational hazard for a Scoundrel, particularly during Character generation. A nice little metagame about Incarceration features just after the chargen section and can see your Scoundrel put away for up to 4 terms, especially if the Scoundrel’s lawyer isn’t much use, and the DMs are against you! Adventure 2: Prison Planet apparently has a Prison skill section that one’s character can use while inside or alternatively, there is a Prison Skills table attached to the Incarceration section to ensure that all is not completely lost while the character is doing time.

Criminal organisations are examined from a game point of view, and some of the concepts used to develop Intelligence agencies in Book 5: Agent feature in the fleshing out of such organisations, particularly the concept of Trust. The more Trusted a criminal is within his or her organisation, the more likely he or she will receive aid and assistance in performing heists or being extricated from a sticky legal situation. Of course, membership of such an organisation can be a source of future adventure hooks, particularly if the character thinks he or she has ‘left that life behind’. Several sample Organisations, ranging from the criminal, through the Political to the Religious, are presented to demonstrate how such organisations can be detailed for one’s own campaign

Piracy is looked at in some depth and both the pro and con arguments concerning piracy, particularly in a Traveller setting, are presented, including the fact that the practicalities of space piracy have been a long-running debate amongst Traveller fans. While the writer seems to needlessly split pirates into specialities (and some pretty artificial specialities at that), there is a nice reminder of one of Science Fiction’s more enduring pirate types, the raider or Star Viking.

There’s a nice little ship encounter table for pirates hunting prey near a main world, and a modified table for pirates working the Belt or outsystem. A pirate attack on merchant shipping is broken down into a series of tasks rolls which allows the process to be metagamed or played out in detail as required, and there are sections on Pirate Hunters, Pirate Bounties, and how to factor Pirate Loot.

The Intrusion section describes how a heist can be broken down into a series of skill rolls, allowing several jobs to be run in a session. Alternatively, the task rolls can be expanded upwards again as part of a roleplaying session. Helpfully, various security features for various tech levels are also considered as part of fitting out the target of the heist. Computer Hacking and how this works with the Traveller Core computer rules is also covered in some detail and a ‘sample target’ is described in sufficient detail to be lifted wholesale and dropped into a session.

The mechanics of smuggling are considered, including suggested levels of security checks at starports, and how a successful smuggler might go about subverting them. This section also includes several small scenario ideas that both describe a situation and then put several twists on it.

And then finally there’s a section on fencing illegal goods that, much in the way that the trade tables work, allow various DMs to influence the final price that the criminal gets for the loot.

An extensive equipment section, featuring a variety of clever little gadgets, leads into the starship section which features 11 ship designs, with floor plans, for pirates, belters and scavengers, their prey, and those who seek to bring down the villains.

Small sections on Belt mining, odd jobs for Drifters, Scavengers, gambling and con games, and Barbarians round out the book.

When I started to write this review, I must confess that I wasn’t particularly enthusiastic. But going back through the book again, I began to realise that there were quite a lot of very good ideas in here. Little things, like how much a pirate might make from a looted ship, or how to work out a criminal’s standing within an Organised Crime Group and what level of support that organisation might consider granting to that member, are just so useful when the GM is trying to be consistent, yet provide a challenge without stacking the deck against the player.

I do find some of the career path subdivisions baffling in their terminology and wonder if the writers have got themselves locked into a template that doesn’t always quite fit. Though having said that, the career path names can sometimes be quite evocative. And once you start thinking in that direction, they can be a good aid in working out the psychological worldview of the character.

Over all, I think Scoundrel is a good book, and one I intend to buy in hard copy when the opportunity presents itself.

Saturday, 7 August 2010

Accidents in Astrogation – Miazan Subsector #2

Vargr holding off Outrim Alliance forces, Tonivar/Cabria - image from SJG GURPS Traveller: Alien Races 1Miazan Subsector, as an Imperial political entity, is slowly evaporating. Over 80% of the subsector’s population is located in the Kamperelian Cluster and has been effectively lost to the Imperium since the end of the Rivokul War in 1033. The Cabria Subsector systems of Lo Taisang and Tonivar, long attached to the Duchy of Miazan, were settled by demobilised Vargr mercenary clans and while these populations bravely resisted both Outrim Alliance and Kalar-Wi aggression over the last century, their total population still numbers just slightly over a million sophonts. While this is often enough to slow down small numbers of raiders, their low Tech Levels (TL 9 and 8 respectively) and poor port facilities preclude the long term stationing of more effective Naval elements in-system.

Within Miazan Subsector proper, Nakaya, Exxilon and Miazan systems support the bulk of the Imperial population – 6 billion sophonts in the relatively isolated low-tech Nakaya system, 5 billion sophonts in the Miazan system, and another half billion in Exxilon system. Of the three High Population systems, Miazan maintains a Tech Level of 12, while Exxilon has a Tech Level of 9. Nakaya lags well behind the times with a Tech Level of 7. The Tech Level D worlds of the subsector, Golus and Janda, have high tech research or production facilities with very small populations.

In the two decades since the end of the 4th Outrim War in 1085, the Miazan Subsector Dukes have had to cope with a shift of Sector political power away from the Outrim Frontier; the growing threat of the Kamperelian Republic squarely across Imperial supply lines; and the unification and growth in power of the Hunt of Rronurl, a Vargr polity of some six to eight worlds lapping around the Spin/Rimward end of the Miazan Subsector. With only the Naval Bases at Miazan and the fortress world of Celephais, the Miazan Subsector Navy has recovered slowly from losses suffered during the 4th Outrim War and replacement units have been restricted to Miazan’s Tech Level 12 Naval Yards. Falling behind in numbers, and loosing the technological edge that the Imperium has traditionally enjoyed, military planners on the Ducal staff are experiencing sleepless nights as they await deployment decisions at the Sector level.