Sunday, 25 April 2010

My! You are very tall!

Character Height and Mass

While reading the GURPS: Traveller supplement Humaniti I came across a nifty system for establishing the height and mass of a player character. This article is a conversion from GURPs: Traveller to Classic or Mongoose Traveller for Human or Humanoid characters.

First, work out the character’s Height and Mass based on his Strength score. Adjust these in accordance with any racial descriptors.



















































StrengthHeightMass
25’1”/152.5 cm110 lbs/55 kg
35’2”/155 cm120 lbs/60 kg
45’3”/157.5 cm130 lbs/65 kg
55’4”/160 cm130 lbs/65 kg
65’5”/162.5 cm 135 lbs/67.5 kg
75’6”/165 cm135 lbs/67.5 kg
85’7”/167.5 cm140 lbs/70 kg
95’8”/170 cm145 lbs/72.5kg
105’9”/172.5 cm150 lbs/75 kg
115’10”/175 cm155 lbs/77.5kg
125’11”/177.5 cm160 lbs/80 kg
136’0”/180 cm165 lbs/82.5 kg
146’1”/182.5cm170 lbs/85 kg
156’2”/185 cm180 lbs/90 kg



For each 1”/2.5 cm of height over 6’2”/185 cm, add 10 lb/5 kg to average mass. For female characters, subtract 2”/5cm from height and 10 lbs/5 kg from mass.

Determine the surface gravity of the race’s homeworld and the character’s birthworld. Surface gravity is defined as heavy (more than 1.5G), normal (0.71 to 1.5G) or light (0.7G or less). The formula for working out surface gravity of a planet is G=K*(D/8) where G = Gravity at planetary surface, K = Density of planet (Earth has a density of 1)and D = Diameter of planet (as per UWP).

Once the surface gravity of the race’s homeworld and birthworld have been determined, adjust the character’s Strength and Endurance, and Height and Mass in accordance with the following comparisons:

Heavy Homeworld Gravity, Normal Birthworld Gravity
Reduce Strength by 3 and Endurance by 1
Increase Height by 20% and decrease Mass by 20%

Heavy Homeworld Gravity, Light Birthworld Gravity
Reduce Strength by 5 and Endurance by 2
Increase Height by 20% and decrease Mass by 20%

Normal Homeworld Gravity, Heavy Birthworld Gravity
Increase Strength by 3 and Endurance by 1
Reduce Height by 20% and increase Mass by 25%

Normal Homeworld Gravity, Light Birthworld Gravity
Reduce Strength by 2 and Endurance by 1
Increase Height by 25% and decrease Mass by 20%

Light Homeworld Gravity, Heavy Birthworld Gravity
Increase Strength by 5 and Endurance by 2
Reduce Height by 33% and increase Mass by 60%

Light Homeworld Gravity, Normal Birthworld Gravity
Increase Strength by 2 and Endurance by 1
Reduce Height by 20% and increase Mass by 25%

Sources:
GURPs 3e by Steve Jackson - Steve Jackson Games
GURPs: Traveller by Loren K. Wiseman - Steve Jackson Games
GURPs: Traveller Humaniti by Loren K. Wiseman and Jon F. Zeigler - Steve Jackson Games
The Traveller Book by Marc W. Miller - GDW

Thursday, 22 April 2010

A Random Entry



I am a d10


Take the quiz at dicepool.com



You are a d10: You are analytical, rational, and logical. You see the world around you as a succession of problems that can only be navigated via insightful and elegant solutions. You insist on precision are often forced to waste valuable time correcting others. Your attention to detail is extraordinary, and will sometimes focus all your attention on details that others consider unimportant. You are not so interested in doing the right thing, as you are in finding the best way to do it. In other words, you're a complete nerd.

Hmmm, not sure if this is accurate or not.

Tuesday, 6 April 2010

Uzlatsizurtou? How do you pronounce that?

Trokh random word generator from Alien Module 1: Aslan


Some thoughts on Languages in Traveller

I still fondly recall the Cantina scene from the movie Star Wars (or Star Wars: A New Hope). Aside from the plethora of aliens in the taproom, there is the famous encounter between Han Solo and the Rodian bounty hunter, Greedo. While Solo speaks “English”, Greedo answers him in an alien language (Huttese, I believe), but both can obviously understand each other. The reason for this may be as simple as that they are both running translation programmes on their handcomps and listening to the translation through an ear bug. Greedo the hapless bounty hunter. Image from Wookieepedia, and Lucas FilmsAlternatively, Solo may very well understand Huttese (described elsewhere as a criminal dialect) but can’t, or won’t speak it, while Greedo, for similar reasons cannot, or will not, speak “English”.

I am not a linguist, but I admire the work of those who are, especially those who have chosen to invent their own languages. An imaginary language that has been conceived of as a series of vowel, consonant and syllable sounds, and that follows logical rules for grammar and structure, can add depth to a story or a roleplaying game. Anyone can call a planet ‘Myxpltic’, and the name may even look okay on the page, but roleplaying games are essentially language games and if you can’t pronounce the name you’ve created, or can’t imagine how the word sounds, then it might as well be called ‘Mud’ as far as your players are concerned.

Traveller has a number of Alien Major Races, and innumerable Minor Races. And just as it is important that these aliens should “look” alien, and not just ‘people in rubber suits’, so they should have languages that reflect both their culture and history, as well as how they physically form sounds to communicate. Several of the Classic Traveller Alien Modules – Aslan, Vargr, K’kree, and Droyne – explored the concept of languages for these races and even went as far as defining the frequencies of vowel and consonant sounds which, in turn, suggested how these languages would sound. Handy little random tables were included in the original Modules that allowed players and referees to construct syllables in the various languages and, by stringing these syllables together, to construct words.

As far as I’m aware, it was only in Alien Module 3: Vargr that we saw extensive treatment of an alien language – in this case Arrghoun, an obscure Vargr dialect – complete with rules for grammar and a Vocabulary. While working on scripts for The BurrowWolf webcomic, I decided that I wanted to have some Vargr characters speaking a Vargr dialect, with English subtitles. Therefore, I shamelessly borrowed the Arrghoun Vocab and converted it into a searchable document. I then added words to the Vocab, as I needed them for my story, by simply generating blocks of one, two and three syllable words with Space Corsair’s Traveller Alien Language word generator, stacking the word blocks in another file, and then using the words I liked the look of.

When a certain critical mass of words had been generated and defined in my vocab, I began to notice two effects. The first was that I was consciously trying to put myself into the mind of a Vargr and think how he might describe something, what expressions or turns of phrase might be Vargr cultural shorthand for expressions we use such as “How’re you going?” or “What’s happening/what’s up?” The second effect was that faced with the need for a new word, I would carefully look through my Vocab for synonyms. Could an existing word have two meanings, depending upon context, or could there be a root word that, with a different ending, would become the new word I needed? For example, vonutoea is Arrghoun for ‘star’, vonutoe dzourrgh is ‘starship’ and vonutoevargr is ‘starfarer’. Therefore vonutoelouthghu is ‘starport’, and my contribution to the work of Messers Keith, Miller and Harshman.

Arrghoun is a very simple language and pretty much works on a straight word substitution method – there a couple of simple rules for conjugations, person, adjectives, and plurals, but it is consistent, and fun to use. More importantly from my perspective, it allows me to introduce something a little exotic and alien into my Traveller campaign. The downside of this approach to language is the shear amount of work required to build a half decent vocabulary. With several other Major Races active in my campaign, as well as over half a dozen Minor Races I could quite easily spend the rest of my life fooling around with words and never have any time for playing.

Another approach to language is that which I’ve used for my Aslan character Ahkalhyo in the Reaver’s Deep PbEM game I’m playing in. From what I understand from Classic Traveller Alien Module 1: Aslan, Gurps Traveller: Alien Races 2, and the MegaTraveller Solomani and Aslan book, Trokh, the Aslan language, is a very complicated communication form, with layers of meaning, subtle status indicators and non-verbal components involving tail and ear positions and stance. I have found a very limited Aslan Vocab on-line, but it was not a lot of use for what I wanted to do.

Fortunately, Ahkalhyo is working as a pilot for a human crew. By attempting to use a formal narrative style for his in-character posts, I have tried to indicate that his grasp of Galanglic is not very broad or colloquial. I have also had a bit of fun creating Trokh words for favourite foods, holo-vid dramas and other such personal things that would leak through into his narrative. All new words, with their meanings, are noted in a list I keep on his character sheet so that I keep the references consistent, and can find the words again for later posts. With this collection of Aslan technical and personal terms I can, again, introduce something a little exotic and alien into the game I am playing in.

If your Traveller Universe has some form of the Third Imperium (or other large stellar Empire), then you probably already have some form of “standard’ language – be it Galanglic or, in my Traveller campaign, Imperial Basic. All citizens of the Stellar Polity will speak the main language but, to add a little colour and flavour to the campaign setting, they may very well speak it with a regional or cultural accent. In the Third Imperium there are various cultural areas, reflecting historical ethnic settlement, now rolled into the Empire. For your campaign, look for possible settlement patterns in the history of your subsectors, or for possible centres of economic power. A High Population world will probably dominate the worlds within Jump-2 of it by shear numbers, a High Tech/High Population world might dominate all worlds within Jump-4 of it, while a High Tech/High Population world with an A Class starport may extend its cultural domination up to Jump-6, or along a Reach or Main. By shear weight in numbers and by economic might, the world in question will act as a focus for culture and power, and possibly as a point of origin for the populations of smaller colony worlds.

For example, in the Gamelea Subsector of the RimWorlds all Imperial citizens speak Basic. In the Gamelea Cluster, which is dominated economically and by population by the Tech Level 15 system of Gamelea (something like 90% of the population of the cluster are resident in the Gamelea system), and where all the worlds within the Cluster are Jump-1 from Gamelea, the Gamelean dialect of Imperial Basic predominates. Both Ventura and Feor, with large populations of their own, have their own accents, but their populations still speak Gamelean Basic. Bryak, Jump-2 from Gamelea, actually has a larger population than Gamelea but is only Tech Level 9. Therefore, its ‘area of dominance’ is pretty much restricted to its own system – Bryakis speak Gamelean Basic but with such a heavy accent that Bryaki Basic is a strong contender to be considered as a separate dialect.

So, how might we reflect languages and dialects in game mechanic terms? How can languages be made to work in your Traveller game? Mongoose Traveller has a Language Skill and one can take levels in a language (becoming more fluent at the language), or acquire more languages. No such skill exists in Classic Traveller but I would be inclined to permit a player to convert one level of Steward or Carouse Skill into Language Skill. In this case I am interpreting Language Skill as ‘having a facility to learn languages’.

A character will have a native language to Level 3. Characters with Education of 9+ automatically increase their native language to Level 4 at no cost. Characters with Education 12+ automatically increase their native language to Level 5 at no cost.

Cover of GURPs: Traveller Far TraderHaving gained a ‘facility to learn languages’, the character averages her Intelligence and Education stats to produce a point pool. This point pool can be used to buy languages, or to increase the character’s fluency in an already purchased language.

Fluency levels are measured thusly:
Level 1: Basic Communication – “Where this?” “How much?” “Where food?”
Level 2: Average Communication – “ I needs hydropump for this many days” “You want how much for that?” A poorly educated native speaker (Education 3 – 5) with limited vocabulary. Otherwise, speaks with a heavy accent of origin and tends to mangle syntax or grammar.
Level 3: Good Communication – Native speaker with average education (Education 6 – 8) and vocabulary. Otherwise, speaks like a native, though still retains accent of origin.
Level 4: Excellent Communication – Native speaker with advanced education (Education 9 –11) and expanded vocabulary. Otherwise, speaks like a well educated native and able to debate history, art, poetry, politics, etc. Still retains a trace of accent of origin, though usually not noticeable to a native speaker.
Level 5: Superb Communication – Native speaker with superior education (Education 12 – 14) and extensive vocabulary. Otherwise, speaks like a well-educated native. Has possibly studied older forms of the language and can make allusions to classical authors, etc.

For example, Eeather gains Language Skill during character generation. She has Intelligence 9 and Education 8. Averaging her two stats, she has a point pool of 8 to play with. As a native of Feor, she already speaks Gamelean Basic (with a Feorian accent) to Level 3. Eeather is a Merchant and decides that picking up a couple of extra languages could be a good career move. Passage through Kalar-Wi space opens markets in the Cabria and Lymethius subsectors so she decides that taking Kalar-Wi to Level 2 for two points is a good starter. Beyond Kalar-Wi lies the Aslan Huiha Esoyatre in Lymethius subsector, so Eeather takes Trokh Esoyatre to Level 4 for four points, as Aslan, while pretty touchy about matters of pride and honour, respect someone who respects their language and culture. With her final two points, Eeather takes Trade Lingo, a pidgin language commonly used by merchants moving to and fro across the Imperial Border.

In summary, Eeather speaks:
Gamelean Imperial Basic Level 3 (Feorian accent)
Kalar-Wi Level 2 (Heavy Feorian accent)
Trokh Esoyatre Level 4 (Minimal Feorian accent)
Trade Lingo Level 2 (Heavy Feorian accent)

As a Merchant Broker or Factor, she will be an asset to any ship crossing the Imperial Frontier.

Characters without Language skill can learn a new language, but only at the same rate that they would learn any other new skill. Such characters also have a Language points pool of the average of their Intelligence and Education stats. They can only spend their pooled Language points as they have time to learn a level of language – this can be from a native speaker or from tape or wafer, and real time or through hypnosleep. The best time to learn new languages is obviously during the enforced idleness of a space trip.

If one of the first actions of your players when they hit dockside in your Traveller campaign is to check out the chipware markets for language chips for their handcomps, or to start haggling with the local chandlers in their own dialects, then language has become a flavour beyond vanilla in your story telling.

And Uzlatsizurtou is an Arrghoun word meaning ‘to be certain’ and is pronounced:
“uz-lo-sur-zur-tow” (the last syllable rhymes with ‘pow’).

Tuesday, 23 March 2010

Agents

Cover of Mongoose Traveller Book 5: Agent - image pinched from the Mongoose website

Mongoose Traveller Book 5: Agent
By Bryan Steele with additional text by Gareth Hanrahan


After thoroughly enjoying Mongoose Traveller Book 4: Psion, I was really looking forward to Book 5: Agent. And now that I’ve nearly finished it … I feel a little disappointed. On the whole, Book 5: Agent is a good book, and there are a lot of useful ideas and metagame pieces throughout it, but some of the incidental writing really puts my teeth on edge. It would appear to be written by someone with little idea of what an Agent might possibly do, outside the obvious Law Enforcement and Spy fields.

Taking the Agent career from the Traveller Core Rules, with its three assignments of Law Enforcement, Intelligence and Corporate, as its starting point, Book 5 expands this to six career tracks – each with three specialisations. The career tracks are: Law Enforcement; Investigator; Spy; Analyst; Corporate; and Bounty Hunter.

And therein lies the first problem – terminology. To me, Investigator and Analyst are actually specialisations that should be slotted into one of several of the other four career tracks. The context in which the term Analyst, for example, is used within the generation system implies a Political Agent/Police role that is rather at odds with the geeky, pattern recognising, glasses wearing, egghead we expect to see, especially with the Handler specialisation of the Analyst career path being described as a political bodyguard.

A nice touch, as part of the character generation tables associated with the new Careers/Specialisations, is the characteristic Trust. Trust is a measure of how well regarded and in good standing the Agent is with his/her agency – this translates into how much good kit/support the Agent can pull down as required for a mission.

After a confused section on Agencies, which manages to be both vague and uninspiring, but which does give nice examples in how Trust might be used by Agents working at various levels and in various Agencies, we reach ‘The Law in Traveller’ chapter. Again, after a rough introduction, there are a number of nice little abstract mini-games which allow an Agent character to accumulate evidence in a case and run the case through trial to sentencing – perfect for play-by-email or downtime housekeeping when the rest of the group is gearing up to do something else.

The following Espionage section attempts to round out Espionage agents in a similar fashion and, again, while there are good ideas, the writer seems rather unclear about how he envisions Espionage Agents to operate in wider society – ranging from extreme cynicism through a confused ramble about whether Espionage Agents serve the state or the politicians, and then rephrasing the role of Espionage Agents under several different terms and headings. Again, the mini-game that accompanies this chapter salvages it from being thrown across the room in frustration.

And then we come to the Corporate Agent. The writer assumes that corporations will wage war upon each other like medieval city-states, complete with mercenary assaults and corporate assassinations, and so completely misses the standard Traveller/Science Fiction trope of the corporation strong-arming the weak government - colonial or otherwise. Again, there are nice ideas buried in this chapter that can be sifted out, but the writer’s version of corporate wars owes little to any science fiction I’ve ever read.

By the time I got to the Bounty Hunter section, I was mentally prepared for the dumb-ass intro. The writer makes the assumption that Bounty Hunters are some form of Government Agent, missing the point that Bounty Hunters are actually licensed contractors, or sub-contractors, doing the messy work that Government Agencies don’t have the manpower to do. Why would a government agency pay a bounty to an employee? A government agency pays a bounty to a licensed contractor because the contractor carries all the overheads for the mission. Again, there are nice mini-game elements for working out how long a Bounty Hunt mission might take, and getting the character to roll skill rolls to accumulate effect numbers to solve the case is neat, too. But I still prefer the Bounty Hunter character career from Spica’s Career Book 1.

The Agent Technology chapter had some nice new toys, as well as a neat system for rolling up Q-type technological gadgets for the Agent to trial in the field. The tech section is rounded out with deck plans for a couple of starships that agents might find useful.

So, Book 5: Agent is, in my opinion, a mixed bag. The metagame elements are nearly worth the price of admission in, and of, themselves, yet other parts of the book lack depth and thought and leave me with the sneaking suspicion that there was a deadline crunch and Mr Hanrahan had to step in to get the project to press. Of course, this is pure supposition on my part here, and I may be very wrong.

I would suggest getting the pdf as a matter of course so that one can take advantage of the very useful metagaming elements in one’s own campaign. Shelling out for the hardback book is a closer call. I would suggest having a look at the book first and seeing if it meets your needs before dropping cash on it.

Thursday, 18 March 2010

Website Update #5

The thin green line - Geithurian Republic MarinesFinished off some figures this afternoon - 15mm Crusaders from 15mm.co.uk - and updated my modeling log.

I now have a light platoon of three squads - each squad consists of two fire teams (including a support weapon) and a weapons team.

My long term goal is to build a second platoon - two packs of Crusaders and a Heavy Weapons pack - and round out the resulting light company with a Crusader Command pack.

These Crusaders will be serving as Geithurian Republic Marines. The Republican Marines get the best equipment available - Tech Level 12 - which still leaves them ill-equipped to confront Imperial Marines head-on, though squad support is provided by imported PGMP-13s.

Geithurian Republic Marines are deployed in positional assaults, planetary assaults and ship actions.

Saturday, 13 March 2010

Website Update #4

Kamperalian Section with Squad support Battlesuits - Battlesuits by Ground Zero Games, Infantry by Rebel MinisIt’s taken several days, but I’ve finally updated my modelling log and my webpage.

I’m quite pleased with how my Ground Zero Games Heavy Battlesuits have come out, and I like the Rebel Minis Earthforce Marines – now doing duty as Kamperalian infantry. The evolution of the Kamperalian Ground Forces as a distinctive Tech Level 11, non-Grav using army has been quite fun, as well.

Checking my notes, I see that both Floranna and Ektra, the other two worlds in the Kamperal polity, have similarly restricted operating areas for armed forces as Kamperal, itself. Floranna is a water world, with the population of some 7 million sophonts living in domed undersea settlements, while Ektra, a small, waterless and nearly airless world supports nearly 9 million sophonts in various subterranean warrens. In both cases, the Kamperalian Heavy Battlesuits should easily support the infantry in their patrol and garrison duties, while the Combat Walkers will be able to winkle out any serious resistance.

Thursday, 4 March 2010

Accidents in Astrography: RimWorlds Sector

RimWorlds Sector map c. 1984
This is the original sector map of the RimWorlds Sector, as drawn by me back in 1984 or 1985. Gamelea Subsector occupies the K region of the sector.

The light green area of the map shows the part of the sector under Imperial control. The blue area in the Lymethius subsector (Subsector J) is the Geithurian Republic, a human-dominated but anti-Imperial polity.

In Subsector L (Nolgor Subsector), Lur (homeworld of the insectoid Zoni), the Theocracy of Lotarf and the splinter state of Naos VI are all resisting Imperial control, while in Miazan Subsector (Subsector N), the Republic of Kamperal has become increasingly hostile to Imperial control to the point that the Miazan Subsector Duke is preparing to declare that a state of rebellion exists within the borders of the Imperium.

Gamelea, Nolgor and Miazan subsectors are all beset with political weakness, stagnant economies, corruption and hostile neighbours. Each subsector has its own unique flavour and all offer challenges to adventurers.