TWERPS RPG – CLASSIC TRAVELLER
How to Do Stuff
Dying During Character Generation: When rolling up your character, if you roll a “1” on your D10 roll for St, your character dies. Optionally, he/she/it can join the game immediately with a 3 St and no career (pick a race only; you can buy a career later with VPs). This is kind of like starting a Classic Traveller game with Vacc Suit 0 and no money or equipment (not even a Vacc Suit). More importantly, it preserves the sheer frustration and insanity of the original Classical Traveller Character Generation Rules wherein a character can die during the process of being generated.
Profession |
|
Benefit |
Navy |
|
+2 to ship rolls |
Marines |
|
+1 to unarmed combat; +1 to military weapons |
Army |
|
+2 to all personal weapons |
Scouts |
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+2 to scouting and infiltration rolls |
Merchant |
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Can buy items at ½ price at one location and sell them at another for full price |
Other |
|
+1 to two types of rolls (player’s choice) |
Pirate |
|
+1 to ship rolls, +1 to personal weapon rolls |
Belter |
|
+1 to ship rolls, +1 to prospecting rolls |
Sailor |
|
+2 to watercraft rolls |
Diplomat |
|
+2 to manipulation and communication rolls |
Doctor |
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Can heal characters in the field, even at the point of death |
Flyer |
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+2 to aircraft rolls |
Barbarian |
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+2 with all primitive weapons and survival rolls |
Bureaucrat |
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+2 to computer and red tape rolls |
Rogue |
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+2 to all thieving or other criminal rolls |
Noble |
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Double starting money; becomes a “knight” at St 8 instead of 10; gains 1 social level per St point thereafter |
Scientist |
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+2 to scientific and research/library rolls |
Hunter |
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+2 to all hunting rolls |
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|
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Optional |
|
Benefit |
Psionicist |
|
1 Psionic ability; +1 ability per point of St spent (see tables below) |
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|
|
Race |
|
Benefit |
Aslan |
|
+1 to fight with dew claws; natural weapon (dew claws) |
Darrian |
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+2 to Research/Library rolls; considered honest and trustworthy whether they are or not |
Droyne |
|
Fly at St; inscrutable; not always considered intelligent; ½ price Psionics |
Hiver |
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+2 to manipulation rolls; never trusted; immune to mental psionics |
Humaniti |
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+1 to any two types of rolls; the Imperial Standard |
K’Kree |
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+2 on all rolls vs. G’naak; go crazy if alone |
Solomani |
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+2 to willpower rolls; considered psychotic bigots whether they are or not |
Vargr |
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+1 to dodge, +1 to perception; considered flighty and untrustworthy, but in a friendly way |
Vilani |
|
Live a long long time; +1 to rolls to resist mind control; considered hidebound |
Zhodani |
|
+1 to empathy or social rolls; considered sinister and sneaky; ½ price Psionics |
Nobility Commoner Noble St 8 nothing Knight St 9 nothing Baron St 10 Knight Marquis St 11 Baron Count St 12 Marquis Duke |
Psionics Telepathy Clairvoyance Telekinesis Awareness Teleportation Special/Other |
Psionic Abilities
St |
Telepathy |
Clairvoyance |
Telekinesis |
Awareness |
Teleportation |
1 |
Mind Shield |
|
1g |
Suspend Animation |
|
2 |
Detect Life |
Sense |
10g |
|
|
3 |
Empathy |
Direction |
100g |
|
|
4 |
Read Mind |
Clairaudience |
|
Enhance St |
|
5 |
Send Thoughts |
Clairvoyance |
1kg |
Heal Wounds |
Self, naked |
6 |
|
|
|
|
|
7 |
|
|
|
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Self, clothed |
8 |
|
|
10kg |
|
|
9 |
Probe |
Combined |
|
Regeneration |
Self, equipped |
10 |
Assault |
|
100kg |
|
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Gaming Tables (roll D10)
Planets Encounters Spaceship
1 Uninhabitable mess Alien horde Jump 1 Merchant
2 Alien home world Pirates Jump 2 Merchant
3 Low tech paradise Merchants Jump 2 Scout
4 Low tech hellhole Mercenaries Jump 3 Military Escort
5 Nondescript Imperials Jump 3 Merchant
6 Mid tech Mysterious phenomena Jump 6 Warship
7 High tech dystopia Misjump Jump 2 Yacht
8 Former high tech hellhole Patron Jump 3 Corsair
9 High tech wonderland Criminal enterprise Jump ? Alien Derelict
10 Imperial base Scam opportunity Jump 6 X-Boat
Random Scenario Generator
A (Table 1) asks/forces/begs you to conduct (Table 2) on Table 3). (Table 4) complicates things.
Table 1 Table 2 Table 3 Table 4
1 Retired scout A raid An enemy Mysterious phenomena
2 Former coworker A scam Aliens War
3 Ex-spouse An extortion racket Mercenaries Alien Invasion
4 Alien embassy Larceny Merchants Ancient Ruins
5 Group of settlers A salvage expedition Pirates Ancient Artifacts
6 Criminal gang An exploration Imperials Misjump
7 Megacorp front man A rescue mission Settlers Mistaken identity
8 Renegade robot A grand theft spaceship A corrupt government Case of conscience
9 Embittered noble A war A criminal gang Revenge
10 Unknown person A simple assault A bunch of guys like you Total blunder
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TWERPS is © 1995 Gamescience, by Dee, et al.