TWERPS RPG – CLASSIC TRAVELLER

 

By TexasZombie (WDR)

 

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
 
+2 to scouting and infiltration rolls
Merchant
 
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
 
Can heal characters in the field, even at the point of death
Flyer
 
+2 to aircraft rolls
Barbarian
 
+2 with all primitive weapons and survival rolls
Bureaucrat
 
+2 to computer and red tape rolls
Rogue
 
+2 to all thieving or other criminal rolls
Noble
 
Double starting money; becomes a “knight” at St 8 instead of 10; gains 1 social level per St point thereafter
Scientist
 
+2 to scientific and research/library rolls
Hunter
 
+2 to all hunting rolls
 
 
 
Optional
 
Benefit
Psionicist
 
1 Psionic ability; +1 ability per point of St spent (see tables below)
 
 
 
Race
 
Benefit
Aslan
 
+1 to fight with dew claws; natural weapon (dew claws)
Darrian
 
+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
 
+2 to manipulation rolls; never trusted; immune to mental psionics
Humaniti
 
+1 to any two types of rolls; the Imperial Standard
K’Kree
 
+2 on all rolls vs. G’naak; go crazy if alone
Solomani
 
+2 to willpower rolls; considered psychotic bigots whether they are or not
Vargr
 
+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

 

 

 

 

Self, clothed

8

 

 

10kg

 

 

9

Probe

Combined

 

Regeneration

Self, equipped

10

Assault

 

100kg

 

 

 

 

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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