The GK Strategem
I'm running a new traveller campaign - pages about it can be found here:
I'm running a new traveller campaign - pages about it can be found here:
After a short break to clean up and have a short nap we return to Section 9's offices and discuss the latest findings. More importantly though there are have been another 5 masher-style murders overnight while we were in the sewers. The murders all occured between midnight and 1am and were spread out around the city night with no obvious pattern and clearly physically impossible for a single person to do (and clearly not Masher as we were all in the sewers at the time).
After an extensive search of the net Wakiya discovers that the symbol crops up more than once, although it is slightly different each time the basics remain the same. The top search results are a Mercenary company in South America called "Isqun Umayuq Mach’aqway", a publishing company in South Africa called "Inyoka yamakhanda ayisishiyagalolunye" and an antiques company called "Neuf mères". Of these only Neuf mères has any presence in Newport City, a small warehouse on the waterfront in the port at Dejima.
In fact the team discovers (with Ricky having the best memory) that the nine pointed star was used as an emblem by the thugs we encountered just a couple of days ago. In fact it rapidly becomes apparent that the Neuf mères warehouse was one and the same warehouse where we found the body of Hoga Itami. Pulling up the survelliance camera for that area shows that the area is now relatively clean and tidy (there is still the wreck of a burned out car, but that's actually about it for the debris from the fight scene). The camera just about shows one of the outside edges of the Neuf mères warehouse. Pulling the maps and plans for the area shows no obvious overlook for the warehouse, which has several windows on the upper storey, a main loading roller door and a couple of double doors on side walls.
After discussing equipment options and requistioning a Tachikoma as backup we head to the warehouse.
The warehouse is strangely clean, tidy and, despite having many boxes and even shipping containers, remarkably empty (the boxes and shipping containers are empty). After some considerable searching we find a grate in what should be a bathroom (it only has a washbasin apart from the grate). We lift the grate and it reveals a shaft and ladder about one person wide leading downwards.
We head down the ladder - it is a long way down (well below the water level of the adjacent harbour!). In fact our ears pop as we descend and eventually arrive at a small 8x8 metre room with a corridor leading onwards.
Heading down the corridor there is a long window on the left hand side of the corridor which shows outer space as far as we can see. We seem to be in some sort of asteroid or microsatellite!
Despite that worrying view we continue to the end of the corridor where there is a similar 8x8 metre room with a shaft and ladder leading up. At this point Tharbinsan realises that perhaps we should let the Tachikoma know where we are and heads back.
The rest of the team climbs the ladder into a cave! The scene that greets us as we exit the cave is unnerving to say the least. We are stood on an outcropping jutting out from an escarpment
that stretches of east and west. From this vantage point you look out over a vast forest that extends beyond what our eyes can see. Everything is bathed in a harsh green light, the air is breathable but there is a slight musty taste to it.
As we watch there is subtle movement out over the forest and a slowly building hum. The hum builds and builds and then there is a blinding flash and a view of a beam of light launching itself into the sky. There is also the appearance of a pressure wave heading our way and we rapidly retreat back into the cave and down the shaft and back to the warehouse.
As we emerge back into the warehouse there are several rumbles and crashes and then a fountain of seawater erupts from the grate and subsides. Shocked and bemused (and, in Tremen's case at least, worried about our sanity) we return to Tharbinsan and the Tachikoma (Tharbinsan is unable to find any evidence of hallucinogenics).
This plugin adds a shortcode to add a sandpit for character creation experimentation. This allows for a new character
to be created. The characters are saved locally in the browser (only) and can be exported
in a format importable into Fantasy Grounds Unity.
The following (minor) rules interpretations, clarifications and modifications have been made by this plugin:
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Fix to FDG export xml file (cosmetic fix)
Bug fix - Adjust scout mishap3's contact and enemy counts. Provide enemy text on Scout event 3, Fix Typo's, Stop several events overwriting career event
Fix typo. Add full life event list to the Notes of the FGU export
Lock skills in the FGU file, Wording fixes, Bug fixes (citizen mishap4 and event3)
Typo and small bug fixes. Rework the display of advancement options
Added ability to embed text in the initial page (between the notes and the copyright notice)
PDF Generation added
Add Psionics
Bug fixes
Reword mishaps and events so that mishaps caused by events do not imply you leave the career is almost all cases. Add Anagathics
Allow medical bills for injuries
Add save and view options, add a free format field
Fix multiple specialisations!
Allow for multiple specialisations
Added the remaining careers (apart from Psion) and the draft
Add the army career
Bug fixes
Add more careers
Add mustering out, export of characters, bug fixes
Initial Version - pre-alpha (no mustering out, connections, end of character or export. Only pre-careers and rogues implements so far
The information on this page was retrieved by Plugin Information Version 3.263.0.
Enter the traveller's name in the box below and then press Next
hover textto provide additional information about your choices.
You can if you want to try to reproduce an earlier run assuming you can reproduce all the decisions you made during the generation!
Set the random number seed:
You have previously generated and saved one or more characters. If you wish to view (or delete) one of these characters, select from the following options:
(Alternatively if you wish to generate a new character, type the character's name in the box above and press the Next
key)
Fix to FDG export xml file (cosmetic fix)
Bug fix - Adjust scout mishap3's contact and enemy counts. Provide enemy text on Scout event 3, Fix Typo's, Stop several events overwriting career event
The Traveller game in all forms is owned by Mongoose Publishing. Copyright 1977 - 2024 Mongoose Publishing. For more details see the Version History of this creator. The code elements of this creator are © David Vines 2024.
Choose the traveller's species and gender from these options:
Humanity has gone to the stars and a mighty Third Imperium unites thousands of worlds under a single rule. The Third Imperium commands the space between the stars, ensuring that civilisation endures and trade continues. Most travellers in the Third Imperium are Human |
![]() Human Noble |
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The Vargr are the only Major Race to have been uplifted by the Ancients. The Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients about 300,000 years ago from the genus Canis found on Terra. Vargr get Strength -1, Dexterity +1, Endurance -1, a fearsome bite and Heightened Senses |
![]() Vargr Merchant |
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Aslan are descended from four-limbed carnivorous pouncer stock. Early Terran explorers regarded the Aslan as 'lion-like' and the simile has stuck ever since, although the Aslan bear only a passing resemblance to terrestrial lions. Aslan get Strength +2, Dexterity -2, a dewclaw that can be extended to make for a vicious close combat weapon, and Heightened Senses |
![]() Aslan Marine |
Choose the traveller's homeworld below and then press Next
Or type the name of the world in the box below and then press Next
Your initial characteristics are shown in the character sheet to the right. (Note that these have been rerolled using one of the alternatives
from the Traveller Companion
. Three of the rolls have been rolled with a Boon (i.e., three six-sided dice were rolled and the best two
results used). Choose which pair of characteristics you wish to swap (if any).
and then press Do it!
to perform the swap.
Swap with
Note: As you have selected a species of Vargr once you press Next
your characteristics will be adjusted with your Strength
being reduced by one, and your Dexterity and Endurance both being increased by one.
Note: As you have selected a species of Aslan once you press Next
your characteristics will be adjusted with your Strength
being increased by two, and your Dexterity being reduced by two.
Once you're happy that you don't want to swap any additional pairs of characteristics
press Next
to move to the next stage of character creation.
What did you learn before age 18?
Select 0 background skills from the following list:
Once you're happy with your selection of skills press Next
to move to the next stage of character creation.
It's your first term. Choose a career to attempt to enter (the required roll to enter that career is shown in the brackets):
(Only careers which you could possibly enter are shown. Each button shows what roll you must make to enter your chosen career. More details on each career can be found if you hover over the button).
You've successfully entered University. Choose a Level 0 skill:
And a level 1 skill:
Your Education will also increase by 1.
If you successfully graduate both the skills you pick will be increased by an additional level and your education will also increase by another one point.
You have been drafted. Roll to see into which career you have been drafted
You have been drafted into .
You've successfully entered .
You gain the following skills:
You successfully become an agent.
As you graduated from you have the chance to be commissioned immediately on entry to . As you graduated with Honours your commission (if you apply for it) will be automatically approved.
You will remain a prisoner until the parole board decides you can be released. This check is made as part of your advancement in your
career
as a prisoner. If you roll at least your parole
threshold (which, for you, is initially ) for your advancement roll you will be released.
Please choose your assignment from the following:
Skills:
Skills:
Skills:
You gain your choice of the following options:
Gained:
As this is your first term you will learn the following skills: .
As you already know all of the skills this career offers in basic training you don't gain any skills in basic training
Please select a skill for your basic training. You will gain the skill at level 0
As your basic training you gain the skill at level 0.
You already have all the skills this career offers as part of basic training.
As a graduate from the you can select three skills from the following list to be improved to level 1:
Once you're happy with your selection of skills press the Next
button to move onto the next stage of the traveller's career.
As a graduate from the you gain the following skills:
As a graduate from the you would normally improve some of your skills to level one. However you already have all the relevant skills at that level and hence do not receive any additional skills.
Choose which table of skills and training you'd like to use for a new skill or training this term:
Gained:
The usage of anagathics (drugs which prevent the effects of aging) has the following effects:
You not only failed to find a supply of anagathics but have been found guilty of illegal drug dealing. Press Next
to become imprisoned
this term.
You failed to find a supply of anagathics.
You found a supply of anagathics at a cost of Cr for this first term of use.
You have suffered an aging crisis and had to spend Cr10,000 to avoid dying. You will no longer to able to start any new career (limiting you to the Drifter career or the Draft if you wish to start a new career before adventuring)
You suffered a mishap during this term.
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Deep Tragedy: Your time in education is not a happy one; perhaps you became hopelessly addicted to drink or drugs, a failed romance leaves you in tatters or a fatal accident involving a close friend shakes your confidence. You crash and fail to graduate,
Prank gone wrong: A supposedly harmless prank went wrong and someone got hurt, physically or emotionally.
Carouse: You take advantage of your youth and party as much as you study. Gain Carouse-1.
Connections: You became involved in a tightly knit clique or group and made a pact to remain friends forever, wherever in the galaxy you may end.
Life Event
Political Movement: You join a political movement
Hobby: You developed a healthy interest in a hobby or other area of study.
Choose a skill to gain at level 0:
Discovery: A newly arrived tutor rubbed you the wrong way and you worked hard to overturn their conclusions
Choose a skill with which to try to prove your case:
War: War came to your homeworld and a widespread draft was instigated. How do you react?
War: War came to homeworld and a widespread draft was instigated. However you were able to pull some strings and avoided the draft.
Recognition in Education: You gained widespread recognition of your initiative and innovative approach to study. Your Social Standing increased by one.
An investigation takes a dangerous turn. Roll to try to recover the investigation:
Gain one of the following skills:
You complete a mission for your superiors and are suitably rewarded. One of your benefit rolls will be improved by +1
You establish a network of contacts of whom may continue to help you in the future
You go undercover to investigate an enemy. Choose one of the following options and make a Deception roll. If you succeed you will have gain a skill and then have an event from that career. If you fail you will have a mishap from that career instead
You gain a skill, choose which table on which to make the roll:
You gained:
You go above and beyond the call of duty. One of your benefit rolls will be improved by +2
Your efforts uncover a major conspiracy against your emploters and will be automatically promoted
You are given a special duty or assignment in your unit. One of your benefit rolls will be improved by +1.
You are thrown into a brutal ground war. Roll to see if you avoid injury:
Kept out of danger. Gain one of the following skills:
You were injured in the war.
Surrounded and outnumbered by the enemy, you hold out until relief arrives. Your next attempt to get a promotion or commission will be easier by two points.
You display heroism in battle. You may gain a promotion or commission automatically.
Political Upheaval strikes your homeworld and you are caught up in the revolution. Choose a skill to use:
You have come out on the winning side and gain a Die Modifier of +2 on your next advancement roll
You have come out on the losing side and suffer a Die Modifier of -2 on your next survival roll
. Gain +1 to a benefit roll in the future.
You learn something you shouldn't have - a corporate secret, a political scandal - from which you can profit from illegally. What do you do:
You are rewarded for your diligence or cunning. Your next advancement roll will be easier by two points.
You rise to a position of power in your colony or corporation. You will be automatically promoted.
A patron offers you a chance at a job.
You manage to scavenge something of use. One of your Benefit Rolls becomes improved
You are attacked by your enemies.Gain a new enemy (who is actively out to get you).
Choose a skill in which to make a skill check to avoid an injury:
You have been offered the chance to take part in a risky but rewarding adventure.
You rejected the chance of adventure
You decided to go on the adventure. Roll 1D6, on 1-2 you failed, on 3-4 you survived, on 5-6 you succeeded.
You have been forcibly drafed into .
You thrive on adversity and will be automatically promoted
You are invited to take part in a controversial event or exhibition. Roll to see how well your work is received:
You work is well received and your social standing goes up by one.
Your work makes the event even more controversial and public opinion turns against you and the exhibition. Your social standing goes down by one.
One of your works is especially well received and popular, making you a minor celebrity. One of your benefit rolls will be improved.
You gain a patron in the arts. Your next advancement roll will be two points easier (The patron is an ally who will be willing to help you in the future and to whom you do not owe a favour (at least not at this time!))
You have the opportunity to criticise or even bring down a questionable political leader on your homeworld.
You supported the questionable political leader.
Gain one of the following skills:
You gained
You go on a tour of the sector and made a network of contacts of whom may continue to help you in the future
You win a prestigious prize. You will be automatically promoted.
You are assigned to an assault on an enemy fortress. Roll to see if you are successful:
The assault failed.
A mission goes disasterously wrong due to your commander's error or incompetence but you survive.
You display heroism in battle. You may gain a promotion or commission automatically
You are offered the opportunity to smuggle illegal items onto a planet.
You have the chance to risk your fortune on a possibly lucative deal.
Choose a number of Benefit Rolls to wager and then make a Gambler or Broker skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered. Either way you will gain a level in the skill you chose
Gamble rolls
You make an unexpected connection outside of your normal circles. Gain a contact who may be willing to help in the future.
You are embroiled in legal troubles.
Gain one of the following skills:
You gained
Roll to see if your legal troubles end up with you in prison:
A good deal ensures you are living the high life for a few years. One of your benefit rolls will be improved
Your business thrives. You will be automatically promoted.
You join a gambling circle on board. You gain Gambler-1. You gain Deception-1. You one of the following:
If you wish you can make a gamble. If you succeed you will gain an additional benefit roll. However if you fail you lose a benefit roll instead.
Your are given a special assignment or duty on board ship. One of your benefit rolls will be improved.
You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an enemy who will actively work against you in the future but aYour next advancement roll will be two points easier.
You have the opportunity to abuse your position for personal profit.
You display heroism in battle. You may gain a promotion or commission automatically
You have been challenged to a duel for your honour and standing. After the duel you will gain a skil
You avoided the duel and lost one point of Social Standing.
Gain one of the following skills:
You gained
You inherit a gift from a rich relative. One of your benefit rolls will be improved.
A conspiracy of nobles attempts to recruit you. If you join you become a crucial member of the conspiracy. If your aid fails to help the conspiracy collaspes and you suffer a mishap. If your aid succeeds you gain a skill level.
You refuse to join the conspiracy who become your enemy (and will actively work against you in the future)
The conspiracy failed!
Gain one of the following skills:
You gained
Your reign is acclaimed by all as being fair and wise. You gain an unhappy subjectYou sponge off of your family's wealth a little longer. You gain a jealous relative as an enemy who will actively work against you in the future. Your next advancement roll will be easier by two points.
Your efforts do not go unnoticed by the Imperium. You are automatically promoted.
You have the opportunity to escape the prison. If you take the opportunity and pass the skill check you no longer a prisoner. Fail will raise your Parole Threshold by two.
You are assigned to difficult or backbreaking work
Gain one of the following skills:
You have the opportunity to join a prison gang.
Gain one of the following skills:
Prison Event, roll to see what happens:
A riot engulfs the prison, Roll again to see how it affects you:
You were unaffected by the riot
You found something useful and gained an extra benefit roll
You made friends with another inmate; gain them as a contact (someone who may be willing to help you in the future)
You made a new rival amongst the prisoners or guards. They will act against you in the future
You were transferred to a new prison. Your prison threshold is now .
Good behaviour, your Parole Threshold is reduced by one.
You were attacked by another prisoner. Roll to see if you avoid injury
After a Parole Hearing your Parole Threshold drops by one
You have the opportunity to hire a new lawyer. If you do and they succeed at making an Advocate check your Parole Threshold will be reduced.
The warden has taken an interest in your case. Your Parole Threshold is reduced by two
You have the opportunity to save a guard or prison officer.
You have the chance to use your powers unethically to better your standing:
You make an unexpected connection outside your normal circles. Gain a contact.
You achieve a new level of psionic strength. Increase your PSI by 1.
You pick up potentially useful information using your psionic powers. One of your benefit rolls will be improved.
You achieve a new level of discipline in your powers. You are automatically promoted.
You have been arrested and charged. Choose to either defend yourself or hire an Advocate:
One of your crimes pays off. One of your benefit rolls becomes significantly improved and gain your victim as an enemy
You have the opportunity to backstab a fellow rogue for personal gain.
You spent months in the dangerous criminal underworld.
Gain one of the following skills:
You become involved in a feud with a rival criminal organisation
Choose a skill in which to make a skill check to avoid an injury and gain a benefit roll:
You are involved in a gambling ring. Gain Gambler-1.
Choose a number of Benefit Rolls to wager and then make a Gambler skill check. If you fail you lose all the wagered benefit rolls. If you win you gain half as many benefit rolls as you wagered.
Gamble rolls
You commit a legendary crime and will be automatically promoted
You are called upon to perform research that goes against your conscience
You refused to do the research
You did the research despite your misgivings. You gained an extra benefit roll, two levels of science and .
You win a prestigious prize for your work, garnering both the praise and envy of your peers. One of your benefit rolls will be improved.
You have the opportunity to cheat in some fashion, advancing your career and research by stealing another's work, using an alien device, taking a short cut and so forth.
You didn't take the opportunity to cheat.
Using the additional information your research was successful.
Gain one of the following skills:
You gained
Even with the additional information your research failed to make any progress.
You make a breakthrough in your field. Your next advancement roll is made easier by two points.
Your work leads to a considerable breakthrough. You will be automatically promoted.
Your ship is ambushed by enemy vessels. Choose a skill with which to make a skill check:
You also gain an enemy (who will be out to get you). You gain Electronics-1.
You perform an explemplary service for the Scouts. One of your benefit rolls will be improved
When dealing with an alien species you have the opportunity to gather extra intelligence about them. Decide how you're going to gather the intelligence:
Your scout ship is the first on the scene to rescue the survivors of a disaster. Choose how you try to help:
Your spend a great deal of time on the fringes of Charted Space. Roll to see how it goes:
You discovered a new world, item or information of worth to the Imperium and will be automatically promoted
Disaster!
(Unlike normal mishaps you won't be forced to leave your career)
Life Event
Your next advancement roll will be easier by four points
Choose between:
Choose one of the following to gain:You gain a new contact (who may be willing to help you in the future).
You gain
Birth or Death: Someone close to you dies, like a friend or family member. Alternatively, someone close to you gives birth (or is born!). You are involved in some fashion (father or mother, relative, godparent and so forth).
Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival who will oppose you in the future.
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally who will actively try to help you in the future.
New Relationship: You become involved in a romantic relationship. Gain an Ally who will actively try to help you in the future.
New Contact: You gain a new contact who may be willing to help you in the future.
Betrayal: You have been betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise gain a Rival or Enemy.
Travel: You move to another world. Your next qualification roll becomes easier by 2 points.
Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. One of your benefit rolls becomes significantly improved.
Crime: You commit or are the victim (or are accused) of a crime. Choose between losing a benefit roll or becoming a prisoner:
Unusual Event: Something weird happens: Roll to see what it is:
Psionics: You encounter a Psionic Institute. You may test your Psionic Strength and may also attempt to join the Psion career next term if you do so
Aliens: You spend time among an alien species
Alien Artefact: You have a strange and unusual device from an alien culture
Amnesia: Something happened to you but you do not know what it was.
Contact with the Government: You briefly came into contact with the highest echelons of the Imperium - an Archduke for example or, perhaps, Imperial Intelligence
Ancient Technology: You have something older than the Imperium or even something older than humanity.
The psionics institute regrets to inform that your test for psionic ability has revealed that you have no psionic ability. They wish you well in your future endeavours.
The psionics institute is pleased to report that you have some psionic ability. Your psionic strength has been measured with a final score of .
You may now attempt to learn the various psionic skills. Each attempt is harder than the previous one. Choose which psionic skill you would like to try to acquire next:
You have acquired the following psionic skills: .
You tried (and failed) to acquire (or could never succeed at acquiring) the following psionic skills:
A criminal or other figure under investigation offers you a deal:
An investigation goes critically wrong or leads to the top and you appear in court. Roll to see the outcome:
You've learnt something that you shouldn't have and people want to kill you for it. You've gained an Enemy (who is out to get you). However you have also gained the skill Deception 1.
Your work ends up coming home with you and someone gets hurt. You lose .
The unit under your command is slaughtered in a disasterous battle, for which you blame your commander. You have them removed from service but their retaliation means you both leave the army and they become your enemy (and will actively work against you in the future).
You discover that you commanding officer is engaged in some kind of illegal activity, such as weapon smuggling.
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the army.
You are harassed and your life ruined by a criminal gang. You gain the gang as an Enemy who will actively work against you in the future.
Hard Times caused by a lack of interstellar trade costs you your job. L causes you to lose one level of social standing.
Your business is investigated by the planetary authoritiescolony suffers interference from offworld interests:
You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy
You suffer from a life-threatening illness. Your Endurance is reduced by one.
You do not know what happened to you. There is a gap in your memory
You expose or are involved in a scandal of some sort.
Public opinion turns against you. Your social standing is reduced by one.
You are forced out because ofYou suffer censorship or controversy. What truth did you get too close to? The qualification roll of your next career will be easier by two points if you change career at the end of this term.
A mission goes wrong; you and several others are captured and mistreated by the enemy. You gain your jailer as an enemy (who will actively work against you in the future). Your Strength and Dexterity are reduced by one point due to the injuries you suffered.
You are ordered to take part in a black ops mission that goes against your conscience.
You are tormented by or quarrelled with an officer of fellow soldier. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the marines.
You are bankrupted by a rival. You lose all Benefits from this career and gain the other trader as a Rival.
Your ShipStarport is destroyed by criminals. Gain them as an Enemy.
Imperial trade restrictions force you out of businesscause you many difficulties. You may take the rogue career for your next term without needing to roll for qualification.
A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well any others you are entitled to.
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly and have been injured. However you are not discharged from the navy.
During a battle, defeat or victory depends on your actions. Make a skill roll. If you fail the ship suffers severe damage and you are blamed. You will be court-martialled and discharged. If you succeed your efforts ensure that you are honourably discharged instead and keep your benefit roll for this term.
You are blamed for an accident that causes the death of several crew members.
Choose which table of skills and training you'd like to use for a new skill or training:
Gained:
You are tormented by or quarrelled with an officer of fellow sailor. You gain them as a rival (someone who will oppose you in the future) as they try to drive you out of the navy.
A family scandal forces you out of your position. L causes you to lose one point of Social Standing.
A disaster or war strikes. Roll to see if you escape injury in the turmoil:
You avoided injury in the turmoil.
Political manoeuverings attempt to usurp your position. Gain a rival and increase one of the following skills:
Gained:
An assassin attempts to end your life. Roll to avoid injury:
You avoided injury from the assassin.
A rival prison gang persecutes you.
A guard takes a dislike to you. Gain an Enemy (someone who will actively act against you in the future) and raises your parole threshold by one
Word of your criminal past reaches your homeworld. Lose 1 Social Standing
You telepathically contact something dangerous. Lose one PSI. You also suffer from persistent and terrifying nightmares.
An anti-psi cult or gang attempts to expose or attack you. Roll to see the outcome
You have been injured in the attack
The exposé of you abilities results in the loss of one level of social standing
The anti-psi cult's attempts come to naught, but you still must leave the psion career.
You are asked to use your psionic powers in an unethical fashion that goes against your conscience:
You refused to use your psionic powers in an unethical fashion.
You used your psionic powers in an unethical fashion.
You are experimented on by a corporation, government or other organisation. You escaped but are forced to leave the Psion career.
Arrested. You must become a prisoner in the next term
A job goes wrong forcing you to flee off planet.
Gain one of the following skills:
A police detective or rival criminal gang forces you to flee and vows to hunt you down. Gain an Enemy
The planetary government interferes with your research for political or religious reasons. This mishap does not cause you to leave the scholar profession.
Your work is sabotaged by unknown parties.
A rival researcher blackens your name or steals your research. Gain an rival but you do not have to leave this career.
Psychologically damaged by your time in the scouts. Choose between losing a point of intelligence or a point of social standing:
Your ship was damaged and you have to hitchhike your way back across the stars to the nearest scout base. You gained (who may be willing to help in the future) and (who are out to get you)
You've inadvertently caused a conflict between the Imperium and a minor world or species. You've gained a Rival (who will oppose you in the future). However you have also gained the skill Diplomat 1.
You have no idea what happened to you - they found your ship drifting on the fringes of friendly space
One of your allies betrays you becoming a rival or enemy.One of your contacts betrays you becoming a rival or enemy.You have been betrayed by someone you never saw coming becoming a rival or enemy
You avoided Prison and your betrayer is an rival who will continue to work against you
You were indeed arrested and imprisoned by an enemy who will continue to be out to get you
.
Gain one of the following skills:
Gain one of the following skills:
You gained
You can attempt to advance as .
As you do not have a commission in you can apply to become a commissioned officer. NOTE: Due to your low social standing you can only make this attempt during this (your first) term.
If you roll or more you will be released from prison
Your application to become commissioned has been rejected. You may now attempt to advance as a non-commissioned officer instead.
The parole board has considered your case and believes that you can now be released
Having considered your case the parole board does not believe that you can be safely released. You must remain a prisoner
You have been successful in your commission application and have been promoted to .
Your attempt to be promoted failed.
You have been promoted to .
You have already reached the top of your career and can't be promoted any further (you do still gain a roll on a skill table).
Gained:
Your advancement roll is so low that feel that your services are no longer required. You must either start a new career or go adventuring.
You are now years old. As a result you need As your physical age is under age 34 you do not need to make an aging roll to avoid the effects of aging weighing on you.
No effects from aging
You suffer from the effects of aging and must reduce one of your physical characteristics by one:
You suffer from the effects of aging and must reduce two of your physical characteristics by one. Choose which characteristic to keep unaffected:
You suffer from the effects of aging and must reduce all three of your physical characteristics by one.
You suffer from the effects of aging and must reduce one of your physical characteristics by two (the other two physical characteristics will be reduced by one):
You suffer from the effects of aging and must reduce two of your physical characteristics by two. Choose which characteristic will only lose one point:
You suffer from the effects of aging and must reduce all three of your physical characteristics by two.
You suffer from the effects of aging and must reduce all three of your physical characteristics by two. Choose a mental characteristic which will be reduced by one:
You have suffered an aging crisis and had to spend Cr10,000 to avoid dying. You will no longer to able to start any new career (limiting you to the Drifter career or the Draft if you wish to start a new career before adventuring)
You have completed your xth term across all careers and pre-career education. What would you like to do next?
Note: If you continue in a career you will need to make an aging roll at the end of your next term of service
To change assignment in you need to pass a qualification roll
You were successful, choose your new assignment:
You changed assignment to
You failed the qualification roll and so you will continue as a .
You were unable to learn due to insufficent ability on this occasion.
Unfortunately you had no benefit rolls awarded as part of your service in or lost those benefits during your service.
As a reward for your service in you have been awarded Benefit Rolls.
Over all careers of the traveller a maximum of three rolls can be taken as cash. You have remaining.
You have remaining.
Please choose whether to take the next roll as Cash
or Other Benefits
.
For this benefit you must choose between the following options:
You have been awarded the following:
During a character's creation if two players agree then any event rolled for one player can involve (in some way) another character. Only one player need to have rolled the event but it is more exciting if you can link events of two different characters together. If an event can be linked in this way both players get one extra skill of their choice (The skill cannot be Jack-of-all-Trades nor can it take a skill above level 3).
Please indicate if you have made a connection to another character.
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
Did you make a second connection (it must be to a different character)?
Please select a skill to gain from the following selection of skills:
You have gained a skill level in
The following skills require specialisation. Please the choose the specialisation and the level of that specialisation. You can split up the specialisation if you desire by changing the level of the specialisation.
Base Skill | Specialisation | Level | Available Levels |
Although you do have skill levels remaining to be specialised, unfortunately you have already allocated skill levels to all of the possible
specialisations. You will need to press Skip
to finish the character generation
Skip).
Character creation is now complete.
Background Notesfor the character when exported)
Warning: this will overwrite the current character so if you wanted to keep it use one of the above buttons first!
Add free format text in the box below. This text will be saved with the character and will be placed in the Character Background
when exported to Fantasy Grounds Unity or as a PDF
When ready to return to the character export screen press Return
.
STR | DEX | END | INT | EDU | SOC | PSI | |
---|---|---|---|---|---|---|---|
Score | |||||||
Bonus |
Character Seed:
We use a couple of bits of software to allow us to play roleplaying via a virtual tabletop:
To allow voice communication we use discord. The desktop version can be downloaded for free from here. You do not need to pay anything to download, setup and use discord1. Once installed and you've registered yourself as a user contact myself or Neil to get an invite to what Discord calls our "server" (a collection of text, voice and even video channels).
There are a few settings we require and/or recommend. You can get to the settings page via the cog icon at the bottom left hand corner of discord's window:
Once there select Voice & Video
and check (and if necessary change) the following settings (note you can click on the image to see at full size):
INPUT DEVICE
OUTPUT DEVICE
INPUT VOLUME
OUTPUT VOLUME
INPUT MODE
Push-to-talk
4.SHORTCUT
PUSH-TO-TALK RELEASE DELAY
There's also a section of settings for Notifications that includes a PTT Activate
and a PTT Deactivate
notification sounds. Note, however, that the notification sounds are NOT sent to the output device you chose in Voice & Video
but just sent as audio to windows. So if your default windows output device are your speakers you'll need to go to your windows settings6, select System
then Sound
followed by App volume and device preferences
and then, With the discord app running, manually choose the devices to be used for sound for the Discord application7.
If you find that one person's voice is too loud or too quiet you can manually how loud they are by right-clicking their name in the voice chat channel and then moving the slider to increase or decrease their individual volume.
Discord will check if it needs updates as part of its startup process and will do an update if necessary
There are also mobile versions of the application for both Android and Apple available in their respective app stores. I do not recommend using a mobile for voice8 but I do recommend it as a way of seeing (and getting notifications about) the text channels.
I strongly recommend going through the setup for discord well before the first game session since, inevitably, it takes a while to get the setup working exactly the way you want it to9
You'll be glad to learn that there's less setup needed for Fantasy Grounds Unity. You can download it from their home page. You only need the Free Demo
vesrion since both myself and Neil have Ultimate Licenses which allow us to host games for those with the free demo versiom. If you ever wanted to run a game you'd need to get the ultimate version since we have players with only the free demo version.
The free demo
version has, for players, all the features of the core license or ultimate versions.
When the time comes we will lead you through how to join a game10. I do recommend that before every game session you fire up Fantasy Grounds Unity and look to see if it needs any updates. Our game sessions are widely enough spread out that there's usually some updates that have been made between our game sessions.
Nitroto allow the purchase of additional features. We've not found the need to purchase anything. ↩
Tharbinsan gets a report emailed from the US Military about Sgt. Malory. Having been alerted to the possibility by our questions they confirm that the Brain Case currently in their possession is actually a very good copy of the original brain case. They believe that the swap of Sgt. Malory's brain case must have occured during autopsy of Sgt. Malory. The autopsy was conducted by a civilian contractor who they are now investigating. Tharbinsan requests to be kept informed of the investigation, though Tharbinsan is not convinced that he will be kept in the loop.
We are then called to Section 9's chief office ASAP to meet with the Chief himself. He informs us that a Kenbishi tank undergoing testing has gone rogue and as the pilot of the tank has an ID card identifying him as Kendo Ita it's obviously related in some way with our case. The chief informs us that the tank killed seven members of the ground crew involved in prepping the tank and we are to head out to the Kenbishi Proving Grounds immediately.
On arrival we are met by Rochard Komashi, director of development for the tank project and we split into two teams. Myself and Spooky head to the Admin Wing while Tharbinsan, Ricky and Wakiya head to the proving ground where the tank has been covered in high performance riot foam to ensure its immobility. Only the bodies of the ground crew have been recovered before our arrival allowing Tharbinsan to do a closer examination of the undisturbed2cockpit. The pilot was slumped over the control hardware and Tharbinsan quickly determines that the cause of death was the burning, from the inside, of the pilot brain. In fact the burning was more of an explosion with the eyes having been destroyed and significant damage to the pilot's jackplugs. The evidence suggests that some kind of major electrical pulse was responsible.
Meanwhile myself and Spooky check into the background of the ground crew and the pilot. There's no sign of anything untoward in the ground crew's record and while the ID card says Kendo Ita that's not who the pilot was. Kendo Ita was, however, employed by Kenbishi but the security systems do not show any entries or exits from Kenbishi facilities since his disappearance and Spooky confirms that there is no sign of any security or cyber intrusion into Kenbishi's systems or facilities in the last seven days3.
Wakiya manages to calm one of the techs at the scene enough to ascertain that the tech has no idea how the accident occured: the tank walked out of its garage after being prepped and then turned and gunned down the ground crew. In fact when Tharbinsan reviews the data feeds about the health of the pilot there's no sign of anything unusual up to the death of the pilot. Ricky examines the locker of the pilot and confirms that the mystery continues as there nothing unusual there either.
Kendo was responsible for the failsafe programs that are part of the tank's software. All the evidence (both physical and the survelliance records) show that these failsafe programs functioned perfectly on the death of the pilot and as the tank is controlled by a virtual reality setup4 we meet up at the scene and ask Spooky to take a closer examination of the cockpit.
Spooky does so but is spooked when she gets both a feeling of being watched and a twitch from the body of the pilot. After some reassurance5 and the removal of the pilot's body Spooky re-examines the cockpit. She realises that (a) the tank is under the control of the tank's AI and its safety protocols, (b) there doesn't seem to be any malware in the tank's system, (c) that a remote network could be connected to the tank and (d) that remote network could still be connected. Spooky insulates herself from the tank's systems via a dummy barrier and then attempt to do a backtrace on any such remote network.
She gets enough information to show that there is such a signal and manages to track it as far as a Saizeniya restaurant on Rokko Island. By road that's about two hours but, after some persuasion, Kenbishi agrees to take most of the team6 via VTOL to the location.
On arrival at the general area of the restuarant there are workers and tourists going about their normal business. The still faint signal is actually coming from below ground and the team finds the nearest manhole cover and head down in the claustrophobic sewers below.
Tharbinsan has dropped his bag of medical supplies down the manhole
On arrival at the bottom of the manhole is a small space and a door in the north of the space.
On arrival at the entrance to the alleyway (as described in the last session) we discover that alley leads to an array of warehouses.
We cautiously (if somewhat independently) made our way past a small firefight between some yazuka and a small gang down the street (some of us using the alleyways) to the end of the street where there is a gate leading to the driveway of a warehouse. The warehouse itself is to the right of the driveway while the driveway itself leads to a small wharf. There are dim lights on the corners of the warehouse illuminating the outside of the building but the dim light together with the rain makes visibility quite low.
Tremen is the first to arrive at the compound and (with difficulty but only opposed by a malfunctioning mechanism) opens the gate and proceeds inside. On the driveway is a small pickup style van which is unoccupied and empty. The warehouse itself is closed and locked. Tremen, followed up by Wakiya, cautiously heads around the corner of the building and sees Hoga Itami on the ground propped up on his right arm.
Even in the dim light he sees a large pool of blood. Over Hoga stands a full body conversion1 of a borg Lizard which is just pulling the rippers of its right hand out of Hoga's face. The borg Lizard jumps into the water and, even though Tremen manages to squeeze off a shot (and Tremen believes he wounded the borg Lizard) the borg Lizard swims off into the estuary.
Spooky reports that there is no comms chatter in the local area despite the presence of us, the body and the firefight in the street.
Hoga's body is well mangled. There is a small handgun towards to the boxes against the wall. The gun has been fired once. Hoga is wearing a tatty business suit and we have several observations to make:
As described in the second set of notes, Hayato Kita had a note in his appointment book for a meeting in Shinchuko station
with a Maria
at 12:30 tomorrow
. Maria would apparently be wearing a pink carnation
. Spooky examined the CCTV footage which showed there was indeed a lady waiting in Shinchuko station at the relevant. She stayed for about 15 minutes and then walked out with an annoyed and disgusted expression. Checking with facial recognition reveals she is Maria Estoban, the daughter of a Mexican businessman who is a executive for Pemex. She has since returned with her father to South America. Spooky then made a phone with Maria and confirmed that the meeting was set up for her to meet with Hayato Kita and to be shown a good time but was stood up.
The Underground braindance studio is actually not all that underground. It's actually well known in the right circles (Celebrities, Politicos etc). and I decided to pay the club a visit during the morning. The building is relatively small and somewhat more upbeat and presentable than the surrounding buildings. Ground floor has no windows with a door next to its car park (with about 15 parking spaces) and while the upper two floors do have windows, the first floor windows have been blocked off on the inside. The windows on the top floor are also blacked out. After using the intercom I'm ushered in and taken to the manager. Overall impression is of a business that is legitimate if sailing somewhat close to the wind. The club is being tidied up from the previous night's activities. The manager is somewhat relieved when the topic of conversation is revealed to be about Kendo Ita whereabouts2. The manager and staff doesn't recognise him but are able to confirm that no bodies have been found at the club for a while.
Tharbinsan follows up on Hoga Itami's rap sheet which showed arrests for GBH and robbery for which he served some time in jail. His current whereabouts are unknown. Tharbinsan arranges for a facial recognition scan and alert to be made for Hoga - initially indications are that he is still in the city but no specific immediate trace of his location is available.
Wakiya looks for more information on Kendo Ita. He worked for an arms manufacturer as a programmer of emergency protocols for vehicle operation. The company's records show that he was staying at the Negoya Hotel (the hotel used by the company when staff are in the city).
After taking a short rest we are alerted that there has been another body found with the MO of Sergeant Masher. The body is in the Dajima district and we head over there. As we cross the bridge into the district there is an emergency call from the team tracking Hoga. He has been seen in the company of two women and we are given the rough location (only a rough location as the CCTV coverage in that area is somewhat patchy). Hoga walks out of a bar with a woman on each arm. One of the woman's heads explodes and Hoga takes a couple of seconds to react, dropping the body of the dead woman. As he does so the stomach of the other woman explodes and Hoga dives into the shocked crowd and disappears into an alley after three more civilians are butchered. Several people are bumped as if by an invisible person and we head to the location of the alley.
On location, just beyond the alley, there are two ground cars (the nearest merely has a smoking engine, the further one is a wreck!).
After completing our part of the investigation at Mr. Sato's apartment (and handing over Mr. Sato and his daughter to the medical teams and his apartment to the forensics team), we reconvened in our office to discuss the investigation points so far and to try to decide on next steps. Apart noting that the daughter (once sufficient recovered) needs to be debriefed to get any information might have, several points were discussed and noted:
Definitely been forced, most probably as the result of something being forced into it.
Delayed action programs are possible and relatively easy to create if the programmer has some time (say 1 week to create a reasonable one that is also relatively undetectable)
The Security cameras for the apartment building (and surrounding street cameras) do not show anything unusual and do not show signs of being tampered with.
is possible and is in use by Section 9. However its use is not 100% perfect and what's on the CCTV does NOT show the telltale signs of its use that would be present if it was being used.
Mr. Sato's computer was burned out from the inside-out, i.e., a burn program was used (which, once loaded onto the computer, would only need a few seconds to do the job)
In the greenhouse of the apartment the forensics team
Adjacent to the maid's bedroom
The maid has gone missing
In the maid's room are the signs of a violent struggle
Section Nine's investigation branch has reconstructed Hayato Kita last 6 months movement and has been able to pin down all bar one of the contacts in his little black book. The missing person is Kenda Ito, from the report it appears that Kita met Ito at a public bath house in Nehama and then went to an underground Brain dance studio called Kuroi tsuki in the refugee district. Kita can be followed back to his apartment but there was no sign of Ito leaving.
Official cause of death will be listed as due to a loss of blood caused by a gunshot wound to the back. The report also lists that several finger prints were lifted from the brain case housing. These have been identfied as belonging to one Hoga Itami, a small time thug and body guard for hire.
Only the brain case (and not its contents) was found either on the body or at Hayato Kita's apartment
Three bodies were found in the port district last night, cause of death, crushed skulls. There is no link between the victims and no motive has been established as all had their personaly items and money still on them.
News of the three bodies is all over the net already (not an easy case to keep quiet!)
The MO matches that of Sergeant Masher
The three bodies not found together and not within easy walking distance either (but within easy motorbike or even pushbike distance).
Office Worker
Convenience Store Worker
Housewife
Note that you can click on the image to get a larger version of the image.
After undergoing surgery to fix up my badly damaged right leg (including getting the leg armoured (which does count as getting the cybered) and a bit of time for recuperation, we reconvened in a conference room in Section 9 to discuss the situation and possible next steps. Reviewing the information gleaned from Sato Imports we note that while we didn't get any personal information from the laboratory hidden under Sato Imports we did get the home address for Mr. Sato himself. That address is for a penthouse apartment in an apartment block in an upmarket part of the city. Checking details for Mr. Sato we discover that:
We also had more information about the brain case found at Hayato Kita's apartment. The serial number of the brain case matched that recorded for a US Master Sergeant called Jane Malory. He was a member of an anti-cyborg armoured unit who, apparently, did not adjust at all well on being demob'ed from the military. In fact the Master Sergeant suffered a cyber-psycotic breakdown and went on a killing spree. He killed at least 73 and gained the nickname of Sergeant Masher.
The obvious lead is that of Mr. Sato and I decided we needed to pay Mr. Sato a visit using the line of saying we're investigating the death of Hayato Kita and want to get whatever information he can provide (while observing him to see how he reacts). Myself and Ricky will make the visit while the rest of team remain nearby ready to tail Mr. Sato if he either makes a run for it or leaves after the visit.
The only room in the apartment that can be shown1
However on arriving at the apartment it is clear that Mr. Sato is in no state to ask any such questions since he is covered in blood, holding a large knife, sat on one of the sofas and continually saying I killed them, I killed them
. Searching the apartment reveals the bodies of his wife and his three sons. His daughter is badly injured and only survived the attack due to having had problems with the nanobots cleaning the air in the past and hence having both some cyber enhancements to her throat and to her immune system.
Mr. Sato appears to be suffering from some form of cyber-psychosis.
Other Notes from the apartment
Kitchen in an apartment in modern cyberpunk style kitchen in tokyo. There are cherries on a kitchen worktop that is next to a kitchen sink. The kitchen is used by a family that is well off. The kitchen is roughly 3 metres by 5 metres and is uncluttered
. Note that the room portrayed is too small and there should be a door in the far wall - however this was the best image generated. ↩