Tuesday, December 30, 2025

Holdings and the Multiworld Clan

Aihao (Iwahfuah 2409 A9CA947-C), the industrial capital of the multiworld Hlaotiyoiho (Manytongues) clan, a likely Tlaukhu contender ranked 30th in the Hierate, and said to control over 50 mainworlds.

Clans of the Aslan introduced the clan profile, which defines an Aslan clan much like the world profile defines a Traveller world. One of the keystone characteristics is Holdings, which measures the amount of mainworld territory directly controlled by the clan. (A clan might also hold additional territory on secondary or split-control worlds, or in lands held by vassal clans in fief.)

A Holdings score of 4 or less indicates the clan controls less than one entire world; a Holdings score of 5 indicates the clan dominates exactly one mainworld in its entirety; and a Holdings score of 6 or more indicates the clan controls two or more mainworlds. Each step in this scale represents a rough doubling of worlds:

Clan Holdings Scores
HoldingsDescriptionAverage
62–3 worlds2.5
74–7 worlds5.5
88–15 worlds11.5
916–31 worlds23.5
A32–63 worlds47.5

A Multiworld clan therefore will always have a Holdings score between 6 and A. Aslan worlds controlled by Multiworld clans can be identified by either Government Type K or the allegiance code AsMw.

In a previous post on Independent Clans we assumed that approximately 1,300 worlds in the Hierate are controlled by Multiworlds clans, and an average Multiworld clan controlled 17 worlds, implying there were probably around 76 different Multiworld clans. These estimates were reflected in this passage from Clans of the Aslan:

There are probably less than 100 Multiworld clans in the entire Hierate. On average, Multiworld clans have populations in the low tens of billions. These clans can hold as few as two mainworlds to over 30, with an average somewhere between 12 and 24 worlds.

These estimates are also reflected in the clan generation system, where the average Holdings score is between 8 and 9.

While I think the clan generation system works perfectly well for fleshing out a handful of clans for a subsector, as I worked up details on an entire sector I felt the system was producing too many Multiworld clans with Holdings scores that were too high, even though the averages were consistent with our previous assumptions. Hlakhoi sector, for example, has 78 worlds with the AsMw allegiance code—which, with an average of 17 worlds apiece, would represent only 4–5 Multiworld clans. This struck me as far too few, even assuming that Multiworld clan territories overlap sector boundaries.

I was also concerned with how these Multiworld clan results stacked up against the Tlaukhu clans. When I first reverse-engineered the composition of the Hierate, I assumed all Tlaukhu clans had Holdings scores of A, and thus an average Multiworld clan Holdings of 8 or 9 made sense. But once I had sleuthed out details on the individual Tlaukhu clans, I ended up with a handful of Tlaukhu clans with Holdings as low as 8, and another handful with Holdings as high as B. This meant the average Multiworld clan had Holdings comparable to the weakest Tlaukhu members. While some overlap in strength between the two groups is both reasonable and desirable, too much would contradict previous canon, which holds that membership on the Twenty-Nine is relatively stable.

The problem, I concluded, was that clan Holdings should likely exhibit a highly skewed distribution, wherein a small number of very large clans push the average Holdings results upward, much like average “real world” incomes can be skewed upward by just a few ultra-wealthy individuals. Traveller world populations exhibit a similar skew, as each increment in the Population code represents an order-of-magnitude increase in population. Using straight-up world generation, the average Traveller world has a population of 1.71 billion, which is driven by only a handful of Pop A worlds.

For skewed data like World Population, real-world income, or clan Holdings, the median value is often more informative than the average value, as it reduces the impact of extreme outliers on either end of the data set. So while the average Traveller world population is 1.71 billion, the median population is only 500,000. Roughly half of the worlds produced by Traveller world generation would be expected to have populations below 500,000, while half would have populations above 500,000.

By going back to basics, I played with a 2D6 distribution that would produce more Multiworld clans with lower Holdings scores and much fewer clans with higher Holdings scores. I wanted to target a Holdings score of 7 (4–7 mainworlds) as the median result.

Multiworld Clan Revised Holdings Distribution
2DProbabilityHoldingsTotal
Clans
Worlds/ClanTotal
Worlds
Weighted
Result
22.77%642.5100.07
35.55%692.5230.14
48.33%6132.5330.21
511.11%7175.5940.61
613.88%7225.51210.76
716.66%7265.51430.92
813.88%7225.51210.76
911.11%81711.51961.28
108.33%81311.51500.96
115.55%9923.52121.30
122.77%A447.51901.32
 1561,2938.326

With this distribution, the median number of mainworlds controlled by a Multiworld clan drops to 5.5 (Holdings 7), with an average of 8.33 (Holdings 8). This seems much more reasonable to me, though it does increase the expected total number of Multiworld clans in the Hierate from 76 to 156. These results can be further consolidated like so:

Multiworld Clan Holdings
2DProbabilityHoldingsClansWorlds
2–416.65%62666
5–855.53%787479
9–1019.44%830346
115.55%99212
122.77%A4190
 1561,293

Based on these changes, the description of Multiworld clans in Clans of the Aslan could be revised to read:

There are probably more than 150 Multiworld clans in the entire Hierate. Multiworld clans have median populations in the high hundreds of millions and average populations in the low billions. These clans can hold as few as two mainworlds to over 30, with an average somewhere between 6 and 12 worlds. A Multiworld clan also controls a comparable number of secondary worlds and have many smaller holdings on split-control worlds.

With these change in mind, the table of Random Clan Holdings on page 79 of Clans of the Aslan can thus be expanded from a 1D to 2D table like this:

Random Clan Holdings (Revised)
2DMajorMultiworldSingle
World
Minor Major
Vassal
Vassal Minor
Vassal
28650530
38650530
48650540
59750650
69751651
79751761
8A752762
9A852762
10A853773
11B954773
12BA54773

The old table works fine for most uses, but if a referee wanted to develop an area larger than a subsector or two, this revised version should work better for that purpose. Using this, the number of Multiworld clans in Hlakhoi increased to twelve, with one clan with Holdings A, one with Holdings 9, three with Holdings 8, three with Holdings 7, and four with Holdings 6—a much more varied and interesting result, in my mind.

Copyright Information

The Traveller, 2300AD and Twilight: 2000 games in all forms are owned by Mongoose Publishing. Copyright 1977 - 2025 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Friday, December 19, 2025

Sleuthing Out Tlaukhu Details

Hlakhoi (-4/-2) sector, known to the ancient Terrans as Albireo.

I turned in The Aslan Hierate manuscript back at the end of October; the book is currently on the Mongoose Release Schedule for next summer. Unfortunately, I have been too busy on various projects to catch up with this poor, neglected blog.

I haven’t been completely idle on the Traveller front, though: I’ve provided a few suggested tweaks regarding Aslan Traveller generation for the upcoming revision to Aliens of Charted Space Volume 1. I’ve also been hard at work outlining a campaign book with the working title of Kith and Clan. I’m shooting for a big, sandboxy romp very much in the same vein as Pirates of Drinax, but set in Hlakhoi sector.

As part of this work I’ve been playing with the clan generation system from Clans of the Aslan, and realized I’ve never really explained how I derived many of the details for the 29 Tlaukhu members that appeared in Clans. I’ve previously discussed a bit of this in an older post on Developing the Tlaukhu.

To recap, we know from the CT Aslan Alien Module (1984) that the “Hierate includes more than 4,000 clans spread across about 7,000 worlds in 17 sectors.” Aslan world generation and published sector data indicates how many of these worlds are controlled by members of the Tlaukhu.

Unlike other types of Aslan clans, we know the names of all 29 members of the Tlaukhu, their relative ranking to each other, and their associated power bloc and the ranking of those alliances:

Tlaukhu Power Blocs
Power BlocMember Clans
AsT0Yerlyaruiwo (1), Hrawoao (13), Eisohiyw (14), Ferekhearl (19)
AsT1Khaukheairl (2), Estoieie’ (16), Toaseilwi (22)
AsT2Syoisuis (3)
AsT3Tralyeaeawi (4), Yulraleh (12), Aiheilar (25), Riyhalaei (28)
AsT4Hrasua (5), Eteawyolei’ (11), Fteweyeakh (23)
AsT5Hlyueawi (6), Isoitiyro (15)
AsT6Uiktawa (7), Iykyasea (17), Faowaou (27)
AsT7Ikhtealyo (8), Tlerfearlyo (20), Yehtahikh (24)
AsT8Seieakh (9), Akatoiloh (18), We’okunir (29)
AsT9Aokhalte (10), Sahao’ (21), Ouokhoi (26)

This information allows us to estimate additional details about the Tlaukhu members. We know from our post on Governments and Allegiances in the Hierate that there are probably about a thousand worlds (16%) completely controlled by a Tlaukhu clan. Evenly distributed, this would be about a hundred worlds per power bloc or a little more than 34 worlds per individual Tlaukhu clan.

The composition of the Tlaukhu has been fairly stable for over 3,000 years, at least in terms of individual members: most current seats have been held by the same clan since the council’s founding. We also know that members are not completely equal, as they can be ranked both individually and collectively as power blocs. So I assume the most powerful Tlaukhu members are much more powerful than the weakest ones, but not so powerful as to bully their lessers with impunity. In fact, the various blocs probably arose to address persistent power disparities.

I further assume that the best indicator of power among the Tlaukhu members is probably the number of worlds controlled. While other considerations undoubtedly influence rankings, such as honor, cultural or historical importance, or economic and military might, the sheer number of worlds under direct control is probably the clearest signal of clout.

To start, I looked at dividing up a thousand worlds between the ten power blocs. First I ordered the ten blocs by rank. I assumed that the first ranked bloc (Yerlyaruiwo) would not be more powerful than the bottom two blocs (Seieakh and Aokhalte) combined. So I assigned the first ranked bloc an arbitrary strength of 1, and the tenth ranked bloc exactly half that: 0.5. I then did just a simple linear interpolation for the remaining eight blocs. An interval of 0.05556 separated each consecutive bloc. These strengths sum to a total of 7.5, which I used to develop prorated estimates of the number of worlds controlled by each bloc:

Tlaukhu Bloc Strength and Estimated Worlds
Power Bloc Rank Bloc
Strength
Worlds
Controlled
First (Yerlyaruiwo) 1 1.00 139.20
Second (Khaukheairl) 2 0.94 131.47
Third (Syoisuis) 3 0.89 123.73
Fourth (Tralyeaeawi) 4 0.83 116.00
Fifth (Hrasua) 5 0.78 108.27
Sixth (Hlyueawi) 6 0.72 100.53
Seventh (Uiktawa) 7 0.67 92.80
Eighth (Ikhtealyo) 8 0.61 85.07
Ninth (Seieakh) 9 0.56 77.33
Tenth (Aokhalte) 10 0.50 69.60

Thus, the first (Yerlyaruiwo) bloc was estimated to control 140 worlds, while the tenth (Aokhalte) bloc was estimated to control 70. Now that we’ve estimated the number of worlds controlled by each bloc, we can further break these numbers down to individual Tlaukhu clans.

We know the number and identity of Tlaukhu clans within each bloc as well as their individual rank. I simply grouped each bloc member by relative rank within their bloc: 1st, 2nd, 3rd, or 4th. As a starting estimate, I assumed the second-ranked clan controlled half the worlds of the first ranked clan, the third controlled a third, and the fourth, a fourth. This resulted in the following distribution:

World Distribution within Tlaukhu Blocs
Power Bloc No. of
Members
Worlds by Member Total
Worlds
1st 2nd 3rd 4th
First (Yerlyaruiwo) 4 67 34 22 17 140
Second (Khaukheairl) 3 72 36 24 132
Third (Syoisuis) 1 124 124
Fourth (Tralyeaeawi) 4 56 28 19 14 117
Fifth (Hrasua) 3 59 30 20 109
Sixth (Hlyueawi) 2 67 34 101
Seventh (Uiktawa) 3 51 26 17 94
Eighth (Ikhtealyo) 3 46 23 15 84
Ninth (Seieakh) 3 42 21 14 77
Tenth (Aokhalte) 3 38 19 13 70

I then laid out all 29 Tlaukhu members in order. I had honestly expected the result would need a lot of hand tweaking but the raw numbers seemed pretty decent:

Tlaukhu Worlds by Clan Rank
Rank Clan Bloc Worlds
1 Yerlyaruiwo AsT0 67
2 Khaukheairl AsT1 72
3 Syoisuis AsT2 124
4 Tralyeaeawi AsT3 56
5 Hrasua AsT4 59
6 Hlyueawi AsT5 67
7 Uiktawa AsT6 51
8 Ikhtealyo AsT7 46
9 Seieakh AsT8 42
10 Aokhalte AsT9 38
11 Eteawyolei’ AsT4 30
12 Yulraleh AsT3 28
13 Hrawoao AsT0 34
14 Eisohiyw AsT0 22
15 Isoitiyro AsT5 34
16 Estoieie’ AsT1 36
17 Iykyasea AsT6 26
18 Akatoiloh AsT8 21
19 Ferekhearl AsT4 17
20 Tlerlearlyo AsT7 23
21 Sahao’ AsT9 19
22 Toaseilwi AsT1 24
23 Fteweyeakh AsT4 20
24 Yetahikh AsT7 15
25 Aiheilar AsT3 19
26 Ouokhoi AsT9 13
27 Faowaou AsT6 17
28 Riyhalaei AsT3 14
29 We’okurir AsT8 14

Note that “worlds” here refers only to main worlds directly controlled by a single clan. Each Tlaukhu clan has a comperable number of worlds held in fief by Tlaukhu Vassal clans, as well as additional holdings on Split Control and secondary worlds. All told, the main worlds might only represent about a third of a clan’s total holdings. Knowing the number of worlds held by vassals also helps us estimate the number of vassals sworn to each Tlaukhu clan.

These numbers help explain the importance of power blocs among the Tlaukhu members. Although the Yerlyaruiwo clan individually holds only the third-highest number of worlds in the Hierate, their leadership atop the most powerful bloc helps place them as the top-ranked clan. In contrast, the Syoisuis clan, which controls almost twice the number of worlds as the next largest clan, has no allies and thus is only ranked third in the Hierate. This also explains why the clan has adopted a “studied neutrality” in Hierate politics: it is vulnerable to an attack from any two blocs.

Copyright Information

The Traveller, 2300AD and Twilight: 2000 games in all forms are owned by Mongoose Publishing. Copyright 1977 - 2025 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Wednesday, August 27, 2025

Spotted in the Wild

Hard copies of Clans of the Aslan, my second book for Mongoose Traveller, have finally started to land on people’s doorsteps. Mine arrived on Monday and—maybe this is due to my old, small laptop screen—I think the artwork is far more impressive on paper than in the PDF. Cassie Gregory at Mongoose really did a fantastic job laying out this book.

So what’s next? I am hard at work on the manuscript for the The Aslan Hierate, the third book in what is turning out to possibly be a quadrilogy. Hopefully there’s much, much more to come on that in the not-too-far future.

Tuesday, August 19, 2025

Leviathan Rising

Our latest Into the Interface session saw the crew of the IMV Starjammer embroiled in the twisty, dirty world of espionage in Magyar sector.

Ship’s Log

Ship Name Starjammer.

Port of Registry Kline (MAGY 3012 A642987-E).

Ship Type U-CA33 Armed Packet.

Registration # 338-C-2725.

Kline (Magyar 3012 A64287-E) 090-1105

1322. While the Starjammer was docked at Kline highport, Marc Vachon agreed to sign on as pilot for the armed packet, making him the new executive officer to Captain Wayne Masada. Like Chief Engineer Richy Jamoor, Marc had attended the prestigious Imperial Naval Academy on Seloo (Magyar 2102, A4319BA-E), though he had not graduated. Instead, Marc worked his way up the ranks to a commission, eventually becoming an analyst for Imperial Naval Intelligence.

1347. Marc received a summons from Sir Virgilio Khan, seneschal to the Imperial subsector duchess of Walpurgis. Marc asked the ship’s surgeon, Dr. Howard Barrera, to accompany him to the surface of Kline.

1815. After a brief shuttle ride down the gravity well, Marc and Dr. Barrera arrived at the offices of Duchess Shanika. Sir Virgilio ushered the two Starjammers into a secure conference room and explained why he had summoned them.

The Kline Security Directorate, the duchess’s own intelligence service, believed it had identified a significant threat to the Imperium, but needed to corroborate its findings. Sir Virgilio explained that the high nobles of Magyar had long been concerned that the Solomani Confederation was building up its naval strength along the spinward edge of the Imperial border. For over a decade the nobles had noted the steady deployment of first strike capital ships to nearby Confederation military bases.

However, the nobles’ concerns had fallen on deaf ears with the Imperial Admiralty, who were supremely confident that their technological edge ensured that the Solomani would be badly outmatched should they ever initiate hostilities. The Admiralty believed that Magyar’s fortress worlds and sector fleet would be able to hold out against a Confederation invasion long enough for more powerful naval units from the Solomani Rim to be brought to bear.

Former Imperial Navy Commander Ginnoni Salman, taken 349-1102 (Source: Kline Security Directorate).

While Marc had been with Naval Intelligence he had worked closely under Commander Ginnoni Salman, a brilliant and charismatic officer who was a legend for his skill at recruiting high value Solomani assets, and his willingness to buck the system.

Salman had cultivated a trusted source with contacts inside the Confederation Naval Design Bureau at Keyor (Magyar 1521, A201889-E). The Keyor system lay some sixteen parsecs spinward and rimward of Kline and served as Magyar Sector Fleet headquarters for the Solomani.

Salman’s source claimed to have obtained planning documents outlining the development of an entirely new class of dreadnought, the largest and most advanced fighting vessels in any navy’s fleet. Such a development could shift the balance of power in the sector, which currently favored the Imperium.

But just as Salman was about to extract his source the commander learned that the operation had been blown: his contact had been arrested by Solomani Security and Salman’s entire intelligence network inside the Confederation, built up over the course of several years, had been rolled up by SolSec in just a few weeks.

Salman never fully recovered from this disaster, and all INI files associated with the affair were classified and withheld from circulation within the Imperial intelligence community. Just a few years later Salman was forced out of the service due to some scandalous business concerning diverted funds, and in the years since he had dropped off the grid.

Sir Virgilio explained that the Kline Security Directorate had recently obtained highly credible intelligence that some new, very large starship was currently being constructed under great secrecy at the Confederation shipyards at Keyor. The KSD analysts believed this mystery ship was likely the same dreadnought Salman’s contact had seen the plans for.

Sir Virgilio asked Marc to locate his old mentor in the hope that Salman could verify the new intel. The seneschal casually noted that the Starjammer had been provided on long-term loan by Duchess Shanika with the understanding it would be made available for exactly such services. Both Dr. Barrera and Marc agreed to look for the missing intelligence analyst.

Kline (Magyar 3012 A64287-E) 091-1105

0700. Back on the Starjammer, Marc and Dr. Barrera relayed the details of their meeting with Sir Virgilio to the rest of the crew.

Marc also noted that much more than mere arrogance might have led the Admiralty to ignore warnings about a Solomani build-up. He explained that, following the disaster at Keyor, Salman became convinced that Imperial Naval Intelligence was compromised, and that the Solomani had embedded one or more moles inside the service, and that these moles had been feeding the Admiralty bad and misdirected intel, while passing Imperial secrets back to Solomani Security.

Although Salman had been very tight-lipped about his suspicions, Marc believed his mentor had gotten very close to uncovering the mole when Salman became embroiled in the financial scandal. Marc also believed that the scandal had been a set-up and that Salman was innocent of the charges.

1200. The ship’s resident entertainer, Daren Rigby-Garner, declared that he needed to return to Kline because his upcoming spa appointment was necessary for his well-being and non-refundable to boot. His android bodyguard, Sonny, felt obligated to accompany his charge.

The rest of the crew began investigating Sir Virgilio’s claims by checking public sources available on the Kline worldnet. A news item in the Solomani Rising Phoenix News Service from late 1102 announced the award of a large military contract to the Keyor shipyards for construction of new capital ships.

A Hiver, one of the of the six Major Races in Charted Space. Their own name for themselves has no spoken equivalent; “Hiver” is simply a Human term applied to them. They are descended from omnivore gatherer/scavenger stock, and are unique in that they attained a form of agriculture before they became sentient. Hivers are highly individualistic while driven by curiosity, parental instinct, and a desire to maintain the unity and uniformity of their race both within and outside their Federation.

Another news piece from 1103 trumpeted the arrival of a Hiver embassy ship on Keyor. The Hivers were a mysterious, non-human alien species that controlled the vast Hive Federation located to trailing of the Imperium. The Hivers, which somewhat resembled Terran starfish, were highly intelligent creatures with inscrutable motivations. While considered cowards and pacifists, the Hivers were also believed to be highly adept at manipulating entire societies over decades and even centuries into eventually conforming to the Hivers’ goals.

Conspiracy theorists often posited that the Hivers were behind every Human calamity in the last 500 years, but some serious Imperial and Confederation historians had speculated that the Hivers might have somehow manipulated the Solomani into rebelling against the Imperium in order to weaken both their human neighbors.

In any case, the Hivers possessed technology at least equal to the Imperium in most areas and in some respects possibly surpassing it. Although the Solomani’s prejudice against non-humans would normally prevent them from working with such an alien race, access to TL15 items might help them overcome their inherent chauvinism.

A report published in 1104 from a Solomani Party subcommittee for economic development in Valhalla subsector touted that unemployment rates had been steadily dropping to levels not seen since the Rim War. The report also noted that on Keyor the demand for skilled shipfitters had been so high that shipyard quotas were going unfilled, and had been partially to blame for cost overruns and delivery delays.

Kline (Magyar 3012 A64287-E) 093-1105

1200. Back on the mainworld’s surface, Marc, Dr. Barrera, Brogue, and Richy visited an old colleague of Salman’s, Marrin Torrez. Marc explained that the Kline office of Naval Intelligence was euphemistically referred to as the “Local Edition.” The head of their office was the “Editor’s Desk,” while Salman and Marc worked in the “Newsroom.” Marrin worked in the “Research” department. Like Salman and Marc, she was an outsider within an organization that was largely made up of self-congratulatory, over-educated sons and daughters of the nobility.

Marrin was brilliant at cross-referencing hundreds of databases to uncover hidden connections, but she was called the “Gorgon” by her coworkers for her withering disdain for the lazy or dim.

Marrin was quite fond of Salman and by extension, Marc, and the two men were only rarely the subject of her acidic tirades. She had tried to soldier on at the Local Edition after Salman was forced out, but only lasted a little more than a year longer before she retired.

The Starjammers found the Gorgon living in Mirjam city, in a modest apartment on the edge of one of Klime’s domed parks, where she had taken up botany as a hobby. She appeared glad to see Marc, and groused that she never saw anyone from the Newsroom anymore.

When asked, Marrin claimed that she had not kept in contact with Salman, but had heard he was teaching Galangic on Shugammiir (F622ACE-C), a high population secondary world of the Kline system. During the Solomani occupation many Vilani citizens across the subsector were rounded up and forcibly relocated to Shugammiir, a dirty industrial world of over 40 billion. Since becoming liberated during the Rim War, Shugammiir had become a hotbed for Vilani nationalism and virulent anti-Solomani sentiment.

Loyal to the end, the Gorgon—like Marc—believed that Salman had been framed, possibly by the mole. Marrin said that Salman had three main suspects inside the Local Edition but he never revealed their identities to her, as he wanted to be absolutely sure before he began leveling accusations against fellow Imperial intelligence officers.

Kline (Magyar 3012 A64287-E) 094-1105

0700. On board the Starjammer, JUN0 briefed the crew on Shugammiir. This secondary world orbited Megishi, a distant red dwarf companion star located almost 2,500 AU from Pemami, Kline’s primary star. Due to the great distance between the primary and companion stars, travel to Shugammiir was almost always made via jump drive. Captain Masada made the necessary preparations for jump, including filing a flight plan stating the Starjammer would be bound for the Kanamsa (Magyar 3214, B577355-C) system.

The Kline System
Object Orbital
Distance (AU)
Profile Remarks
Pemami M0 V Primary
Kline 0.40 A642987-E He Hi In Po Cp Tz Co
Else 0.67 Y100314-9 Mi
Minemkirke 1.54 LGG Size U Gas Giant
Adu 4.70 LGG Size T Gas Giant
Pemami V 9.50 YDA4451-7 Mi
Megishi 2,335 M1 V Far Companion
Shugammiir 0.20 F622ACE-C Hi In Tz
Duzegan 0.40 YAC5000-0 Tz Co
Niikuzega 0.58 LGG Size V Gas Giant
Zadishbaka 1.06 SGG Size R Gas Giant
Uuman 1.72 H300532-7 Mi

1153. The Starjammer unmoored from Kline highport and began making for Pemami’s 100 diameter limit.

Kline (Magyar 3012 A64287-E) 095-1105

0101. The Starjammer entered jumpspace.

Jumpspace 098-1105

2100. Richy found Marc on the bridge, querying JUN0’s library files. Marc explained that the Starjammer had occasionally been used by the Kline Security Directorate for special missions into the Solomani Confederation, and that he had been issued a backdoor code that allowed him to access the secret logs from these missions. Richy said this explained why many of the ship’s components showed runtimes much higher than would be expected based on the official logbooks.

Shugammiir (Magyar 3012 F622ACE-C) 101-1105

2316. The Starjammer emerged from jump space just outside Megishi’s 100 diameter limit. Marc began piloting the vessel toward Shugammiir at maximum acceleration.

Shugammiir (Magyar 3012 F622ACE-C) 102-1105

1857. The Starjammer reached orbit above Shugammiir.

1951. The Starjammer landed at Shugammiir Spaceport.

2122. The Starjammer cleared Imperial customs. Shugammiir was a grim industrial world with an extremely high law level. Any weapons were effectively banned, and state surveillance was omnipresent.

A review of the starbase arrival board indicated that an Imperial Naval courier, the INS Liebman, had arrived six hours earlier than the Starjammer.

Brogue, Richy, Howard, and Marc debarked the Starjammer. A check of the Shugammiir worldnet confirmed that Salman was teaching Galangic to factory workers at a state-run technical school. Brogue was able to map out a route to the lecture hall where Salman was currently located, and the Starjammers headed out.

Shugammiir was a dirty, claustrophobic maze of underground pedestrian corridors and maglev tunnels. The Starjammers arrived at Lecture Hall 323A just as Salman’s class was breaking up. The former naval commander was shocked to see Marc on Shugammiir, and Marc was equally as shocked to see how far Salman had fallen: the formerly proud, nearly vain man who had always been meticulous about his appearance was now unshaven and disheveled, dressed in shabby workclothes.

Brogue, Richy, and Howard hung back while Marc took Salman to a nearby dive bar, the Unda Kimginrir. Salman was clearly suspicious about the sudden appearance of an old colleague, but Marc noted that the older man had grown sloppy in the intervening years: formerly an exemplar of fieldwork, Salman had not seemed to pick up on the three Starjammers trailing them both to the bar.

At the Unda Kimginrir Marc bought Salman round after round of kassig, the cheap and acrid greenish-yellow Vilani beer—a beverage that Salman, an aficionado of fine imported Terran wines—never would have touched in his former days at Naval Intelligence.

Shugammiir (Magyar 3012 F622ACE-C) 103-1105

0034. After a couple hours of harmless badinage Salman’s demeanor abruptly changed. Evidently satisfied that Marc’s motivations were likely good, Salman began bracing his friend about his true purpose for visiting Shugammiir.

Once Marc explained Sir Virgilio’s request, Salman became very agitated. Several years earlier Salman had managed to turn a Solomani Security agent codenamed SLIDE-RULE. The agent was an engineer by training, and SolSec had managed to get him placed as a tenured professor with the Imperial University at Fornorb (Magyar 2616, C997A85-A) where he was expected to gather information on advanced hull materials being developed by Imperial scientists. However, SLIDE-RULE had come to enjoy the greater freedoms and luxuries found on the Imperial side of the border, and once Salman pegged him as a SolSec agent, SLIDE-RULE was readily flipped to become an asset for Imperial Naval Intelligence.

SLIDE-RULE confirmed that the Confederation Navy was at work on a new dreadnought class. Since the end of the Rim War, the Solomani had systematically built larger and larger warships, and this proposed new “Sector United” class would have been even bigger than the Imperium’s own 500,000-ton Tigress class. Perhaps even more concerning, the class was intended to integrate advanced technologies, including stealth, new Hiver-designed power plants, and a massive meson spinal mount some 60,000 displacement tons in size. A spinal mount represented the apex of starship weaponry, a platform so large it ran nearly the entire length of the ship. Meson spinals were particularly destructive, utilizing dual-particle beams that ignored all armor and radiation shielding, which made them capable of ending naval engagements before they even begin. These innovations would allow the vessel to go toe-to-toe against Imperial ships-of-the-line.

SLIDE-RULE had signaled Salman that he had obtained documents outlining the entire Sector United program. Just as Salman had made arrangements to bring SLIDE-RULE and his intel in, the double-agent was picked up by SolSec and extraordinarily renditioned across the border, where he spent five years in a Confederation prison before being exchanged for three Solomani agents being held by the Imperium.

Salman then began to rant about the mole who was likely still burrowing away inside the Local Office. Salman revealed to Marc that he had never stopped working on his mole theory, even after being tossed out of the Newsroom. Salman’s lead suspect had been and remained none other than Lei Calderon, the Editor of the Local Office. Calderon was a fairly typical glad-handling dilettante, the third son of the Countess of Dexter (Magyar 2416 B587510-B). Salman noted that he had copies of files implicating the Editor hidden away back at his apartment.

Realizing that his old mentor was likely in great danger, Marc called in the rest of the away team and after brief introductions they hustled Salman back to the safety of the Starjammer. Captain Masada made arrangements for a hasty departure from Shugammiir, while Ronald and Boone took steps to secure the ship.

0500. The away team made for Salman’s apartment, though Howard soon noticed they were being tailed. Once the Starjammers reached their destination they saw that it had been taped off as a crime scene, with members of local law enforcement moving in and out carrying forensic equipment and boxes.

The team was approached by a man Marc recognized as Kiran Fillips, the cocksure head of the Local Edition’s “Collections” unit, ex-Imperial Marines used for internal security and occasional muscle. Fillips recognized Marc and asked where Salman was, noting that the old analyst was now wanted for illegal possession of classified materials, an Imperial crime. Fillips joked how low the once mighty Salman had fallen, and warned Marc about associating with suspected criminals.

1200. Ronald and Brogue returned to Salman’s apartment, easily slipping by the pair of local officers placed on guard. Once inside they found that Salman’s hiding place had been discovered and his files removed. On their return trip to the Starjammer they encountered two of Fillip’s boys from Collections, but after a brief tussle were able to escape without bloodshed.

Jumpspace 105-1105

1200. While disappointed that his personal files had been lost, Salman explained that they would be of little help to Naval Intelligence, as they were encrypted and set to self-destruct if tampered with. Further, Salman claimed he still knew the contents well enough himself.

Salman recommended that the Starjammers seek out SLIDE-RULE, who could likely corroborate Sir Virgilio’s intel. His real identity was Sing Habib; Salman said that as of twelve months earlier, Habib had reportedly returned to Fornorb and was working at the starport there.

Kline (Magyar 3012 A64287-E) 112-1105

0214. The Starjammer returned to Kline Highport.

0600. Marc and Howard reported the recent events at Shugammiir to Sir Virgilio, who agreed that they should track down Habib Sing on Fornorb.

Kline (Magyar 3012 A64287-E) 114-1105

2048. Ronald reported that the INS courier Liebman had returned to Kline.

Kline (Magyar 3012 A64287-E) 115-1105

1100. Marc reported that some old contacts still working at the Local Edition claimed that Fillip’s Collections team had irrevocably destroyed Salman’s files while trying to retrieve them in jumpspace.

1700. Marc, Howard, and Richy brought Salman to the Blackriver delegation for safe keeping. The Aslan clan owed the Starjammers a great debt for saving their ambassador, and were quite familiar with the complicated nature of internal politics. They pledged that Salman would be safe in their care.

Kline (Magyar 3012 A64287-E) 116-1105

0500. Captain Masada filed an erroneous flight plan with Kline system control, claiming that the Starjammer was bound for the Grendel (Solomani Rim 0111, A96A98B-E) system.

0721. The Starjammer unmoored from Kline highport, bound for the Pemami 100D limit.

2103. The Starjammer reached the Norkio jump point and entered jumpspace.

Norkio (Magyar 2915 C67578A-9) 124-1105

0748. The Starjammer emerged from jumpspace deep in the Norkio outer system, nearly 6.4 million kilometers from the smallest and most distant gas giant. Captain Masada ordered the ship to make ready for fuel skimming operations.

Norkio (Magyar 2915 C67578A-9) 125-1105

0424. The Starjammer, fully refueled, entered jumpspace bound for the Fornorb system.

Fornorb (Magyar 2616 C997A85-A) 132-1105

0833. The Starjammer emerged from jumpspace near the 100D limit of Fornorb’s primary Makligu, a red dwarf star. Marc began piloting the Starjammer toward the Fornorb mainworld. The planet was marginally habitable, its atmosphere tainted with industrial pollutants, and locked in a resonant orbit with Makligu.

Fornorb (Magyar 2616 C997A85-A) 133-1105

Fornorb and its primary star, Makligu, as seen from orbit.

1033. The Starjammer touched down at Fornorb Starport, located on the planet’s surface. Fornorb was a high population industrial world of over 20 billion citizens, and formerly a major shipbuilding center for the Solomani Confederation. During the Rim War the system had been the site of two major space battles and in the subsequent fighting the highport and the shipyards were destroyed by the Imperials and not yet rebuilt. Fornorb, which had been on the verge of reaching TL14, was plunged back to TL10 where it has remained for the last 100 years.

Captain Masada declared the entire ship under seal and thus was subjected to only a brief inspection of the crew manifest. As a Law Level 5 world, everyone on the away team raided the ship’s locker for a filter mask, an Imperial standard model S-4 shotgun, and handfuls of shotshells.

Although Habib was a highly educated starship engineer, he was evidently working at the only job he could find: an entry-level mechanic in the starport’s maintenance department. Richy was able to hack into the starport work schedule and determined that Habib had the day off.

1301. The away team tracked Habib to Fusion Fare, a café just outside the starport. Habib was still sharp with his fieldcraft, if a bit paranoid, and immediately clocked the Starjammers. Marc was able to quickly establish that he was a friend sent by Salman through use of a sign and corresponding countersign.

Habib was clearly embittered by his experience working for Naval Intelligence but heartened to learn that the Kline Security Directorate was digging into the Sector United program. Habib shared that he had, even through imprisonment, managed to hold onto documents that would corroborate KSD’s findings, and that these were available back at his apartment.

1522. Habib and the Starjammers reached his apartment, located in a decrepit tenement building populated with factory workers. Once inside Habib seemed to have new doubts: while eager to embarrass Naval Intelligence, he demanded assurance that his intel would actually be put to good use and not buried by KSD. Marc and Howard did their best to mollify Habib, and he eventually relented.

Habib went to a large terrarium populated with several purple-furred mice. Picking one up, he produced a syringe and took a small blood draw, which Dr. Barrera accepted. Habib explained he had encoded all of his files on the Sector United program into synthetic DNA that was carried by this line of genetically modified mice. SolSec had never puzzled out where Habib had hidden his files, not realising the mice were the carriers.

The Starjammers urged Habib to leave Fornorb as soon as possible, and Habib pointed to a go bag next to his front door. Habib explained that he needed to make a couple of vidcalls and would be gone himself in the next 20 minutes.

1708. Five or six blocks away from Habib’s apartment the Starjammers heard an explosion, followed seconds later by the sirens of Fornorb first responder units, speeding toward the apartment. While the crowd on the street was abuzz with activity, the team spotted three tails ignoring the chaos and instead marching steadily toward them. Howard and Brogue lured the trio into an ambush in a back alley.

An Imperial standard model S-4 shotgun. The S-4 has an 18mm diameter barrel and fires shells containing either six 7mm pellets or 130 3mm pellets. In each case, velocity for the projectiles is about 350 meters per second.

Although the three strangers were armed with submachine guns the Starjammers had the drop on them, and the S-4 shotguns got the job done in quick order. The team quickly grabbed the strangers’ IDs, which Richy ran through his portacomp. Richy confirmed that the IDs were high-quality fakes, and likely forgeries prepared by Solomani Security.

1840. The away team returned to the Starjammer without further incident. Given how easily SolSec and INI agents seemed to be able to follow the Starjammer across star systems, Howard had begun to suspect that Marc, the newest crew member, might be a turncoat.

Howard asked JUN0 if any unauthorized transmissions had been sent from the ship, and she confirmed that there had been several, but none originated from Marc. Instead, Chairman Meow, the ship’s robotic cat, had recently begun sending and receiving a series of short, coded bursts identified as “programming updates” whenever the Starjammer had been in port. These transmissions had been sent over the last six weeks, but JUN0 had assumed they were just the typical marketing spyware that often plagued commercial robots.

Howard then realized that the J0NZ-E line of robotic cats was manufactured by Thinking Machines, Incorporated—a Solomani corporation. JUN0 indicated that she was unable to locate Chairman Meow on board the Starjammer, kicking off a furious cabin-by-cabin search through the ship.

Brogue found Chairman Meow resting comfortably on a gravpallet in the cargo bay on Deck C. The cargomaster tried to capture the suddenly hissing cat but Howard, taking no chances, quickly racked his S-4 and blasted the robotic cat into smithereens.

Copyright Information

The Traveller, 2300AD and Twilight: 2000 games in all forms are owned by Mongoose Publishing. Copyright 1977 - 2025 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Tuesday, August 5, 2025

Agent Marc Vachon

Marc Vachon was originally an NPC in the Blackriver Charter adventure who, as a PC, has recently joined the Starjammer crew as a pilot and executive officer.

Name Marc Vachon Position(s) Pilot/Executive Officer
Species HumanGender MaleUPP 9AAEB4
Birth Date 009-1060 Homeworld Kline (Magyar 3012 A642987-E)
Service Navy Rank Lieutenant
Certifications Mechanic’s Certificate, Spacecraft Pilot’s License, Limited Mate’s License, Sensor Operator’s Certificate, Qualified Operator (autopistol, cutlass, gauss pistol).
Possessions autopistol, cutlass. Assets kCr12.25

Comments Marc was admitted to the Imperial Naval Academy but failed to graduate. He did serve five terms in the Navy, first with Flight branch, then Support, and finally transfered to Naval Intelligence before his retirement in 1102.

The Meritorious Performance of Duties Medal is a non-combat decoration occasionally “awarded for impressive service in areas the navy does not want to disclose, such as intelligence work or research and development of sensitive systems.”

Marc Vachon was born in the planetary capital of Mirjam, a metropolis of some 300 million. His family had a long history working as shipfitters in the Allied Prefabricated Ships and Vessels yards, but due to his grandparents’ involvement in union organizing Marc’s parents were unable to find employment in the family trade and were forced to work a series of menial, unskilled jobs. Despite growing up impoverished, Marc’s athletic ability and keen intellect allowed him to do well in school, which offered his best chance at escaping the slums of Mirjam.

In 1078 Marc won entry to the Imperial Naval Academy (Magyar Branch), located at Seloo (Magyar 2102 A4319BA-E). Candidates are normally recommended by a noble patron who holds either an active or a reserve naval commission, but Marc won his own way through exceptional academic performance. The Navy operates these very selective academies for the recruitment and training of officers. Over the four-year course the candidates learn basic shipboard skills and receive specialized training in the branch of their choice during the final year. Although Marc excelled at his coursework, in his senior year he became involved with the daughter of an instructor and failed to graduate.

In 1082 he was inducted into the Imperial Navy as a lowly Spacehand, though his academic performance allowed him to enter the Flight Branch, normally reserved for well-connected officers. Flight is perhaps the most prestigious of the specialist navy branches: its officers pilot and navigate starships and are the most likely to gain a command position. Flight personnel are responsible for communications, sensors, and small craft operations as well as the more obvious flight operations.

Marc was assigned to the 109th Fleet, which protects Kline subsector. He served on Gionetti-class light cruisers as part of the 180th Cruiser Squadron based out of Hrongding (Magyar 2817 B621511-C). The commander of the 180th, Commodore Amanda Iikam, quickly recognized Marc’s potential and ensured he was promoted to Able Spacehand.

In 1086 Marc signed up for another term in the Navy, but his romantic relationship ended badly, and he gained an enemy in his former academy instructor. With the assistance of Commodore Iikam Marc was granted a commission as an ensign and was sent to Flight School on Seloo.

In 1090, at Commodore Iikam’s direction, Marc transferred to her personal staff and attended the Naval Intelligence School on Hrongding. The Commodore recognized Marc’s ability to seamlessly slide between rough working class and posh upper class social circles, a useful skill for an intelligence agent. While serving on the commodore’s staff Marc uncovered a conspiracy of several officers within the 109th Fleet, high-born “gentlemen” with sympathies to the Solomani cause. The resulting fallout was a deep embarrassment to Admiral Denis Hansen. Rather than being rewarded with a promotion, Marc was held back.

In 1094 Marc transferred to Imperial Naval Intelligence, “the foremost intelligence service in the Imperium, with a remit to ensure the security of the Imperium from both internal and external threats.” There Marc was promoted to sublieutenant and caught the attention of Commander Ginnoni Salman, a legendary analyst within Naval Intelligence who was known for his intellect, conviction, and willingness to buck the system in pursuit of Solomani agents. When Marc met him Salman was on the outs with his superiors for relentlessly pushing his theory that Solomani Security had at least one high-level mole embedded within INI. Accordingly, Salman was forced to chase his theory off the books. The famously prickly Salman took a liking to Marc and used him to run down various leads on his special project. Despite this, Salman was always very careful never to share too many details about his theory with Marc.

In 1101 Salman’s offices were raided by agents from INI’s internal investigation bureau, who claimed that Salman had been improperly diverting Imperial funds for his personal use. Marc found himself frozen out of their special project files and brought in for days of questioning, but he knew few details about Salman’s theories and absolutely nothing about missing funds. In the end Salman was forced to resign and stripped of his pension, but the entire affair was kept out of the public press. Marc was promoted to lieutenant but pressured to retire from the Navy in 1102.

Within a few weeks Marc was approached by Sir Virgilio Khan, seneschal to Duchess Shanika. The Duchess maintained her own Kline Security Directorate, a subsector intelligence and counterintelligence agency under her control. The KSD had cultivated its own HUMINT networks and enjoyed something of a “friendly” rivalry with the much larger Imperial services such as INI. Sir Virgilio, an old friend of Salman’s, brought Marc in as an outside consultant to the KSD, where Marc discovered that the Duchess had her own concerns about the integrity of Imperial Naval Intelligence.

Copyright Information

The Traveller, 2300AD and Twilight: 2000 games in all forms are owned by Mongoose Publishing. Copyright 1977 - 2025 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Tuesday, July 29, 2025

What's in a Word?

There’s a great post over on Tales of the Grotesque and Dungeonesque about "Two Reasons Why Call of Cthulhu is One of the Great Horror RPGs." One of those reasons is the Sanity mechanic, which does an excellent job of simultaneously evoking an in-game effect on the characters and creating out-of-game tension with the players. I think the only other mechanic that has a similar effect is old school level drain, which made undead fully as terrifying to players as to their player characters. As the post points out,

Used liberally, Sanity loss in Call of Cthulhu is an unstoppable spiral into the abyss. Players should be incentivized to involve their character in the scenario for an important reason (stopping something awful from happening, keeping the people they love safe, etc.), but the act of involving their characters should also always put them in a position where losing precious Sanity is a preeminent threat.

But if Sanity is a great game mechanic, it is also “a poor representation of actual mental illness.” There’s just no getting around that fact. (Hit Points are probably an equally poor representation of physical trauma, too, but that’s a discussion for another time.)

But what if the biggest problem with the Sanity mechanic is just one of terminology. What if, instead of calling it Sanity, we called it … Humanity. Humanity is nice, abstract, and isn’t an actual mental health term. But more importantly, it perhaps better reflects the actual genre phenomenon. Fundamentally, Call of Cthulhu characters really aren’t so much threatened by loss of their rational minds—that’s just a symptom—as the loss their very humanity by contact with alien horror.

Alas, I rarely have the opportunity to play Call of Cthulhu but I do occasionally use the Sanity mechanic in Traveller (detailed in Traveller5 as well as in the Mongoose Traveller Companion) to model the effect of post-humanist technology. Personality copying, consciousness transfers, exposure to alien and AI tech, even anagathic drugs could potentially be balanced through use of the Sanity mechanic but again, Humanity is really what we are talking about here: the potential loss of a Traveller’s humanity through repreated exposure to posthumanist tech. Consider, for example, the Ghouls from the old Regency Sourcebook:

One of the most visible symbols of the disenfranchised nobility are the so-called “Ghouls,” young (by apparent age anyway), nihilistic, disenfranchised nobles who spend their dissipated lives and what remains of their noble fortunes by seeking excitement in personal and various near-death experiences (16).

The Ghouls basically suffer from loss of Humanity due to use of a new drug, Anagathic B, which also induces jumpspace intolerance into the users.

Tuesday, March 25, 2025

Synthetic Humans in Mongoose Traveller

If there is any downside to living through a Traveller resurgence, it’s the difficulty in keeping up with all of the great books that have been released over the last few years. I am only just now really starting to put the latest MgT Robots Handbook (2022) through its paces. Overall, this is probably the best book yet to tackle the subject. Geir Lanesskog, who also wrote the latest World Builder’s Handbook, has a real knack for creating design systems that are relatively easy to follow, produce consistent results, and contain enough options to satisfy all but the gear-iest of gear-heads.

Bodyguard 3185D31, “Sonny,” a Verisim-8 android manufactured by Kline Synthetic Technologies. Image courtesy of KST Marketing, 1102.

My ongoing Into the Interface campaign was heavily influenced by my reading of Traveller5, which introduced numerous cyberpunk and transhumanist ideas into the Charted Space setting. My version of Magyar sector is filled with clones, synthetics, androids, and geneered chimeras. One of the Travellers in the campaign is the advanced android Sonny, who was assigned to protect another character, the indolent Daren Rigby-Gardner. I had used Traveller5 to build Sonny and then converted the results to Mongoose Traveller, but I had been itching to use the Robot Handbook to build a “native” version of Sonny. Fortunately Geir built a handy Excel worksheet for robot design, which makes the process even easier to complete.

Note that in the parlance of MgT, an android is a mechanical construct designed to look like a human—think Ash or Bishop from the Aliens series. In my campaign, as in Traveller5, androids are synthetic humans: living, organic creatures with cybernetic components. Think Battlestar Galactica cylons, Blade Runner replicants, or Westworld hosts. MgT would define them all as biological robots.

Verisim-8 Androids

Kline Synthetic Technologies is a sector-wide corporation that services Imperial territory in Daibei, Magyar, and the Solomani Rim. KST is one of the larger Imperial manufacturers of androids, which are biological robots based on a human pattern. An android has a vat-grown living body but is implanted with an electronic brain. KST produces the mid-range Synthmat-11 models, which are hairless and have an identifying mark that can be found through a retinal scan. KST has also introduced the high-end Verisim-8 line of androids, built to closely resemble humans in all ways but possessing superior physical characteristics. A Verisim-8 android can only be identified through detection of the interface between its robot brain and its biological body.

The cloned bodies of Verisim-8 models are ‘quick-grown’ in an advanced metabolic chamber, developing at 50x normal growth rate, maturing to age 18 in approximately 18 weeks or four months. The quick-grow procedure is closer to fabrication than development. Like all KST models, Verisim-8 androids require regular amino enzyme supplements in order to process human foods.

A Verisim-8 android features a positronic brain, an iridium sponge containing a raw pattern of possible neural pathways developed through use by a flow of positrons. The sponge forms a holographic intelligence pattern within the brain that is adaptable to new circumstances. Once activated, a positronic brain gains consciousness and self-awareness, and is immediately connected to a flash-learning system that floods the brain with information and the techniques and abilities to use it. In a matter of weeks the brain is ready to be installed in its vat-grown body.

A Verisim-8 android is highly intelligent, capable of logical reasoning and can attempt functions outside its programmed parameters. It is not conscious but appears to be so and considers itself to be conscious without fully understanding the concept. Verisim-8 models can perform at capabilities similar to or superior to biological sentients in a broad variety of skills. Verisim-8 models can develop interests and hobbies outside its programmed functions.

Verisim-8 androids are highly customizable, but KST offers several standard packages. The Bodyguard package is one of the more popular, providing clients with a highly skilled and entirely loyal protector.

Robot Hits Locomotion Speed TL Cost
Verisim-8 Bodyguard 22 Walker 9m 14 MCr2.8
Skills Admin 1, Athletics (dexterity) 2, Athletics (endurance) 2, Athletics (strength) 1, Diplomat 1, Drive 1, Electronics (computers) 2, Flyer (grav) 2, Gun Combat (slug) 2, Language 1, Medic 2, Melee (unarmed) 2, Pilot (small craft) 2, Recon 2, Steward 1, Survival 1, Tactics (military) 2
Attacks
Manipulators 2x (STR 9 DEX 9)
Endurance As biological being
Traits Armor (+2), ATV, Hardened
Programming Very Advanced (INT 11)
Options Auditory Sensor, Biological Robot (improved), Transceiver 500 km (advanced), Visual Spectrum Sensor, Voder Speaker, Wireless Data Link

Improved Biological Robot: Standard robot endurance values do not apply to Verisim-8 androids; they must eat, drink, breathe, and rest just like a living human. They are vulnerable to harm and heal damage just like a human. The interface between a Verisim-8’s robot brain and its biological body is detectable. Treat detection of an artificial brain as DM-2 on any scanner check, including psionic life detection.

Quick Grown: The quick growth process places a great strain on the android’s cellular structure, impacting aging to a major extent; a Verisim-8 body ages at twice the standard rate. Eight years after the android’s emergence from the vat, the android is the equivalent of a 34-year-old and must make an aging roll with DM-4, two years after that, the android must make another aging roll with DM-5.

Very Advanced Robot Brain: A Verisim-8 robot brain provides the equivalent services of a Computer/5fib with Bandwith 11 available for skill packages. Base capabilities include Intellect Interface, Expert/2, and Security/2. The hardened brain case protects from ion and radiation weapons. The android’s effective SOC or EDU is considered equivalent to its INT but only in the very narrow sense of performing the specified task. A Verisim-8 android can attempt INT, EDU or SOC-based checks up to Very Difficult (12+).

Sonny

Sonny is a player character Verisim-8 android, and was originally created using the Traveller5 rules for synthetics. The following applies the rules from the Robot Handbook’s “Robots as Travellers” chapter to the preceding conversion. In addition to the standard Verisim-8 Bodyguard package, Sonny also shipped with two augments from the Central Supply Catalog: Metastatic Platelet Injection and Physical Augmentation (endurance) +2, raising his total purchase price to a staggering MCr3.86.

Bodyguard 3185D31, “Sonny”
SpeciesGenderAge
AndroidMale11
TraitsSkills
STR9INT11Admin 0, Athletics (dexterity) 1, Athletics (endurance) 1, Diplomat 0, Drive 0, Electronics (computers) 1, Flyer (grav) 1, Gun Combat (slug) 1, Language (Trokh) 1, Medic 1, Melee (unarmed) 1, Pilot (small craft) 1, Recon 1, Steward 0, Survival 0, Tactics (military) 1
DEX9EDU0 (11)
END10SOC0 (11)
Weaponsgauss pistol (3D, Auto 2, AP 3)
Armorarmor +2, advanced polycarapace (+16)
Equipmentmedikit (TL14)
AugmentsMetastatic Platelet Injection, Physical Augmentation (endurance) +2
         

Faster Movement Sonny may move up to nine metres for each Minor Action.

Metastatic Platelet Injection These platelets double characteristic points gained through natural healing and are not affected by electromagnetic attacks or detectable by electronic means.

Very Advanced Robot Brain Sonny’s effective SOC or EDU is considered equivalent to his INT but only in the very narrow sense of performing the specified task. Sonny can attempt INT, EDU or SOC-based checks up to Very Difficult (12+).

Sir Cedric Radimir Garner, Baronet of Montlivan (Magyar 3222 C688456-A), ordered the Bodyguard as a present to his only son, Daren Rigby-Gardner, with the express purpose of keeping the young wastrel out of trouble. The synthetic has been nicknamed “Sonny” due to the Baronet’s supposed preference for the synthetic over his own flesh-and-blood, a claim that could actually be true. What is indisputable is that the Baronet emancipated Sonny after only eight years of service and has placed the Bodyguard on a Cr10,000 annual retainer to continue guarding his son.

Conclusions

In general, the revised Sonny is rather more capable than the original Traveller5 conversion, but within the same order of magnitude. His MgT price (Mcr3.86) is a little more than half the T5 price (MCr6.66). His original UPP of 7BA800 is relatively close to the revised UPP of 99AB00. The Robot Handbook’s guidelines for Robot Travellers look like they would work well except for biological robots and Endurance, so I used the rules for Physical Augments to goose Sonny’s END score. In MgT Sonny gets many more skils and generally with higher bonuses. Further, the guidelines for using his INT score in place of EDU or SOC for some skills gives him much more versatility.

Copyright Information

The Traveller, 2300AD and Twilight: 2000 games in all forms are owned by Mongoose Publishing. Copyright 1977 - 2025 Mongoose Publishing. Traveller is a registered trademark of Mongoose Publishing. Mongoose Publishing permits web sites and fanzines for this game, provided it contains this notice, that Mongoose Publishing is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Mongoose Publishing’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.