Monday, February 10, 2020

Stock in Trade: Typical Traveller NPCs

One of the best things about Traveller is the sheer simplicity of the system, making it very easy to improvise NPCs as needed. That said, I much prefer to run combat encounters with all of the relevant game information ready and near at hand. Even The Traveller Book had a useful roster of pre-generated NPCs that I still pull out on occasion.

Because many Traveller games are sandbox in nature—meaning any one session can go almost anywhere, including into a heated combat—one of the few things I find sorely missing from the Mongoose Traveller Core Rulebook is a roster of typical NPCs.

Quick NPC Creation for Mongoose Traveller

Because risky, random character generation is such an important part of the Traveller experience, I know that many referees insist on generating each and every NPC individually just like a PC. I certainly appreciate and even admire the dedication: one of the great joys of the game is letting the dice hand us interesting and unexpected twists that we then need to address.

But—and maybe I’m simply lazy—rarely do I have an afternoon to roll up 200 characters in order to generate just one ship’s captain or army colonel. Even then it can be hard to get the results without fudging rolls: and if I need to do a little fudging to get what I want, why not just fully embrace NPC creation rather than random generation?

When I have a known, desired outcome for an NPC, I begin with one of four standard arrays and then assign the associated scores to characteristics as necessary.

Standard Arrays
Citizen Category Average Score Characteristic Array
Below Average 6 8, 7, 6, 6, 5, 4
Average 7 9, 8, 7, 7, 6, 5
Above Average 8 10, 9, 8, 8, 7, 6
Exceptional 9 11, 10, 9, 9, 8, 7

For a bunch of young street hoods, I might use the Below Average array and assign them the UPP 586764. Then I’d adjust characteristics up or down a point as desired.

I then establish the number of terms the NPC served, which in turn drives how many skills they should have. Depending on character generation rolls, the numbers and levels of skills can vary widely, but Mongoose Traveller seems to average about 2 skill levels per term plus a handful of 0 level skills. The following table provides guidelines for how many skills of what level a typical NPC should possess:

Average Skill Levels by Term
ExperienceTerms Number of Skills by Skill Level
3 2 1 0
Recruit0 0 0 0 4
1 0 0 2 4
Regular2 0 1 2 4
3 0 2 2 5
Veteran4 0 3 2 5
Elite5 1 2 3 6

The levels can be assigned to whatever skill makes sense and then adjusted up or down a point as desired. Similarly, a couple more or a couple less zero-level skills probably don’t matter all that much.

One of the benefits of this approach is you can customize the skills assigned without worrying about which homeworld or career gives out what skills. Our street hoods probably haven’t completed even one term, so I’d give them 4 zero-level skills: Athletics 0, Carouse 0, Melee 0, Streetwise 0.

Finally, I just assign equipment and money based on role and associated organizations. The street hoods wouldn’t have battle dress or gauss rifles, but they might have jack armor, a knife, and maybe Cr50.

NPCs created through this method are generally going to be somewhat more competent and focused than those produced through random generation, but should not be significantly superior to PCs who served comperable numbers of terms. Mongoose Traveller has a couple of rules for group character generation that help provide players with some control over skills and skill levels.

Typical NPCs

Perhaps due to the long tradition of individually generating each NPC, generic statblocks for typical NPCs seem fairly rare in Traveller. Personally, I find them extremely handy. They can be quickly adapted for different uses, and they help establish baselines for the game: the huscarles of a minor baron, for example, probably shouldn’t be better equipped than active duty Imperial Marines.

Traveller’s metafictional mixing of game mechanics and in-setting infromation is extremely endearing. Instead of a character sheet you fill out “TAS Form 2 - Personal Data and History.” But for an NPC statblock I do prefer a more utilitarian approach that drops the metafiction and provides the game stats directly: No UPP, just a list of characteristics and their modifiers, putting damage and game traits next to weapon descriptions.

The following NPCs represent fairly typical characters that might be encountered anywhere in Charted Space, as well as a few interesting character types more specific to my Magyar sector. The emphasis is on typical NPCs that might be involved in a combat encounter.

One final note: the Sachsen combat robot is based on the Huscarloid from the Traveller5 fanzine Xboat 2.

Agilitrix Red
Synthetic Human Guard
Str 8, Dex 9 (+1), End 12 (+2), Int 6, Edu 0 (-3), Soc 0 (-3)
Skills Athletics (endurance) 1, Gun Combat (slug) 1, Investigate 1, Medic 1, Melee (unarmed) 1, Recon 1, Streetwise 0
Possessions autopistol (3D-3), enhanced vision, subdermal armor (+4), wafer jack
Enhanced Vision Cybernetic eyes give the synthetic permanent functionality of a set of binoculars and IR/Light Intensifier goggles and the ability to see into the ultraviolet part of the spectrum.
Comments Agilitrix is a sector-wide principal member of the Wuan Technology Association with headquarters on Uston (Daibei 0139 A100A98-E) and famed for its Spectrum line, now in its fifth generation, which represent some of the most commonly encountered androids in Magyar and Dark Nebula. Spectrum models are designed with exaggerated physical characteristics for easy identification: these androids resemble well-built humans without hair, navels, or sexual organs, their skin dyed with clearly artificial pigments.
Alvin Y Guest Clone
Vat-Grown
Str 10 (+1), Dex 5 (-1), End 10 (+1), Int 9 (+1), Edu 10 (+1), Soc 6
Skills Athletics 0, Explosives 2, Gun Combat (slug) 3, Heavy Weapons (artillery) 1, Leadership 1, Medic 0, Melee (blade) 1, Pilot 0, Recon 1, Stealth 0, Survival 0, Tactics (military) 2
Possessions combat armor (+17), advanced combat rifle (3D, Auto 3, Scope)
Comments Alvin Y is a Solomani guest soldier well-suited for combat roles: physically strong and resilient, but experienced with military tactics. A product of NewGenAssist, the guest’s pattern served four tours in the Confederation Army.
Aslan Bodyguard
4 terms
Str 11 (+1), Dex 6, End 11 (+1) , Int 9 (+1), Edu 7, Soc 8
Skills Athletics (endurance), Drive 0, Flyer 0, Gun Combat (slug) 1, Investigate 0, Medic 0, Melee (natural) 2, Recon 1, Stealth 1, Streetwise 1, Survival 0
Possessions cloth armor (+8), subdermal armor (+1), submachine gun (3D, Auto 3), wafer jack
Dewclaw All Aslan have a dewclaw that can be extended to make for a vicious close combat weapon. The dewclaw uses the Melee (natural) skill and does 1D+2 damage.
Heightened Senses Aslan have better night vision, hearing and sense of smell than humans. All Aslan receive DM+1 to any Recon and Survival checks they have to make.
Comments Male Aslan are highly prized by Imperial nobles and executives in Magyar sector as personal guards.
Assailant
2 terms
Str 7, Dex 9 (+1), End 5 (-1), Int 5 (-1), Edu 4 (-1), Soc 3 (-1)
Skills Athletics 0, Drive 0, Electronics 0, Gambler 0, Melee (blade) 2, Recon 1, Stealth 0, Streetwise 1
Possessions jack (+1), blade (2D)
Money Cr50
Comments Assailants are a typical threat on low Law Level worlds.
Barbarian
2 terms
Str 8, Dex 7, End 9 (+1), Int 7, Edu 4 (-1), Soc 5 (-1)
Skills Animals (any) 1, Athletics 0, Carouse 0, Melee (blade) 2, Navigation 0, Profession (any) 1, Recon 0, Seafarer 0, Stealth 0, Survival 2
Possessions blade (2D)
Money Cr100
Comments Low-tech Imperial worlds in Magyar include Lontarelli (Magyar 2801 X563797-2), Rouern (Magyar 3213 D5568DC-4), and Waxstetter (Magyar 2605 X550210-3).
Bounty Hunter
4 terms
Str 8, Dex 9 (+1), End 7, Int 9 (+1), Edu 7, Soc 5 (-1)
Skills Admin 0, Carouse 0, Drive 0, Electronics 0, Gun Combat (slug) 1, Investigate 2, Melee (unarmed) 2, Persuade 1, Stealth 0, Streetwise 2
Possessions ceramic carapace (+10, +16 against lasers, fire), autopistol (3D-3), stunstick (2D, stun), 4 stun grenades (3D, Blast 9, Stun)
Money Cr2,000
Comments Bounty hunters find people who don’t want to be found: bail jumpers, escaped criminals, merchants who “skip out” on scheduled starship payments, and fugitives of all kinds. Hunters take custody and escort the fugitive to the nearest legal authority.
Brigand
2 terms
Str 6, Dex 8, End 7, Int 5 (-1), Edu 4 (-1), Soc 3 (-1)
Skills Carouse 0, Drive 0, Electronics 0, Flyer 0, Gun Combat (slug) 2, Stealth 1, Streetwise 0, Recon 1
Possessions jack (+1), body pistol (3D-3)
Money Cr100
Comments Brigands encompass common stickup men to shakedown artists to hijackers.
Colonist
2 terms
Str 7, Dex 7, End 8, Int 7, Edu 6, Soc 7
Skills Athletics (strength) 1, Drive 0, Gun Combat 0, Jack-of-All-Trades 1, Mechanic 0, Medic 0, Profession 0, Survival 2
Possessions laser carbine (4D, zero-g)
Money Cr500
Comments Despite being continually inhabited for millennia, Magyar sector contains a large number of low-population, marginally habitable worlds ripe for colonization.
Confederation Jump Trooper
3 terms
Str 9 (+1), Dex 8, End 10 (+1), Int 6, Edu 7, Soc 8
Skills Athletics (dexterity) 1, Gun Combat 0, Heavy Weapons (man portable) 2, Melee 0, Navigation 0, Stealth 0, Survival 0, Tactics (military) 1, Vacc Suit 2
Possessions SA 87 Shrike battle dress (+22, Stealth +2), PGMP-13 (1DD, Bulky)
Comments Jump Troops are orbital paratroopers in battle dress trained to assault planetary targets by freefalling from orbit in personal jump capsules. They also serve as the most elite light infantry divisions in the Solomani Confederation Army, both highly trained and politically reliable. The Army maintains six Jump Grav Divisions in Magyar sector: the 115th “Popov Division” at Clown (1807 B431975-E), the 156th “Slavic Division” at Tarn (1209 A747220-D), the 202nd “Dootchen Division” at Voetsak (1815 B7B8899-B), the 277th at Uebelhor (1324 A566877-C), the 282nd at Daftrew (0903 B78A878-C), and the 327th at Dewal (0931 BA98978-C). The elite 277th, also known as the 1st Ceti Volunteers, is a reconstructed unit that had formerly been based on Beagle (3129 D766A99-A) but was destroyed during the Solomani Rim War.
Corporate Assassin
4 terms
Str 7, Dex 12 (+2), End 10 (+1), Int 11 (+1), Edu 8, Soc 6
Skills Athletics 0, Deception 1, Drive 0, Electronics 0, Explosives 0, Gun Combat (slug) 2, Investigate 0, Melee (blade) 2, Recon 1, Stealth 2, Streetwise 0
Possessions lightweight polycarapace (+12, IR chameleon), gauss pistol (3D, AP3, Auto 2), monoblade (3D, AP 10), neural comm, combat drugs
Comments Should a megacorporation wish to send a message, they employ only the best messengers.
Corsair
3 terms
Str 8, Dex 9 (+1), End 8, Int 8, Edu 6, Soc 4 (-1)
Skills Athletics (dexterity) 1, Deception 0, Explosives 0, Gun Combat 0, Gunner 0, Mechanic 0, Melee (any) 2, Persuade 2, Pilot 0, Vacc Suit 1
Possessions vacc suit (+4), SMG (3D, Auto 3)
Money Cr750
Comments Piracy, sometimes sponsored by governments or worlds, continues to plague shipping on both sides of the border in Magyar sector.
Customs Officer
2 terms
Str 7, Dex 8, End 7, Int 10 (+1), Edu 8, Soc 6
Skills Admin 1, Advocate 1, Animals 0, Diplomacy 0, Electronics 0, Gun Combat 0, Persuade 0, Streetwise 1
Possessions autopistol (3D-3)
Money Cr200
Comments Customs officers work for the Imperial Revenue Department, implementing duties, tariffs, and inspections at starports across the Imperium. They also work closely with Starport Authority personnel in combating smuggling and other attempts to circumvent Imperial regulations.
Imperial Line Marine
3 terms
Str 7, Dex 10 (+1), End 8, Int 9 (+1), Edu 6, Soc 8
Skills Athletics 0, Explosives 1, Gun Combat 0, Gunner 0, Heavy Weapons (man portable) 2, Melee (blade) 1, Pilot 0, Tactics 0, Vacc Suit 2
Possessions Type 438-B Redding assault battledress (+25, Grav Assist TL15, Stealth +3), FGMP-15 (2DD, bulky, radiation), cutlass (3D)
Comments The Imperial Marines are an elite force charged with making initial landings on hostile planets, boarding hostile vessels in deep space, and enforcing Imperial law, most notably violations of the Imperial Rules of War. The Imperial Marines have five regiments posted to Magyar: the 3,411th, 1,135th, 1,548th, 1,670th, and 4,497th Line Regiments.
Imperial Marine Commando
4 terms
Str 9 (+1), Dex 11 (+1), End 9 (+1), Int 10 (+1), Edu 8, Soc 7
Skills Athletics (strength) 1, Explosives 1, Gun Combat (slug) 1, Heavy Weapons (man portable) 2, Language 0, Medic 0, Melee (unarmed) 2, Navigation 1, Recon 2, Stealth 1, Survival 2, Tactics 0, Vacc Suit 1
Possessions scout battledress (+23, Active Camouflage, Prismatic Aerosol, Sensor Suite +3), FGMP-15 (2DD, bulky, radiation), dagger (1D+2)
Comments Marine commandos are used for extreme-risk missions that are outside the normal scope of a Marine regiment. These missions include pinpoint assaults, “personnel retrieval,” or even attacks against Imperial nobles suspected of treason.
Infantry Soldier
3 terms
Str 8, Dex 8, End 10 (+1), Int 9 (+1), Edu 7, Soc 6
Skills Athletics 0, Gun Combat (slug) 2, Heavy Weapons 0, Melee (unarmed) 2, Navigation 0, Stealth 0, Survival 1, Recon 1, Vacc Suit 0
Possessions army combat armor (+19, Friend or Foe HUD, IR Chameleon), gauss rifle (4D, AP 5, Auto 3, Scope, Auxiliary Grenade Launcher), 6 fragmentation grenades (5D, blast 9)
Comments The ground forces of the Imperium and the Solomani Confederation use similar equipment and tactics.
Jarslavi Cartel Enforcer
3 terms
Str 9 (+1), Dex 9 (+1), End 9 (+1), Int 7, Edu 6, Soc 8
Skills Athletics 0, Deception 0, Drive 0, Gun Combat (slug) 2, Melee (unarmed) 1, Persuade 2, Recon 0, Stealth 0, Streetwise 1
Possessions protec suit (+4), autorifle (3D, Auto 2), stunfist (1D+2, stun), ballistic tracking lenses, combat drug (2 doses)
Money Cr2,000
Comments The Jarslavi Cartel is a sprawling criminal network operating on both Solomani and Imperial worlds of Swan, New Mars, and Albadawi subsectors. Highly organized and disciplined, the Cartel engages in trafficking of arms, drugs, humans, and illegal tech.
Law Enforcer
2 terms
Str 7, Dex 9 (+1), End 7, Int 9 (+1), Edu 8, Soc 6
Skills Admin 1, Athletics 0, Drive 0, Electronics 0, Gun Combat 0, Investigate 0, Melee (unarmed) 2, Streetwise 1
Possessions ballistic vest (+4), autopistol (3D-3)
Money Cr200
Comments Even planetary governments with low Law Levels generally have some sort of law enforcement force.
Mercenary
3 terms
Str 8, Dex 7, End 9 (+1), Int 5 (-1), Edu 6, Soc 4 (-1)
Skills Athletics 0, Drive 0, Explosives 0, Gun Combat (slug) 1, Heavy Weapons 0, Melee (unarmed) 2, Recon 2, Stealth 1, Tactics 0
Possessions mesh armor (+2), autorifle (3D, Auto 2)
Comments The Imperium tolerates a fair number of low-intensity, localized wars, provided they never threaten the wider order. The Imperium intervenes only when conflicts may destabilize an entire region. Local governments or other groups hire mercenary units to fight other groups and other units.
Modesti Guest Clone
Vat-Grown
Str 8, Dex 6, End 9 (+1), Int 11 (+1), Edu 5 (-1), Soc 7
Skills Athletics (strength) 2, Deception 1, Diplomat 0, Drive (grav) 1, Electronics 0, Flyer 0, Gun Combat 0, Melee (unarmed) 3, Pilot 0, Recon 0, Stealth 1, Streetwise 1, Vacc Suit 0
Possessions gauss pistol (3D, AP 3, Auto 2), lightweight poly carapace (+12)
Comments Modesti is a female Solomani guest produced by ConTech, a tough and streetwise clone often employed as a bodyguard, courier, or enforcer. As Modesties are associated with illicit activities, they are occasionally banned altogether from Imperial worlds with Law Levels of 7 or higher.
Rogue
3 terms
Str 7, Dex 8, End 7, Int 8, Edu 6, Soc 5 (-1)
Skills Athletics 0, Deception 2, Electronics 0, Gambler 0, Gun Combat 0, Melee (any) 1, Persuade 0, Stealth 1, Streetwise 2
Possessions none
Money Cr1,000
Comments Rogues include a wide variety of criminals, confidence men, grifters, smugglers, and others engaged in illicit activities.
Sachsen Combat Robot
Panstellar (Solomani)
Hits 26
Speed 6m
Skills Melee (blade) 2, Gun Combat (slug) 1
Attacks ACR (3D, Auto 3, Scope), monoblade (3D, AP10)
Traits Armor (+14), Flyer (idle), Large Shield
Programming Basic (skirmisher)
Large Shield A Sachsen carries a large starship-armor-grade shield that cannot be used as a weapon. The shield increases the Sachsen’s effective Melee skill by +2 when parrying.
Comments The Sachsen is a TL13 humaniform combat robot designed to support Solomani armored cavalry units. A comm interface allows it to communicate covertly. The robot has standard hands and can hold human weapons. Sachsens have a sturdy construction and are sheathed in silvered armor that makes them vaguely resemble medieval knights.
Solomani Revolutionary
4 terms
Str 6, Dex 6, End 7, Int 10 (+1), Edu 12 (+2), Soc 3 (-1)
Skills Advocate 0, Deception 1, Diplomat 0, Drive 0, Electronics (comms) 2, Explosives 1, Flyer 0, Gun Combat 0, Leadership 1, Melee 0, Profession 0, Science (history) 1, Streetwise 1, Tactics (military) 1
Possessions cloth armor (+8), shotgun (4D, bulky), grenade launcher with 6 frag grenades (4D, blast 9)
Money Cr100
Comments Many Imperial worlds in Magyar are plagued by agitators and militants loyal to the Solomani Cause. Although some of these are home grown revolutionaries, many are sponsored by the Confederation Army or Solomani Security.
SolSec Agent
5 terms
Str 5 (-1), Dex 8, End 6, Int 8, Edu 10 (+1), Soc 10 (+1)
Skills Admin 0, Advocate 0, Athletics 0, Deception 3, Drive 0, Electronics (comms) 1, Flyer 0, Gun Combat 1 (slug), Investigate 2, Persuade 2, Recon 1, Stealth 0, Streetwise 0, Vacc Suit 0
Possessions assault pistol (3D-3, Auto 2), cloth armor (+8), wafer jack
Money Cr1,000
Comments Solomani Security is the secret police force and intelligence agency of the Solomani Confederation, charged with overseeing society and ensuring that all members of society pursue the Solomani Cause. SolSec agents have broad extralegal powers to monitor and detain any Confederation citizen who takes part in interstellar society, including military officers, merchants, important businessmen, local government officials, politically active citizens, and religious leaders.
Starport Security Officer
2 terms
Str 6, Dex 8, End 7, Int 9 (+1), Edu 9 (+1), Soc 6
Skills Admin 0, Electronics 0, Gun Combat (slug) 1, Investigate 2, Melee (unarmed) 1, Persuade 0, Streetwise 1
Possessions autopistol (3D-3), ballistic vest (+4)
Comments Major and many minor starports have their own security force.
Thug
2 terms
Str 10 (+1), Dex 4 (-1), End 10 (+1), Int 4 (-1), Edu 4 (-1), Soc 3 (-1)
Skills Athletics (strength) 2, Drive 0, Gambler 0, Melee (unarmed) 1, Melee (bludgeon) 1, Persuade 0, Streetwise 0
Possessions jack (+1), heavy cudgel (2D)
Money Cr100
Comments Thugs are often hired muscle or enforcers for criminal organizations.
Uplifted Ape Soldier
3 terms
Str 10 (+1), Dex 5 (-1), End 11 (+1), Int 6, Edu 5 (-1), Soc 3 (-1)
Skills Athletics (strength) 1, Drive 0, Gambler 1, Gun Combat (slug) 1, Heavy Weapons (artillery) 1, Leadership 1, Medic 1, Melee 0, Recon 1, Stealth 1, Tactics (military) 1
Possessions flak jacket (+5), assault shotgun (4D, Auto 2, Bulky), long blade (3D+3), 4 frag grenades (4D, blast 9)
Money Cr50
Uplifted This species was originally non-sentient, but has been raised to a higher intelligence by another species.
Comments Apes are genetically engineered intelligent animals created by ancient Terrans, a transgenic hybrid of gorilla, chimp, and some Human genes. Average height and mass are 1.6 meters and 100 kilograms. Apes possess the same linguistic capabilities as an ordinary Human. Several million uplifted apes currently live on Solomani and Imperial worlds.
Wanderer
4 terms
Str 6, Dex 7, End 8, Int 8, Edu 7, Soc 6
Skills Carouse 0, Deception 0, Drive 0, Gun Combat 0, Mechanic 0, Melee (unarmed) 1, Profession 0, Recon 1, Stealth 1, Steward 1, Streetwise 2, Survival 0, Vacc Suit 1
Possessions none
Money Cr800
Comments Wanderers are typical Travellers within Charted Space, moving from system to system in search of jobs and adventure.

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3 comments:

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  2. Great job ! Is it possible to have the typical NPCs in pdf format?

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