Monday, February 24, 2020

Comes with the Terrain

Ogre Lair, Great Dungeon of the North.

I am a sucker for using figures and terrain for tabletop RPGs. I appreciate the “Theatre of the Mind” approach, but left to my own devices I prefer to have some sort of grid, particularly for complex encounters. Over the years I’ve experimented with a lot of different solutions, but have’t found the perfect solution.

I own a pretty decent set of Dwarven Forge terrain and I think it’s great stuff: sturdy and very attractive to the eye. But it’s also expensive and fairly cumbersome to schlep around. And you really have to organize those components so you can assemble the dungeon as quickly as possible. This can be fine if you have a smaller, set dungeon: you just bring the components you need. But with a megadungeon, when you might have players frequently running off the map, it’s a drag to halt play while you locate and assemble the necessary pieces.

Dungeon Tiles have the benefit of being fairly inexpensive and fairly portable. They also look pretty decent, to boot. But they have similar problems as Dwarven Forge, in that you have to organize the tiles to allow quick assembly and even then it can be easy to slow down the game to hunt for the right component. They also tend to inadvertently slide around on the table without some sort of stickum material to hold them in place.

Much easier, then, to have a blank gridded surface to draw on. It doesn’t look nearly as good as Dwarven Forge or Dungeon Tiles, but it has the distinct advantage of speed. I have a couple of Chessex Battlemats that I like very much: these are rollable, heavy fabric mats that come in both hexes and grids. The biggest downside is that they need to be fairly large, but are sometimes too large to fit on a kitchen table cluttered with game books, dice, character sheets, miniatures, and so on.

I loved the original Tact-Tiles, which were heavy plastic interlocking tiles that could be connected together to create grids that fit whatever open space was available. They used wet or dry erase markers and were easy to assemble and clean. I got a ton of use out of my set, which I considered one of the better game investments I ever made. Unfortunately, the original company that made this product stopped making them, so they were hard to come by for several years. They were also fairly heavy to lug around.

Battle in the Streets of Waterdeep.

Enter the Role 4 Initiative Dry-Erase Dungeon Tiles. I got a set for Christmas and finally had a chance to try them out this last weekend. They work very much like the old Tact-Tiles, but they are made of heavy duty chip board—so they are far lighter. They also have smaller sized (5 x 5) tiles, so they are a little more flexible.

We used these for a session of our Out of the Abyss game, as the party explored the Underdark looking for the duergar city of Gracklstugh. And we also used them for a couple of sessions of the Waterdeep Dragon Heist game, as we fought a couple of pitched street battles in the City of Splendors.

Long story short, these new tiles worked great. They had all of the advantages of the old Tact-Tiles but with none of the disadvantages.

Monday, February 17, 2020

Umber Hulk Smash!

Consider the Umber Hulk: an intelligent brute with a bizarre appearance and unusual special attack. In early versions of Dungeons and Dragons they were fairly tough monsters, showing up on lower level encounter tables alongside purple worms and vampires.

As I was prepping an encounter for my Out of the Abyss game, I realized I didn’t have an umber hulk figure that I really liked: although several have been produced over the years, none quite seemed to work for me. As it happened, on my next trip to the game store I spied a model that nearly fit the bill: a WizKids Umber Hulk, part of their D&D Nolzur’s Marvelous Miniatures line.

To prepare for painting the umber hulk I reviewed past depictions of this monster, which debuted all the way back in Greyhawk (1976):

Of shape somewhat similar to human, an Umber Hulk can be mistaken in the dark for something less deadly than it really is. Typically they are 8’ tall, 5’ wide, with heads resembling bushel baskets, and gaping maws flanked by pairs of exceedingly sharp mandibles. It travels about on two legs. If it is viewed squarely its four eyes cause confusion . . . Its claws are harder than iron, causing terrible damage when used as weapons, but they are used primarily by the beast for burrowing through rock . . . They prize highly human flesh.

Not much here for a color guide other than the name. The umber hulk’s strange appearance and lack of any obvious literary inspiration suggest that the monster may have, like the owlbear or bulette, been based on a dime store plastic toy, but Tony DiTerlizzi doubts this theory.

Although included in the Monster and Treasure Assortment (1977), the umber hulk didn’t make the Holmes Basic set, and thus wasn’t included in the subsequent Moldvay/Cook edition. But the umber hulk did appear in the AD&D Monster Manual (1977):

Umber hulks are black, shading to yellowish gray on the front. Their head is gray on top, and the mandibles are ivory colored. Because of their dark color they can easily be mistaken for some humanoid creature at 40’ or more distance.

You know what’s interesting about that description? There’s no mention of umber or a color resembling umber. I wonder if perhaps Gygax confused “umber” with “umbral”? In any case, he does amend the description in The Official Advanced Dungeons and Dragons Coloring Album (1979):

The umber hulk has deep reddish or blackish brown back, arms and legs, fading to a yellowish brown on chest and belly. Below a maroon ridge its large faceted eyes shine light blue, while the small central eyes are dark green. The monster’s mandibles and talons are gray-ivory, its teeth dingy yellow and its mouth yellow green.

Erol Otus certainly seemed to follow the description from the Monster Manual when he painted this striking version for the AD&D Monster Cards, Set 2 (1982):

Unfortunately Otus didn’t paint the rest of the monster. The problem with these early versions of the umber hulk was that the beetle-like head was usually placed on top of a pro-wrestler body.

Jim Holloway’s illustration for 2e Monstrous Compendium, Volume One (1989) does a good job of adding a suitable body: I really like the stocky, rhino-hide appearance, and Ral Partha had a nice miniature sculpted by Dennis Mize based on this art.

DiTerlizzi followed Holloway pretty closely when he illustrated the umber hulk for the Monstrous Manual (1993), but with one exception: he put little antennae on umber hulks. I loathe this development, which makes these murder machines look a little too cute and bug-like. Unfortunately, 3e would double down on the bug-like look for the Monster Manual (2000), and spindly, bug-like umber hulks would be carried into both 4e and 5e. Umber hulks were one of the few classic D&D monsters not released under the Open Game License, and as such never made it into the Pathfinder game.

At least three pre-painted umber hulk miniatures have been produced, for Harbinger D&D Miniatures (2003), Desert of Desolation D&D Miniatures (2007), and D&D Icons of the Realms: Monster Menagerie (2016). In addition, Gale Force 9 produced a resin collector’s edition sculpted by Clavilier Gregory. Unfortunately, all of these models are too thin and goofy for my liking.

The WizKids unpainted figure is a bit more substantial and hulky, with massive claws and enormous mandibles. This looks like an umber hulk that could actually burrow through rock! It’s got a nice, dramatic pose although the best angle is probably from below looking up at its face. I am not a big fan of the head, which is too small and bug-like for my taste, and I don’t like the weird eyes or antennae. I’d really like to see a return to a big, bushel-barrel type head with compound eyes.

But that criticism aside, this is still a fine sculpt that was a lot of fun to paint. I hadn’t had a chance to work on anything for several months, so this was a nice model to begin with. The primer coat seemed a bit lighter and there were fewer mold lines on my model, which was nice. I used the 1e Monster Manual, the AD&D Coloring Album, and the Otus painting as my primary guides for painting the figure. All-in-all, I was pretty happy with how the miniature came out.

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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Monday, February 3, 2020

Clones for Mongoose Traveller

Clones and cloning have appeared in Traveller at least as early as the Journal of the Travellers’ Aid Society 2 (1979). The MT adventure Arrival Vengance has clone NPCs and clone themes. The TNE Regency Sourcebook has several Library Data entries on clones. GURPS Traveller: Nobles has a discussion of clones and inheritances. And Mongoose Traveller’s Pirates of Drinax adventure has several clone NPCs.

But I believe Traveller5 is the first edition to provide detailed rules on how to generate and use clones. And Agent of the Imperium integrates clones into the fabirc of the Third Imperium. The concept is useful and interesting enough to gank for Mongoose Traveller.

Clone Creation

A typical TL13 clone production line.

A clone is a biological copy of an existing being, known as a pattern, and created using the pattern’s own genetic material. Most clones are produced in artificial wombs called metabolic chambers; such clones are sometimes called vat-grown. Some clones follow a normal gestation period, after which they are removed from the chamber and allowed to mature normally like any naturally-born child. The metabolic chamber can also be used to accelerate growth to about one year per week. This forced growth process allows for the creation of adult clones, though this technique also accelerates the aging pattern of the clone.

A force-grown clone body has no developed personality, though it is possible to implant a recorded personality, skills, and memories into the clone’s brain. The implant may be an unaltered recording copied from the pattern, or the implant may be selectively edited to remove memories or shape the personality to better support the clone’s intended purpose.

Generating Characteristics

Clones resemble their pattern in many ways but often exhibit subtle or not-so-subtle differences. Even individual clones from the same batch may have different scores in some characteristics.

Strength, Dexterity, and Endurance: A clone's physical characteristic scores are generated by throwing 1D and referencing the following table.

Clone Characteristic Scores
Pattern
Characteristic
Score
1D Roll
123456
2-234567
3–4345678
5–6456789
7–85678910
9–1067891011
11+789101112

For example, a pattern has a Strength of 14. Throwing 1D generates a 3, so consulting the “11+” line results in a clone Strength of 9.

Intelligence: A clone that does not receive a personality implant generates an Intelligence score just as with a physical characteristic, by throwing 1D and consulting the “Clone Characteristic Scores” table. A clone that does receive a personality implant uses the same Intelligence score as the pattern, but scores below 2 are raised to 2 and scores above 12 are lowered to 12.

Education and Social Standing: These characteristics do not have genetic components. A clone that does not receive a personality transplant generates these characteristics with 2D just like a new character. A clone that does receive a personality implant uses the same Education and Social Standing scores as the pattern, though scores below 2 are raised to 2 and scores above 12 are lowered to 12.

Other Traits

Skills: A clone that does not receive a personality implant has no skills. A clone that does receive a personality implant receives all the skills and skill levels of the pattern.

Aging: Clones that were force-grown to a physical age of 18 begin making aging checks at age 26 instead of 34.

Guest Clones

Guest Clones are deliberately-created clones intended to be cheap laborers. A guest is a skilled duplicate of the pattern, lacking only the memories of the original. A suitable pattern provides genetic material samples, and personality and skill recordings. Guests are then force-grown and implanted with an edited recorded personality and skills. Although memories are supposed to be edited out of the personality, the process sometimes fails. Guests are typically sterilized when created, and many have physical markings that clearly designate their status.

The legal status of guest clones within the Imperium and the Solomani Confederation is often unclear, and individual worlds may grant expanded or restricted rights to guests. Imperial law considers permanent, uncompensated labor to be the equivalent of chattel slavery, but has repeatedly found that indentured labor is acceptable provided the term of service is delimited and the guest receives “reasonable” compensation and treatment.

Costs of Guests

Factories sell guest clones—or more properly, indenture contracts for guest clones—singly or in batches. These contracts generally range from 4 to 8 years in length, and may be purchased outright for Cr182,000 or can be financed for Cr36,000 down and monthly payments based on the term in years:

Clone Payments
Term (Years)Monthly
Payment (Cr)
43,640
52,912
62,696
72,311
82,022

Indentures can be sold, traded, or bought out early if the owner wishes. In any case, each clone is legally obligated to fulfill the terms of the indenture to the best of its ability. Once the indenture is complete guests are freed from further service. Although rare, escaped guests that are still under contract are subject to repatriation and may be hunted by bounty hunters.

Because the guest clone inherits an edited personality scan of its pattern, the clone has the same scores for all three mental characteristics (Intelligence, Education, and Social Standing) as the pattern. The guest also has the same skill levels.

Guests in Magyar

Although there are countless varieties of guests in Magyar and Dark Nebula sectors, a few clones are reasonably common in this region:

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 terms in the Confederation Army. Str=[6+1D] Dex=[2+1D] End=[6+1D] Int=9 Edu=10 Soc=6; 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.

Cymene is a resourceful Solomani guest laborer able to thrive on the harshest of colony worlds. A product of ConTech, her pattern spent eight years building up a new colony on a cold desert planet, even marrying and raising a family. Occasionally a Cymene will inadvertently remember details from that past life, one of the few known flaws in an otherwise remarkably reliable clone. Str=[5+1D] Dex=[3+1D] End=[6+1D] Int=9 Edu=8 Soc=7; Animals (veterinary) 1, Athletics 0, Drive 0, Flyer 0, Mechanic 0, Navigate 0, Profession (agriculture) 1, Recon 0, Streetwise 0, Survival 3.

Doctor Galena is a female guest produced by ConTech. Her pattern was a famous Solomani doctor who authored one of the standard medical reference works in Magyar sector, A New Anatomy of the Solomani Body, first published in 1011 and now in its 12th edition. A small woman with a raspy voice and cantankerous attitude, “Doctor Gal” was wildly popular in her day, hosting a long-running holovid series from 1028–1042, answering basic medical questions. Although the pattern died in 1072 at the age of 114, her clones are ubiquitous on Solomani worlds. Str=[2+1D] Dex=[4+1D] End=[6+1D] Int=10 Edu=12 Soc=11; Advocate 1, Art (write) 1, Athletics 0, Diplomat 0, Drive 0, Electronics (computer) 1, Investigate 0, Language 0, Medic 4, Persuade 0, Science (biology) 2, Science (genetics) 1, Vacc Suit 0.

Margeaux is a female guest based on the famous Imperial performer, Margot Furst. Born on Dingir in 1034, Furst was a talented singer and actress who exploded onto the entertainment scene when she was still a teen, appearing in a string of smash holovids. She struggled with fame, losing her fiance in an air/raft accident when she was only 28. In her later years Furst continued to be a successful star but behind the scenes struggled with drug use, dying while on vacation on Terra in 1074. Cynosure Entertainment, which owned her image and genetic pattern, released the Margeaux clone posthumously to “honor Margot’s eternal legacy.” Various Margeaux clones have gone on to star in a dozen or more Cynosure hits since Furst’s death. Str=[3+1D] Dex=[4+1D] End=[5+1D] Int=10 Edu=5 Soc=12; Art (performer) 4, Carouse 2, Deception 1, Drive 0, Electronics 0, Persuade 0, Steward 0, Stealth 1, Streetwise 1.

Marlowe is a male guest marketed as a fixer, a general purpose investigator skilled at infiltration and—if necessary—physical persuasion. A product of Kline Synthetic Technologies, the pattern for Marlowe had served four terms working for the Gladwell Security Agency in Magyar sector. Str=[5+1D] Dex=[4+1D] End=[6+1D] Int=12 Edu=8 Soc=5; Deception 0, Drive 0, Electronics 0, Gun Combat (slug) 2, Investigate 2, Melee (unarmed) 1, Persuade 2, Recon 1, Streetwise 2.

Mascon is a versatile and well-educated guest sold by Totaliti Workforce, able to assist with many tasks onboard merchant starships. The female pattern completed five terms in the merchant marines of Daibei, rising to First Officer. Str=[1+1D] Dex=[2+1D] End=[2+1D] Int=12 Edu=10 Soc=8; Admin 1, Animals 0, Astrogation 0, Athletics (dexterity) 1, Broker 0, Electronics (comms) 2, Language 0, Leadership 1, Mechanic 2, Medic 0, Persuade 0, Pilot (spacecraft) 3, Steward 0, Vacc Suit 1.

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. Str=[4+1D] Dex=[3+1D] End=[5+1D] Int=11 Edu=5 Soc=7; 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.

Roger Echo is a skilled guest soldier trained to fight in harsh wilderness environments. A product of SuSAG, the pattern was an Imperial Army sergeant experienced in special reconnaissance, having served three terms—including four separate deployments in warzones. Str=[5+1D] Dex=[3+1D] End=[5+1D] Int=6 Edu=6 Soc=8; Athletics (endurance) 1, Drive 0, Electronics 0, Gun Combat (slug) 2, Heavy Weapons 0, Leadership 1, Melee (unarmed) 1, Recon 2, Stealth 1, Survival 1, Vacc Suit 0.

Sung is an experienced Solomani belter capable of working extended hours in zero-G environments. A product of Argent Mining, Sungs are prized for their relentless focus and meticulous work. This guest clone is not available outside of the Wuan Technology Association. Str=[5+1D] Dex=[5+1D] End=[6+1D] Int=9 Edu=8 Soc=7; Athletics (dexterity) 2, Astrogation 0, Carouse 0, Electronics 0, Mechanic 0, Pilot 0, Profession (belter) 2, Science 0, Vacc Suit 1.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future 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 Far Future Enterprises’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.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, January 27, 2020

Potential Starship Engineers

“The engineer is essential for the proper operation of any starships. Expertise qualifies the individual for such jobs, and can be used to get working passage on a ship in need of help. Greater levels of expertise enable the individual to handle problems of greater complexity and jobs with higher levels of responsibility” —The Traveller Book, p. 23.

After reviewing expected salaries for starship engineers as well as the prices of indentured clones and robots, I generated several interesting candidates for my Mongoose Traveller game:

Vladan Merritt
UPP 47B888
Species human
Gender male
Age 34
Homeworld Hrongding (Magyar 2817 B621511-C)
Service Scouts, 1 term; Navy, 3 terms
Rank Sublieutenant
Skills Admin 0, Astrogation 0, Electronics (computers) 1, Engineer (J-drive) 1, Engineer (M-drive) 1, Engineer (power) 2, Gun Combat 0, Gunner 0, Leadership 1, Mechanic 1, Medic 0, Melee (blade) 1, Pilot 0, Survival 0, Vacc Suit 1
Possessions submachine gun, wafer jack
Money Cr55,000
Comments Vladen is a square-jawed perfectionist of medium height with a short, military-style haircut. He joined the Scout Service but his courier ship was destroyed during a pirate attack in the Dexter (Magyar 2416 B587510-B) system. Forced out of the IISS, he was drafted into the Navy and assigned to Engineering Branch. His superiors noted his mechanical aptitude and he was quickly promoted, gaining a commission in his second term. During his third term, Vladan’s patrol cruiser Uniti was attacked by Solomani pirates. Although the engineering section was holed during the battle, Vladen stayed at his post long enough to get the maneuver drive back online, saving the entire ship. Although he received a citation for his actions, the event spurred Vladen to leave the Navy to see more of Charted Space. He will request a monthly salary of Cr5,600.
Zeke Dimitar
UPP 8656A3
Species human
Gender male
Age 26
Homeworld Clarmoment (Magyar 2415 B543426-B)
Service Merchant, 2 terms
Rank 4th Officer
Skills Drive 0, Electronics (Computers) 1, Engineer (J-drive) 2, Engineer (Power) 1, Gun Combat 0, Medic 2, Vacc Suit 1
Possessions body pistol
Money Cr10,000
Comments Zeke is a large, heavy-set man. He is friendly and talkative, though rough around the edges. Despite his crudeness, he is surprisingly knowledgeable about Jump drive theory. Zeke was recruited by Ling-Standard Products and given advanced engineering training at the LSP Merchant Academy on Dexter (Magyar 2416 B587510-B). Following graduation he was assigned to the LSP merchant fleet, where he served on various freighters carrying LSP goods into the Solomani worlds of Magyar and Dark Nebula. Although a competent engineer, Zeke was a loafer and bellyacher, and quit LSP after only two terms. Zeke is conflicted about his hasty exit: he likes to brag about having worked for a megacorporation, but he is quick to enumerate LSP’s numerous real and perceived faults. Zeke will request a monthly salary of Cr4,800.
Dr. Yan Golt
UPP 476BF7
Species human
Gender male
Age 30
Homeworld Fornorb (Magyar 2616 C997A85-A)
Service University, Citizen 2 terms
Rank Manager
Skills Admin 2, Astrogation 1, Deception 1, Drive 0, Electronics 0, Engineer (power) 2, Flyer 0, Language 0, Leadership 1, Mechanic 0, Melee 0, Profession 0, Science 0, Steward 0, Streetwise 0
Possessions none
Money Cr20,000
Comments Dr. Golt is a slender man of medium height with a thin face and an affable but slightly distracted demeanor. He studied engineering at the Imperial University of Seloo. Graduating with honors, he was recruited by the University’ Advanced Power Plant Research Institute, where he was quickly pulled into administration and promoted to assistant director. He soon discovered that the Institute was conducting secret military research for the Imperial Navy in contravention of its charter, but he helped cover up this information. Bored with administration, he resigned. Although he has never worked onboard a starship, Dr. Golt imagines an invigorating opportunity to pursue his passion for “true’ engineering. Although extremely knowledgeable, he has limited real world experience and occasionally becomes consumed with interesting but impractical ideas. Dr. Golt will request a monthly salary of Cr4,000.
Aleg Anatol
UPP 8CAC55
Species human
Gender male
Age 21
Homeworld Kline (Magyar 3012 A541987-E)
Service Drifter, 1 term
Rank N/A
Skills Admin 0, Athletics 0, Carouse 0, Jack-of-All-Trades 1, Melee 0, Recon 0, Stealth 0, Streetwise 1, Survival 0
Possessions wafer jack
Money Cr100
Comments Aleg is a strapping, clean-cut figure with a winning smile and a friendly, confident demeanor. A remarkably quick study, he is inquisitive and highly observant. Aleg is also an extraordinarily successful con man and imposter. Aleg’s mother had been a successful executive with Allied Prefabricated Ships & Vessels until she was arrested for embezzlement when Aleg was still a teenager. He has spent the last five years wandering the sector, successfully running a series of fraudulent schemes. He has unfortunately drawn the attention of the Imperial Ministry of Justice and is being actively pursued by at least two dedicated agents. Aleg is currently claiming to be a starship engineer and is seeking working passage to the next three starports. An expert forger, he can produce documentation showing he is a veteran of the Klinean Naval Reserves, rated as class 1 jump drive engineer.
Robertina Nine
UPP 78A987
Species human clone
Gender female
Age 19
Homeworld Coglan (Magyar 2214 AA9A8A6-E)
Service N/A
Rank N/A
Skills Electronics (computers) 1, Engineer (M-drive) 1, Engineer (J-drive) 1, Engineer (power plant) 1, Mechanic 1, Profession (construction) 1, Science 0, Survival 0, Vacc Suit 0
Possessions none
Money Cr0
Comments Robertina Nine is a guest clone produced by Totaliti Workforce, well suited for construction and engineering tasks. She is a small, slender woman with short dark hair and a prominent red facial tattoo of the Totaliti corporate logo, a status identifier. Tough and clever, her pattern spent four terms building and rehabbing starport facilities. Robertina was sold to the free trader Logan, but when the ship’s captain attempted to assault her she fled at the next starport. After seven months on the run she was caught by a Totaliti bounty hunter. The company will tell prospective buyers that she was repossessed because her former employer fell into arrears. Her 5-year indenture can be bought for a down payment of Cr36,000 and monthly payments of Cr2,912.
Spr0cket
Starport Mechanic Toolbot
Manufacturer Popov Robotics
Model Tinker 5600
Cost KCr100
TL12
Hits 56
Speed 6m
Traits Armor (+2), Large (+1)
Programming Basic (mechanic)
Skills Engineer 0, Electronics 0, Mechanic 0
Comments The Tinker 5600 is a common toolbot found in starports throughout Magyar, designed for delicate repair work on electronics and control systems. It has a large cylindrical body that rides atop a set of motorized tracks. Its two light tentacles and two light arms allow it to access restricted work spaces inside a starship. The Tinker, a blatant copy of Tukera’s 232-BHR-7, is notorious for its tendency to fail at inopportune moments. Spr0cket can be financed for a 10-year term with a down payment of Cr20,000 and monthly payments of Cr800. However, Spr0cket requires monthly repairs of Cr170 in order to continue to function.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future 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 Far Future Enterprises’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.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, January 20, 2020

Man or Makhidkarun? The Costs of Artificial Persons

Now that we have looked into salary costs for a human starship Engineer across editions, let’s consider the artificial person options: robots, clones, and synthetics.

Calibration

First, given the disparity between Engineer salaries across editions, I wanted to double check costs in general. Here are some common commodities:

Purchase Prices Across Editions (Cr)
ItemCTMTMgTT5
Shotgun150150200300
Reflec Armor1,5001,5001,500100
Vacc Suit10,0007,00011,00010,000
Air/Raft600,000389,000250,00060,000
Free Trader37,080,00036,915,00045,342,00061,100,000
SourceThe Traveller BookImperial EncyclopediaCore Rulebookv5.10

There is a reasonable correspondence across editions, with a couple of anomalies in Traveller5. (I really wonder if the air/raft cost is potentially a typo.) Each of the editions also have some baseline cost of living figures that we can compare to the expected salaries of regular ship engineers. In MT, MgT, and Traveller5 these costs are associated with the SOC characteristic:

Monthly Living Costs Across Editions (Cr)
CategoryCTMTMgTT5
Regular Engineer4,4001,2004,000500
Poor Lifestyle300500400200
Average Lifestyle4001,7501,200700
Rich Lifestyle9003,0005,0001,200
SourceTraveller Book 109Player’s Handbook 30Core Rulebook 92Traveller5 Book 1, 44

While the monthly cost of living values are consistent within the editions, they vary greatly across editions, particularly at the higher end of the scale. And what’s more, the relationships between an engineer’s salary and standards of living vary widely. In MT and Traveller5, the monthly salary of the engineer is below the average cost of living. In MgT, the salary nearly supports a rich standard of living. But in CT, the lucky engineer’s salary supports a lifestyle almost 5x that of a rich citizen!

I think an engineer’s salary should be better than average but less than rich: a starship engineer is a critical position that requires technical training and involves long hours in occasionally dangerous conditions. To me, the CT costs of living seem much too low compared to an engineer’s salary; in MT and Traveller5, the salary seems much too low.

The MgT number falls in the right place, but still looks a bit high—until you consider that few engineers are probably spending 52 weeks a year in space. A long term megacorp contract probably provides at least a month a year unpaid leave, and maybe closer to two. And most independent engineers might spend a few months in space, take a month living high on the hog, and then wait months before landing their next assignment.

Here I am influenced by John McPhee’s great nonfiction book about merchant marines, Looking for a Ship. There the pay was good but the opportunities limited: sailors might spend months every year stuck in port, waiting for their next chance to go to sea. A typical starship engineer only employed 6–9 months a year at the MgT salary can still afford a better than average standard of living, but not exorbitant.

I think the takeaway is that costs are generally within an order of magnitude across these four editions, with a few weird exceptions. You could use a T5 number in MT or a MgT number in CT and generally be in the zone. Just don’t expect a perfect correspondence.

Robots

A TL14 synthetic meets a TL13 heavy construction robot.

As I have already noted, while robots have always been in Traveller in one form or another, there’s no single benchmark model that spans all editions. The closest we can get is the TL12 Tukera 232-BHR-7 model starport mechanic, which first appeared in the DGP 101 Robots supplement (18), written for CT. As it happens, this model can substitute for the Engineer position so it’s the perfect place to start. The 232-BHR-7 was converted to MT as the “Starship Maintenance Robot” in MegaTraveller Robots (5). Both versions are fairly similar in capabilities and costs: Cr101,000 in CT and Cr103,972 in MT.

The 232-BHR-7 reappears in the TNE supplement Vampire Fleets (81), but the cost jumps an order of magnitude to a whopping Cr1,839,130! I am much less familiar with TNE than other editions of Traveller, so I am not sure if this cost reflects the new design system, the post-Virus setting, or some combination of the two.

The very same price is cited for the Tukera SM-232 mechanic robot in Traveller Hero Book 2 (52). But that said, the costs of the robots in the Traveller Hero Special Supplement 1: Robots of Charted Space appear to be generally lower than the costs for CT robots of similar capabilities. For example, the Sharurshid Astrotech IV, “a fine example of a mechanic/technician robot encountered in shipyards and garages across the 11,000 Worlds of the Imperium,” is only priced at Cr73,750. Given this, I’m strongly inclined to just set aside the TNE pricing.

As far as I know, the 232-BHR-7 has not yet been converted to either Mongoose Traveller (1e or 2e) or Traveller5. MgT2 uses a fairly abstract system for detailing robots that most closely resembles the system used for animals. I find this approach works very well as a game mechanic, but when combined with the relative lack of examples it’s hard to cost out a MgT2 version of the 232-BHR-7. Traveller5 also lacks for example robots—but in contrast to MgT, has a design system so detailed and complex I honestly can’t be bothered to puzzle it out.

My gut feel, based on looking at the examples in MgT2 Central Supply Catalog and the first two issues of the T5 Xboat zine, is that robots generally seem to be more expensive than in CT or MT: perhaps something like 2 to 3 times more expensive. Since neither system has a very close comp for the 232-BHR-7, I’ll simply analyze two different robot price points for our comparison: Cr100,000 and Cr300,000.

Both CT and MT have required annual maintenance for robots equal to 1% of the purchase price. There is no similar cost in either MgT or Traveller5. This is a little surprising for T5 since there is an entire section on robot “disease and illness.” While I think adding maintenance costs makes sense, the overall effect is pretty negligible, so I haven’t included this in the analysis.

Both CT and MT allow robots to be financed, just like starships, to make them more affordable to the average Traveller. The MT book assumes that robots can be financed for a term of up to one half the robot lifespan, which varies by TL. A TL12 robot has an expected lifespan of 40 years, so can be financed for a term of up to 20 years. To calculate finance costs, assume 20% down payment. Then take 80% of the purchase price and divide by six times the term in years to get the monthly payment price.

So let’s see how 5 and 10 cumulative years of human Engineer salary compares to the purchase price of a KCr100 and KCr300 robot:

Robot v. Human Costs over Time (KCr)
Category5 Years10 Years
Robot Purchase Price100–300100–300
CT Human Salary264528
MT Human Salary72144
MgT Human Salary240480
T5 Human Salary3060

Over a 5 year period, the KCr100 robot is cheaper than a human Engineer in CT and MgT, and more expensive in MT and Traveller5. Meanwhile the KCr300 robot is more expensive than a human in all systems. Over a 10 period, the KCr100 robot is cheaper in CT, MgT, and MT but the KCr300 robot is only cheaper in CT and MgT. So over a 5 and 10 year period, robots are usually cheaper than humans in CT and MT, always more expensive in T5, and a toss-up in MT.

Beyond cost, there are other considerations when comparing humans to robots. Below TL16, robots might be intelligent but they are not sentient and lack true initiative. So in the Imperium circa 1105, robots are considered property and not citizens because they are “non-living.”

Robots can be bought, sold, or scrapped with impunity. Robots are reliable, untiring, and never lose focus, but are relatively inflexible and limited in scope. A robot will not complain about its berth, duties, or having to take a dog watch. A robot will not demand higher wages, pick fights with other robots, or run off with a starport vending machine. But a robot will also not take it upon itself to tune the maneuver drive, or question the passenger who keeps skulking around the cargo bay. A robot will be hard-pressed to work on the electronics system if it has not been programmed with that skill. And many worlds in the Imperium have strong cultural prohibitions and prejudices against robots.

Robots, at least at the lower end of the price scale, are a reasonable alternative to humans for small, independent ships in CT, MT, and MgT—but much less so in Traveller5. With nearly unlimited cash and an ability to plan long-term, megacorporations probably make extensive use of robots on their starships due to their longevity and reliability.

Clones

While clones are described in virtually all editions of Traveller, Traveller5 is the first to provide detailed game mechanics. And here we are talking specifically about guest clones, which are clones “produced to provide cheap labor” (Traveller5 Book 1, 116). In terms of role, they resemble the “fabricants” from Cloud Atlas.

“A guest is a skilled duplicate of the pattern, lacking only the memories of the original… Guests have force-grown organic bodies, cloned brains, and edited implanted personalities (an edited recording of the original personality). Guests are typically sterilized when created.” (Traveller5 Book 1, 116).

These rules are complemented by Marc Miller’s novel Agent of the Imperium, which provides useful color:

The best [astrogator] candidate was Legend’s strange woman with a strange name that told me more: Florine Ten. A clone by the name, and now I understood the tattoos: status identifiers applied by her creator.

* * * * *

I told Legend’s captain I needed his astrogator for Xyneid. He objected; she was his property; he could not let her go without compensation… She was indeed property; technically not a slave, but certainly not free. And yet, the record showed her factory-option skillset made her a capable astrogator and a tolerable pilot; I suppose her owner saved money using her instead of paid crew.

* * * * *

[Her] clone batch owed a joint debt to the factory that created her and her sisters. If she defaulted, her sibs would bear its burden.

(178-179)

A guest clone takes 19 weeks to create at a cost of Cr182,000. There is no price difference between cloning a raw recruit or an experienced veteran, so presumably most guest clones are created from highly experienced and skilled patterns.

Clone v. Human Costs over Time (KCr)
Category5 Years10 Years
Guest Purchase Price182182
CT Human Salary264528
MT Human Salary72144
MgT Human Salary240480
T5 Human Salary3060

A look at the long term costs of a guest contract compared to engineer salary shows that, contrary to Traveller5’s claim, guests are clearly not a cheaper option in that system, even over 10 years. In contrast, in CT and MgT guest clones are significantly cheaper than naturally born humans, even over just 5 years.

A guest clone is a sophont and subject to all the rights and privileges afforded any other citizen. That said, as shown in Agent of the Imperium, guests are considered property by their owners and are clearly subject to exploitation. I assume that guest clones avoid the Imperium’s strict prohibition against chattel slavery by being treated as indentured servants with contracts of limited term, perhaps no more than 4 or 8 years in length. (A guest clone of a human is force-grown to age 18, and begins aging at 26, so a maximum 8 year contract seems appropriate.) Agent implies that runaway clones might be subject to capture and return by bounty hunters.

There is some natural variability in the physical characteristics of guest clones, but their mental characteristics and skill levels are consistent. A guest clone’s personality is edited in order to encourage a contented and happy worker. So all of these factors, plus the strength of the factory contract, make a guest clone a more reliable option than a “natural” human.

Synthetics

Synthetics are biologically based artificial creatures: essentially, Blade Runner replicants or the hosts of the rebooted Westworld TV series. “Synthetic” is a generic term for any such creature, while “android” is specifically used to describe a synthetic human. Synthetics fall somewhere between clones and robots in terms of capabilities, and in some ways are superior to both. A synthetic has the consistency of a robot, as all iterations have the same characteristics. They also have behavioral control codes that keep them more reliable than clones, but synthetics also have more flexibility than robots.

Synthetics are described in Marc Miller’s “Ref’s Notes: Robots” from the Journal of the Travellers’ Aid Society 2 (1979):

Android: A biologically-based being created to a set of specifications for some purpose or duty. Androids exhibit life, in that they are biologically living; their distinction is that they were created, rather than having evolved. Androids generally are incapable of reproduction, and can be identified by close inspection. Some suggestions concerning androids in science fiction include permanent identifying marks such as tattoos or a blue dyed skin

(10).

Forrest Johnson provided simple mechanics for creating android characters in “Alternate Characters for Traveller” from The Space Gamer 32 (Oct 1980). But Roger Moore took up this idea and really ran with it in the excellent “Androids in Traveller” from White Dwarf 30 (Apr/May 1982). Unfortunately, the whole concept drops out of the game until Traveller5. (Although several “vatgrown” NPCs in the Mongoose Traveller adventure Pirates of Drinax might qualify as synthetics.)

Synthetics are detailed in Traveller5 Book 1, which even provides an example synthetic engineer, but this “premium” model has extra skills and a monstrous cost of Cr8,600,000! A batch synthetic engineer, in contrast, with SDEI 6666 comes with 9 skill points and “only” costs Cr1,296,000. Let’s say it has the following T5 skills: Engineer-6, Jump-1, Small-Craft-1, Pilot-1.

But at this price point, the synthetic engineer is far more expensive than any of the options we have considered:

Synthetic v. Human Costs over Time (KCr)
Category5 Years10 Years40 Years100 Years
Synthetic Purchase Price1,2961,2961,2961,296
CT Human Salary2645282,1125,280
MT Human Salary721445761,440
MgT Human Salary2404801,9204,800
T5 Human Salary3060240600

A synthetic is only more economical than humans over a 40 year period in CT and MgT and is still not cheaper at 100 years in Traveller5. There is no discussion of synthetic aging, but considering that clones have only an 8 year window before they begin aging checks, synthetics probably don’t have extraordinarily long lifespans and so long term financing is probably not available. This suggests androids would only be viable to high nobility, governments, and megacorporations.

But if economics are not a motivator, why create synthetics? As Roger Moore suggested,

Android populations are typically created and maintained by human societies requiring their services in occupations involving much physical labour, repetitive tasks, and considerable to extreme hazard. The tasks do not usually require above-average intelligence or planning to carry out, as well. The human population in charge of the androids is generally unwilling to perform these tasks themselves and cannot or will not use robotic assistance. Problems often arise due to the androids’ similarities to humanity; androids may be equated with slaves and suppression of their rights to proper care may occur, or well-intentioned humans may believe them equal to humanity and develop expectations of them that the androids cannot meet. Androids are often seen as expendable and given little control over their fates.

“Androids in Traveller,” White Dwarf 30, 10.

It’s not clear to me whether synthetics would be afforded the same protections given to sophonts in the Third Imperium. I am inclined to think that they probably are not, which has rather dark implications: synthetics are probably vulnerable to exploitation by unscrupulous entities, much as in Blade Runner or Westworld.

Conclusions

After reviewing the costs of different options for filling a starship engineer position, humans, low-end robots, and guest clones are all reasonable choices for even smaller ships in every edition except Traveller5, where humans are always the lowest cost solution. On a cost basis, synthetics are never a better option than humans in all editions.

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