Belters

It would be nice if Mongoose made that section, or the original 2016 2e pdf available to owners of the revision, though.
No. Nah. No. No one should want this.
There is nothing of substance there. The community advocated for its removable in the 2022 refresh. It just took up page space, for nothing. It was 100 percent not worth engaging with. It didnt help make stories interesting, or make any stories.
Its only slightly better than the removal of the crypto computers from HG, because belter section, isnt crypto.
Neither isnt worthwhile though.
 
No. Nah. No. No one should want this.
There is nothing of substance there. The community advocated for its removable in the 2022 refresh. It just took up page space, for nothing. It was 100 percent not worth engaging with. It didnt help make stories interesting, or make any stories.
Its only slightly better than the removal of the crypto computers from HG, because belter section, isnt crypto.
Neither isnt worthwhile though.

Just because you don't find belting engaging, does not mean there aren't players that use it or that it isn't worth engaging with. Just a couple of months ago my travellers had a mission to locate a specific type of asteroid and had to deal with pirates and man-eating asteroid cave worms that they caught and sold on the black market as a side bonus.
 
Just because you don't find belting engaging, does not mean there aren't players that use it or that it isn't worth engaging with. Just a couple of months ago my travellers had a mission to locate a specific type of asteroid and had to deal with pirates and man-eating asteroid cave worms that they caught and sold on the black market as a side bonus.
I concur, I just read it and there is absolutely nothing wrong with the rules, they are actually pretty good for Asteroid Belt shenanigans, possibly not appropriate for High Guard sure, but the rules as they were presented would make a wonderful base for a 2e Beltstrike, or just being release as a PDF rule expansion!
 
A more modern treatment will probably involve more robots and large scale operations.

The original Beltstrike is still very much in the Larry Niven Belter mode with aspects of Old West Gold Prospectors, but if looking for rare valuables in microgravity is a tedious, dangerous and exhausing job... sounds very much like bot work. And if bots can do it, Corporations will use their scale and capital advantages to dominate it.

But then, that puts regular people belters (plus the odd unattached robot) out in the uneconomic fringes, as usual.
 
The belter community I am "designing" for the belt in Mertactor is a collection of extended families/clans, mostly grubbing around with small ships. They use drones, and some (with varying degrees of sulkiness) make limited use of robots. They are a fairly closed community mostly descended from a group that trickled out of the Sword Worlds in the late 900s following one of the many spats. The different families have a constant tension between co-operation (sometimes just commercial, sometimes from a sense of loyal unity that divides them from the folks at Mertactor Prime) and rivalry and occasional long-lived inter-family resentments.

(They came about as part of the backstory for a couple I am really looking at - she having moved away from the family belter ship to join the Scouts, and he a disgraced academic turned wannabe freelance archaeologist, but actually having to get by doing grubby little freight runs most of the time)
 
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You could include entertainers and media influencers.

Some start their careers, if you look at it as chunks of four years, plus/minus eighteen, at six years old onwards.
 
What ever happened to Belters and Barbarians starting at 14...
You could still end up with a younger character using the companion rules.

Belter Background Package would bring you to 22 (so doesn't save you any time, but does add more than the standard number of skills) and the Spacer(Crew) career would give you a decent slew of appropriate skills. Of course in a Belter community you could as easily be a Medic, Administrator, Spacer(officer) or, if you liked Outland, Agent etc. Here you could make a time saving as it takes 3d6 years. You could exit both both those backgrounds at age 25 (but more normally in your early 30's) and begin adventuring (or start a conventional career term).

These packages are better than average due to the 3 optional steps at the end. These could raise any 3 skills by level 1 and add an additional 2 skills at level 1.

A 25 year old belter-agent created using the above could have:
Advocate 0,
Astrogation 0,
Carouse 1,
Deception 1,
Drive 0,
Electronics (comms) 1,
Electronics (sensors) 1,
Gun Combat 1,
Investigate 2,
Jack-of-All-Trades 2,
Mechanic 0,
Medic 0,
Melee 1,
Persuade 1,
Pilot(Small Craft) 1,
Profession (belter) 2,
Recon 1,
Science 0,
Stealth 1,
Streetwise 2,
Vacc Suit 1,

Rank 2 (field agent), Cr37500, Pistol, Vacc Suit, 3 Contacts (former informants or colleagues), plus one other benefit chosen from the list on page 22.

STR and EDU are reduced by 1 and INT and DEX are increased by one.

That is a fairly competent Belter Cop, easily capable of taking on the low level crime in his belter community. Even with the worst possible roll on 3d6 he'd only be 40 maximum but 33 is probably a more likely age, still a year away from any aging rolls. No nasty surprises either, you know exactly what you are getting.

Of course these are not limited to Belters and Barbarians, and you can't actually start adventuring before you are 22 but it still allows some solid skilled characters (especially those who rolled badly on their EDU).
 
If you go back and look at the sample characters in CT S:4 CotI not a single Belter of Barbarian use the starting age 14 rule. Ignoring your own rules in the book they appear is classic for Traveller consistency...

"Age: Characters are generated at age 18; they begin their career process at that age. As an exception, belter and barbarian characters begin their careers earlier, at age 14."

later in the sample character sections every belter and barbarian has a starting age of 18...
 
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