Clement Sector Queries

Hopeless

Mongoose
For all those questions you were curious about or aren't covered elsewhere?

1) Totaru A-762743-B

Its hydrographics aren't high enough to allow it to register as an Agricultural Trade Code.
Is there another reason for this?

Resources: Salt, Silver, Opals, Turquoise and Copper and possibly exotic sea-life

Notes: Originally a Japanese colony that flourished due to the abundant mining most of which is leased to Egata Mining Corporation that feels like a local firm.
Paulsen Metals are allowed to do limited mining on Totaro itself, Winterkorp is currently mining on two of the furthest gas giants' moons.

Two gas giants one inhabitable (but very high salt content) world the System Navy is based on a moon on the systems nearest gas giant curious there is a world located between the gas giants and the asteroid belt named Hakuho that has a carbon dioxide atmosphere and serves as host to an orbital refuelling platform.

Can they use the gas giant to refine fuel like regular Traveller because that would be quite an important resource for this system if they can?

Was wondering what kind of system defence ships would they be using?

Is there a specific book detailing those?

Just a thought but if Zimm Drives can't be used on military ships not belonging to the Hub Federation Navy how did they get their System Defence ships?

Is the Zimm Drive disabled following delivery or do they have some other means of delivering those ships?
 
Hopeless said:
Notes: Originally a Japanese colony that flourished due to the abundant mining most of which is leased to Egata Mining Corporation that feels like a local firm.
Paulsen Metals are allowed to do limited mining on Totaro itself, Winterkorp is currently mining on two of the furthest gas giants' moons.

Well, Egata is not just a local firm. They are one of the largest corporations in Clement Sector. Great ideas about exports from Totaro though.

Hopeless said:
Can they use the gas giant to refine fuel like regular Traveller because that would be quite an important resource for this system if they can?

Absolutely. Frontier refueling is used by a lot of ships and is often key to exploration in Clement Sector.

Hopeless said:
Was wondering what kind of system defence ships would they be using?

Is there a specific book detailing those?

Not yet. All of that will be covered in Wendy's Guide to the Fleets of Hub Subsector which is in the pipeline. Though I will tell you that Totaro uses several former Japanese navy ships as well as customs cutters. The cutters are detailed in Ships of Clement Sector 9: System Defense Boats.

Hopeless said:
Just a thought but if Zimm Drives can't be used on military ships not belonging to the Hub Federation Navy how did they get their System Defence ships?

Is the Zimm Drive disabled following delivery or do they have some other means of delivering those ships?

Zimm Drives are the only means of FTL travel in the Clement Sector setting. There is no other way.

I am a bit confused as to why you are saying only the Hub Fed Navy would have the Zimm Drive. It is a common technology and used by all. The Hub Federation has no control whatsoever as to who uses or has a Zimm Drive.
 
Been reading the Hub Sourcebooks and they mention in there being strict about military ships due to fears about piracy.

Got wondering how the various systems received their system defence ships and by that I mean once delivered are their zimm drives disabled or removed entirely.

So sounds like book 9 is my next purchase!
 
Ah, ok. I think I misunderstood.

Actually, SOCS9:SDB will answer that one for you as well. They have Zimm modules that allow for that. Of course, a lot of the systems will make their own ships as well.

Some systems will only have armed merchant vessels as system defense and some don't even have that.
 
Hopeless said:
Been reading the Hub Sourcebooks and they mention in there being strict about military ships due to fears about piracy.

Got wondering how the various systems received their system defence ships and by that I mean once delivered are their zimm drives disabled or removed entirely.

So sounds like book 9 is my next purchase!

A good number of wealthier systems have their own shipyards as well.

For example Boone, Cascadia, Monroe, Harrison and even New Perth have their own yards.

Anderson and Felix based in the Hub Federation is the oldest and largest ship building company in Clement Sector. They can build the largest starships and non starships.

As John mentioned, there is no restrictions on Zimm drives at all.

A lot of systems either use converted merchant vessels for system defence or purchase system defence boats from established extra-system yards or built from their own small yards.

There is little toleration in regards to piracy and the Hub Federation Navy will go to great lengths to track down and destroy one pirate ship or entire pirate clans, even if that means hitting a pirate stronghold within an independent system, such as Tulrakh in 2338.
 
In the Clement Sector there's a rule about a limit on the number of skill levels a character can have.

Firstly no skill can be raised beyond +4 (or Level 4) and the total number of skill levels cannot exceed the total of the characters Intelligence and Education scores combined.

Is that correct?
 
Hopeless said:
In the Clement Sector there's a rule about a limit on the number of skill levels a character can have.

Firstly no skill can be raised beyond +4 (or Level 4) and the total number of skill levels cannot exceed the total of the characters Intelligence and Education scores combined.

Is that correct?

It is, yes.
 
madmike said:
Hopeless said:
In the Clement Sector there's a rule about a limit on the number of skill levels a character can have.

Firstly no skill can be raised beyond +4 (or Level 4) and the total number of skill levels cannot exceed the total of the characters Intelligence and Education scores combined.

Is that correct?

It is, yes.

Picked up the 21 Villains pdf yesterday need to reread it as the number of skill levels they have look wrong.

Martin St. John however has 24 skill levels and a Int+Edu total of 22
Bishop Volksdamon has 23 but an Int+Edu total of 21

Up to 14 still checking do you think its worth either dropping a skill rank or just increasing their Int & Edu by 1 each?
 
Hopeless said:
madmike said:
Hopeless said:
In the Clement Sector there's a rule about a limit on the number of skill levels a character can have.

Firstly no skill can be raised beyond +4 (or Level 4) and the total number of skill levels cannot exceed the total of the characters Intelligence and Education scores combined.

Is that correct?

It is, yes.

Picked up the 21 Villains pdf yesterday need to reread it as the number of skill levels they have look wrong.

Martin St. John however has 24 skill levels and a Int+Edu total of 22
Bishop Volksdamon has 23 but an Int+Edu total of 21

Up to 14 still checking do you think its worth either dropping a skill rank or just increasing their Int & Edu by 1 each?

I ask my players to drop skills. Their choice.

I do the same with NPC's. :)
 
Hopeless said:
In the Clement Sector there's a rule about a limit on the number of skill levels a character can have.

Firstly no skill can be raised beyond +4 (or Level 4) and the total number of skill levels cannot exceed the total of the characters Intelligence and Education scores combined.

Is that correct?

It is currently correct. It will be changing with 2.0 but we haven't settled on what the new limits will be. One thing I had already decided on is that the limits will only apply during character generation.

I had actually decided to start changing that rule before we did 21 Villains and intended to add that as a rules change in a future publication. That's why some of the villains don't comply with that rule. When I read the playtest files for MgT2, I noted they had created a much higher limit and the discussion of that limit informed my decision.

In addition, you'll probably note that the characters in Ships of Clement Sector 6 have skills a lot higher than the limits. This is intentional as these are meant to be fictional characters who are "over the top".
 
Gypsy Knights Games said:
In addition, you'll probably note that the characters in Ships of Clement Sector 6 have skills a lot higher than the limits. This is intentional as these are meant to be fictional characters who are "over the top".

So they're sort of the Original Star Trek Enterprise crew then? :)

Only have the Sister of Mercy to check, going to read through the 21 Plots next!
 
Hopeless said:
So they're sort of the Original Star Trek Enterprise crew then? :)

Oh way more over the top than that! Superpirate! is the most popular holovid in Clement Sector and it's an odd cross between Doc Savage style pulp, space pirates and the kind of "bullet dodging" that one might find in a 70s Kung Fu movie or an anime.
 
Quick question can you point me towards whatever book or section that explains the "PBG" bit listed within the Sub-sector table header please?
 
Hopeless said:
Quick question can you point me towards whatever book or section that explains the "PBG" bit listed within the Sub-sector table header please?

PBG is from a prev version of Traveller, and it means Population Mod, (asteroid)Belts, Gas Giants.

The latter two are number of each, and the first number is multiplied by your pop exponent. So say your UWP pop is 6, meaning millions. If your PBG is 612, then you have 6 million pop, 1 belt, 2 gas giants.

Hope that helps.
 
Matt Wilson said:
Hopeless said:
Quick question can you point me towards whatever book or section that explains the "PBG" bit listed within the Sub-sector table header please?

PBG is from a prev version of Traveller, and it means Population Mod, (asteroid)Belts, Gas Giants.

The latter two are number of each, and the first number is multiplied by your pop exponent. So say your UWP pop is 6, meaning millions. If your PBG is 612, then you have 6 million pop, 1 belt, 2 gas giants.

Hope that helps.

Much obliged thought it was referring to something else!

Whoops! :oops:
 
Hopeless said:
Matt Wilson said:
Hopeless said:
Quick question can you point me towards whatever book or section that explains the "PBG" bit listed within the Sub-sector table header please?

PBG is from a prev version of Traveller, and it means Population Mod, (asteroid)Belts, Gas Giants.

The latter two are number of each, and the first number is multiplied by your pop exponent. So say your UWP pop is 6, meaning millions. If your PBG is 612, then you have 6 million pop, 1 belt, 2 gas giants.

Hope that helps.

Much obliged thought it was referring to something else!

Whoops! :oops:

First off, Matt is absolutely right.

Second, I've taken some time to be sure to explain the PBG in the upcoming version of Clement Sector.
 
Don't know if anyone has noticed but one of the reviewers' of the Clement Sector releases did a short scenario for Amber Sector called something like "One Minute to Midnight" might have erred in the title though but the general premise sounds like it would be ideal set on Sophronius with a little tinkering!
 
Hopeless said:
Don't know if anyone has noticed but one of the reviewers' of the Clement Sector releases did a short scenario for Amber Sector called something like "One Minute to Midnight" might have erred in the title though but the general premise sounds like it would be ideal set on Sophronius with a little tinkering!

Is this for this year's Amber Zone contest?
 
Gypsy Knights Games said:
Hopeless said:
Don't know if anyone has noticed but one of the reviewers' of the Clement Sector releases did a short scenario for Amber Sector called something like "One Minute to Midnight" might have erred in the title though but the general premise sounds like it would be ideal set on Sophronius with a little tinkering!

Is this for this year's Amber Zone contest?

Not sure but it was based using Classic Traveller rules but the general story looks ideal for resetting somewhere else even if not using 1980's tech!

Actually its called One Second to Midnight its dated last year though.
 
Hub (0406) A565946-B

Has an orange K7 V main sequence star does this mean everything is tinged orange visually or another colour?

0.65 G Surface Gravity how does that effect normal life?

116 day orbital period each called a "Semester" with three of these constituting a "year" on Hub.

Very warm climate and some indications of very violent weather which I assume is restricted to the coast otherwise how could they build a space elevator?

No moon explaining the dynamic weather perhaps.

Representative Republic with two Houses the Lower House currently controlled by the Storich Party and the Upper House barely under the control of the Manheim Party need to reread that perhaps the Lower House is usually where political careers start with eventual ascension into the Upper House once they've firmly established their careers and position in the two Main Parties?

Privacy Laws okay so they can't perform searches on a person but can raid their homes and search there sounds a mite hypocritical I assume they would still need a court order to do something like that or have some means of sidestepping those laws for example being invited in maybe?

Requires a visa to travel beyond the Star port whilst visiting Hub, which I assume wouldn't apply to natives?

Kamfer capital and oldest city maybe have some kind of museum with an example of an early colony ship but maybe that's better set up in orbit?

Vogel built across a number of islands I wonder if underground maglevs being okay?

Kiel being on the coast is storm ridden some of this suggests they might actually have a quirk regarding being outside but couldn't help but wonder if they build Wind Farms and maybe something to conduct the lightning as alternative forms of power given the information on the weather system?

Anybody else ran games on Hub care to suggest their thoughts on this world?
 
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