Traveller Solo System
This is a solo system I developed several years ago to play Traveller. Originally written for CT; I’ve updated it for MGT
Fairly straightforward to use; generate a set of characters and start at point one. Follow action, then throw 1D and go to the appropriate section. Each run through the chart is supposed to be one week of time. However, the results are designed to make you think, the tables will not provide all of the answers for you.
Some comments on individual areas: -
(3) Buy one item or group of related items. Means exactly that, you can buy one length of synthi-rope or 50 9mm bullets etc. It’s designed to stop the ‘we’ll replace everything we used on the last adventure and buy everything we need for the next one’ syndrome. Now you have to choose between replacing the Blade or the survival pack you dropped in the swamp on Delta Eridani IV. You can’t buy again here unless you are directed back.
(8) Options: A very versatile section. You can choose any Action, or seek a job, seek a new PC/NPC, court someone; whatever you like.
This can be expanded as needed: -
e.g : Take a job. (Make up a table if you like.) Now I’m working helping to build the new terminal building at Altair Downport. After rent, living, local tax etc, I end up with 100Cr per month. Throw 2D each month
2 Fired/lose job (why? Maybe a short adventure?)
3-4 Promoted/Pay rise: Pay goes up 5%
5-10 Work goes on. Roll again next month. Mark passage of time. Or you can pack the job in and return to main flowchart where you left it.
11-12 As (5-10) but option to take redundancy. Get bonus of 25Cr for each month worked. Return to main flowchart where you left it.
Years later I can look at the terminal building and think, “I helped build that”.
Keep notes and try and maintain continuity. For example, on Altair III, I got into a fight with three thugs and one was injured. Sometime later, back on Altair III, I’m jumped by three thugs; one is missing an eye. I might be in trouble here.
I write things up in as much detail as possible; this is your story you’re writing here, and it’s good to read back over past history and events. I developed this system some years ago, when I had a fair bit of time on my hands but no players. The Free Trader ‘No Strings Attached’ spent several years wandering around the Alpha and Gamma Quadrants of my Outreach campaign. Current tally is six crewmembers still on board, four dead, one insane, one missing and one retired (but somewhat eccentric).
Try it out, any feedback/comments greatly appreciated.
Brass Jester
Off-Time Flowchart: Chart 1 c. Brass-Jester 2008
1. Start. Assemble Characters
Go to (2) Upkeep
2. Sell Cargo, pay Ship costs, pay Crew wages. All characters pay Upkeep, and again every four weeks.
1-2 (3) Buy Equipment
3-4 (5) Healing
5-6 (4) Sell Equipment
3. Buy Equipment. Each PC may buy 1 item or group of related items of equipment
1-2 (4) Sell Equipment
3-4 (5) Healing
5 (7) Event
6 (3) Buy Equipment
4. Sell Equipment. PC’s may sell any surplus equipment and/or curios they have collected. Equipment may be sold at 50% of base cost, curios etc. throw 9+ to find a buyer then negotiate.
1-3 (3) Buy Equipment
4 (5) Healing
5-6 (6) Event
5. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
1 (7) Event
2-3 (10) Seek Patron
4-6 (8) Options
6. Event. Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details.
1-3 (8) Options
4-6 (9) Healing
7. Event. Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details.
1-2 (8) Options
3-4 (10) Seek Patron
5 (12) Expenses
6 (3) Buy Equipment
8. Options. May take any Action, initiate new project, take a job etc.
1-2 (11) Hear Rumour
3-4 (13) Buy/Sell Equipment
5 (10) Seek Patron
6 (14) Encounter
9. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
1-3 (13) Buy/Sell equipment
4-5 (11) Hear Rumour
6 (8) Options
10. Seek Patron? (Choose or Roll 1D: 1-4 = Yes 5-6 = No)
If Yes, generate Patron and go to Chart #3
If No, or when Chart #3 finished, go to (11) Hear Rumour
11. Hear Rumour. Roll on Rumour Table with appropriate mods.
1-2 (8) Options
3 (14) Encounter
4-5 (9) Healing
6 (13) Buy/Sell Equipment
12. Misc. expenses. An unforeseen expense that must be paid. Roll 1D:
1-2 Cr100
3-5 Cr1 x Soc2
6 Cr5 x Soc2
Soc is total Soc of characters. This can be expensive!
1-3 (14) Encounter
4-6 (16) End
13. Buy/Sell Equipment. Group may buy/sell as much equipment as is desired.
1 (14) Encounter
2-6 (16) End
14. Encounter. Group may encounter NPC’s, Law Enforcers or even creatures.
1-2 No Encounter
3 Law Enforcers. Throw Law Level+ to avoid
4-5 Roll on Encounter table and check reaction
6 Animal. Roll on Animal Encounter Table for area
1-4 (15) Healing
5-6 (16) End
15. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
Go to (16) End
16. End. Either repeat cycle if a further Week on planet is necessary, else roll for Cargo availability, passengers etc.
Chart #2 Selling Cargo
Use core rules as given under Trade
Chart #3 Patron
1. Roll Patron
2. Generate Stats (if required), plus tags etc. See Patron Creation
3. Generate mission (or select one,) decide if PC’s will accept it (or roll 1D 1-3 = Yes 4-6 = No)
4. Return to Chart #1 (10)
Events Throw D D
11 Meet NPC
12 Meet new PC (a way to introduce new characters)
13 Legal encounter, throw Law Level+ to avoid
14 Gambling. Win Cr100 x (2D + Gambling)
15 Misc. expenses. Pay Cr50 x 1D
16 Receive a message from….
21 Patron encounter
22 Random encounter
23 Hear Rumour
24 Get involved in a brawl (fight it out)
25 Shot at by accident (throw 10+ to be hit)
26 Meet NPC
31 Opportunity to buy exotic item
32 Close relative dies (who?)
33 Inherit Cr100 x 3D
34 Weapon jams irreparably, is useless (pick at random, could mean sword breaks etc.)
35 Legal encounter, throw Law Level+ to avoid
36 Opportunity to buy property (may be worth rent etc.)
41 Hear some news about….
42 Opportunity to make TAS application (open entry)
43 Receive information about…
44 Meet NPC
45 Robbed/burgled. Lose 50% of possessions (divide into 2 piles, roll randomly for which one was lost.)
46 Mistaken identity (roll reaction)
51 Meet alien or group of aliens
52 Civil disorder on planet (why?)
53 Planetary event (volcanic eruption, earthquake, giant asteroid strike etc.)
54 Hear rumour
55 Patron encounter
56 A piece of equipment breaks down and needs to be fixed.
61 Papers/documents not in order. (xref Exit Visa)
62 Complication with cargo (sb)
63 Special charter (transport to…, act as bodyguard to…., etc.)
64 Asked to carry message
65 Gain a Contact or Favour owed by NPC (who, why and what)
66 Offered Illegal weapon/Black market goods/drugs etc.
Complication with cargo; There is a potential problem with any cargo that will be picked up in the End Phase. Once cargos are generated, throw for each, 9+ to have a potential problem. Then roll for where the problem is, this end or at the destination. If this end, then roll 1D to see what it is. If the destination, then do not roll until PC’s get there!
1. Needs special import/export licence (see (8) Options.
2. Damaged.Real value reduced by 10-30%
3. Offensive stench will permeate LS system and make passengers unhappy
4. Hazardous cargo, throw 12+/day in transit to leak/explode and damage cargo area
5. Customs believe it is contraband and cargo is impounded
6. Shipping manifest was wrong and half/double (roll) agreed amount has arrived