Beyond Reach a MGTraveller game

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Beyond Reach: A Mongoose Traveller adventure of pirates, politics and derring do, in the vein of Space Opera.

Introduction[edit]

Beyond Reach will be a SF/space opera style game set in the Trojan Reaches sector of the Traveller series Imperium. It will be run using the Mongoose Traveller [hereafter referred to as MGT] system.

Setting is the Trojan Reaches as outlined in MGT's Aslan module, circa 1108.

Jump drives will be faster [based on the warp drives in the starship construction section of the core book - no house rules, I promise!]. Expect a wild frontier filled with Aslan clans, scheming megacorps, independent worlds, mad emperors, raiders, pirate systems and a corrupt Imperium trying to keep a lid on it all. Overhanging this is the sure knowledge of a war to come...

Tone. I want space opera! Some could argue that Traveller is space opera already, But I'm talking Babylon5 meets Firefly as a baseline. Aslan will be kzinti-klingon-samurai pastiches, Vargr will mimic intelligent hounds, etc. The Imperium will be at once a noble ideal and a corrupt reality. Also, Big Things will be on the boil, waiting for PC's to knock the pot...


Characters[edit]

Useful links[edit]

Setting[edit]

  • Mechanics wise.

Take anything written in the MGP Aslan book about the Trojan Reaches as the default. Sector, subsector and world write ups are all essentially correct. The general 3rd Imperium backdrop is in place.

  • The speedy Imperium

The only tech change I'm making is to turn 'jump drive' into something like the hyperdrive mentioned in the core book - you enter another dimension but still have to move through it. However, for simplicity, lets assume the jump drive provides the propulsion in hyperspace, so a jump 2 drive moves you through hyperspace at 2 parsecs/day. You still have the absolute distance limit, the fuel consumption, etc of the jump drives and still need to aim a hyperdrive at a gravity well [no deep space jumps].

Only thing is, bigger jumpdrives are now faster on smaller runs... a jump-2 ship can do a jump 1 run in 12 hours. A jump 6 ship could do it in 4.

This makes space a lot smaller, while still keeping most of the knock on effects from a jump-derived setting. Most ships jumping to their full extent expect roughly a day in hyperspace.

  • Setting

"The Trojan Reaches is a house of cards, with the Aslan Exiles breathing on it ever so gently. Duke Tobia wants to turn that breath elsewhere, but he doesn't have a lot of options. So he touches a card here, props on up there, sometimes replaces one with another. Sometimes, he loses a card..." Eliayt Shnorum: The Trojan Reach at the Turn of the Century - a Guide. [Original version].

There's a cold war in the Trojan Reaches, one that leaders on both sides hope won't erupt but that also seems inevitable, given the biological urges of the two main species involved. This is the Imperiums frontier - it can take a year for a message to reach here from the Core. It is also home to a massive migration of Aslan lo! all those many centuries ago, exiles and losing sides. Naturally, the two have met and naturally, there were wars. Neither side really had the resources to carry it through, so they declared a buffer zone. Now, add four hundred years. The Imperium is entrenched, secure in their own superior technology and great wealth. Meanwhile, the Aslan Exiles have reached some kind of peace with the Heirate, have grown strong and filled their domain...to the point of 'too many sons'. Infighting between major clans has kept this overpopulation manageable before now...but the peace arrangements amongst the clans is ironically pushing them closer to war.

  • The Reaches.

And the buffer zone? A haven for pirates and raiders of both races [some of the worst in known space], tiny stellar empires that have come and gone or are growing even now. Corporations work outside the borders, the ComSentient Alliance and the Florian League guard their own interests and the madness that is the Glorious Empire haunts the region.

Conservative elements on both sides sponsor the rich trade routes that pass through the area...megaliners guarded by miitary and private fleets, almost immune to the chaos around them. Their interests have kept the balance of power in the area as it is for a long time, but the prospect of an Aslan explosion into the Reaches is never far from anyones mind.


  • Grand Motivations

The Imperium, it seems, is trying to buy time. Or avert war. Or provoke one. Its hard to tell. To the average citizen, these seem to be the major powers at play in the Reach. At least, these seem to be the three most consistent theories that explain the sudden urgency to colonise borderworlds, move fleet bases, take a more aggresive approach to the zone pirates and formally lift the tech ban on Hradu. you'll hear one or the other bantered about in bars from startown to startown.

Setting focus[edit]

  • A moral Axis [an overarching 'bad' and 'good', even if unclear]

Both the Imperium and Aslan Exiles can be seen as good guys in a way…both are fairly honourable and there are strong factors within both that want to keep peace [or minimise war]. There are elements within both that are ‘bad’ in that they promote war or use the situation to further themselves. This will be the playground of the game – sides being drawn and choices made in border politics.

  • Obvious ‘bad’ folk:

The Raiders of the Reach – quasi organised pirates from both sides of the border. The pirate lords of Theev are the worst and seemingly have some form of immunity from the local Imperial navy. The Glorius Empire – An Aslan splinter empire that practices human slavery, including slaving across the Reach.

  • A clear enemy [group has personally, not political]

The Reach pirates are a shadowy and growing organisation with its tentacles in an increasing number of bufferworld governments and organised crime in both Imperial and Aslan space. All the normal players are alarmed at their increasing organisation and facility in the game of local politics and even the megacorporations are starting to take notice. They are far from the only threat along the frontier, but they are rapidly becoming the greatest to trade and safety.

  • A clear purpose [series of missions, an objective]

A science ship and its guard vessel were attacked by pirates out in the zone. The guard vessel made it out and has reported the science vessel was captured. However, the reseach team were on the planet below. The PC's job is to retrieve the reseachers.


Character Generation[edit]

Characters intertwined histories[edit]

History and contacts

Here is the megabackstory as it stands. Pick places along it to place contacts [meetings] and we’ll edit them in. I’m not sure if Shadowjack is finished yet [though I think he is], so be ready to be flexible. Remember, you can have multiple contacts with the same pc.


Current day 1108: Henrik 5 terms ago - Trained with Wu, to get Melee skill +1 4 terms ago - Worked with Scouty McScout on the covert operations, which is where he gained his contact too, to get +1 Stealth 3 terms ago - Trained Axander (though obviously not well enough), as part of an investigation into a crime ring dealing in dodgy artifacts, to get Streetwise 1 2 terms ago - Trained with Marava Anders, to get Computer 1 1 term ago - Clashed with Scouty McScout - both doing missions to the same place, leading to what appeared to be disaster for both (our mishaps), but which secretly played into Henryk's hands (his successful mission), which was to kill off his research partners, who were known to be passing information to alien paymasters, to get Vacc Suit 1 (it was a harsh environment)



6 terms ago

  • Wu makes a friend during his rite of passage. A Meeting of Minds
  • Jan Chersky [Survey Scout] makes an astonishing discovery that changes scientific debate about history in the Reach.

5 terms ago

  • Henryk Jensen [Agent:Intelligence] received Advanced training. [a dud]. Met Chalklines scout?
  • Wu [Star Marine Officer] spends a lot of time on Navy vessels.
  • Axander Li [Scholar, field researcher] turned down a chance to steal a fellow researchers [Jane Grey] work.
  • Jan Chersky [Exploration:pathfinder] uncovers an asteroid full of rare metals. Reports it.

4 terms ago

  • Henryk Jensen created a network of contacts [and still has one]
  • Wu is part of a morally gray [to him] black ops mission that failed, leaving him with the sole survivor [his CO] as an enemy. He was awarded the MCUF for his actions and promoted for outstanding heroism.
  • Axander Li is injured in the eye. He loses his job but becomes a local celebrity through the court case. He is restored by medical science.
  • Jan[Special Ops: covert surveillance] discovers information about an item on a world that is of use to the imperium and is promoted over it.

3 terms ago

  • Henryk Jensen was befriended by a senior agent. [a top investigator]
  • Wu Meets disaster hunting pirate bands, as they are being tipped off. He gains an enemy [whom he still hunts].
  • Axander Li [Merchant broker] received specialist training [a dud]
  • Marava Anders [Navy Cadet] goes to the academy, where she becomes a crack shot.
  • Jan Chersky[espionage] makes an alliance with a powerful and charismatic noble, who becomes an Ally. Is promoted to Contact commander with his/her help.

2 terms ago

  • Henryk Jensen completed a mission with benefits.
  • Wu [Ground assault marine] forms a romantic relationship [Sig NPC – female Aslan, marine].
  • Axander Li becomes lovers with Melissa chen, one of his clients.
  • Marava Anders does cross-training [a dud]
  • Jan Chersky[Contact:First contact] becomes romantically involved.

1 Term ago

  • Henryk Jensen [now a Scholar; field researcher] won a prestigious prize in Sophontology.
  • Wu [envoy/spy] does contract work for the Heirate investigating the Burini triad.
  • Axander Li [Tomb robber] clashes with the Burini triad, from whom he acquired a valuable relic [which he sold].
  • Marava Anders loses an eye in the line of duty. It is restored [though she sports a patch].
  • Jan Chersky[Courier:Comms] is on a courier mission that goes wrong and is trapped in hostile territory. He is eventually rescued.

Now

  • You have been re-united for about 6 months, 3 of it in intensive training [self-directed, covers some of the package skills].

House Rules[edit]

Dimorous, Henryk's homeworld[edit]

Dimorous [0601- Tobias subsector]. Fiercely independent island collectives, all able to produce TL11 local goods through a lot of automization. Would be rich if there was more land, and an ambitious project has been undertaken to grow genetically altered coral into islands in the shallow equatorial oceans. Ridiculous amount of life, the surface of the oceans is covered in kilometres long and wide 'islands', made of indigenous plant and animal life, each supporting a unique and complex biome. Harvesting, refining and processing the unique plant extracts has built Dimorous a reputation as a pharmacological horn of plenty.

Starport 7 (type C) Size 9 Atmosphere 7 (Standard, Tainted, Temp: 7, Temperate) Hydrographic A (almost entirely water) Population 6 (millions) Government 7 Balkanisation Law 6 Tech 11 Bases None Trade Non-Industrial, Water World.

Pax Rulin, Jans Homeworld[edit]

Pax Rulin, as written: "... While only a few hundred people call the base their permanent home, there are usually a dozen or more capital ships in-system, along with hundreds of smaller craft. Pax Rulin has no shipyard – construction facilities are at Perrior – but it is a naval depot of great importance. ... Pax Rulin was founded early in the Third Imperium’s history and the system acquired an almost legendary reputation.... Warships have been known to make pilgrimages just to dock at the ancient and sacred asteroids of Pax Rulin. Civilian traffic to Pax Rulin is discouraged." Quoted from Alien Module 1: Aslan ©2009 Mongoose Publishing.

So a pretty repressive place. Its an A class, so people will use it, but theres no trade or passengers to be had. Probably only a few hundred civilian starport personnel making up the permanent population. The rest [in the tens of thousands] are all navy/marines on duty.

Hradus B54699B-7 Wu's Homeworld[edit]

Significant NPC's[edit]

  • Wu.
My romantic interest from term 4 is my AIM female Aslan tech officer. And wife?

My enemy from term 2 is my commanding human marine officer from my failed mission and my enemy from term 3 is who ever was tipping off the pirates from Theev (Who I think I am currently hunting down)

  • Ardent Leeds [Ardan Lede] Age 34.

677998 Scout: Survey [1 term] Entertainer: Journalist [3 terms] R4- Correspondent for TNN [Trojan News Network]

Investigate-2 Art[holographic]-2, Persuade-2, Deception-1, Comms-1, Streetwise-1, Carouse-1, Recon-1, Vacc-1, Medic-1, Pilot[small craft]-0, survival-0, mech-0, astrogation-0, Steward-0, Drive-0, comp-0, Art[writing]-0, Gun cbt-0.

Current partner of Jan Chersky and a minor celebrity in her own right. TNN is based in Tobia, both world and subsector, but it covers stories from all over the Reach. They are seen as highly impartial in their reporting and have a reputation equivalent to the Traveller news service locally. Ardent Leeds is known as an anchor and her reports are seen all along the jump mains. They met during the affairs of the Outrim Scandal eight years ago [certain imperial branches were incriminated in turning a blind eye to piracy/raiders from certain worlds] and have been on again, off again lovers ever since. She always accompanies him to any formal occasions and drags him off to press award ceremonies when he is 'home'. Has recently been promoted to correspondent - a far more mobile position.

TAS description[edit]

  • The obvious by-the-book effects of membership are a major discount on hotel accommodations when a TAS hostel is present, and the free high passage ticket you get every (what is it, once a month? once per two months?). When I'm a GM, I play it that the TAS also has a good information network for research and job contacts, and provides banking services, etc., and plus you get to sign your name "John Smith, Traveller", which often impresses the natives—but of course I'm not the GM in this game, so that may not be the case here.
  • The TAS is a combination of an old gentlemans club, a retired servicemans association, a five star backpackers, a financial and employment clearing house and a secret society. There is prestige in being invited to join but it is also considered a meritocratic organisation - only the noted, the successful or the competent tend to be invited in. Everything in SJ's post would apply.

Trojan Point Warping[edit]

Give Trojan point warping a try.

Jump drives are nothing but a big particle accelerator in the guts of the ship, and they produce gravitons that, because they create thier own reality subset (this is all true folks), take the ship and everything in its grid into a different, smaller reality. You then motor through that tiny universe (carefully. If you get to the centre of the tube the gravity of the entire micro-universe squishes you into x-rays) and pop out the other side.

The twist is that no amount of number crunching can work out how create the desired reality subset (there are many that are VERY undesirable; like ones with less dimensions that what we are accustomed to) if you are being messed with by an existing, outside gravity field. Trojan points are places of equilibrium in the gravity field, so it is only there that the ships can safely boost out into hyperspace.

This has all sorts of good stuff. Big, important high traffic systems like Regina have entry only and exit only Trojan points where huge customs and system defence installations are nearby. If you try and leave there by an entry only point you are committing a major crime.

It also means that some systems with nothing more than a gas giant will have a big fuelling station there that runs robotic fuel lighters into the gas giant. You warp in, motor over and fill up, then go back to the Trojan point and jump out.

Of course, this means the pirates have maybe only thirty places to watch for a ship coming in . . .


Barracks Humor[edit]

"Although he is now past mandatory retirement age, due to the needs of the service, we need to retain Sergeant Major Jenkins for another term—" "His arms have just been blown off, sir." "…Bit of bad luck, that. Can he still do the job?" "I'm afraid not, sir." "Pension him out, then. Oh, and give him a medal while you're at it. There's a good man."