Booty List Coyright 1979 by Judges Guild, Incorporated, R. R. 8, Box 9, 1221 N. Sunnyside Road, Decatur, Illinois All

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2 by Dave Sering Concepts by Steve Smith and Dave Sering Art by Paul Jaquays Editing and Typesetting by Penny Gooding Table of Contents Page Introduction.... Character Generation... Service/Enlistment, Acquired Skills, Planetary Gravity, Tech Level... Mustering Out, Rank & Service Skills, Psionics, Aging, Retirement.... Army & Marine Careers, Military Occupational Specialty Tables, Assignment Skills... Assignment Resolution, Ranks... Personal & Family Background, Appearance.... Characteristics, Habits, Family Structure.... Cultural, Societal, and Personal Enviromental Background, Parent Occupation... Jobs.... Reason for Adventuring... Starship Operation... Trade and Speculation... Ship Silhouettes... Ship Damage, Personnel Location & Activity... Character Record Sheets... Ship's Papers... Booty List... Index.... Coyright by Judges Guild, Incorporated, R. R., Box, N. Sunnyside Road, Decatur, Illinois. All rights reserved. Reprinted st Edition th Printing. This material is a playaid designed and officially approved for use with Traveller. Traveller is Game Designers' Workshop's trademark for its sciencefiction roleplaying game. The trademark is used with permission. The contents of this item may need to be changed by the individual Judge to suit the campaign he or she moderates. No similarity between any of the names of characters, persons, and/or institution in this publication with those of any living or dead person or institution is intended, and any such similarity which may exist is purely coincidental. This game aid reproduces, with permission, some material from the first four books of the Traveller game system. Printed in the United States of America. Introduction This book is a playing aid for use with Game Designer's Workshop science fiction roleplaying game system. Traveller. It is designed to assist Referees and Players in the generation of characters and the design of spaceships Forms are provided to ease record keeping chores. Judges Guild has also included additional tables which may be used to provide backgrounds and personal characteristics for player and nonplayer characters. Tables are also provided to assist in the financial operation of starships.

3 Character Generation for Traveller Roll two sixsided dice to establish the values of each characteristic: Strength Dexterity Endurance Intelligence Education Social Standing Values for the characteristics initially vary from to, but may in the course of the game be modified to range from to. These characteristics listed in order form the Universal Personality Profile (UPP) and are expressed in hexidecimal (base ) notation. A B C D E F These characteristics are for individuals from a "normal" terran planet. Strength and Endurance are modified according to Table if the gravity value is lesser or greater. Technological Level may modify the Education and may add survival skills according to Table. To round out the basic character, the Judges Guild Tables on pages through may be used. Psionic potential is determined by rolling two dice. For each four years above the age of, apply a modifier of to the roll. With training the potential becomes the Psionic Strength Rating, indicating the maximum level of activity which may be performed and the number of strength points at the character's disposal. Upon undergoing training, a character will then roll two dice to determine the precise talent from Table. As just generated, Characters will probably not survive an adventure. Several means of acquiring skills, experience, and equipment are available. A character may attempt to enlist in one of the six services (Navy, Marines, Army, Scouts, Merchants, or OtherTable ). Die roll modifications may apply if certain characteristics are above a stated level, these modifications being cumulative. One enlistment attempt is permitted per character. If the character is unsuccessful in enlisting, he may submit to the Draft. One die is rolled and the character enters the service with that number. Draftees are not eligible for comissions during their first term of service; they do become eligible during the second and subsequent terms of service if they reenlist. The history of each individual may be generated in detail by means of the following sets of tables. All six services may be rolled on the first set of Tables (). The player has the option; however, of utilizing the second set of Tables () to derive Army or Marine Careers in depth. The tables themselves are an abstract system of adventuring and there is a chance the character may not live through his service career. Failure to achieve the survival throw means that character has died in the line of duty. Start a new character. Each term of service completed adds years to the character's age. A character may attempt to obtain comission in each service, throwing the stated number with aplicable die roll modifiers. If successful the character acquires level rank in his service and may attempt to gain further promotion once each term of service. Comissions and promotions are not available in the Scout and the Other Services. In each term of service a character has the opportunity to acquire personal skills and expertise based upon service, commision, promotion, and duty. One die is rolled on the chosen section of the Acquired Skills Table () for each skill allowed. Some skills are gained automatically by virtue of rank or service. The reenlistment die roll indicates whether or not a character may serve another term, must serve another term, or can not serve another term. A character may serve up to terms voluntarily, and retire any time after the end of the th term. Retirement grants a character an annual retirement pay based upon length of service. Though service beyond the seventh term is normally impossible, characters who throw exactly on the final reenlistment must serve an additional term of service. Mustering out benefits come to a character whenever they leave the service and for whatever reason. One roll is made for each term of service completed, with additional rolls accruing from advancement in rank (rank or recieving one extra roll, rank or recieving two extra rolls, rank or recieving two extra rolls and a bonus of plus to the die roll when consulting Table A) Any level of gambling skill may add to the die roll when consulting Table B. The choice of which table to roll on is up to the player but no more than three rolls may be made on Table B. On Table A the Scoutship benefit may be recieved only once, other such results are lost. The Free Trader benefit is taken once to provide the ship, each subsequent result meaning another ten years of payments completed. Over the terms of service a considerable amount of time can elapse with possible detrimental effects on the character's physical constitution and intelligence. In the Traveller game system, these aging effects first come at, rolls on Table at this time and at subsequent year intervals indicate the potential reduction and the saving throw required to avoid the reduction. Use of drugs in some situations may alter the strict game calendar age.

4 SERVICE/ENLISTMENT TABLE () ACQUIRED SKILLS TABLE () Enlistment DM of if DM of + if Draft Survival DM of + if Navy + Intel + Educ + + Intel + Marines + Intel + Stren + + Endur + Army + Dext + Endur + + Educ + Scouts + Intel + Stren + + Endur + Merchant + Stren + Intel + + Intel + Other + + Intel + Personal Development Table Navy + Stren + Dext Endur + Social + Intel + Educ Marines + Stren Dext Endur Gambling Brawling Blade Cbt Army + Stren + Dext Endur Gambling Brawling + Educ Scouts + Stren + Dext Endur Gun Cbt + Intel Educ Merchant + Stren + Dext + Endur + Stren Blade Cbt Bribery Other + Stren Dext Endur Blade Cbt Brawling Social Commission DM of if Promotion DM of if Reenlist + Social + + Educ Educ + + Social Endur + + Educ Intel + + Intel + Characters cycle through this table during each term of service. Note that the reenlistment die throw is required even if the character does not intend to reenlist. DMs are cumulative (in the case of Enlistment) if characters have the necessary prerequisites. All rolls except draft are twodie throws. The table of ranks below indicate the initial commissioned rank, if a commission is received, and indicates the ranks to which characters are promoted. Ranks, commissions and promotions are nonexistent in the scout and other services. G Value Planetary Gravity Table () Planet Size Modifier _ +. + Die roll modifiers are applied based upon the gravity of the homeworld. + These Modifiers apply to: Strength Endurance (Height) (Weight) Tech Level Table () Tech Level Modifier Education, Automatic Survival Education, Automatic Survival Education, Automatic Survival Education + Education + + Education Planet Tech Level influences education and survival skills. + Service Skills Table Navy Vacc Suit Fwd Obsv Blade Cbt Gun Cbt Gunnery Marines ATV Vacc Suit Blade Cbt Blade Cbt Gun Cbt Gun Cbt Advanced Education Table Navy Vacc Suit Electronic Engnrng Gunnery JackoT Marines ATV Electronic Tactics Blade Cbt Gun Cbt Army ATV Air/Raft Fwd Obsv Blade Cbt Gun Cbt Gun Cbt Scouts Air/Raft Vacc Suit Navigation Electronic JackoT Merchant Steward Vacc Suit + Stren Gun Cbt Electronic JackoT Advanced Education Table (allowed only if character has education of +) Navy Medical Navigation Engnrng Pilot Admin Marines Medical Tactics Tactics Leader Admin Army ATV Electronic Tactics Blade Cbt Gun Cbt Army Medical Tactics Tactics Leader Admin Scouts Air/Raft Electronic JackoT Gunnery Medical Scouts Medical Navigation Engnrng Pilot JackoT Merchant Streetwise Electronic Navigation Gunnery Medical Merchant Medical Navigation Engnrng Pilot Admin Other Forgery Gambling Brawling Blade Cbt Gun Cbt Bribery Other Streetwise Electronic Gambling Brawling Forgery Other Medical Forgery Electronic Streetwise JackoT Characters consult this set of tables during each term of service, and acquire skills based on skill eligibility. Characters may distribute their rolls over the three tables (the four tables if the character is of education or greater), but must specify the table being consulted prior to the die throw. Only skills in the column corresponding to the correct service are available to a character. When blade combat or gun combat is acquired, the specific weapon in which expertise is achieved must be specified immediately.

5 Table A Material Benefits Navy Low Psg + Intel + Educ Blade Travellers' High Psg + Social Marines Low Psg + Intel Educ Blade Travellers' High Psg + Social BENEFITS TABLE () Army Low Psg + Intel + Educ Gun High Psg Mid Psg + Social Scout Low Psg + Intel + Educ Blade Gun Scout Merchant Low Psg + Intel Educ Gun Blade Low Psg Merchant Other Low Psg Intel Educ Gun High Psg (TABLE ) RANK AND SERVICE SKILLS Navy Captain... Navy Admiral... Marine.... Marine Lieutenant.. Army... Army Lieutenant... Merchant st Officer Scout... + Social + Social.Cutlass Revolver.. Rifle.. SMG.. Pilot.. Pilot IONI TABLE () Telepathy... Clairvoyance.... Telekinesis... Awareness... Teleportation.... Special Weapon benefits must be declared as to type immediately; additional benefits of that type may be declared as skill. Characters with rank or may add to their rolls on this table. Table B Cash Allowances Navy Marines Army Scouts Merchant Other Term of Service Age Strength Dexterity Endurance Intelligence Education Social Standing.... (+) (+) (+).... AGING TABLE ()... (+) (+) (+) no effect before age (+) (+) (+) (+) unaffected by aging unaffected by aging.... A maximum of three rolls on table are allowed per character; all remaining rolls must be on table. Individuals with gambling expertise are allowed a DM of + on table. Characters are allowed one roll per term of service; rank or is allowed one extra roll, rank or higher is allowed two extra rolls. Term of service refers to the end of that numbered term. Age refers to the first day of the personal (physiological, not chronological) year. The negative number shown is the potential reduction in characteristic if the saving throw (in parentheses) is not made. Saving throws use two dice. ANNUAL RETIREMENT PAY terms terms terms terms (TABLE ) CR CR CR CR

6 Army and Marine Careers When utilizing the alternate made of generating skills and experiences (tables from Book : Mercenary), each character chooses to serve in a specific arm of the Army (Infantry, Cavalry, Artillery, Support) or Marines (Infantry, Support). Characters may later choose to transfer to the o arm. The character then recieves a Basic Training of a level Gun Combat skill. Each character then recieves Advanced Training, making one roll on the Military Occupational Specialty (MOS) Table () corresponding to his chosen arm of service. The character recieves order to his first assignment by rolling on the General Assignment Table () and Unit Assignment Table (). Special Assignemnts are rolled on a special table (). Each assignment will have four results rolled: Survival, Decoration, Promotion, Skills on the Assignment Resolution Table (). Completion of three assignments ends the first term of service, thereafter each term of service is comprised of four assignments. Reenlistment is conducted as in the first set of tables,as is mustering out and aging. Die Army Life Brawling + Str Gambling + Dex + Endur + Endur + Pistol + Soc + Soc Marine Life Brawling Gambling + Str Dex Endur + Blade + Educ + Soc + Soc SKILL TABLES () NCO Skills Hvy Wpns Mechanic Tactics Hvy Wpns Tactics Leader Leader Admin Instruction Admin Cmnd Skills Skills + Endur Mechanic Gun Cmbt Fwd Obs Vehicle Hvy Wpns Electronics Leader Medical Tactics Instruction Tactics Admin Leader Admin Shipboard Fwd Obs Gunnery Vacc Suit Gunnery Vacc Suit DM's: Army Life, Marine Life: if junior commissioned officer; + if field grade officer; + if general officer. NCO Skills: + if sergeant. + if gunnery sergeant; + if leading sergeant. + if first sergeant; + if sergeant major. Skills, Skills: if field grade officer; + if general officer Shipboard: No DMs. Die Roll: Artillery FA Gunner FA Gunner Vehicle Fwd Obs Electronics Military Occupational Specialty (MOS) Table () Cavalry Vehicle Vehicle Vehicle Hvy Wpns Hvy Wpns DM if tech level of world is +. Die Roll: Artillery Special Special Cavalry Special Special Infantry Gun Cmbt Gun Cmbt Hvy Wpns Hvy Wpns Vehicle Recon Vacc Suit Arm Marine Gun Cmbt Gun Cmbt ZeroG ZeroG Hvy Wpns Fwd Obs Battle dress General Assignment () Infantry Special Special Arm Marine Special Special Support Vehicle Cmbt Eng Vehicle Electronic Medic Support Special Special o Gun Cmbt Gun Cmbt Hvy Wpns Demolition Survival Recon Battle dress o Special Special Note: All except officers treat staff and command results as unit assignment. DM's: If Education +, DM allowed. Officer may elect DM (bucking for command) Die Roll: Artillery Trng Trng Trng Cavalry Trng Trng Int'l Sec Unit Assignment () Infantry Trng Int'l Sec Int'l Sec Arm Marine Int'l Sec Shp Trp Shp Trp Trng Support Int'l Sec Trng Int'l Sec o Int'l Sec Trng Trng Abbreviations: FA Gunner = Field Artillery Gunner. Fwd Obs = Forward Observer. Hvy Wpns = Heavy Weapons. Gun Cmbt = Gun Combat. Recon = Reconnaissance. Vacc Suit = Vacuum Suit. ZeroG = ZeroG combat. Cmbt Eng = Combat engineering. Trng = Training. = Counter insurgency. = Police action. = ison. Int'l Sec = Internal security. Shp trp = Ship's troops O = Officer's Candidate School.

7 E: E: E: E: E: E: E: E: E: O: O: O: O: O: O: O O O O Rank Rank Rank Rank Rank Rank Enlisted Ranks Private Lance Corporal Non Commissioned Officers (NCO) Corporal Lance Sergeant Sergeant Gunnery Sergeant Leading Sergeant First Sergeant Sergeant Major TABLE OF RANKS () Junior Commissioned Officers Second Lieutenant (Traveller rank ) First Lieutenant (Traveller rank ) Captain (Traveller rank ) Field Grade Commissioned Officers Major (Marine Force er) (Traveller rank ) Lieutenant Colonel (Traveller rank ) Colonel (Traveller rank ) General Officers Brigadier General (Traveller rank ) Major General (Traveller rank ) Lieutenant General (Traveller rank ) General (Traveller rank ) Navy Ensign Lieutenant Lt Cmdr er Captain Admiral Marines Lieutenant Captain Force Cmdr Lt Colonel Colonel Brigadier EQUIVALENT RANKS Army Lieutenant Captain Major Lt Colonel Colonel General Scouts Merchant Other th Officer rd Officer nd Officer st Officer Captain *Specialist School Admin Medical Commo Electronics Special Assignments () Die Roll: Enlisted And NCO's Cross Trng Specialist School * o School Protected forces Recruiting O O Officers Intelligence School College College o School Recruiting Military Attache/Aide DM's: Marine enlisted and NCO's may add one if Educ +. Army enlisted men and NCO's may add one if endur +. Marine: Survival Decoration Training auto none Int'l Soc + + (+) none Assignment Resolution () Ships Trps + + (+) + Promotion (+) Skills + DMs: For survival, DM allowed if any MOS skill level is or greater. For promotion, DM allowed if education +. Marines in garrison use the infantry garrison column. Infantry, Cavalry, Artillery: Survival Training auto Int'l Sec ison auto Decoration none Promotion (+) + (+) none (+) Skills + none none DMs: For survival, DM allowed if any MOS skill level is or greater. For promotion, DM if education +. Support: Survival Training auto Int'l Sec Decoration none Promotion (+) none (+) Skills + none + + DMs: For promotion, DM if intelligence +. o: Training Survival + Decoration none Promotion (+) Skills + Int'l Sec + none (+) none * ison auto none (+) none ison auto none (+) none DMs: For survival, DM allowed for any MOS skill level or greater. For promotion, DM if endurance +.

8 Personal and Family Background The character as generated above is just the basic physical body, no personality. Use of the following supplementary tables will give a background and personality to your characters. These tables may be used with player characters, nonplayer characters, and GDW's Supplement I: Characters. Several of the tables may have an effect upon the Basic Characteristics of the individual. The Gravity Value of the homeworld of the character may effect the Strength and Endurance of the individual. The Tech Level of the homeworld may raise the Education in the Tech Level if or more. At the lower end of the Tech Level scale, and below, automatic survival skills are awarded. A specific home world may be chosen for a character or a planet may be rolled at random. See Traveller Book, pages through for the complete tables of world generation. As for characters, the Planetary Characteristics Profile may be expressed in hexidecimal notation in order: Starport Type, Planetary Size, Planetary Atmosphere, Hydrographies, Population, Government, Low Level, and Technological Index. The physical appearance of the character may be determined from Table, the Height determined directly, and Weight determined by multiplying the Height by the weight value (given in kilograms per meter) to give the total body Weight in kilograms. Additional Personal Characteristics may be determined on Table. Roll a single die, odds meaning consult the table once, and evens twice. If two opposing characteristics result, they cancel out and the character is average. In a similar fashion Personal Habits may be derived from Table, rolling a single die;,, or meaning consult the table once, or consult twice, and a meaning consult the table three times. Opposing Habits cancel out.. Among the myriad cultures of the inhabited planets family form and structure varies wildly. To generate a family background roll one die and consult Table. A group family lasts only one generation, but a Line family has new younger members continually marrying in thus making it potentially immortal. The number of Parents Major Adult Members is given in the table. The number of Siblings Children can be determined by rolling one die for each Major Adult Member. Sibling Rank or Status may be assigned or determined at random by rolling one die; result of indicates Primary Sibling (First Born), result of,,,, or indicating Secondary Sibling. Occupation of a particular Parent may be determined on Table. The Social Status of the Family may be rolled exactly as for a character, but only in exceptional circumstances will it be below the level of the character as initially generated. Meters Height (D) Personal Appearance Table () Inches Kilograms/Meter Weight (D) Pounds/Inch Die roll modifiers are applied based upon the gravity of the homeworld. G Value Planet Size Modifier These Modifiers apply to: Height Weight (Strength) (Weight)

9 Other sections of Table give additional information on the background of the character. Personal Enviromental Table gives the economic background of the family. The Cultural Background Table gives an indication of the type of power succession in the family unit. Societal Background gives the relationship between the family and the next larger unit of social organization. Table, Reason for Adventuring, can be used to give an idea of the motivation of a character. For a player character this may be the reason he or she left their home planet, but the current motivations and attitudes of that character are entirely up to the person playing him or her. (Table ) Personal Characteristics (D) Tone Deaf Poor Eyesight Poor Smell Perfect Pitch Excellent Hearing Excellent Eyesight Excellent Smell Photographic Memory Poor Memory Poor Hearing Color Blind Slovenly Unkempt Shabby Neat Spruce Tidy Outgoing Reserved Taciturn Loquacious Sincere Mendacious Honest Perfidious Reliable Undependable Gambler Staid (Table ) Personal Habits (D+D) Boozer Abstainer Humble Conceited Gregarious Solitary Lazy Energetic Sadistic Compassionate Altruistic Miserly Pious Sacreligious Genial Gloomy Vindictive Forgiving Family Structure (D) Table Single Parent Two Parents Group (Single generation, Number of Parents D + ) Line (Multigeneration, Number of Parents D + ) Other (Number of Major Members D + ) None Determine number of siblings by rolling one die for each major adult member. Sibling Rank or Status may be set at random by rolling one die. Primary Sibling Secondary Sibling The power structure and line of power succession are dependent upon the type of culture.

10 Personal Environmental Background Cultural Background Slave or Serf No Possessions Owe Fealty Destitute or Peasant Owe Lifetime Income Impoverished or Indentured and Heavily Indebted Mediocre Few Possessions and Debts Average or Proletariat and Few Debts High Average or Bourgeois and Some Debts Noveau Rich and No Debts Wealthy and Heavily Indebted Old Rich and No Debts Distain Wealth and Possessions Charity or Welfare Provided * ** Patriarchal Emphasis Matriarchal Emphasis No Formal Lineage Logic Emphasis Ordered Emphasis Religious Emphasis Achievement Emphasis Locale Emphasis Subculture * Other Relative Emphasis ** Congruent with Societal Dice again if rolled second time then antiestablishment or revolutionary. Uncle, Aunt, Cousin, Grandfather, Grandmother, Other. Societal Background Rigid Caste Clans Class System Familial Fmphasis Race Emphasis Sex Emphasis Territorial Agressive Tribal Emphasis Independant SelfReliant Passive Communal Species Emphasis * * More than one dominant species. Financial Transportation Merchantile Political Social Raw Material Manufacturing Services Criminal Entertainment Technical Financial Parent Occupation Table Tech Level Tech Level Tech Level Tech Level Tech Level Tech Level or more Establish general category of Parent's Occupation by rolling two dice. A DM of applies if the Tech Level of the world is or greater. Then consult the Individual Category tables, rolling two dice. DMs are applied from the above chart as appropriate.

11 Those jobs marked with * are further broken down into subdivisions which may be consulted for a specific job. Financial Transportation Merchantile Political Social Changer Minter Holding Agent Tax Agent Loan Agent Banker Broker Insurance Teller Accountant Bill Collector Bondsman Auditor Speculator Economist Forecaster Analyist Porter Wagoner Caravaneer Administrator Warehouseman Ships* Railroad Trucker Conveyor Belt Dirigeable Prop Aircraft Helicopter Hovercraft Supersonic Starship Teleporter Matter Transporter Vendor Shop Keeper Weapons Adornment Housing Food Clothing Raw Material Travel Transportation Entertainment Hardware Electronics Communications Software Information Energy Administrator* State Religion Government Agent Tax Collector Beaurocrat Military* Lobbyist Party Leader Area Leader State Leader Country Leader National Leader Revolutionary Terrorist World Leader Quadrant Leader Empire Leader Religious* Hosteler Student* Union* Medical* Educator* Utility Welfare Emergency Police* Administrator* Ecologist Robot Controller Race Control Population Controller Genetics Clone Manager Raw Materials Gatherer Hunter Forester* Farmer Crystals Metals* Minerals* Gasses* Petrochemicals Ice Microorganisms Hydroponics Ocean Mining Solar Astroid Mining Converter Element Synthesis Manufacturing Services Criminal Entertainment Technical Hand Weapons Games & Toys Fabrication Construction Chemical Tools Fabrics Furnishings Land Vehicles Water Vehicles Plastics Aircraft Electronics Robotics Biological Systems Space Vehicles Energy Weapons Slave Cosmetics* Sex Servant* Guide * Sanitary Tailor Driver/Pilot Legal Agent Security Guard Masseus Contractor* Communications Companion Consoler/Mourner Scapegoat Assasin Extortionist Poacher Forger Robber Thief* Smuggler* Kidnapper Pirate* Shoplifter Pickpocket Arsonist Hijacker Pornographer Drugrunner Organlegger Storyteller Juggler Dancer Singer Magician Athlete Acrobat Poet Musician Sculptor Illusionist Author Radio Television Cinema Dreamsmith Holograph Nutritionist Hydralic Statistician Manufacturing Designer Raw Materials Optical Electronic Services Transportation Financial Researcher Scientist* Social Political Teraforming

12 Transportation Ships Muscle ed Costal Sailing Ocean Sailing ed Submarine Nuclear ed Political Administrator Ward City Region National Imperial Diplomant Political Military Army Navy Air Force Marines Mercenary Police Social Religious Priest Warrior Administrator Scribe/Recorder Ceremonialist Teacher Social Student Military Financial Liberal Art Science Social Religion Social Union Organizer Business Agent Negotiator Precient Boss Regional Boss National Boss Social Medical General Doctor Dentist Optician Paramedic Surgeon Specialist Social Educator History Language Math Science Physical Art Social Police Patrolman Undercover Chief Special Forces Secret Investigator Social Administrator Family Clan Tribe Society Movement Subculture Materials Forester Ranger Logger Fiber Extractor Chemical Extractor Food Extractor Defoliator Materials Metals Iron Copper Aluminum Silver Gold Other Materials Minerals Nitrates Sulphates Phosphates Chlorates Carbonates Other Materials Gasses Hydrogen Methane Chlorine Nitrogen Inert Other Services Carpenter Metal Smith Machinist Repairman Engineer Draftsman Criminal Thief Raw Materials Jewel Bank Documents Information Energy Criminal Smuggler Drugs People Information Machinery Weapons Energy Criminal Pirate River Ocean Submarine Air Planetary Sector Services Contractor Masonry Piping General Electrical Sheet Metal Structural Landscaping Decorator Services Cosmetics Barber Tatooist Beautician Dermatologist Body Painter Physical Trainer Therapist Plastic Surgeon Biological Augmentator Genetic Manipulator

13 Services Servant Butler/Maid Chauffeur Footman Porter Librarian Gardner Groom Cook Spy Bodyguard Tutor Programer Receptionist Secretary Waiter Apprentice Arms Bearer Concubine Technical Scientist Biologist Physicist Mathemetician Chemist Anthropologist Astronomer Nuclear Ecological Psionics Psychologist Medical Oceanographer Geologist Cartographer Linguist Cybernetic Extraterrestrial Alien Reason for Adventuring (D+D) Table Religious persecution at home. Economic persecution at home. Political persecution at home. Home planet suffered political disruption. Home planet suffered climatic disruption. Home planet suffered economic disruption. Family tradition of Service Terms/Adventuring. Primary Sibling must prove fitness to head of family. Secondary Sibling no area for advancement in family. Seeking personal economic betterment. Seeking personal social betterment. Seeking personal educational betterment. Hate home planet, fleeing from it. Fleeing from love affair. Rejected by family. Love home planet, recruiting for it. Must prove self a warrior before full social acceptance. Family destroyed. Wrongly accused of crime. Correctly accused of crime. Religious Missionary. Political Missionary. Religious Pilgrimage. Political Pilgrimage. Pursuing personal enemy. Pursuing family enemy. Pursuing political enemy. Searching for personal friend. Searching for family friend. Searching for political friend. Personal curiosity and waunderlust. Cannot remain on home planet for medical reasons. Paid to leave planet. Seeking training/experience for political purposes.

14 Operating Expenses: ) Starship Operation Starship fuel is assumed to be light elements, principly Hydrogen, in a highly compressed, almost liquified form. Unrefined fuel costs CR per ton and is available at A, B, C, or D class starports. Refined fuel costs CR per ton and is available at A and B class starports. Super refined fuel costs CR per ton and is only available to military vessels at certain Imperial installations. Super refined fuel is doped with Cesium and other trace elements to make it fuse better, giving it half the fuel consumption rate of normal fuel. However, owing to a more rigid requirement for precise tuning, vessels using Super refined fuel must under go an annual maintainance period every four months. Super refined fuel cannot be used in ship's auxiliary vessels. ) Life Support costs CR per stateroom per trip, a low passage berth costs CR per trip. These costs are the same whether the staterooms are occupied or not. ) Routine Maintenance is carried out annually at a cost of.% of the cash price of the ship and takes two weeks at a A or B class starport. ) ) ) ) Crew Salaries are paid monthly, the standard scale being: Pilot CR, NavigatorCR, Engineer CR, Steward CR, Medic CR, Gunner CR. These are based levels for expertise level, supplements of % are added for each level of expertise above this. Berthing Costs are usually CR to land and remain up to six days. Thereafter the fee is CR to stay each succeeding day. Ammunition types of Missiles and Sand Canisters must be replaced when expended, homing missiles cost CR each and Sand Canisters cost CR each. Repair Parts cost from zero to % of the original module. The price is determined by rolling two dice and multiplying the result by to get percentage, with a die modifier of if the parts are installed by the ship's crew. Revenue is normally shipped at a rate of CR per ton. The referee determines the number of shipments awaiting transportation to a specific destination by rolling a number of dice equal to the population number of the destination planet. Each die represents one shipment with the numbers of pips indicating the size of the shipment in multiples of tons (For example: one pip is a ton shipment, three pips are a ton shipment). Shipments may not be broken down into smaller lots. Passengers will present themselves for transport to the announced destination, the number being determined by rolling on the Passenger Table below. Passengers pay the standard fare of CR, for Middle Passage, and CR, for Low Passage. PASSENGER TABLE Originating World Population High Middle Low _ DD DD DD DD DD DD DD DD DD D D _ DD DD DD DD DD DD DD DD DD DD D _ DD DD DD DD D D D D D D D Destination High Middle Low + + Mail contracts may be given to subsidize merchants, requiring that tons of cargo space must be committed to postal duty, the ship is armed and a gunner be a part of the crew. The ship is paid CR, for each trip made on its regularly scheduled run whether the full tons is utilized or not. Private messages may be delivered for a fee of from CR to CR, roll two dice and multiply by ten. Cost to Shuttle a ton of cargo to or from orbit is CR. Generally cargo taken on in orbit is discharged in orbit and cargo taken on on the planetary surface is discharged on the surface.

15 TRADE AND SPECULATION TABLE Die (D+D) Trade Goods Base Price CR A NA Purchase Modifiers I NI R P A NA Resale Modifiers I NI R P Quantity Tons/Number Textiles Polymers Liquor Wood Crystals Radioactives Steel Copper Aluminum Tin Silver Special Alloys Petrochemicals Grain Meat Spices Fruit Pharmaceutical Gems Firearms Ammunition Blades Tools Body Armor Aircraft Air/Raft s ATV AFV Farm Machinery Electronics Parts Parts Cybernetic Parts Parts Machine Tools Vacc Suits,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, Dx Dx Dx Dx D D Dx Dx Dx Dx Dx D Dx Dx Dx Dx Dx D D D D D D D D D D D D D Dx Dx Dx Dx Dx Dx

16 Type S Scout/Courier meters feet Type A Standard Ship Types Free Trader Type R Subsidised Merchant Type M Subsidised Merchant Type Y Yacht Type C Cruiser Ships Auxiliaries Life Boat Pinnace Shuttle Cutter

17 Random Location Table Crewman Hold Engineering Engineering Common Room Control Room Control Room Weapon Turret Common Room Ships Auxiliary Passenger Control Room Common Room Common Room Common Room Common Room Engineering Activities Crewman Eating Eating On Watch On Watch On Watch Hobby Sleeping Sleeping Sleeping Studying Studying Table Passenger Reading Eating Eating Gaming Gaming Reading Sleeping Sleeping Sleeping Sleeping Exercising S ES ES ES Area Impact Table A ES R ES M ES Y ES ES C ES ES Personal Section Section Fuel Tanks ES Engineering Section Personel Section S Fire Control Basic Controls Basic Controls Basic Controls Airlock Hardpoint A Fire Control Low Passage Low Passage Basic Controls Airlock Hardpoint R Fire Control Low Passage Basic Controls Airlock HardPoint M Fire Control Basic Controls Low Passage Low Passage Hardpoint Airlock Y Fire Control Basic Controls Airlock Hardpoint C Basic Controls Fire Control Low Passage Hardpoint Airlock Fuel Tankage Section Each Hit releases tons of fuel.

18 Engineering Section S Maneuver Ram A Maneuver Ram R Maneuver Ram M Maneuver Y Maneuver C Maneuver Maneuver Section S Air Raft Air Raft Air Raft Air Raft Air Raft Air Raft Air Raft A R Life Boat Life Boat Life Boat M Y Air Raft ATV C Air Raft ATV Pinnace Pinnace Pinnace Pinnace Pinnace Pinnace If Auxiliary Vehicles are hit, move to Table below for specific damage. Life Boat Pilot Survival Equipment Controls Structure Passenger Low Berth Fuel Fuel Low Berth Engine Life Support Pilot Controls Fuel Structure Fuel Passenger Fuel Passenger Engine Pinnace Pilot Controls Passenger Passenger Fuel Fuel Structure Weapon Engine Cutter Pilot Controls Passenger Passenger Fuel Fuel Structure Weapon Engine Air Raft Grav Module Grav Module Pilot Grav Module Structure /Passengers /Passengers /Passengers Grav Module Grav Module Grav Module Shuttle Pilot Fuel Passenger Passengers Structure Engines Controls

19 Name Strength Endurance Education Dexterity Intellegence Social Standing Psionic Potential Psionic Strength Psionic Talents Age Service Rank Terms Personal History TRAINING Pilot Navigation Engineer Gunnery Medical Survival Forward Observer Heavy Weps Artillery Funds EXPERIENCE Gambling Brawling Bribery Forgery Streetwise Leader Instruction Recruiting Interrogation Administration Steward Jack of Trades Electronic Tactics Combat Engineering Personal Equipment SKILL Blade Combat Hand Sword Polearm Gun Combat Pistol SMG Rifle Laser Zero G High Energy Auto Battle Dress Vacc Suit Vehicle Wheeled Tracked Grav Recon Demolitions Zero G. Combat

20 Service Jacket Name UPP Rank Service Branch Terms Served Age Term Arm Basic & Advanced Training Term Arm Combat Assignments Combat s Awards MCUF MCG SEH PH Equipment Qualified On Term Arm Term Arm Term Arm Term Arm Term Arm

21 Ship's Summary Ship Name Hull Type Owner M Drive G's Accel Bridged Pilot Navigate ) J Drive Crew s Plant Passenger s Fuel Tons Low Passage Berths Hold Tons Auxiliaries Model Hard Points: Storage CPU Turret Gunner Beam Pulse Missile Sand Routine Program Space No. Exp. Laser Laser Launcher Caster Maneuver Library Navigation Generate AntiHijack Defensive Program Maneuver/Evade Maneuver/Evade Maneuver/Evade Maneuver/Evade Maneuver/Evade Maneuver/Evade Auto/Evade Return Fire AntiMissile ECM Offensive Programs Predict Predict Predict Predict Predict Gunner Interact Target Selective Selective Selective MultiTarget MultiTarget MultiTarget Launch Double Fire

22 Crew Roster Name Position (Exp.) UPP Salary. >

23 Name of ship: SHIP'S TITLE PAPERS Class: Hull: Type: Cost: CR Naval Architect: Builder: Shipyard: Construction started: / / Construction completed: / / OWNER Name: UPP: Homeworld: LIEN NO LIEN: LIEN: HIJACKED: /. of, will pay of the amount of CR for months. Payment is due on the first day of each month and is to be presented at. PRINCIPAL: CR APR A) Interest will only be collected on the principal for the length of time the principal is actually borrowed. B) Late payments carry an additional % charge of the normal monthly payment for every four () week period, or fraction thereof, until paid uptodate. C) Nonpayment for three () consecutive months shall be considered a hijacking of the Ship by the Borrower. Action may be waived by the Lien Holder if the Borrower contacts the Lien Holder and demonstrates temporary financial difficulties. This act of good faith on the part of the Borrower requires that the Lien Holder consult with the Borrower as to arrangements for the payments and all applicable late charges to be paid to the Lien Holder as quickly as possible. Seizure of the Ship shall be considered a last resort. D) The Borrower agrees not to sell the Ship without written permission of the Lien Holder. The Borrower also agrees that all tax forms and logs which the Borrower fill out, keeps, and/or gives any information concerning the Ship and/or the Borrower's finances shall be open to inspection to the Lien Holder at any time. Borrower: Lien Holder: Date: / / Date: / /

24 Name: Hull Drive Maneuver Drive Plant Fuel Tankage Ship Design Specifications Owner: Equipment Type/Number Tonnage Cost CR. Basic Controls Programs Fire Control Equipment... s Low Passage Berths Hardpoints Single Turret Double Turret Triple Turret Pulse Laser Beam Laser Missile Rack Missiles Sandcaster Sand Canister Pinnace Cutter Life Boat Air/Raft All Terrain Vehicle Streamlining Capacity Custom Design Naval Architect Total Tonnage =========== Total Cost =========== Construction Time ===========

25 Page Page Page Page Page Page Page Page Page Page Name Characters Index UPP Ships Page Page Page Page Page Page Name Type Registration/Owner

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