I'm knocking around ideas for an ATU.
CT rules
high guard/big ship(EDIT ship rules still under consideration-may use something closer to Book 2)
''used future'' aesthetic for a lot of stuff
kind of gritty 70s/80s starfaring sci fi
Not diamond hard sci fi, but a bit harder than the OTU.
I may swipe stuff from 2300 AD, but I'm only going to borrow elements I can glean from wikis and other free sources. I'm not planning on buying the 2300 AD books.
The entries that follow aren't all set in stone but they should give a good idea of some of the differences between this ATU and the OTU:
Arks
• J-1 sleeper ships sent from Terra in the 22nd and 23rd centuries AD, after the last global war. Each ark carried many humans in cold-sleep, preserved livestock, seeds, other animal and plant samples, tool kits, labs, atmospheric convertors, medical stores, hard rations, analog libraries, and so on. Ran with skeleton crews, just a few men awake/revived for each jump.
Army
• Most inhabited human worlds maintain some sort of surface-based military or paramilitary force: planetary defense corps, colonial guard, army, etc.
Some worlds maintain separate naval (wet) and air forces.
Artificial gravity
• Simulated by thrust or spin.
See jump space, below for additional information on gravity in jump space travel
Cold Sleep
• Suspended animation achieved by a combination of drugs and cryogenics.
(More reliable than standard Traveller low berth, but still not foolproof)
Cyberware
• Used mainly for medical purposes, prosthetics and implants.
• Jump-space properties limits the types of cyberware rated as safe for jump travel. See Jump Space, below.
Draft
• in-game world: any of various systems of conscription, indenture, recruitment for contracts (as in pro sports today)
• metagame: failure to enlist in service of choice= roll on career service chart at age 18
Drugs *
Three cheap medications for spacefarers:
• Gravanol – helps human bodies adapt to higher gravity and high acceleration.
• Anti-rad—provides limited protection against radiation sickness and other ill effects of exposure
• Ursaline—prevents bone density loss and other health problems in microgravity conditions
Drugs like fast, slow, medical, combat, etc. described in Book 2 also exist.
Elite citizens
• AKA Nobility, aristos, plutocrats, oligarchs, directors, electors, patrician families, and so on. The ruling classes.
(Corresponds to nobility in standard Traveller; a variety of titles are used.)
Geneering
• Genetic engineering. Used most often for medical and agronomic purposes. Radical modifications of humans have been outlawed on most worlds.
Jump Drive
• Tech first developed to J-1 level by late 21st Century Terrans.
See Jump Space, below
Jump Space
• Hyper-dimensional realm, perceived by real space intelligences and sensors as a 2-D plane. Entry into/prolonged observation of jump space without a protective field results in acute psychological distress or death.
Entering and exiting jump space requires a pilot linked with the jump drive initiator. Navigating in jump space requires a navigator. Computers may assist in both cases, but without the input of a human mind (some aliens can jump, some can't) jump travel is either impossible or very dangerous. Intuition, imagination, and subjectivity matter.
•Ships entering jump seem to fall onto the matrix, from the point of view of those inside.
Ships exiting jump seem to fall through the matrix, ''dropping" back into real space.
•While in jump, objects on ships act as if under 1G, with ''down" being towards the exit direction of the matrix. Thus, those inside the ship may walk about on decks as if walking on the floor of a house. Unsecured free falling objects will hit the deck when the ships falls onto the jump space matrix. Some people feel acute jump-sickness coming into and out of jump.
Merchant Service
• Spacefaring merchants registered to an independent world, an interstellar state, or a mega-corporation.
(Use Merchant career from Book 1)
Provolutionary Democracy
• An ideology of pre-catastrophic Terra, centered in Western nations. Provolutionist parties gained political power in several states in the late 21st century. These regimes conducted horrific experiments on human subjects, waged aggressive wars, and committed genocide. The other nations smashed the Provolutionists in a global war that left the planet devastated.
Scouts
• Professional explorers of space and alien worlds, many work as megacorporate contractors or freelance colonial agents.
(No IISS)
Space Force
• Space-based military forces
(Identical to Navy in standard Traveller, but more likely to use air force or army terminology than naval; nomenclature varies by service/star nation)
Starport
• Higher quality ports use a beanstalk or similar ground to orbit device. Often encompass extra-territorial concessions and embassies.
Terra
• AKA Earth or Old Earth
• Human home world, devastated by war and plagues. Has become habitable once more but remains a harsh, poor, anarchic world.
Terraforming
• Industrial and biochemical processes used to make semi-habitable worlds more like pre-catastrophic Terra; expensive to the degree that many colonies must collect heavy terraforming taxes.
Troopers
• Space-based soldiers, may train in vacc suit/micrograv combat, boarding actions, drop assaults, close-in weapons.
(Same as what standard Traveller calls Marines)
Xenos
• technical/scientific term for intelligent life not of Terran origins
plural: xenoi
(none of the Major Races of the OTU exist, besides Humans/Solomani)
''Alien" is a common term for the same thing.
Credit where credit is due, I took these from GURPS Space.
CT rules
high guard/big ship(EDIT ship rules still under consideration-may use something closer to Book 2)
''used future'' aesthetic for a lot of stuff
kind of gritty 70s/80s starfaring sci fi
Not diamond hard sci fi, but a bit harder than the OTU.
I may swipe stuff from 2300 AD, but I'm only going to borrow elements I can glean from wikis and other free sources. I'm not planning on buying the 2300 AD books.
The entries that follow aren't all set in stone but they should give a good idea of some of the differences between this ATU and the OTU:
Arks
• J-1 sleeper ships sent from Terra in the 22nd and 23rd centuries AD, after the last global war. Each ark carried many humans in cold-sleep, preserved livestock, seeds, other animal and plant samples, tool kits, labs, atmospheric convertors, medical stores, hard rations, analog libraries, and so on. Ran with skeleton crews, just a few men awake/revived for each jump.
Army
• Most inhabited human worlds maintain some sort of surface-based military or paramilitary force: planetary defense corps, colonial guard, army, etc.
Some worlds maintain separate naval (wet) and air forces.
Artificial gravity
• Simulated by thrust or spin.
See jump space, below for additional information on gravity in jump space travel
Cold Sleep
• Suspended animation achieved by a combination of drugs and cryogenics.
(More reliable than standard Traveller low berth, but still not foolproof)
Cyberware
• Used mainly for medical purposes, prosthetics and implants.
• Jump-space properties limits the types of cyberware rated as safe for jump travel. See Jump Space, below.
Draft
• in-game world: any of various systems of conscription, indenture, recruitment for contracts (as in pro sports today)
• metagame: failure to enlist in service of choice= roll on career service chart at age 18
Drugs *
Three cheap medications for spacefarers:
• Gravanol – helps human bodies adapt to higher gravity and high acceleration.
• Anti-rad—provides limited protection against radiation sickness and other ill effects of exposure
• Ursaline—prevents bone density loss and other health problems in microgravity conditions
Drugs like fast, slow, medical, combat, etc. described in Book 2 also exist.
Elite citizens
• AKA Nobility, aristos, plutocrats, oligarchs, directors, electors, patrician families, and so on. The ruling classes.
(Corresponds to nobility in standard Traveller; a variety of titles are used.)
Geneering
• Genetic engineering. Used most often for medical and agronomic purposes. Radical modifications of humans have been outlawed on most worlds.
Jump Drive
• Tech first developed to J-1 level by late 21st Century Terrans.
See Jump Space, below
Jump Space
• Hyper-dimensional realm, perceived by real space intelligences and sensors as a 2-D plane. Entry into/prolonged observation of jump space without a protective field results in acute psychological distress or death.
Entering and exiting jump space requires a pilot linked with the jump drive initiator. Navigating in jump space requires a navigator. Computers may assist in both cases, but without the input of a human mind (some aliens can jump, some can't) jump travel is either impossible or very dangerous. Intuition, imagination, and subjectivity matter.
•Ships entering jump seem to fall onto the matrix, from the point of view of those inside.
Ships exiting jump seem to fall through the matrix, ''dropping" back into real space.
•While in jump, objects on ships act as if under 1G, with ''down" being towards the exit direction of the matrix. Thus, those inside the ship may walk about on decks as if walking on the floor of a house. Unsecured free falling objects will hit the deck when the ships falls onto the jump space matrix. Some people feel acute jump-sickness coming into and out of jump.
Merchant Service
• Spacefaring merchants registered to an independent world, an interstellar state, or a mega-corporation.
(Use Merchant career from Book 1)
Provolutionary Democracy
• An ideology of pre-catastrophic Terra, centered in Western nations. Provolutionist parties gained political power in several states in the late 21st century. These regimes conducted horrific experiments on human subjects, waged aggressive wars, and committed genocide. The other nations smashed the Provolutionists in a global war that left the planet devastated.
Scouts
• Professional explorers of space and alien worlds, many work as megacorporate contractors or freelance colonial agents.
(No IISS)
Space Force
• Space-based military forces
(Identical to Navy in standard Traveller, but more likely to use air force or army terminology than naval; nomenclature varies by service/star nation)
Starport
• Higher quality ports use a beanstalk or similar ground to orbit device. Often encompass extra-territorial concessions and embassies.
Terra
• AKA Earth or Old Earth
• Human home world, devastated by war and plagues. Has become habitable once more but remains a harsh, poor, anarchic world.
Terraforming
• Industrial and biochemical processes used to make semi-habitable worlds more like pre-catastrophic Terra; expensive to the degree that many colonies must collect heavy terraforming taxes.
Troopers
• Space-based soldiers, may train in vacc suit/micrograv combat, boarding actions, drop assaults, close-in weapons.
(Same as what standard Traveller calls Marines)
Xenos
• technical/scientific term for intelligent life not of Terran origins
plural: xenoi
(none of the Major Races of the OTU exist, besides Humans/Solomani)
''Alien" is a common term for the same thing.
Credit where credit is due, I took these from GURPS Space.
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