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Cyber wear in Traveller

Darkwing

SOC-12
Just recalled something bandied about for Star Trek Phase II: Sulu having a cybernetic jack to plug into the ship for better control. Additionally, anyone with such an implant would be able to access a virtual reality recreation simulator - sort of a holodeck, but all in the mind, with no forcefields.

Leaving out super-powered bionics, prosthetic limbs and these jacks seem reasonable additions to Traveller. Has anyone done so? How did it work out?
Any thoughts or ideas?
I wouldn't want to see Cyberpunk, 3I, but there should be some middle ground.
 
Well, basic Interface Jacks are in the MgT Mainbook, but the Cybernetics book goes into a lot more detail. They even state up front that the GM has to decide how much of it to have in the campaign and to pick and choose from the book what he wants to use.

Right now in my new game, with one session finished, I've got players requesting interface jacks so I'm looking into it.
 
I have CT, MT, and a little bit of TNE & GT, no MgT. Alas, the budget is there right now - unless I pick up the next rank, I retire this year, so such expenditures are luxuries to forego for now.
 
Too bad Mongoose is stopping support of their RPGs for their Demo Team. One guy I game with demo's their games and has gotten everything for MgT through that route, so luckily I have access to all of their stuff. It's just a matter of reading it all and picking out what I want to use.

However, if you want a cut down version of it, check out the TravellerSRD documentation online. It goes over the basics of the Interface Jacks in the equipment section under Augments.

http://www.travellersrd.com/content/official/mongoose_traveller_srd/equipment.html#augments
 
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