IMTU Code + Key
IMTU Craig Cook 0209 X466876-C S kk- hi+ as+ va++ dr++ ith+ vr-- ne- so++ zh++ vi++ da+ sy+ R 833
tc+ tm tn+ t4+ ru- ge+ 3i+ c+ jt j+ pp+ au+ ls+ pi+
he+ kk- hi+ as+ va++ dr++ ith+ vr- ne- so+ zh+ vi+ da+ sy+
key to IMTU
0209 across a sea, southwest of Normal, IL
Starport X: home rules system in use, designated "Duke Craig's House Rules for Traveller"
Size: 4 drop tanks in use rarely at TL 14+, as most starships use thrusters, Heplar and Contragrav
Atmos: 6 life support can be repaired with off-the-shelf parts and engineering skills
Hydro: 6 FTL drives diverge from canon
Pop: 8 Emperor Strephon lives (1105-1115)
Govt: 7 starship automation cuts engineering requirements to FF&S rule x 0.6 with corresponding changes in crew sizes
Law: 6 3I rules mostly, except in areas where they don't such as asteroid belts and frontier systems
Tech: C gear head rules system, I like detailed starships and equipment
kk- kkree smell funny, no really they are vegetarian militant centaurs from a far distant sector
hi+ hivers are really cool, extremely long term manipulators from a distant sector
as+ aslan are interesting aliens
va ++ vargr are colorful aliens that feature in my campaign
dr++ the droyne are the ancients that are responsible for transplanting humaniti and our progenitors
ith+ ithklur are the shock troops of the hivers
vr- never heard of em, maybe they are from a distant sector
ne- newts are boring, but yummy on toast smoked with a mushroom sauce
so++ humaniti from earth have successfully colonized nearly all of the known sectors of space
zh++ zhodani are really cool people, but sometimes their interests conflict with Imperials
vi++ Imperials, enormous bureaucratic, economic and military culture, influenced by solomani and covering 11,000+ member worlds!
da+ Darrians are an interesting pocket empire, allied with Imperials
sy+ Imperials, old guard
TAS: Red zone - moderate to severe heresy
Pop Mult: 8 High level of gearheadedness
Belts: 2 jump torps exist TL 14+
Gas Giants: 3 Piracy exists - dangerous to liners in many systems, controlled by naval patrols on mains.
tc+ I use classic traveller as a resource,
tm I use megatraveller as a limited resource, particulary for stellar types and star system data
tn+ I use TNE as a resource,
t4+ I use T4 as a resource, love the pics
ru- I use extensive house rules
ge+ high level of gearheadedness
3i+ third imperium 1105 era is main setting (commercial interests of planetary govts and imperial nobility maintain power)
c+ jump drives can be pushed beyond normal distances (speeds) by elite crews (fateful)
jt jump torps exist in experimental forms TL14+ imperial only
pp+ power plants (fusion and fusion+ technologies)
au+ starship automation is commonplace as most starships have a number of propulsion systems
ls+ life support is routine and requires regular starport contact
pi+ piracy exists however it is difficult for PCs to become pirates which is funny because most PCs actually want to become pirates.
When asked what career they want to generate almost 80% of New Players say "Pirates". HAHA.