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PBeM Free Trader style game

coldwar

SOC-12
I am setting up a game of T20 to be played by e-mail. It will be of my own setting which will constantly expand, Jump drives are random in the way that they us fuel and how much time spent in Jump space (both linked).

The version that I am using is the 2002 Copy Print of Traveller T20 (2nD Edition)

I am looking for 4 players to get the game started as soon as I can.

Please ignore my other thread as I have decided to do it by PBeM.

Thanks for you interest.
 
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Might be interested but due to pending deployment to Iraq, not sure how active I can be even with it being just email...your thoughts?
 
Depends on the other players that want to join, so I'd have to wait and see really. but I would like to see at least one post a week really.

If thats any help to you.
 
I have started making the campaign. You will be able to do trade and do quite a few adventures, due to that you will only be earning your own money and the overheads are only for the crafts operation (fuel, food, oxygen and drinks) and not the carrying Star Merchant Ship.
 
The Merchant Vessel M24679 is an old vessel barely together. Its class is a Shepper, designed for space travel as a cargo hauler from Stations to planets and back, along with passenger carrying in low berths. They however, was not fitted with any jump drives as they only were designed for steller travel running short journies. Only 80 was built serving the surrounding Interstellar community. M24679 was brought at an auction by Intec Commerce for barely anything, and taken it to one of there shipyards. Then reffited it, including a jump drive and spent a total of MCr142.436 in repairs and new equipment. The most notable is four 26Ton Launch Class Landers. IC is only paying for the direct crew of M24679, whilst the rest must earn there own money as the Vessel travels 12 systems when the new crews will be reviewed for Staturoy pay. IC has given permission to the 16 new crew to use the 4 Landers, picking which one before starting the Cruise. This will make each Lander having a crew of 4 each. The main ship will even have Mechanics able to work on them for repairs.

The Launch Class is very new. Though small it can take alot of cargo compared to its size (11 tons) and has 2 G's of acceleration and very agile.
 
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If anyone has not played this system before and would like to try it, I would be more than happy to help make a character for you.

Having played it myself in the past you can make your character very old and very wisened or young and immature as examples, though older characters will find it hard to level up as they are usually high level characters than younger ones.

In one game I played my character even made his own weapon, basically it was a vulcan cannon, with grav items to help use and a underslung shotgun, was fun using it but if i got caught in close combat i had to get rid off it very quickly, not because it was heavy, it was cumbersome, (was an Aslan with a high STR score), but it also could not be used by anyone else due to its weight and even if i shot it i had a penalty firing it but still at deadly affect at the target ripping them to pieces. basically what I am saying here is that if you have the right skills you can make crazy things for yourself or others.

I do like adventures and will be making oppertunities for them in the game. From the bizarre to the simple things like escorting a queen, well you might do that. Though I do have a few bizarre ones in store. But that would be up to you to take them up.

The best thing I like about traveller is that you can fall away from the plot at any time to do anything, Which I bet you will at times. Also I love writing and i am very descriptive.

There will be more to come from me, and if you get ready, pack up you things gather your pistol, and become the next traveller, Who knows what is around the corner awaiting you as it might be that big score you only dreamed about or that promtion you wanted, or even more respect than you ever dreamed about.
 
Hello coldwar how is the game coming along? If the game is not filled up I might be interested in playing. I do have the T20 book, which is first edition, but have never played it. Also, I have not played Traveller in a very long time due to fact that I could not find anyone to play. So if you do not mind having a noob play I could possibly play. I would be good for at least 1-2 if not more post per week. PM me if you would like me to play.
 
cool.

Its coming along fine, got to start on two more things then it should be done. (One a house rule and the other game related).

Well I have two possible players at the moment, if the other can send posts as he is on tour. I can start it as soon as I get the most important bit done, but I would like to wait for any more.

I will be posting more info in a few days.
 
After arriving from Jump space, which took 2 to 5 days you arrive in the system of Solace. Due to solace being a Trinary system jumps are made to the orbits of the Primary star, Solace its self, which is a Red Dwarf. The orbiting planets are either mining facilities or Imperium House holds. You then take passage on a Stellar Linear to the main world, Colony-19 on the Trinary. The system holds many planetiod belts and a fair few gas giants. The Linear passes the Binary Star Wardell easily, and you even get to see the its black spot on the 7th day of the voyage. After 11 days on the linear you arrive at Colony-19. The landing was a bit bumby even for this ship, a Sloop Class TL12 craft.

The starport is right on the edge of the Capitol and is busy as ever. The man who you meet from Intec Commerce takes you to a large building in side the centre of the city via GravCar.


More to come
 
Colony-19

Colony-19 is the 5th planet out from the Trinary star of the system called Solace. It is the only truely habitable planet in the system and thus has become the main world despite being on the 3rd stars orbit, making any journey long and dangerous to it. Luckly you are able to jump away from the planet instead of having to go back all the way to the primary.

However, even though Colony-19 is a habitable world it is still dangerous itself. Its 75 degree axis makes its northern hemeshpere a complete ice sheet thanks to it only having 8% land coverage, thought part of that is under the ice sheets. The southern hemeshpere in winter freezes over, with blizzards, storms and expanding ice sheets, Whilst in the summer the sheets are quickly melted and then the sea itself starts to evaporate under the scorching heat of up to 105Degrees centigrade at the south pole itself. Even though it has extreme heat changes, most of the land mass is fairly close to the equator where it stays fairly temperate for the planet. There its Capitol, Fancifully named Colony-19-Central has the bulk of the population estimated at 1.5 million (whole Planet est. Pop=4.2 million), are all housed in a Arcology, protected from the elements. Whilst the rest either live in underground Villages or mining installations. There are to main exports, of which are Crab fish, harvested in the winter time, and Mineral ore, which is shipped from the 14 Mining instalations from the northern hemesphere during the summer.

Colony-19(Solace, Leon Sector, Sub-Sector N, 0407) A859668-C (Ni) Imperial, 3 Gas Giants, 6 Planetoid Belts, P-RDVM, B-RDVM, T-DVF, Space Station Present, Scout Base Present, No Naval Facilities
 
Additions, GMs

Random Jump Time/Fuel, Determined by 1D6=Days spent, no score can be less than 1)
1 day = 5 Tons of Fuel (for one drive unit of Jump-1 Drive)
to 8 days = 30% of 5 tons (using the same as above for example, =1.5tons)
However, the longer you spend, the more likely to cause a misjump
New Engineer Actions,
Fast Burn and Slow Burn, both for Jump Drives either adding 2 to the roll, or minus 2 to the roll. Slow Burn also has a special misjump factor if it does misjump.
Tech Limit.
Highest Tech is 12.
This is not a full stop to high techs. TL13 and TL14 civilasation exist but are unwilling to let anyone have them, and due to long agruements with the Imperium it has become Interstellar law that you must have a permit to own such items, otherwise they are deemed as illegal. TL15 and above is ancient, and most likely buried or in museums.
Fixed Weapon Mounts
Mounts that are fitted in to a ship much in the same way as a weapon but much smaller.
Fixed Fire arcs
Fixed weapon mounts and Spinal weapons fire only directly forward, Bay weapons have there own unique arcs. Turrets remain un-affected.
Weapon Mounts
I have added TL for each type of mount (Turrets and Fixed Mounts) and have also added a new turret.

If you are wondering how any of these will affect the game please ask.
I have looked over my new rules and deem them fair for the setting, if you want to ask for particular rules for your own setting please ask Privately.
 
Game Update

I currently have 2 confirmed players, and one unconfirmed player.

This leaves 2 posts available for my game.
 
Have them run multiple PCs and make sure they have a "preferred"
pc that way if someone else joins, they can ditch one.

>
 
I am still recruiting for positions as there is still time to get on board and have the adventure of a lifetime, in my explosive setting.

See the Wonders of the Mars Imperium and the alien worlds and Civilisations that surround it.
Defend yourself's from pirates and aliens, and find out what is happening with the human empire.
 
Interested

I'd be interested in playing. It's been a (long) while since I've played Traveller and I'd like to again.

I have a ready made merchant character from a pbem game here that didn't go anywhere; I could play that or make another.

I can be available pretty much daily unless family activities intervene.
 
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