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T5 (or other) Organization Rules/Stats

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SOC-2
Curious as to whether anyone has ever statted out organizations in Traveller. I've read Appendix 4 in BBB2, but am wondering if anyone, anywhere in the game's corpus, has tried to add crunch to organizations.
 
BBB2: Big Black Book 2 - aka, vol 2 of the T5 3-book core set.
Appendix 4 - the list of MegaCorps on pages 274-275 of BBB2

In answer to the original question...

For T5? Not yet in the corpus (body) of the work.
For Traveller Overall? Yes. T4 Pocket Empires is the best noted of these. TNE's World Tamers Handbook is the other one that I know of.

That said... T4:PE is for being the government; I don't know it's rules well, as I haven't read it since the initial read right after I bought it.
TNE: WTH is too detailed to extrapolate upwards sanely. Even pop-6 worlds are a bit much for it, unless you're focused on one small enterprise within.
 
Thanks very much, Aramis. I'll take a look and post back. I'm looking for a meta system that manages conflict between organizations in summary fashion, something like the way LBB4 handled small unit fights.

T5 is such a richness it is hard to know what to read first. I just wanted to know I wasn't overlooking anything. The only solution is to put the game into play! As ever.
 
Have you looked at Stars Without Number? The free versions (Original and Revised) include Faction rules. Easily added to Traveller: I did so with my CT campaign.
 
Have you looked at Stars Without Number? The free versions (Original and Revised) include Faction rules. Easily added to Traveller: I did so with my CT campaign.

Excellent. Want to add some mechanics to the background I've written. Very in line with the spirit of Traveller meta-games. Thanks!
 
There is also BITS 1001 organizations which attempts to codify organizations, in keeping with Traveller must-put-in-coded-string format. Which I actually like but doubt its actual usefulness over a simple paragraph.
 
There is also BITS 1001 organizations which attempts to codify organizations, in keeping with Traveller must-put-in-coded-string format. Which I actually like but doubt its actual usefulness over a simple paragraph.

Seems like it would be worth doing. The Stars without Number approach looks really solid. In any case, that's what I'm looking for. Maybe I'll look at the BITS book to see if there's some way to cross the two. But I'm with you. I'd rather get away with a paragraph or two.
 
The Mindjammer setting for Mongoose Traveller 2 has rules for organizations, too. They are a distillation/interpretation of the rules written in the Fate-based Mindjammer RPG. Organizations have three characteristics: Tech Index, Scale, and Reach. Are they friendly or hostile? What services do they provide and under what circumstances? How do they affect an affiliated character's SOC?
 
Dzarrgh Federate Merchants Guild

In my stories The Theugueus Charter and Core of Coreward, I introduced that the main character Ri was a member of the Dzarrgh Federate Merchants Guild, a bit of headcanon to give the character some backdrop as a Vargr Merchant from the polity of the same name. The Dzarrgh Federate member worlds are very loose and barely pay taxes to the Federate. This free-trade mentality of the Vargr Extents allows for some bare-bones support and organization while encouraging some semblance of market stabilization under Merchants Guild bylaws, (obeyed or not, caught in the act or not).

I don't have stats or a logo for the Merchants Guild, but members are given a maroon red jacket that counts as torso Jack and has white straps with titanium buckles. Vargr Merchants are familiar with the apparel and will often trade with each other before local markets can get a slice of the action. How far the Merchants Guild of the Dzarrgh Federate reaches is subject to debate of course. I found the organization to reach outward from the Federate, having their claws in Tuglikki, Deneb, Corrridor and bits of Vland Sectors.

Membership in the Dzarrgh Federate Merchants Guild requires at least one term in the Merchants Career and can be applied for even after leaving the Career for another or after mustering out. The Guild tries to stabilize polity markets by minimizing (if it can) that 2D6-7 (a.k.a. Flux) roll to determine actual prices for Vargr equipment, systems, components, and just about anything else the Guild can touch. Referees should halve the throw result if they feel the Dzarrgh Federate Merchants Guild has had a say in local economies at any scope.

Because the Merchants Guild is based in the Vargr Extents, membership cannot be accurately updated. Applicants accepted are considered members for life, especially if the member cannot be contacted.

This headcanon is brought to you by the Pakkrat.
 
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