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Zaon

robject

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The Great Fall came after Earth had sent the last of her colony ships. The Sol system was found by the Great Enemy, interdicted, and bombed back to the stone age. And then they left, their mission accomplished, apparently. The resulting nuclear winter lasted two millennia, and Earth's survivors were reduced to barbarism.

[and so on from there]
 
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RANDOM FACTS

Less than 1% of the galaxy is explored. That amounts to several hundred million star systems.

FTL inserts and removes a ship from subspace. Movement through subspace is detectable across interstellar distances.

The galaxy can be crossed in about six months.

Most worlds are lifeless rocks. Many dead worlds contain ruins and artifacts.

Just like Traveller's default setting, there are countless Native Intelligent Life (NIL), but only a few have FTL.

Per Traveller custom, the galaxy is represented in two dimensions. The galaxy is divided into 10x10 supersectors, 10,000 light years across. Each of these is further divided into 10x10 macro-sectors, each of which is 1,000 light years across. Each of those are further subdivided into 10x8 Traveller sectors.

FTL moves ships at about one supersector per month, or one macro-sector in two days. The typical ship carries two days' worth of fuel.

Per Traveller rules, fuel is hydrogen skimmed from gas giants or cracked from water sources; however, refinement requires bulky technology, so starships depend on refueling stations at class A starports to top off the tank. Fuel costs vary by locale.

Class A starports are usually present at any world with a population digit of 6 or better. Scout and Naval bases also carry fuel for military ships. Fuel services can dispatch a tanker if you get stranded; expect to pay through the nose.

Stargates. Artificial subspace tunnels, with a gate at each end. A gate propels a ship through this tunnel at 100 times the ship's normal FTL speed.

Law and Government. The Law Level is C - Extreme Law (unrestricted invasion of privacy). The Government code is 9 - Impersonal Bureaucracy (Rule by impersonal agencies isolated from the governed populations). The Imperiom itself is a feudal system, with an Emperor.
 
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SOPHONTS from ZR 64-114.

Pretty much all you need to port them to T5 is the detail inset in the rulebook (pp64-114).
 
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ZR pages 145-203 is replaced by T5 Rules Mechanics.
ZR pages 205-248 is informed and modified by T5 Equipment and related.

Note starship prices on ZR 250.

ZR pages 263-265: Adventure seeds.
 
Interesting stuff - I had a quick look for Zaon and although I can see a scant entry on RPGGeek, I can't see it on DriveThruRPG, and Google hasn't turned up much detail. What's it like? When was it published? Who published it?

And obviously you're a bit inspired to try out T5 mechanics on it ... what's inspired you?
 
Both questions are summed up in this: Zaon never made it, but its ship artwork excited people.

So, it was never published. Betatest core rules I believe are available on BoardGameGeek.

Since there was interest in the community, I am thinking a port to Traveller is doable. Because of its wide and flexible toolset for aliens, gear, and creatures, Traveller5 is the most likely candidate for a Traveller port.
 
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Adam suggested the product is still protected by law. He's probably right. That would explain why noone has bothered to resurrect or otherwise finish it.

I started sketching out a hop culture setting a couple years ago. Maybe it's safer doing that instead.
 
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Sorry to be a wet blanket. I just didn't want you to go far down a path and have to stop (or get a C&D).
 
Nope, you're right. I'm in a recharge cycle that comes before additional work on the Player's Guide. In that phase, I look for other things to detail out just a little bit. Zaon looked promising, but I don't want to stomp on copyright.

There are other things I can spin my wheels on.
 
....It would be nice to dig up those old discussion forums, though, so I could get a sense of what they thought about how to design starships. I vaguely remember it resembling Fire, Fusion, and Steel, but with a lot of space opera.

Operatic quantum mechanics.
 
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