Traveller_5th_Edition_-_Book_06_-_Scoundrel.pdf

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T RAVELLER
S COUNDREL
C REDITS
C ONTENTS
Classic Traveller
Marc Miller
I NTRODUCTION
2
S COUNDREL C AREERS
4
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner
C RIMINAL O RGANISATIONS
34
P IRACY
40
Mongoose Traveller
A UTHOR
Gareth Hanrahan
I NTRUSION
54
S MUGGLING
72
F ENCES AND I LLEGAL G OODS
79
E DITOR
Nick Robinson
E QUIPMENT
82
L AYOUT
Joseph McCance
T RAMPS AND T HIEVES
89
B ELT M INING
113
I NTERIOR I LLUSTRATIONS
Andrew Dobell, Carlos Nunez de Castro Torres, German Ponce,
Travis Leichssenring,Marco Morte & Leonel Domingos da Costa
O DD J OBS
116
S CAVENGERS
126
G AMBLING AND C ON G AMES
128
P ROOFREADER
Charlotte Law
L OST W ORLDS
132
I NDEX
136
S PECIAL T HANKS
Dominic Mooney, Stuart Machin, David Ives
P LAYTESTERS
Stuart Machin, Andrew James, Alan Welty & Gregory Wolfe
Scoundrel ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly
forbidden. All signifi cant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open
Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fi ction. Any similarity to actual people
organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
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I NTRODUCTION
This book covers two related Traveller career paths – the Rogue
and the Drifter. The Rogue is a criminal who has rejected lawful
society and instead willingly embraced an illegal and dangerous
existence. By contrast the Drifter has failed to fi nd lawful
employment and has other choices; he does what he must to
survive. Often, this means committing crimes. Not all wanderers
are criminals but they are more likely to be familiar with the
underside of society than the average starfarer.
By far the largest set of laws are mala prohibita , acts which are
not inherently wrong but are nonetheless unlawful. Operating
a starship is not a wrongful act but operating one without the
training and licensing required by law is illegal. In Traveller
terms the higher the planet’s law level, the greater the number
of mala prohibita .
Even criminals recognise mala in se ; this book is about thieves,
smugglers and pirates, not monsters without any regard for
human life or decency. It may be necessary to kill a man, even
right to kill a man in certain circumstances but that does not
mean that the criminal kills blindly or without cause.
The galaxy is vast and strange. What is legally acceptable on
one world is punishable by death on another. Societies deal
with harmful or taboo elements in different ways. The Imperium
tries to maintain trade links but other than guarding against
piracy and enforcing the few High Laws, it has little infl uence
over law and criminality on its member worlds. The power of
the Imperium stops at the edge of the atmosphere, except for
the starport and there are plenty of gaps where an ambitious
smuggler or pirate can thrive.
Criminals
While the full range of criminal activity is slightly larger than
the full range of human law, there are a few specifi c crimes
that are of special importance to Traveller games. These are
piracy, smuggling, hijacking, breaking & entering, criminal
organisations and fencing stolen goods. Three of these
are key to spacefaring games; the other three are regularly
encountered in Traveller adventures.
Types of Crime
There are three types of law in Imperial theories of justice.
First and foremost, there are the Imperial High Laws which all
members must agree to uphold. These laws are sacred not
because of any inherent validity but because adherence to
those laws has kept the Imperium together for more than 1,000
years. Meddling with the High Laws is almost unthinkable, lest
any change causes a chain of events that tears humaniti’s
fragile peace to shreds.
In addition, this book covers criminal activity and law enforcement
at different Technology Levels and presents a selection of
specialised illegal tools and vessels which those on the wrong
side of the law might use or encounter.
See The Galaxy On 30 Imperial Credits
A Day
Only a small percentage of humans ever leave the world where
they were born. Most of those who do travel make only a handful
of journeys – a business trip to visit corporate headquarters,
a once–in–a–lifetime holiday, a tour of duty with the military.
Few are regular spacefarers and even fewer are Travellers ,
making their own destiny and setting their own course amid the
stars. Most Travellers have their own ship or can afford to book
passage but for those who feel the call of deep space but have
no money, the only option is to take whatever jobs or berths will
get them offworld.
Next, there are laws called mala in se – laws punishing acts
that all humans believe are inherently evil and wrong. Virtually
every human society, even those radically transformed by
technological or environmental pressures, recognises certain
acts as fundamentally incompatible with society. Murder, rape
and theft are always outlawed, although exact defi nitions of
what constitutes murder or rape or theft vary from society to
society. A world where the minds of every citizen are scanned
into computers and downloaded into cloned bodies may have
a very different defi nition of murder to a more primitive planet
but the act of wilfully and unjustly extinguishing another human
consciousness is seen as a crime in both cultures. Mala in se
exist on all worlds, regardless of law level. Even on a chaotic
world where might makes right, killing without provocation or
reason is seen as wrong.
Few of these jobs are desirable. Belt mining is a cold and lonely
task; scavenging salvage is even worse, picking through the
wreckage of lost ships for usable spare parts. Others drift from
world to world, hitching or working passage on board ships.
Drifters are a curious subculture in the spaceport, a tribe without
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I NTRODUCTION
connections or home; the scum of the spaceways. Madmen,
grifters, penniless travellers and would–be adventurers wander
from world to world by whatever means they can.
Barbarians
There are a few ‘lost worlds’ in the Imperium. These worlds
suffered a catastrophic loss of technical knowledge, dropping
them back to a very low Technology Level. Other worlds were
seeded by the ancients and have never developed advanced
technology. Sometimes, a barbarian from such a lost world
fi nds his way offworld, usually by joining the crew of a passing
tramp merchant that stopped to take on food or water.
The Drifter section of this book covers rules for scavenging,
hitchhiking and other adventures, as well as notes on the drifter
lifestyle. It also covers the unique Barbarian career.
Required & Useful Materials
A copy of the Traveller Core Rulebook is needed to use this supplement. In addition, the Beltstrike adventure book has
considerably more detail on asteroid mining, while the Agent sourcebook will be of great use in criminal games.
Inspirational reading:
Brian Aldiss’ Non–Stop is a classic depiction of barbarians in space.
Many ‘cyberpunk’ novels include heists. Neuromancer , for example, has the Straylight Run as its climax, which can be
lifted almost word–for–word for Traveller.
Harry Harrison’s Stainless Steel Rat series, especially the early books.
Inspirational viewing:
Firefl y is great viewing for any Traveller Referee but it is especially appropriate for campaigns where the characters aim
to misbehave. Heists like the train job or the hospital raid are perfect Scoundrel scenarios.
Han Solo was a smuggler and rogue before he changed career.
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I NTRODUCTION
S COUNDREL C AREERS
This chapter presents several new careers suitable for
scoundrels. Several careers (Scavenger, Hitcher, Vagabond)
can be entered without making a qualifi cation roll, like the Drifter
career in the main Traveller Core Rulebook .
C AREER P ROGRESS
Advancement
Survival
Hacker
Int 8+
Edu 6+
Burglar
Dex 7+
End 7+
The Belter career is detailed in the Beltstrike adventure
supplement.
Faceman
Soc 6+
Edu 8+
B ENEFITS
Roll
I NTRUDER
Intruders are specialised high–tech thieves, trained to defeat
security systems and steal especially valuable items. Most are
professionals, hired to complete a specifi c task and work as
part of a small team or on their own. A few are lone operators,
fencing what they steal.
Cash
Other Benefi t
1
None
Contact or 1 Ship Share
2
5,000
Thieves’ Tools
3
10,000
Ally or 2 Ship Shares
4
25,000
+1 Edu
5
50,000
3 Ship Shares
6
75,000
Organisation Membership
Enlistment : Int 7+
–1 DM for every previous career.
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100,000
+1 Soc
R ANKS AND S KILLS
Rank Title
Skill or Benefi t
Assignments: Choose one of the following:
Hacker: You wormed your way into computer systems and
stole the most valuable prize of all – information.
Burglar: You were the shape in the shadows, the ghost
that fl its through the corridors without being seen.
Faceman: You smiled and were just so charming that
everyone assumed you belonged there even as you waltzed
in and stole what you needed.
0
1
Experienced Thief
+1 Benefi t Roll
2
Streetwise
3
Veteran Thief
Security
4
5
+1 Benefi t Roll
6
Legendary Thief
+1 Social
S KILLS AND T RAINING
Personal Development Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Dex
Stealth
Engineer (electronics)
2
+1 Soc
Recon
Computers
3
Gambler
Security
Sensors
4
Jack of all Trades
Streetwise
Deception
5
+1 Edu
Athletics (any)
Security
6
+1 Int
Deception
Broker
Specialist: Hacker
Specialist: Burglar Specialist: Faceman
1
Computers
Stealth
Deception
2
Engineer (electronics)
Engineer (electronics) Carouse
3
Deception
Mechanic
Persuade
4
Comms
Sensors
Diplomat
5
Computers
Stealth
Stealth
6
Security
Security
Security
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