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The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2008 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. The contents of this file are for personal, non-commercial use only. Any use of Far Future Enterprise's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights

Savage Worlds is a property of the Pinnacle Entertainment Group, lnc. and is used without permission. No challenge to their copyright is intended.

I have also drawn from many other sources for this conversion and no challenge to any other individual's, or company's copyright is intended.

This conversion relied originally on the work previously done by Jon Woodland (red24@shaw.ca) .

Chronology

The following information is from page 12 of Classic Traveller Supplement 8, Library Data (A-M),

This chronology covers the basic historical events of the Imperium and its predecessors, showing the date of the event in the three major date system extant. In situations where the event spanned more than one year, that span is shown in Imperial years, with the starting date also given in Vilani and Terran systems. Imperial and Terran years have 365 days. Vilani years are approximately 1.33 standard years in length.

Imperial Vilani Terran Event

Approximately 300,000 pre-Imperium Ancients thrive.

-5272 922 PI 752 BC Vilani ascendance.

-4520 357 PI 1 AD Terran dating system begins.

-4045 1 VI 476 AD First Imperium established.

-2408 1230 VI 2113 AD First Interstellar War begins.

-2219 1372 VI 2302 AD First Interstellar War ends.

-2204 1383 VI 2317 AD Establishment of the Rule of Man.

-1778 1705 V1 2745 AD Collapse of the Rule of Man. Twilight.

-1526 1892 VI 2995 AD 9PM

-1120 2197 VI 3401 AD First Asian Border War begins.

- 399 2739 VI 4122 AD Sword World colonization begins.

- 186 2899 VI 4335 AD First Sword World Confederation.

- 30 3016 VI 4491 AD Cleon's Campaign begins.

0 3039 VI 4521 AD Third Imperium established.

76 to 120 3096 VI 4597 AD Pacification Campaigns.

114 3124 VI 4635 AD Solomani Hypothesis proposed.

210 to 348 3198 VI 4731 AD Vargr Campaigns in the Corridor.

380 3324 VI 4901 AD Imperial-Asian Border established.

420 3354 VI 4941 AD First Survey of the Imperium completed.

475 3395 VI 4996 AD Seeds of unrest; Nicholle assassinated.

588 3480 VI 5109 AD Incorporation of Sol into Imperium.

589 to 604 3481 VI 5110 AD First Frontier War.

604 to 622 3492 VI 5125 AD Civil War.

615 to 620 3500 VI 5136 AD Second Frontier War.

624 3507 VI 5145 AD Xboat system established.

679 3548 VI 5200 AD Solomani power broken at court.

704 3567 VI 5225 AD Solomani Autonomous Region created.

718 3578 VI 5239 AD Xboat system covers entire Imperium.

800 to 826 3639 VI 5321 AD Psionics Suppressions.

950 3752 VI 5471 AD Solomani reintegrated into Imperium.

979 to 986 3774 VI 5500 AD Third Frontier War.

990 to 1002 3782 VI 5511 AD Solomani Rim War.

1065 3838 VI 5586 AD Second Survey of the Imperium completed.

1082 to 1084 3851 VI 5603 AD False War (Fourth Frontier War).

Useful Information

Tech level descriptions

0 Stone Age. Primitive

1 Bronze Age to Middle Ages

2 circa 1400 to 1700

3 circa 1700 to 1860

4 circa 1860 to 1900

5 circa 1900 to 1939

6 circa 1940 to 1969

7 circa 1970 to 1979

8 circa 1980 to 1989

9 circa 1990 to 2000

A Interstellar community

B Average Imperium

C Average Imperium

D Above average Imperium

E Above average Imperium

F Technical maximum Imperium

G Occasional non-Imperium

Tech level differences

The following table provides penalties for using equipment and non melee weapons (except power weapons) outside of the level 10 -14 characters would have used in their career.

In Traveller, displacements are in tons. This is the weight one cubic metre of liquid hydrogen at STP.

The Setting

It is Holiday 1105(New Years Day).

Emperor Stephron still sits on the Iridium Throne.

The Spinward Marches and Sword Worlds are in turmoil. You have just finished your last term of duty and are sitting in a bar in the Koenig’s Rock in the Bowman asteroid belt in District 268.

You are Imperial citizens, however, District 268 is a disputed Sub Sector with several empires attempting to secure control.

It is a dangerous place at this time.

Military Weapons and /or ammunition are not readily available due to the Political climate.

Rumours are rife at present.

An Imperial destroyer emerged from a 2 year drift from the Sword worlds with stories of a hole in the fabric of time/space that collapsed the Jump field killing most of the crew. A star was seen to disappear through the hole.

Rumours are coming from Zhodani controlled space of large battle fleets forming up on the border as the diplomatic talks between the Imperium and the Zhodani collapse.

As usual since 1084, many worlds are convinced that war with the Zhodani is imminent and persecution of those cursed with Psi powers is at fever point.

Sylon Industries is rumoured to have developed technology to identify and neutralise Psi users and other Zhodani sympathisers.

Conversion Notes

Skills and Edges

Savage Traveller is an attempt to transpose what is great about classic Traveller to the Savage Worlds system. A few new skills and edges have been created to provide for some Traveller specific feel. New Knowledge skills have been added to fill in some gaps in the Savage Worlds Universe

Starship and Vehicle skills

No distinction is made between piloting small craft, interplanetary craft or interstellar craft. As well, no distinction is made between various vehicle types in a vehicle category. Piloting is use for Aircraft and Grav Vehicles, Boating for boats and submersibles and Driving for Wheeled and Tracked vehicles.

Character Development

In classic Traveller, it was nearly impossible to increase any skill or attribute after character creation. Characters could embark on a four year training program at the end of which they would gain a skill. In Savage Traveller, characters continue to gain skills and knowledge when their career ends. As the travel and adventure, they can gain any skills the referee deems reasonable in the course of their adventures.

Metric system

Classic Traveller uses the metric system for all measurements. Savage Worlds uses imperial units. All weights and distances are expressed in metric. Vehicle movement and weapon ranges for tabletop combat are still expressed in inches because that is how they are used. Any Savage Worlds speeds and distances can be converted from miles to km by dividing by 0.6. Any weights can be converted from lbs to kg by dividing by 2.2.

Worlds and Starships

One of the best aspects of the classic Traveller setting is the detailed world and starship creation rules. Everything made sense in terms of physics. The idea was to simplify worlds and Starships so that there was not so much number crunching. Where possible the original Traveller material can be used without having to convert everything. .

Worlds

All world stats from classic Traveller can be used as is. Sizes of worlds can be converted for Savage Traveller gravity levels. Load limits are simplified over these gravity types. Atmospheres have specific effects in Savage Traveller, but are classified the same as in classic Traveller. Law level rules from Traveller can be used as it. Starport information is not changed by the rules system, it simply defines what will be available.

Starships Combat

Included, under Combat, is a version of Chases and Dogfights that requires some modification to damage rules and some new hit tables.

Aliens

There are six major alien races in classic Traveller and countless minor races. Four of the races are addressed here.

Vargr

Vargr are upright bipeds that closely resemble a humanoid Wolf with hands in place of paws. A typical Vargr male is approx 1.6 meters tall and weighs approx 60 kg, with females being slightly smaller and 5 kg lighter. They are not as strong as humans but there reaction speed is measurably faster and they run faster than Humans. Single Vargr or small groups of Vargr are motivated mainly by plunder. They are curious and loyal to their Pack

Vargr have the following abilities:

    • Agile: Vargr start with d6 in Agility
    • Claws: Str+1 (d4)
    • Enhanced Senses: +1 Notice
    • Slight Frame: -1 Toughness

Aslan

The Aslan are the youngest of the major races. They are upright bipeds that closely resemble a humanoid lion with hands in place of paws. A typical Aslan male is approx 2 meters tall and weighs over 100 kg, with females being slightly smaller and 10 kg lighter. Aslan society is a feudal one with the basic unit being a family of a single male and up to three females and children. Several families will join together in a Pride. Aslan society has strict rules for behavior

Aslan have the following abilities:

    • Low Light Vision
    • Claws: Str+2 (d6)
    • Burst of Speed: Aslan have a d8 running die, Fleet Footed gives Aslan characters Pace of 8 and a d12 running die
    • Code of Honor: Aslan society has strict rules for behavior

Solomani

The Solomani are the original humans. All other humanoid races, both inside and outside the Imperium, sprang from samples taken from Terra 300,000 years ago. The Rule of man followed the First Imperium and the Third Imperium is in many ways a continuation of this.

Solomani are human and start with 2 Edges

Vilani

Vilani are the descendants of the human taken from Terra 300,000 years ago and are the dominant humanoid species in the Imperium.

Vilani are human and start with 2 Edges

Character Generation

Characters in Traveller begin by choosing a prior service in one of the following Careers. The

Character must meet the requirements for the Career, if any. The character gains the bonus skills automatically upon entering the career, but must meet the requirements for any bonus Edges.

Career Table

Terms: Characters start at 18 years of age. The character will spend four terms in his career that translate into Savage Worlds levels. For each term of service spent, your character ages 4 years and gains 5 experience points. Build your character using these experience points. Keep the character's career in mind as you select skills and edges.

Aging starts to affect the character starting at age 34. At this time he/she must make successful Agility, Strength and Vigor rolls. If he/she fails the attribute test then that attribute receives a permanent -1 to that attribute. At age 56 he/she must make further successful Agility, Strength and Vigor rolls at -2. If he/she fails the attribute test then that attribute is permanently reduced by a die type. At age 70, the character is automatically given the hindrance of Elderly (major). All effects are cumulative. Aging may be delayed by the use of certain very rare drugs.

Characters may also have a Rank in their service. Roll ld6. Consult the Rank table for the rank title. Careers not listed in the Rank table have no rank.

Rank Table

Decorations:

In Classic Traveller Book 5 Characters serving in the Military may receive decorations for their characters. To duplicate this, at the end of their military service a character rolls d4 and this is the number of awards they have received. They can then roll the resulting number of times on the decoration table. The same award can be received several times and a character with a Rank of 5 or 6, or holds a Starburst for Extreme Heroism may add +1 to the roll

Mustering Out

Mustering out is determined exactly as in classic Traveller. One roll is made for each term served. A character may roll only three times on the cash table. The rest of the rolls must be on the Material benefits table. A character with a Rank of 5 or 6 may add +1/-1 bonus to all rolls on the Material Benefits table. As well, characters with Gambling d6 or higher may add +l to rolls on the cash table.

Each benefit can only be taken once, so rerolls may be needed

*Travel Right of free travel on any commercial line

*Knowledge Gain a Knowledge skill at d4

*RTBA Right to bear a sidearm irrespective of local laws

*Bodyguard Right to have an armed personal bodyguard

*Court The character has some imperial court influence and receives +1D4 charisma bonus when dealing with officials at a subsector or sector capital

Results of a ship type confer the benefit as per classic Traveller.

Grant of Low Psg/Mid Psg/High Psg is a free trip once per year within a Sector of Imperial Space

Weapons and armour must be chosen immediately. Cannot be military

Instruments are a doctor's surgical tools.

Travellers' is membership in the Traveller's Aid Society.

*IBIS -The Imperial Bureau of Internal Security. A combination secret police, intelligence gathering, and law enforcement agency. Think MI5+MI6, or FBI +CIA. You’re not James Bond, but you’ve seen him around the office.

Maximum of three rolls may be made on the cash table. Characters with Gambling d6 or higher may add +1.

Skills, Edges and Hindrances

Skills

All Savage Worlds skills are used in Savage Traveller and some new skills have been added.

Tools

Many skills come with an implied requirement for tool use and a toolkit. Where a toolkit is not available and makeshift tools are used, that are appropriate, then a penalty of -2 applies. Poor tools, but still with some degree of usability, will be at -4.

Professional tools ($x10) will give +1, Mastercraft tools ($x100) will give +2, in situations that the GM feels is appropriate. This will not be all skill rolls, it should be limited to fine, delicate, intricate work where tools are a necessity.

New Skills

Psionics (Arcane)(Background)(SP)

Ability to use psionic powers

Research (SM)

The ability to co-ordinate the collection of data and make sense of the results.

XenoArcheology (SM)

The character has undertaken a course of study in the past civilisations that have occupied the Empire, the character is often able to identify artefact from a previous civilisation and may be able activate and operate them.

· Success – you know the origin of the item

· 1st Raise – you understand the use of the item

· 2nd Raise – you can assist a person with repair skill to repair and maintain the item

Computers (SM)

The character is well versed in advanced computer systems. He is adept at configuring, repairing and programming such systems. Characters with the Starship Operations Edge can use their Knowledge (Computers) to perform jump calculations, operate sensor systems and communicators, and report on various starship systems.

Forgery (SM)

The character knows how to produce and detect forged identification documents. In conjunction with Knowledge (Computers), forged electronic signatures and passes can be produced or detected. Make note of the roll made to produce a forged item. Detecting a forgery requires a Notice at -2 or Knowledge (Forgery) roll opposed by the roll made to create the document.

Interstellar Cultures (SM)

The character has studied the field of Interstellar Cultures and will therefore know a lot about the various sentient species in the galaxy. This includes the major races (Humaniti, Zhodani, Vargr, Aslan, Hivers and Droyne) as well as the minor races of the character's home sector.

Interstellar Commerce/Customs (SM)

The character is versed in the customs of his Interstellar Government and may use this skill when dealing with administrative issues, brokerage houses, or conducting interstellar trade. When dealing with foreign Societies, a penalty of -1 to -4 may be imposed depending on the similarities to his own society, however,a successful skill roll will negate these penalties and a raise will grant +1 to a streetwise or persuasion roll and will modify any price by 5% in your favour. A second raise will modify any price by 10% in your favour.

Interstellar Law (SM)

The character has attended law school and is aware of the standard laws for her given society (whether it be Imperial, Vargr, Zhodani, etc.) She can use her Knowledge (Interstellar Law) at a -1 to -4 penalty when dealing with known alien societies (e.g. a Vargr in Imperial space) depending on the similarities to his own society, however,a successful skill roll will negate these penalties.

Medicine (SM)

The character is well versed in advanced medical techniques and the use of medical equipment. The Character can also prepare simple potions. Gains +1 to any first aid roll.

Naval Architecture (SM)

The character has been trained in the design and construction of interplanetary and interstellar vessels. This knowledge can be used when analyzing derelict starships or finding one's way about a luxury liner. The character may be hired to create a detailed set of plans for a ship. This requires many months of work (and an appropriate workspace) and pays 1 % of the final ship cost. The character rolls his Knowledge (Naval Architecture) at the end of this period. On a failure, the client rejects the work and may request another plan or look elsewhere. On a success, the client will accept the work with minor corrections requiring one week. On a raise the client accepts the design as is.

Prospecting (SM)

The character has firsthand experience at commercial mining in asteroid fields, methane ice worlds, dense jungle worlds, you name it. Prospecting knowledge can be used to establish the likelihood of a given mineral composition existing in a given area as well as to best establish how to extract it.

Robotics (SM)

The character has studied the field of Robotics and understands how program and manipulate robotic systems. This is a requirement for the use of non self aware robots (see Robots)

Knowledge (Science) (SM)

The character has studied one of the many scientific fields, which may include:

Biology, Chemistry, Genetics, Geology, Gravimetrics, Meteorology, Physics, Xenogeology, Xenobiology, etc.

Knowledge (Sector) (SM)

The character as a working knowledge of the Sector. An understanding of what is going on in the sector and who is important .

Edges

Most Savage Worlds Edges can be used in this conversion, however, the following Edges and Hinderances are not applicable.

Champion, Gadgeteer, Holy/Unholy Warrior, Mr. Fix It, Wizard, Illiterate, Young

The only allowable Arcane Background is Arcane Background (Psionic). It is covered separately.

New Edges

Some of these new Edges list a Career requirement. This requirement is only taken into account during initial character creation. These edges can be gained normally during play however there needs to be a justification for the selection.

Bastard Son/Daughter Requirements: Background, Career: Any except noble

The character is the illegitimate child of a hereditary noble and may use the title Baronet/Baronetess. They will receive a -2 charisma penalty when dealing with the other nobility but retain a +1 charisma when dealing with non nobles. They cannot take the Rich or Very Rich edges. The character may choose roll on either the Noble, or their own career tables, when mustering out. The character also has a Patron who may assist or hinder them from time to time.

Hacker

Requirements: Novice, Smarts d8, Knowledge Computer/ Electronics d6, Career: Any

The character excels at obtaining information from electronic sources, detecting cyber attacks on computers and manipulating electronic devices (+2 to all computer rolls, electronic locking picking , etc )

Demolitions

Requirements: Novice, Smarts d6, Agility d6, Career: Army, Belters, Marines or Pirates

The character is trained at setting demolitions for maximum effect. Characters make demolitions rolls using the lower of their Agility or Smarts. When setting explosives, each success and raise on this Ability roll adds a raise to the damage done by the blast. When diffusing explosives, the GM sets the difficulty for the diffusion. A success diffuses the explosive. A raise indicates that all the components are also intact and could be used again. A roll of one on the Ability roll when setting or diffusing means the explosive detonates prematurely. Roll damage normally.

Forward Observer

Requirements: Novice, Shooting d6, Smarts d6, Career: Army, Marines or Scouts

The character can act as a Forward Observer for Howitzers, Mortars and Bombardments to determine the accuracy of attacks, as long as he is in direct communication with the firing unit. Before each shot, the character must make a Smarts roll. With a success the artillery crew ignores the -4 penalty to targets they cannot see and will not suffer double deviation (page 50 Savage Worlds). With a raise the artillery crew is also granted a +2 bonus to its Shooting roll.

Liaison

Requirements: Novice, Smarts d6, Spirit d6, Persuasion d6 or Streetwise d6, Career: Merchant, Bureaucrat, Rogue, IBIS

The individual is trained to in the art of dealing with others; whether it be relations with members of military units, citizens in a community, or alien and foreign cultures. The individual is trained to subordinate his or her own views and prejudices where they may conflict with those held by the individuals being dealt with. As a result greater cooperation may be achieved and substantial progress in mutual projects made. The character gets a bonus of +2 to Persuasion and Streetwise skill rolls.

Zero-G Combat

Requirements: Novice, Agility d6, Career: Belters, Marines, Navy or Pirates

The character has been trained in zero-G combat. They do not suffer the effect of becoming shaken under Zero-G conditions (always considered to have a handhold). The character may move at 3/4 pace in zero-G. Negates ZeroG penalties.

Improved Zero-G Combat

Requirements: Seasoned, Agility d8, Zero -G Combat

The character is highly trained in zero-g combat. +2 to ZeroG manoeuvres. Can move full pace. +2 to boarding actions.

Ship Tactics

Requirements: Seasoned, Starship Operations, Career: Navy or Scouts

When commanding a single starship during combat, the character adds a +1 bonus to all Piloting and Shooting rolls made by the crew of that ship. The Shooting bonuses also apply when defending against boarding parties.

Fleet Tactics

Requirement: Veteran, Ships Tactics, Career: Navy

When commanding two or more starships during combat, the character adds a +1 bonus to Piloting and Shooting rolls made by the crew of two of those ships. Each round the commander can decide which two ships receive the bonus. To receive the bonuses, crew on other ships must be in communication with the commander. Fleet Tactics cannot be used in the same round that Ship Tactics is used.

Doctor

Requirements: Seasoned, Smarts d8, Healing d8, Knowledge (Medicine) d6, Career: Any

The Doctor ignores one point of his patient’s wound penalties when healing, can remove fatigue as if a wound. This includes Psi healing

Surgeon

Requirements: Veteran, Doctor, Career: Any

The Surgeon may ignore two of his patient’s wound /fatigue penalties when healing and can remove fatigue as if a wound. This includes Psi healing.

Mechanic

Requirements: Novice, Repair d6, Career: Any

The character has been trained to maintain and repair different types of mechanical devices including androids. Gains +1 to any repair roll when he has the appropriate toolkit/workshop.

Mechanic Improved

Requirements: Novice, Repair d8, Career: Any

The character has spent many years working with and repairing different types of mechanical devices including robots. Gains +2 to any repair roll and does not suffer any technology penalties when he has an appropriate toolkit/workshop.

Starship Trooper

Requirements: Novice, Career: Marines, Army, Navy, Fighting d8,

The Character has spent many years training for war and is competent in using many different types of weapons. They have no penalties for using weapons of a higher tech level. The Character also has training in the use of powered armor, Battledress, Vacc Suit, Protective Suit and Heavy Protective Suit, and is trained in the use of energy weapons.

Starship Operations

Requirements: Novice, Smarts d6+, Career: Any

Allows a Character to use normal skills on all starships systems (including interplanetary craft and ships boats). For example, the Character can plot jumps between worlds, fire ships guns (using shooting), and use communicators and sensors (using Knowledge (Computer)) skill. The character is trained in the use of Vacc Suit, Protective Suit or Heavy Protective Suit.

Characters with the Starship Operations Edge may be hired on as crew.

Rate of pay is determined by their skill level in the appropriate system:

Pilot: Pilot skill, Engineer: Repair skill, Medic: Healing skill, Navigator: Knowledge (Computer), or Steward: Persuasion.

Merchant ( from SW 50 Fathoms) & Improved Merchant

Requirements: Novice, Persuation d8+, See Trade rules.

Relic Hunter

Requirements: Novice, Smarts d8+, Career: Any

The character has spent some time during his/her career working with scientists working on alien artifacts. The character receives a +2 to their Knowledge ( XenoArcheology) rolls

Hindrances

The Young hindrance cannot be taken.

Primitive Origins (Major)

The character comes from a Primitive world (TL 0-1). The character’s Common Knowledge only includes information about his own tribe and lands. An additional penalty of -2 applies to all rolls when using equipment of Tech 5 or higher.

Low-Tech Origins (Minor)

The character comes from a Low-Tech world (TL2-6). The character therefore suffers a -2 penalty on all Common Knowledge rolls outside his world. He also suffers an additional penalty of -2 to use Tech 10 or higher equipment and firearms

Low G Origins (Major)

The character comes from a low Gravity world. The character treats all Standard-G worlds as High-G worlds and all High-G worlds as Very High-G worlds. Don't even consider visiting a Very-High-G world without powered suit.

Jump Sick (Minor/Major)

As a minor hindrance, this gives 1 fatigue level whenever jump space is entered. As a major hindrance, it gives 2 fatigue levels. These levels disappear after departure from jump on a successful Vigor roll. These rolls can be retried once per day.

Zero-G Sickness (Minor/Major)

As a minor hindrance, this gives 1 fatigue level and -1 to all actions whenever the character is in Zero-G. As a major hindrance, it gives 1 fatigue levels and -2 to all actions. These levels disappear after departure from Zero-G on a successful Vigor roll. These rolls can be retried once per day.

Worlds

Worlds can be generated using the standard format for Classic Traveller. In keeping with Fast, Furious, Fun, advanced star system generation rules from book 5 High Guard are discouraged. Instead simply design the main world system and make up any secondary worlds as you see fit.

As well, some world information is further streamlined as follows:

Starport: as per Traveller.

Bases: as per Traveller

World Size: are further classified as Asteroid (0), Low-G (1-5), Standard-G (6-8), High-G (9 A), or Very High-G (B+).

Hydrosphere: as per Traveller.

Atmosphere: as per Traveller

Population: as per Traveller.

Government: as per Traveller

Law Level: as per Traveller.

Tech Levels: classified as Primitive (0-1), Low-tech (4-6), Mid-Tech (7-9), Average-Tech (1012), High-Tech (12-13), Ultra-Tech (16+)

A typical world statistic block looks like this:

Regina/Regina (A788899 A 2) Starport: Class A

Size: 7 (Standard-G)

Atmosphere: 8 (Dense)

Hydrosphere: 8 (80% Water)

Population: 8 (100s of Millions)

Government: 9 (Civil Service Bureaucracy)

Law Level: 9

Tech Level: A (Average-Tech)

Bases: Naval, Scout

Environmental Factors

Gravity

Zero-G (Space and Worlds Size 0-1): All characters have a -2 penalty to Agility, Fighting and Shooting rolls in Zero-Gravity environments. Whenever the character makes an attack with a melee weapon or high recoil gun he must make an Agility roll (at the -2 penalty) or be shaken from spinning out of control. Grabbing a handhold negates the penalty for this Agility check, but requires one hand free or a leg lock. A leg lock will require an action to perform.

As long as there are handholds available (as there are in most Starships) the characters pace is 1/2 normal. Load limit is doubled.

Combat Maneuvers: Characters can attempt to kick off from nearby walls as an AG Trick (-2 be default). He makes an opposed agility roll against his foe. If successful his opponent is distracted and suffers -2 to his Parry until his next action. With a raise his opponent is distracted and shaken as well.

Asteroid (Worlds Sizes 0): All characters gain +2" to pace and +2 to Climbing, Swimming and Strength rolls to lift heavy objects and -2 to Agility and Fighting rolls on Asteroids. As well their load limit is multiplied by 2.0.

Low-G (Worlds Sizes 1-5): All characters gain +2" to pace and +2 to Climbing, Swimming and Strength rolls to lift heavy objects on low gravity worlds. As well their load limit is multiplied by 1.5.

Standard-G (Size 6-8 Worlds): No Modifiers.

High-G (Size 9-A Worlds): All characters suffer -2 to Fighting, Shooting and Agility rolls on high gravity worlds. As well they suffer -2 to Climbing, Swimming and Strength rolls to lift heavy objects. Their load limit multiplied by 0.75.

Very High-G (Size B+): Worlds of this type are not normally encountered, at least not as settled worlds. All characters suffer -4 to Fighting, Shooting and Agility rolls on high gravity worlds. They also gain -4 to Climbing, Swimming and Strength rolls to lift heavy objects. Their load limit is multiplied by 0.5. As well, at the end of any combat, or 1 hour of physical exertion under normal load the character must make a Vigor roll or gain one Fatigue level as per Bumps and Bruises (page 94 Savage Worlds).

Atmospheres

Vacuum: A character subjected to a complete Vacuum environment without protection of a Vacc Suit must make a Vigor roll at -4 each round or gain one Fatigue level. An Incapacitated character will die in the next round from explosive decompression of his body.

Explosive Decompression: When a Vacc Suit seal ruptures or a Starship is breached, explosive decompression occurs.

Each round of a Vacc Suit rupture the character must make a Vigor roll or gain one level of Fatigue.

This is rubbish, bodies do not explode in space, you die from lack of air, the cold, gases in the blood and internal bleeding in the lungs. You may lose your eyes. An Incapacitated character will die in the next round from explosive decompression of his body.

The character can make an Agility roll at -2 (unless he has the Spacer Edge) each round to attempt to seal the breach, assuming the appropriate patch is still in the Vacc Suit's pocket. It takes 3 successes on this roll to seal the breach. Five minutes of oxygen will escape each round until the breach is sealed.

When a Starship is breached, any unprotected character in the area of the breach must make a Vigor roll each round until the breach is sealed or gain one level of Fatigue. An Incapacitated character will die in the next round from explosive decompression of his body. Each turn the character can make an Agility roll at -2 to attempt to don a Vacc Suit, exit the area or seal the breach if the appropriate patch is available. Donning a Vacc Suit takes 3 successive Agility rolls. Sealing the breach depends greatly on the size of the breach. Exiting the area is dependent on distance to exit, whether it is open, etc.

Trace: Treat at vacuum, but on these worlds there is potential, although extremely limited, for native life forms.Very Thin: This atmosphere type requires use of a respirator, combination mask or other protection. Without these aides characters will begin to suffocate in 2d6 rounds.

Thin: Strength, Vigor and their linked Skill rolls are at -2. Use of a respirator, combination mask or other protection negates these penalties.

Standard: This is the best kind for all those humans out there.

Dense: Dense atmosphere has little game effect, but can add to the flavor of the world.

Exotic: Exotic atmospheres are poisonous to major races but may support other life forms. Use of Oxygen tanks is required or a character begins to suffocate.

Corrosive and Insidious: A protective suit, heavy protective suit or Vacc Suit is required to survive in these types of atmospheres. Insidious atmospheres defeat these personal protective measures in 2 to 12 hours.

Tainted: Tainted atmospheres contain trace elements that are harmful when inhaled. Use of a filter mask or combination mask is required. Characters exposed to tainted atmospheres without these precautions must make a Vigor roll each hour or suffer fatigue. After leaving the atmosphere the character may suffer from poisonous effects. Make a Vigor roll at -2 to avoid the poisons effects, as determined by the referee.

Psionics

Arcane Background (Psionics) is the only Arcane Background permitted in Traveller. It must be taken as a Background edge. However, Imperial characters cannot gain Psionic Abilities until out of service (after character generations). Psi users are distrusted and will be hunted in some areas.

To use the Arcane Background (Psionics) powers, a character must first seek out a Psionics Institute and undergo a test. Finding a Psionics Institute can be the basis for a whole adventure and follows the standard Traveller format.

Once found a character undergoes a testing and training (if Psionic potential is found). Roll the lesser of Smarts or Spirit. On a success, the character will gain d4 in Psionics. (This will need to be paid in XP).

The character will only start with powers chosen from the following: Amour, Bolt, Boost/Lower Trait, Clairvoyance, and deflection, Detect / Conceal PSI (as per Detect/conceal Arcane) Greater healing, Healing, Mind Block, Mind Reading, Telekinesis, Telepathy and Teleport.

All powers have an invisible Psychic trapping. All powers other than Clairvoyance and Telekinesis are considered mental attacks. As such they can be blocked by Mind Block and artificial psionic shield helmets. An observant bystander may notice a Psionic attack.

A character’s age affects the potential to develop psionic power. The maximum a character can raise his/her Psionics skill is based her current rank at the time of testing as follows: Seasoned d12, Veteran d10, Hero d6, Legendary d4.

This maximum cannot be increased, though edges which permit bonuses to individual skills may be applied to the Psionics skill according to the rules for those edges. Savage Traveller makes no distinction between the various classes of psionic activity. The power choices determine the character's psionic abilities.

Armour: As per basic rules

Bolt: As per basic rules

Boost/Lower Trait: As per basic rules

Detect/ Conceal PSI: See Detect/conceal Arcane

Deflection: As per basic rules

Greater Healing: As per basic rules

Healing: As per basic rules

Stun: As per basic rules but affects only one target

Telekinesis: As per basic rules

Teleport: As per basic rules, powered armour counts as 1 extra person,

New Powers

Clairvoyance

Rank: Novice Power Points: 3 Range: 3 x Smarts

Duration: 1 minute (1/minute)

Clairvoyance allows you to see people, places and things out of your normal sight. A normal success allows the character to see any place within range; a success allows the character to hear sounds in those places.

Mind Block (Armour)

Rank: Novice Power Points: 2 Range: Self

Duration: 3 (1 /round)

Mind Block protects the character against mental attacks. The character shuts down his emotions, blocking off all possible inroads to his psyche. While in use, the character seems to go cold and distant though they remain very much aware of their surroundings. The character has a -2 cumulative modifier to any non Psi actions. A success gives the character a +2 to all Spirit rolls to resist mental attacks. A raise gives a +4 bonus.

Mind Reading:

Rank: Novice Power Points: 3 Range: 3 x Smarts

Duration: 1 minutes (1/minute)

Mind reading allows a character to read another's thoughts. This is an opposed roll versus the target's Spirit. A success detects surface thoughts. A raise reveals deeper thoughts, and a second raise reveals any memory in the subjects mind. At the GM's discretion, certain techniques and conditions - drunkenness, extreme emotions - give the target a +2 (or more) bonus to his Spirit roll.

Telepathy

Rank: Novice Power Points: 3 Range: Smarts

Requires Mindreading

Duration: 1 minute (1/minute)

Telepathy is used to communicate mentally with another person. If the target is willing, make a normal Psionics roll. If not, it's an opposed Psionics vs. Spirit roll. Success allows you to `speak' with the target. You can only hear thoughts the target directs at you.

Trade and Commerce

Trade and Commerce can be conducted primarily as per classic Traveller. Referees can call for Knowledge (Interstellar Trade and Commerce) rolls to find and sell cargo. This aspect of play is primarily an aspect of storytelling and role-playing. The Traveller tables can be used to determine available goods and prices with other aspects of the transactions being adjudicated using Savage Worlds rules.

For simplicity, cargo is held in either 5 or 10 ton displacement pods (i.e. if you have 3 tons of cargo it will displace 5 tons of space).

Determining Cargo Identification: A cargo can be identified by stating its source world's starport type, tech level, trade classifications, and cost. Starport type and tech level are derived directly from the source world UPP. All trade classifications possible are determined, and then listed together. Cost is then determined using the cost system.

For example, a cargo from Regina in the Spinward Marches would be identified as:

A-A Ri Cr7,OOO. ( Ri indicate a rich planet A-A indicates class A start ports.)

COMPUTING COST OF GOODS

The cost of trade goods is computed using the Cost of Goods Table.

Base Cost: The base cost of goods is Cr4,000 per ton.

Trade Class Effects: Determine all trade classifications which apply to the source world for the goods, and consult the Cost of Goods Table. For each trade classification which matches, apply the price modification indicated.

Tech Level Effects: Multiply the tech level of the source world by Crl00 and add it to the base cost.

Starport Effects: Note the starport type and increase the base cost based on the starport level. If starport type A, -1,000. If starport type C, + 1,000. If starport type D, + 2,000. If starport type E, + 3,000. If starport type X, + 5,000. The final result is the cost of goods per ton. It is incorporated into the cargo identification, and is the price that must be paid when purchasing cargo for speculation.

The Actual Value Table is not used when determining cargo cost, and brokers are not involved.

Vehicles

Planetary transportation, whether on the world surface, on or under its oceans, in its atmosphere, or even in orbit, is possible through a wide variety of available vehicles. These various forms of transportation will be required by adventurers as they travel away from the starport of a world. The following are general guidelines for the use of vehicles.

Primitive Transportation: On worlds with low technology levels (0 through 3), the local means of transportation will tend to depend on beasts of burden, animal-drawn carts, and watercraft such as galleys and sailing ships. Prices for such items will depend on local situations: animals and wagons are priced in hundreds of credits; ships are priced in the thousands and tens of thousands of credits.

Local beasts of burden and riding animals will be domesticated herbivores similar to animals in local encounter tables and generally of the 200 to 400 kilogram range or above. It is interesting to note that low passage berths had their origin in the transport of animals, and can carry a 400 kg animal if characters wish to bring along their own riding beasts.

Modern Transportation: The transport vehicles available to a modern technological society include aircraft, grav vehicles, tracked vehicles, wheeled vehicles, and watercraft. Aircraft are further divided into helicopters, propeller-driven aircraft, and jet-propelled aircraft; water craft are further divided into small watercraft, hovercraft, submersibles, and large watercraft. In addition, interplanetary ships and interplanetary small craft are available.

Transport Skills: The categories of vehicles available parallel the available transport skills for characters. Individuals usually must have skill in a specific vehicle type in order to properly operate that form of transportation. All vehicles within a category can be operated by a person possessing the skill for that category. For example, all tracked vehicles can be operated by an individual with tracked vehicle skill. If a category has divisions (for example, aircraft), then the character may operate vehicles within a specific division with an appropriate skill (for example, jet aircraft), and other divisions within the category (for example, propeller-driven aircraft and helicopter) at the skill level minus 1.

There is some latitude and interchangeability for some of the skills available. All characters are assumed to be able to operate wheeled vehicles (in slow speed, non-dangerous situations) without any skill. Air/raft skill and grav vehicle skill are interchangeable and identical. ATV skill allows an individual to operate both wheeled and tracked vehicles. Pilot skill, in addition to allowing operation of starships and interplanetary ships, can be used to operate small craft (the equivalent of ship's boat skill) at one less than full level.

Aircraft

Aircraft generate lift by passing air over wing-surfaces, either fix ed (as in most aircraft) or rotating (as in helicopters). Aircraft are usable only on worlds with atmospheres of 4 + .Although true winged craft appear only at tech level 5 +, engineless gliders may be constructed as far back as tech level 0, becoming fairly common at tech level 3. Aircraft require frequent maintenance (between uses or daily) in order to insure reliability. The basic throw for a malfunction is 11+, DM + 1 for each missed maintenance. The Piloting skill is used to fly aircraft. The following are some examples of aircraft.

Primitive Biplane Aircraft (5) Cr20,000, 1 ton. A very small, propeller-driven, early model aircraft. It can achieve a cruise speed of 150 kph, with bursts to a maximum of 200 kph; range is three hours flying time. The biplane's engine depends on chemical fuel. The biplane carries two persons (a pilot and a passenger) and 100 kg of cargo.

Acc/Top Speed: 15/50; Climb: 10; Toughness:11(2)

Crew: 1+1 Cost: Cr20,000

Fixed Wing Aircraft (6) Cr1 ,000,000, 5 tons. A twin jet aircraft monoplane intended for cargo transport. The plane cruises at 600kph (maximum speed is 700 kph) with a range of 3600 km or six hours. Fuel is standard chemical jet fuel. The craft requires a crew of two (only one of whom needs aircraft skill) and can carry six passengers plus five tons of cargo. Typical wingspan: 15 meters; typical length: 15 meters. Other versions of this aircraft are possible, including seaplanes, and faster, larger, or armed versions.

Acc/Top Speed: 20/180; Climb: 20;Toughness: 13(2)

Crew: 2+6 Cost: Cr1,000,000

Helicopter (6) Cr100,000, 1 ton. Single engine rotary wing aircraft capable of vertical

take-off and landing, as well as manoeuvrability in tight places. The helicopter can cruise at 200 kph with a top speed of 250 kph; range is 600 km. The helicopter has a crew of one plus seven passengers and 500 kg of cargo.

Acc/Top Speed: 20/60; Climb: 20; Toughness: 13(2)

Crew: 1+7 Cost: Cr100,000

Grav Vehicles

Grav vehicles are the main form of transportation for a high technology society. Above tech level 10, other vehicle types are rarely seen except in a few specialized situations.

All grav vehicles are essentially similar in handling characteristics, differing only in performance. Pilot skill is necessary to operate a grav vehicle. Grav vehicles can operate in any environment and are capable of reaching orbit from world surface (although most cannot do so very rapidly).

Air/Raft (8) Cr600,000, 4 tons. A light antigravity vehicle which uses null grav modules to counteract gravity for lift and propulsion. An air/raft can cruise at 100 kph (but is extremely subject to wind effects), with some capability of higher speed to about 120 kph. An air/raft can reach orbit in several hours (number of hours equal to planetary size digit in the UPP);

passengers must wear vacc suits and interplanetary travel in an air/raft is not possible.

Range in time or distance on a world is effectively unlimited, requiring refueling from a ship's power plant every ten weeks or so. An air/raft can carry four persons plus four tons ofcargo. The air/raft is unpressurized and usually open-topped.

Acc/Top Speed: 10/30; Climb: 15; Toughness: 13 (3)

Crew: 1+3 Cost: Cr600,000

GCarrier (8) Cr1 ,000,000, 8 tons. An enclosed military or quasi-military grav vehicle.

The GCarrier is an armored air/raft type vehicle intended originally for troop carrier duties.

Performance is similar to that of the air/raft, but the vehicle generally has a gun mount and an armored rear hatch door. It requires a crew of one (with air/raft skill) plus a gunner for the craft's weapon, if any. It can carry 14 persons (including the driver and gunner) plus 2 tons of cargo (or assume 250 kg cargo for each person not carried; thus driver , gunner, and 5 tons of cargo).

Acc/Top Speed: 10/30; Climb: 15; Toughness: 16 (4)

Crew: 2+12 Cost: Cr1,000,000

Speeder (8) Cr1,000,000, 6 tons. A streamlined grav powered craft intended for high speed transport between points on a world surface. Similar in principle to the air/raft and the GCarrier, the speeder is streamlined and concentrates on speed. It is capable of1000 kph cruise speed (maximum speed is 1200 kph) and has a virtually unlimited range. Refueling is required every ten weeks from a ship's power plant. The speeder carries a driver , a single passenger, and 100 kg of cargo. The speeder is capable of reaching orbit within an hour .

Acc/Top Speed: 30/288; Climb: 60; Toughness: 14 (3)

Crew: 1+1 Cost: Cr1,000,000

Grav Belt (12) Cr100,000, negligible weight if on; 10 kg if turned off. Personal antigravity transportation using a single null-gravitymodule and a personal harness. Performance is similar in speed and range to the air/raft.

Acc/Top Speed: 10/30; Climb: 15; Toughness:3 (1)

Crew: 1 Cost: Cr100,000

Wheeled Vehicles

Wheeled ground vehicles depend on wheels to ease the friction of travel overland. They depend on relatively smooth and unobstructed terrain (roads, prairies, plains) for optimum operation. Wheeled vehicles include cars, trucks, most road vehicles, and wheeled all terrain vehicles. Any character can operate a wheeled vehicle at slow speeds and under non-dangerous conditions without wheeled vehicle skill. When characters use wheeled vehicles, the referee should note specific throws which will govern their use. Throw 12 + for mechanical difficulty or failure, allowing DMs for personal expertise, terrain, and perhaps age and condition of the vehicle. Throw 10+ for terrain difficulty if not on roads or smooth terrain such as plains or prairies, or include such items on animal encounter tables for the current world surface. Local law level can be used as the throw (law level + ) to avoid such things as speed traps. The following are examples of wheeled ground vehicles:

Ground Car (5) Cr4,000, 2 tons. An ordinary self-powered wheeled vehicle suitable for local use in civilized areas or on roads. Typically, a ground car has a range of 1000 km, cruises at 100 kph, and has a maximum speed of 150 Kph. If capable of off-road travel at all, speed is generally limited to 10 kph. Fuel for a ground car depends on local tech level and fuel sources; it is usually chemical fuel (hydrocarbons or hydrogen) or electric batteries.

Most ground cars require a driver, although at higher tech levels the car will steer itself (and on highly civilized worlds driving under human control is illegal in cities). A car can carry five additional passengers plus luggage. Other models (convertibles, sports models, limousines, trucks, motorcycles, unicycles, vans, etc.) may be available at varying prices. The basic ground car is unpressurized. Ground cars are mass production items manufactured for a specific world; they will tend to malfunction when transferred to a world not similar to their world of origin.

Acc/Top Speed: 20/40; Toughness: 11 (3)

Crew: 1+5 Cost: Cr4,000

Wheeled All Terrain Vehicle (6) Cr30,000, 10 tons. A wheeled vehicle intended for transport across undeveloped areas. A wheeled all terrain vehicle (abbreviated ATV) has a range of 5000 km, cruises on roads at 60 kph, and can achieve a maximum speed of 100 kph. Off roads, speed depends on terrain; on open plain, it will approach normal road performance, while in difficult terrain, maximum speed will be 20 kph or less. (Tracked ATVs are somewhat slower than wheeled versions, but are also more reliable in difficult terrain.) An ATV may be powered by a battery recharged from a ship's power plant, or it may contain a small fusion pack, requiring hydrogen or water for fuel. The ATV is designed to serve admirably on many different worlds under widely varying conditions, including vacuum and insidious atmospheres and high or low gravity. An ATV requires one driver. Passengers can number up to 16; the vehicle is fully pressurized and contains complete (though cramped) eating, sleeping, and travel facilities for eight. The vehicle may be lightly armored and can carry a turret mounting a laser or other local combat weapon.

Acc/Top Speed: 5/24; Toughness: 18/18/16 (4/4/2)

Crew: 1+16 Cost: Cr30,000

Typical weapon: Small Vehicle Laser Turret (Range: 75/150/300; Damage: 3d10; ROF 1; AP8)

Tracked Vehicles

Tracked vehicles depend on continuous tracks to ease the friction of travel overland.

They are capable of traversing almost any type of terrain, restricted only by chasms, shear cliffs, and other major barriers. Tracked vehicles are generally slower than wheeled vehicles. Tracked vehicles include all terrain vehicles, armored fighting vehicles, and construction equipment. When characters use tracked vehicles, the referee should note specific throws to govern their use. Throw 11 + for mechanical difficulty or failure, allowing DMs for personal expertise, terrain, and perhaps age and condition of the vehicle. Throw 11 + for terrain difficulty or include such items on animal encounter tables for the current world surface. Note that local law level can be used as the throw (law level + ) to avoid such things as speed traps.

Tracked All Terrain Vehicle (6) Cr30,000, 10 tons. The tracked ATV is identical to the wheeled ATV except that it cruises on roads at 40 kph and can achieve a maximum speed of 80 kph. Off roads, speed depends on terrain; on open plain, it will approach normal road performance, while in difficult terrain, maximum speed will be 30 kph or less. Although somewhat slower than the wheeled ATV, it is more reliable in difficult terrain.

Acc/Top Speed: 5/20; Toughness: 18/18/16 (4/4/2)

Crew: 1+16 Cost: Cr30,000

Typical weapon: Small Vehicle Laser Turret

(Range: 75/150/300; Damage: 3d10; ROF 1; AP8)

Watercraft

Small watercraft are operable by one person. Typically, they do not exceed 100 tons. Large watercraft call for more than one person; they generally exceed 100 tons. The following are examples of watercraft:

Motor Boat {5) Cr60,000, 60 tons. Advanced small craft utilizing hydrofoils to allow high speed performance. The motor boat can cruise at 60 kph, with bursts of speed to 100 kph. The boat's engines depend on local fuel sources, such as hydrocarbons or electric batteries. A crew of three operates the craft, which carries eight passengers and 10 tons of cargo.

Acc/Top Speed: 12/24; Toughness: 10 (2)

Crew: 3+8 Cost: Cr60,000

Submersible (6) Cr2,000,000, 500 tons. Underwater vessels tend to avoid surface weather conditions for safety and convenience.on worlds with large water percentages (especially level A) submersibles ply the routes between underwater domed cities. The submersible is capable of 40 kph cruising underwater and about half that on the surface in good weather. It has unlimited endurance and depends on local energy sources for refueling orrecharging. It has a crew of five and provision for ten passengers and 30 tons of cargo.

Acc/Top Speed: 4/10; Toughness: 16 (4)

Crew: 5+10 Cost: Cr2,000,000

Hovercraft (7) Cr200,000, 8 tons. Ground effect vehicles are supported on a cushion of air {at about 1 to 3 meters altitude). Usable only on worlds with an atmosphere of 4 or greater, hovercraft are capable of cruise speeds of 60 kph, with bursts of speed to a maximum of 150 kph. Distance between refueling is 2000 km. Hovercraft may move over both land and water with equal ease, but encounter difficulty with broken ground, precipices, or storms. A crew of one can operate the vehicle. Hovercraft can carry up to 15 passengers plus operator. Cargo capacity is approximately 3 tons. No armor or weaponry is generally provided.

Acc/Top Speed: 12/36; Toughness: 14 (2)

Crew: 1+15 Cost: Cr200,000