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Setting Update Alpha
Setting Update Alpha
“Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are
used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence
can be obtained from Mongoose Publishing. The mention or reference to any company or
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Product Identity: The following items are hereby identified as Product Identity, as defined in
the Open Game License version 1.0a, Section 1(e) and are not open content: All trademarks or
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as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as product identity (see above) any game
mechanics are Open Game Content as defined in the Open Gaming License version 1.0a
section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.
Twilight Sector: Campaign Setting Sourcebook is published by Terra/Sol Games LLC under
the Open Game License version 1.0a, Copyright 2000 Wizards of the Coast Inc.
Terra/Sol Games LLC, the Terra/Sol Games logo and the Twilight Sector logo are trademarks
of Terra/Sol Games LLC © 2009 Terra/Sol Games.
Terra/Sol Games
Because the Campaign’s the Thing
So, you’re new to the Twilight Sector, eh? You stepped off
the Mistress of Orion and into the Gateway at Terra/Sol and
you’re wondering if you want to check the place out further.
Well, we here at Terra/Sol Games may have the answer.
In our first official Setting Update, we bring you a free
guide to our universe drawn from the material in the
Setting Book and some of our online free downloads, put
together in a convenient book form. The Galactic Timeline
maps humanity’s journey through the next millennium.
The Stellar Nations gives you a succinct feel for the political
climate, some color and smells if you will. A few other
tidbits have been added, such as a brief sketch of the
Transluminal drive and Character Generation alternate
rules, to whet your appetite for some of our upcoming
releases.
The Alpha Update includes input from our Insider Forum and
our blog from the past year. By popular demand we have also
added free adventures! Send us your players, your friends and
other interested parties to our website at terrasolgames.com
to download Setting Update Alpha.
Chris Stevens
Creative Arts Director
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Children of Orion
The Children of Orion are, as they like to call themselves, a ‘planet-free
political and ethnic nation.’ Most planet or system-based policing forces see
them as roving gangs at best, or more commonly as a dangerous criminal
enterprise with so many heads and such a complicated structure there is
simply no good way to stop them entirely. Like a hydra, if a family head is
brought to justice, two more appear to replace and avenge him.
They are brutal and violent in piracy, but also in politics. Most ship captains
and fleet admirals (or as they call them, family heads,) are law savvy and
know just how to protect themselves in case of arrest and find ways out of
even the most dramatic legal trouble. Most authorities see the Children of
Orion as such nuisances that they let them slip through the system rather
than get into the legal nightmare of trying to hold them. Less legally minded
systems tend to shoot first and would rather destroy a Child’s ship than
hassle with the law.
Of course, the Children have a means of combating that as well. Being
politically-minded, when such attacks are leveled against a Child’s ship, they
often start on a media-based attack on the planet or system involved, crying
out against the ‘racially charged’ assaults and accusing their attackers of
attempted genocide. This sort of assault has caused reparations be paid to the
pirates and many worlds just won’t risk having to deal with such an onslaught.
The Children feel no guilt in using any of these tactics, physical or political,
because they truly believe that they are the spiritual inheritors of the Terra/
Sol system. They believe that they are the decedents of Orion, and that
they were wrongly chased from their home world long ago. Much of their
patchwork ‘culture’ is based on an elaborate myth of the planet. They attempt
to stylize their clothing, ships, and even their elaborate tattooing to remind
anyone looking at them that they are ‘ancient natives’ to the region.
It is, of course, a lot of bunk. There is no scientific evidence of any original
inhabitants of the world, and all but fringe anthropologists are certain that
if there ever was prior human habitation of Terra/Sol it was certainly not
the Children. Though the media backlash the Children render to anyone
foolish enough to publish or speak about it is often not worth the effort to
demonstrate that fact. It is far more likely that early in Terra/Sol’s history,
ancestors of the pirates squatted in system.
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Children’s Tactics:
While there are instances of Children Captains deploying any number of
tactics to get to their quarry, some general guidelines apply, especially when
it comes to attacks the characters will face in this encounter.
Do it fast:
The longer a combat goes on the more chance that the quarry ship will
escape. Extended chases do happen, but the longer that chase goes on,
the more likely other matters will confound the Children. Authorities or
allies might get involved. Something on the Child’s ship might break down.
As such there are no warning shots. No early messages for surrender. The
Children follow, and when they have an opening— as soon as they have an
opening — they swoop in and empty everything they have on their quarry.
That said, most survivors of a Child’s attack survive because they withstood
that first strike.
Leave no trace:
Survivors create a witness to the crime, so misdirection is crucial. Massive
casualties would demand a reaction from the authorities so it’s imperative
for the Children to leave no trace of their actions. So identification of ships
or personnel has to be avoided. Electronic detection methods like video or
scanner recordings are wiped immediately. Personal recording devices like
Neural Computers are more problematic and that’s where the Children’s
expertise in Electro Magnetic Pulse (EMP) technology serves them well. No
captured ship is ever freed without being subjected to an EMP blast. Other
security measures like never revealing faces or leaving DNA evidence are
observed. And given the nature of Child culture they always have someone
to provide them an alibi. If no one can provide any evidence as to their
guilt any accusations cast against the Children must be lies or more likely
prejudice, right?
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Superluminal Drive
Twilight Sector’s Interstellar Drive Mechanics
In the Twilight Sector Setting, the standard method of Interstellar travel is the
Superluminal Drive, which is also used outside of a gravity well; and also travels
at a speed of parsecs equal to the drive rating per week of travel; and also utilizes
10% of the Vessel’s dtonnage in hydrogen slush fuel. In fact, the tonnage and
cost of the Superluminal drives themselves is also equal to that of a Jump Drive.
So how is a Superluminal Drive different from a Jump Drive? The difference
lies in the fact that Superluminal Drives move at the rated speed until
they drop out of Tachyon Space rather than for a set amount of time, thus
continuing to move at the rated speed for perhaps several weeks.
For example: A vessel whose Superluminal Drive is rated at 2-Parsecs
makes a 2 parsec journey in a single week, but a 1-Parsec journey in only
3.5 days, and a 4-Parsec journey in two weeks. A Vessel which is rated at
3-Parsecs would make a 5-Parsec trip in 11.67 days or 280 hours, while the
aforementioned 2-Parsec ship would take 17.5 days or 420 hours to make
the same journey.
The Superluminal Drive operates by the Drive phasing the vessel into Tachyon-
Space or T-Space using Tachyon Particles released by the Drive. These Tachyons
are created by the consumption of the Fuel inside of the drive (which in turn
utilizes the still little-understood Precursor technology discovered in the
crashed alien vessel on the Titan Moon Europa). Despite the singular-sounding
descriptor, “Tachyon-Space” is actually a collection of dimensions where the
distances between points in normal space are compressed. How compressed
these distances are depends on the amount of Tachyons in the initial burst by
the Drive system (tied in turn to the drive’s rating).
Once a vessel enters into T-Space, the ship coasts at a constant speed through
T-Space until they reach the endpoint of the journey as calculated by the
vessel’s astrogator*. Then, a small reserve of Tachyon Particles are used to force
the vessel back out of T-Space altogether with a flash of Cherenkov Radiation
that announces the vessel’s arrival in conevntional space.
Astrogators thus have to make two checks (rather than the single check
listed in the Traveller Main Rulebook) when using Superluminal Drives, and
an extra optional check for better modifiers. The optional check comes first
* Although some researchers claim that it is Tachyon-Space which moves around
the vessel instead of the other way around.
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Microdrops
While Microdrops are indeed possible, they are not very economical, nor
are they easy to perform with any accuracy. This is because Microdrops are
excessively short, ranging from just a fraction of a second in duration to
under 6 minutes (the usual prep-time required for a standard Drop per the
Drop Check above).
1 AU = .34 Seconds of 1-Parsec Superluminal transit.
Microdrop Check: Starship Piloting (Intelligence or Education), DM
from Chart, 10-60 minutes
The poor economy of the Microdrop stems from the fact that Superluminal
Drives do not function at less “speed” than 1-Parsec per week. A Microdrop
thus requires 10% of the tonnage of the rescue ship despite the fact that the
vessel may only be in T-Space for a few seconds or a minute. There are also
components which can wear (or blow out) in a Microdrop which do not in
regular drops (see below), which imposes long term maintenance costs as well.
The prep time for Microdrops is the same as any other transit: unless the Drives
have already been warmed up or the vessel has a Fast-Cycle Drive, it takes
approximately an hour to prep a vessel for the Microdrop, which is far less time
than they will spend in T-Space. Lastly, like any transit, there is a chance of an
anomaly cropping up (see Mistress for more details) which is actually much
higher than normal transit:1 in 6 (any doubles) rather than 1 in 36 (double 1s).
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Character Generation in
Twilight Sector
The design and creation of characters in Twilight Sector can be done as
any other Traveller game (using the myriad of excellent Traveller products
available), but the following alternate method will be further discussed in the
upcoming Twilight Sector Companion book (along with new options).
Stat Generation: This step proceeds as the Traveller Main Book, no changes.
Centennials: Some characters will be eligible to be Centennials (starting
characters of advanced age). The rules for this are located in the Twilight
Sector Setting Book on Page 58.
Careers: All standard Traveller careers are found in Twilight Sector, however
there will be additional Careers found in the Companion plus Extended Basic
Training packages.
Make standard Survival and Advancement checks as listed
If the survival roll is failed, roll on the mishap table and roll for a single skill
on a chart of your choice. Unless there is a special result on the Mishap
Table, you also muster out with a number benefits that does not take the
failed term into account. (This is as normal)
If the survival check is successful, select one skill from a chart of your
choice and choose a second chart on which you roll for the other skill this
term. You cannot use the same chart for both skills in same term.
Advancement rolls do not entitle PC to another skill (all T-Sec characters
get 2 skills/term), but Skill Benefits are acquired as usual at listed ranks.
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Adventure Seeds
This section is for our friends at the website
Here Be Gamers. Be sure and check
them out they are one of our favorite
podcasts. In their review of the Twilight
Sector Campaign Setting Sourcebook they
lamented the fact that there weren’t more
adventure nuggets like the Echoes of the War
adventure outline. Space considerations left
a few of these pieces on the cutting room
floor and we’ll endeavor to bring them to
you from time to time. The first one is called
Dissent and set in the Helix system…
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Dissent
Background:
The Karl Marx Habitat is home to over 400,000 former APR management
personnel. Although they are a minority they are one of the strongest and
most vocal populations in favor of reintegration with the APR. They are
only 40 to 45% of the population but work tirelessly towards their goal. So
obviously it would be a huge coup for the Pro Orion elements in the Helix
system to elect a Chairman of the Habitat sympathetic to their cause.
That is exactly what’s happening in the Marx Habitat: Eris Lee, a Pro
Orion politician has navigated the treacherous waters of Marx Habitat
politics. Appealing to some of the APR supporters less strident elements
and holding his base he stands at the precipice of election to the leadership
position of the Habitat.
Referee Info:
The pro-APR forces realize that the election of Eris Lee could push the Helix
Inter-Habitat Committee towards applying for membership in the Orion
Confederation. They aren’t about to let that happen without a fight. They
have several assets at their disposal. The Che Guevara Brigade is a
terrorist organization that will help, and an AI computer named Red 351 is
still loyal to them.
The Pro-APR forces have already been using the Guevara Brigade to put
pressure on the political leadership of the Habitat. Three months ago
they set off a bomb at an elite school attended by the children of several
members of the Habitat Leadership Committee. The explosion was small
and no one was hurt, but several moderate politicians got the message
and are now actively campaigning against Mr. Lee. Despite this tentative
success, Lee still leads in the polls and the APR is ready to resort to more
drastic measures.
Red 351’s loyalties are not known to anyone in the Helix system and he is
the APR’s ace in the hole. No one is aware; including the other Habitat AI
that Red 351 is plotting along with the Terrorists. The APR is now ready to
clear the field of opposition and the Che Guevara Brigade will begin the
offensive to assassinate Mr. Lee, backed up by Red 351.
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Outline:
This outline is based on a logical progression, but after the initial encounter
which draws the PCs into the action these segments could be played in any
order. Referee’s should base their order on other complications they add in
and/or the actions of the players (particularly “Poking into the records” which
could be done any time there is extensive Net Pilot activity going on).
Of course, Referees will need to fill in considerable details here as well, such
as trails of evidence leading to the Brigade’s hideout for example. With this
basic structure however, Referees will have a considerable head-start in
creating a thrilling adventure.
Groundwork
The players now need to do a little investigation on the source of the attack.
This could land them in some of the more pro APR sections of the habitat
trying to learn what they can about the Che Guevara Brigade. Bribes or
threats might be necessary to get people to talk. A bar fight might be a likely
outcome of one of these attempts at information gathering. An attempt on
their lives from some Brigade members might also be in order.
Counter-assault/Faux Climax
The players are successful in their investigations and learn of the Che
Guevara Brigade’s hideout. They assault the place and find both human and
robot opponents. When things start to look bad for the defenders the robots
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An All-Digital Assault
At some point Red 351 could turn spiteful against the PCs and seek to
destroy them. An elevator accident, an exploding cleaning robot or a
sudden pressure loss in an area they are in would all be interesting obstacles
for the PCs to overcome.
Pandemonium
A culminating scene of the adventure could occur on election night at Mr.
Lee’s supporter’s party. The AI (Red 351) locks the area down and sends
in mouse robots with bombs in them (maybe treat them as mobile hand
grenades). At the same time send some armed robots charging in through
the front door. The scene of mayhem and confusion as screaming supporters
run for cover while robots take pot shots at the PCs and the little robots try
and maneuver themselves close to Mr. Lee before they explode themselves
could be a very memorable one.
Denouement:
“There is no problem so big it cannot
be run away from…*”
At this point Red 351 would have left to many electronic fingerprints on this
operation for it not to be found out. The other AI would be horrified at what
Red 351 is doing regardless of their political affiliations, not to mention the
people of the station. Once this emerges, the cause of the Pro-APR faction is
doomed, and there could even be long term blowback.
Referees could have Red 351 flee to be an antagonist in another adventure
(perhaps becomes vengeful and becomes the PCs ongoing antagonist for
awhile) or they could devise a suitable final scene where the PCs confront
him and destroy the computer bank housing his intelligence.
But is an AI ever really destroyed? Unless the characters get all of Red 351’s
backups (which is very hard to ensure), a rematch is possible.
The Deep
Ratan is the Disneyworld of the Twilight Sector offering a host of
amusements to visitors (see the Twilight Sector Campaign Setting
Sourcebook (Revised) pages 78 through 84). This adventure seed could
see the players as visitors on vacation, Monument employees leading a tour
(very good for one-offs), or even scientists studying the Marianas Trench
nature park (see TSCSS pg 81) where this adventure takes place. Heads
up for Referees: one thing that will be required is that all characters have
Vacc-Suit 1 skill or higher, unless the Ref doesn’t mind them faking deep
diving suit proficiency with Survival or something similar (“Oh look… one
experimental suit which doesn’t require Vacc training… who would have
thought?”).
To start the adventure the players are part of a diving tour of a shallow reef
on the edge of the trench. There are quite a few guests as well as several
guides and tag-alongs (your PCs) taking in the amazing variety of life on the
reef. You are close to the edge of the park, and the scientists are marveling
at the trench’s famous grav wall (see page 83 of the Setting Sourcebook)
which separates the park from the rest of Ratan’s oceans.
Scene one:
Describe the basic scene. Let the players wander about a bit. Go nuts.
The players will notice that there is a separate group on the other side of
the viewing area away from where the rest of the tour. The group consists of
three figures: a thin man in Monument standard-issue gear, a tall man and a
young woman (or possibly girl, hard to tell at range underwater). Separating
this group away from the players is important as the event that follows will
happen nowhere near any of the PCs. This is so as not to allow the Players
to stop it (otherwise, you’ll have no adventure). Still, the other group is
easily visible (so the PCs can witness what happens) even if they are not
particularly close.
Then the Kidnapping goes down: A heavily modified underwater Industrial
robot emerges from the depths and cuts loose with vicious metallic arm
on the tall man in the small isolated group. He is immediately seized and
then crushed with a gout of blood in the water as the other two figures, the
(skinny) man and the girl, struggle to get away. The robot however is easily
faster than they are with it’s grav thrusters. The ‘bot skims past the thin man,
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Scene two:
The Players will need to start suiting up in some high pressure rated suits
quick. Players being players however, thoughts will eventually drift towards
a little bit of the old ultraviolence. In terms of weaponry, most standard
weapons are unusable underwater without modification (especially at
depth) and the players should not have any with them anyway (Dude,
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Scene three:
The players must now enter the underwater cavern (which could be a
challenge in and of itself… or not as the Referee determines the flow of their
adventure). If the night is still young, make them jump through some hoops
on this one. Otherwise it’s little more than a moon pool or something similar
and they must ‘simply’ defeat the robot and/or whatever other humans are
there in the pressurized space and rescue the girl. Depending on how the
Referee decides to adjust the tone of the adventure the resistance is either
significant or limited. If the initial challenge proves to be somewhat limited,
the other conspirator’s mentioned above might arrive in time to add some
zest to the player’s workout.
Denouement:
“If it wasn’t for you pesky travellers…”
The interesting part of this little side trek is figuring out exactly what is
going on here. This is left for individual Refs to determine but here are some
possibilities and mini-seeds: Is it really a simple kidnapping for ransom case?
Did whoever sent the robot want to blackmail the Dad? Was the whole thing
a ruse for some other nefarious purpose? The opening salvo of a hostile
takeover bid for Daddy’s company? The Referee can also pull a classic switch
with this adventure: The Robot is being run by the girl’s father, now a Ghost,
who was killed by the “Father” (actually a step-Father) who is not all he
appears to be…
Again, all this is for the individual Referee to decide and work into their own
needs. It would be best perhaps to first determine whether they want this
storyline to be a simple side trek, the start of a serial of linked adventures, or
the center of a vast arc revealing an elaborate sector-wide conspiracy.
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BorlaUg 21-Omega
Background:
Some adventure seeds grow out of particular locations. Borlaugs are hi-rise
farms and gardens in an urban setting. These are created sometimes for
aesthetics, but more often for productive purposes (food, CO2 exchange et
al). Borlaugs are very common on crowded Terra/Sol. Borlaug 21-Omega
is located in one of Terra/Sol’s Hive Cities, where the living areas have been
built one on top of the other to prevent urban sprawl. In these dense knots
of humanity, layer upon layer of neocrete, steel and spun polymers have
created cubby holes for human existence but they tend to be crowded, dirty
and prone to the worst sort of conditions (crime, poverty et al).
Borlaug-21 Omega is making that different, and might become hope for
more change. This Borlaug was enveloped by the creation of additional
layers of the city about 12 years ago. Even though it is 20m above the natural
elevation, it finds itself buried deep beneath the new artificial surface of
the urban environment (3-4 layers). But rather than fade away, Borlaug 21-
Omega has been transformed into an experiment for the future.
The lighting in Borlaug-21 Omega is all a mix of piped-in fiber-optic light
tubes, Metal Halide, and High Pressure Sodium fixtures, as well as more
modern (30th Century) technologies. As a result, it is generally more
“sunny” here than in some sections of the city where tall buildings and
Arcologies pinch off natural light. All of the plants here have been genetically
engineered to flourish in the lighting conditions as well as to utilize grey
water sources piped in subsurface and filtered through bacterial colonies
(to avoid harsh odors). As a result of the high metal and inorganic diet, the
planets tend to vibrantly colored, giving the whole area a bright, almost
festive, appearance. Unfortunately, some of the fruits here are also toxic
(which is considered a bonus, as it coaxes these toxins into a concentrated
form for easy removal).
The brainchild of Borlaug 21-Omega is Norman Ernst-Kaufmann-Bërg, an
AI who worked in the water recycling program for Kansas City until he was
replaced by a newer (faster) AI. Norman’s central operating system is located
underneath the Borlaug and his various drones and BioCons work in the
garden. Norman has been adopted by the residents of the Hive ‘urb (local
neighborhood) who also chip in what they can. Norman treats them like his
extended family.
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Tylan McGann
Background:
Tylan McGann was born on Athena, the moon of Terra/Sol, a third-generation
Belt Mod SIM. Tylan joined the Confed Army in 2967, as soon as he came
to the age of majority. He received a commission and was assigned to the
Quartermaster Corps. There Tylan became a liaison officer (where he befriended
his Naval AI counterpart, Captain Xai Rothwell-Singh-Lau). In 2972, when the
Helix colony was being rebuilt, McGann was pressed into service once again as a
liaison, this time between the locals and the army contingent that was assigned
to guard (and watch over) the ex-APR colony as it was rebuilt.
Tylan liked his duties in the Helix System, but came to dislike his superior
officer, a martinet and (as was later revealed) black marketeer named Yenna
Shan. With the help of Captain Xai, Tylan was able to chase down the
gunrunning racket that Col. Shan was operating out of the Helix system and
expose Shan and her compatriots. In the process however, Tylan gave up a
promising career, as the political backlash from Shan’s friends (and possible
silent partners) in the upper levels of the Confed Command rained down. He
eventually mustered out. Tylan then decided to pick up his formal education
again, and attended the University of Mars on Terra/Sol.
But McGann was also being eyed for a career in politics. The political leaders
of the Confed Relief Operation who had watched the Shan Situation escalate
into a full-blown whitewash saw a young man of hidden talents. Sarah
Vasquez, Director of Planetary Development, approached Tylan when he
was still a student at the University, and asked him to consider government
service. Tylan accepted the offer and after his graduation (Class of 2982)
joined the Planetary Development Bureau. During his first few months there,
Tylan met Rose Vajpayee, another new star in the Bureau and they began a
relationship which continues to the present.
Tylan showed great promise in the Bureau, and quickly become involved in
the politics not only of his department, but the entire sector. Tylan also gained
the confidence of Director Vasquez, who became his mentor and later selected
him as her personal assistant in 2987. He also gained his fair share of rivals,
including another up-and-coming District Bureau Chief named Jagen who Tyler
cut off from a lucrative trade deal. Jagen’s career survived, and he dislikes Tylan
intensely. After 12 years with the Bureau, Tylan and Rose have gotten restless
and decided to spend some time travelling in his 2-unit Stateroom Condop
onboard the Mistress of Orion. This is where they are in 2991.
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