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So this is a cooperative project for all of /tg/.

The system we will use for system creation will be Mongoose Traveller. I am using the 2008 printing of the Core Rulebook, pg.s 1697 to 181. Any Entry in the Universal World Profile(UWP) may be altered if /tg/ doesn't like the result, but once a world is complete the code is fixed. (additional info is developed using the expanded rules in T5)

Currently no world is complete and only tentative descriptions are in place. If anyone on /tg/ wishes to add, correct, or otherwise alter a description, UWP, Trade Codes, or Travel Zone, please green text or otherwise quote the original entry and post it with your submission. This can be done here on /tg/ or on the roll20 Tiji Sector forum.

The project is not limited to just building the sector, the cultures and races are also under discussion. Currently the only inhabitants are humans, the scattered Zoani, and the terrifying Coral Minds. Random creature creation can be found on pg.s 69 to 75.

The goal is to develop the sector enough to allow gaming groups to adventure and explore using the Traveller ruleset. Keeping with this, some parts of sub-sectors, or even some entire sub-sectors, will have locations of systems that haven't been explored, surveyed, or otherwise documented, letting groups have their own bit of the Tiji Sector just for their game.

roll20 page:
https://app.roll20.net/join/558520/CwpvVw


*pleasedeargoddontsuemegeorgelucasandordisneyimbrokeandcantfindwork
>>
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We last left off...doing something.
It was a long time ago, I hadn't yet consumed enough alcohol to forget that my family was coming to visit, and now that I have most of the last three months is kind of a blur.

Sector E, maybe?
>>
File: WIP_120114_A.pdf (1.13 MB, PDF)
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1.13 MB PDF
Essentially.

This is not quite the most up to date project PDF. I too, got distracted a lot.
>>
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map
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>>37962415
If it has a blue circle around it, it needs to be generated.
>>
Rolled 3, 4 = 7 (2d6)

rolling for starters
>>
>>37962693
Starport is later in the process, so that's Size = 5.

Two for atmosphere.

Capt gives my "Rystn"
>>
Rolled 1, 4 = 5 (2d6)

>>37962733
It helps if I actually roll right. This will be at -2.
>>
Rolled 2, 2 = 4 (2d6)

>>37962778
With the size mod that gives at Atmosphere of 3, or Very Thin,

Rystn hhhh *53****-*

Two dice for Temperature
>>
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>>37961700
Woohoo we're back!
>>
Rolled 4, 6 = 10 (2d6)

>>37962827
With the Atmo mod that's a 2. F-f-f-f-rozen.

No additional mod for water.

gonna save "Uprnu" for later.
>>
>>37962881
That's Hydro 8 under standard rules, or a 4 under SO/HSF

So either:
Rystn hhhh *538***-* Frozen
or
Rystn hhhh *534***-* Frozen
>>
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>>37962966
Let's make it an ice ball.
>>
Rolled 1, 3 = 4 (2d6)

>>37963257
It's frozen either way.

Rystn hhhh *538***-(+1)
(Frozen)

Population roll
>>
>>37963408
Hmm. We can take that roll as intended, meaning a '2', or take it straight as a '4'. Neither is very many people.

In either case:

Rystn hhhh *538?**-(+2)
(Frozen)
>>
>>37963439
Let us keep it simple this time around, *5382
>>
Rolled 1, 5 = 6 (2d6)

>>37963611
You must not have the same Robots book I do...

Rystn hhhh *5382**-(+2)
(Frozen)

Government dice
>>
Rolled 5, 1 = 6 (2d6)

>>37964016
Rystn hhhh *53821*-(+2)
(Frozen)

Law dice
>>
Rolled 2, 3 = 5 (2d6)

>>37964041
Rystn hhhh *538210-(+2)
(Frozen)

Looks like a fun place to party. Just don't step outside without a mask.

Port dice
>>
Rolled 2 (1d6)

>>37964070
Rystn hhhh D538210-(+2)
(Frozen)

No further TL mods, so this is the TL die
>>
Rolled 2, 6, 2, 5 = 15 (4d6)

That gives Rystn a TL4, but the atmosphere sets a minimum of 5, so 5 it is..

Rystn hhhh D538210-5 ? Lo Lt
(Frozen)

Rolling for bases
>>
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>>37964186
nice little place to call home...and die of hypothermia.
>>
Scout base it is.

Rystn hhhh D538210-5 S Lo Lt
(Frozen)

Rystn is largely ice-bound, with surprisingly deep oceans locked under the chilly but preserving ice. The oceans are subject to tides from the gas giant Rystn orbits at great distance, occasionally surging the ice enough to cause it to crawl across what little dry land exists like a reverse glacier. The land shows deep linear scarring from different directions, resembling an artist's hash shading.

Ice Station Rystn is dependent on outside assistance from the company that established it. What justifies the presence of the Station is not entirely clear, though the Station is built for many more than actually dwell there. The Station is built on one of the few high elevation locations on the chilly moon.
>>
Rolled 4, 6 - 100 = -90 (2d6 - 100)

>>37964417

>Third Imperium
>not knowing how to use subtrahends in a Traveller thread

it's dice+2d6+-X
>>
>>37964459
Using the dice straight and explaining the mods afterwards, because we can.
>>
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>>37964459
>>37964494
Not just because we can, but because sometimes anon's start reading the thread and then ask what the numbers mean.
It's as much for general education of the board as letting us choose which mod we're going to use.

>fento
next system maybe?
>>
>>37964672
Could be. Where do we want to place Rystn?
>>
Rolled 5 (1d14)

>>37964716
random roll
>>
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>>37964890
0217 looks like a winner
>>
>>37964909
That works. It didn't feel like a world within the borders.
>>
>>37965017
It could have just been a refueling stop and scout relay.
>>
Rolled 5, 3 = 8 (2d6)

Fento hhhh *******-*
(Weather)

size
>>
Rolled 5, 4 = 9 (2d6)

>>37965241
That's Size 6

Fento hhhh *6*****-*
(Weather)

Air dice, at -1
>>
Rolled 3, 4 = 7 (2d6)

Atmo 8

Fento hhhh *68****-*
(Weather)

Temperature dice, no mod
>>
Rolled 6, 4 = 10 (2d6)

Temperate, which will provide no further mod on the hydrography roll.

Fento hhhh *68****-*
(Temperate)

Hydro, at -1
>>
Rolled 5, 6 = 11 (2d6)

Water. Lots and lots of water.

Fento hhhh *689***-*
(Temperate)

Population.
>>
Rolled 9, 5 = 14 (2d9)

Wheee! bilyuns and bilyuns.

Brief pause for a population multiple or two

Fento hhhh *6899**-*
(Temperate)

Saving "Irova" for later.
>>
>>37965448
This place isn't turning out so bad.
>>
Rolled 3, 3 = 6 (2d6)

>>37965448
Okay, 900 people on Rystn, 5 billion on Fento.

Fento hhhh *6899**-*
(Temperate)

Now the kickers. First, Government, at +2
>>
Rolled 6, 1 = 7 (2d6)

Govt 8. Bullet dodged.

Fento hhhh *68998*-*
(Temperate)

Law Level, at +1
>>
Rolled 1, 6 = 7 (2d6)

Fento hhhh *689988-(+2)
(Temperate)

Port roll
>>
Rolled 2 (1d6)

>>37965542
That's a 'C' port, which nets us a total +4 on the TL roll.

Fento hhhh C689988-(+4)
(Temperate)

TL roll
>>
>>37965604
TL6 is rough for such potential.

Thoughts?
>>
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>>37965621
Prison Colony, deliberately left low tech to prevent hijacking, just dump the prisoners and drop rocks whenever they start building something substantial.
>>
>>37965661
The C port doesn't fit well with that concept, sadly.
Adjust the TL upward, and place either as the subsector's Imperial anchor, or as the subsector's main obstacle.
>>
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>>37965762
roll for bases and see if that shakes loose any ideas.
>>
Rolled 6, 4, 1, 4, 6, 6, 2, 1, 3, 5 = 38 (10d6)

As a C Port, it has five potential bases, though the chances are slim for four of them.
>>
>>37965855
Looks like Scout and TAS.
>>
>>37965918
Zoani world, maybe? or Fishing Colony with storms that tend to disrupt electronics so only the more primitive stuff works?
>>
>>37965964
Hmm. In the Imperial stable, it can be a habitability windfall with a stormy surprise. That many people is harder to justify as a near-Imperial world because they would want it. As a farther frontier world, it would really need to pack the punch of a bad guy.
>>
>>37965964
While even 1% of the listed populace would be a LOT of Zoani, the idea has its appeal. We already have a lot of Zoani waterworlds, so perhaps it is a pattern.
>>
Zoani and Imperial pretty much fixes Fento at 0817.
>>
>>37966267
That's fine
>>
Fento 0817 C689988-6
(Temperate, Zoani Minority)

Fento is a stormy world dominated by vast oceans and an eerily familiar biosphere. One of the few worlds where the Zoani survive in significant numbers, Fento's promise of compatible biology caused two separate settlement rushes. The first was part of the in-fall of the CORE Lords, as remnant populations sought worlds that did not need CORE technology to survive. The second, centuries later, came when the young Imperium recontacted Fento. Quickly absorbed into the reaching Imperium, Fento's older human population treated the fully aquatic local Zoani with some supernatural dread. The reasons soon became clear. The Zoani biosphere and the frequent electrical storms were a trap for CORE technology and proved to work on Imperial technology as well. Any device that depended on CORE superconductors would cease to function within days, and the derivative technology of the Imperium fared no better. The technological malaise does not persist off-planet, fortunately, but the many inhabitants are limited to pre-spaceflight technology. The ample foodstuffs supplied by Fento go through a period of quarantine in the out-sized orbital station before being sold locally, though such goods sold out-system can serve this time during Jump if they are properly sealed.
>>
I'm done for the night. Rystn is already part of the project files, and I'll add Fento now.
>>
>>37966508
Thank you for all your hard work. I'll try and keep the thread alive, but my schedule is kinda fucked up for the next few months.
>>
>>37966529
No worries. If we have to start another one each night, that's cool too. As long as the work gets saved.
>>
I have it archived locally, and the two new worlds are also now on the Roll20 page.
>>
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>>37966642
just a small bump to keep it off the back page.
>>
>>37965448

There a reason you suddenly used 2D*9*? Or you just rigging it to be a packed world?
>>
>>37970000
That roll is for the Population Multiple, not the Population Digit. The Digit for Fento was already 9, rolled on 2d6, which is billions of people.

The 2d9 were to generate how many billions (and hundreds, since I rolled for both planets at the same time). The 9 was assigned to Rystn's Pop of 2, giving it 900 people, while the 5 was for Fento, giving it 5 billion.
>>
I don't have my books with me, so no planet rolling, but I have two alien race ideas I've been toying with for a good while if anyone is interested. One is a subterranean race with a culture based around light displays, and the other is an up-and-coming robot race.
>>
>>37970655
Do you see either race as being widespread, or are they still homebodies ripe for First Contact?

Secondly, this is a /tg/ project. By definition we welcome useful ideas, but only if you don't mind those ideas being adopted (and possibly adapted) by the project hivemind.
>>
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Current map of Subsector E.
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And all of the primary Project area.
>>
>>37970804
>Do you see either race as being widespread, or are they still homebodies ripe for First Contact?
Well, in my games the subterranean race is widespread, but since they're underground it would easily work as a first contact deal. Conversely, the robots have always been used as a vessel for CIVIL RIGHTS MOVEMENT and for-gods-sake-make-something-instead-of-killing-everything-you-fuckers, but that could easily be plugged into the lore and have them already be established.

Alright, gimme a few to type all this up
>>
>>37971320
This thread may or may not still be here through the day. If not, we should have a new one not far behind it.

And thanks to the auto Archive function, if you post in this one and it goes off to Page 11, we'll still see it.
>>
>>37971320
That actually sounds not too bad. Robots have a place in Traveller, so they could be basically everywhere there are people. I believe we have a few Hydro 3- worlds which would be perfect for a subterranean civ.
>>
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>>37971320
Alright, the first alien race I call the Zeterr. Throughout their evolution they were confined beneath the surface, be it from predators or environmental hazards, but they were able to flourish thanks to large natural caverns and nutritious, bioluminescent fungus.

Over the eons underground life gave rise to a few chief evolutions: for one, the Zeterr developed multiple limbs for digging, along with stumpy hind legs for mobility. Constantly bumping up against rocky cavern walls resulted in them growing thick bone plating on their faces and forearms, leaving only the eyes and mouth exposed.

This bony plating made speaking difficult, and facial expressions completely impossible, so communication was primarily done using hand signals and drawing with the bioluminescent fungus. Culturally this led to a great love for the visual arts and spreading light wherever possible.

Caring for light in the dark lead to the Zeterr's great technological claim to fame: harnessing and using "hard light". By focusing and refining the luminescent qualities of their fungus, they were essentially able to invent their own version of the microchip and the hologram all in one, and after that pretty much everything they made glowed or emitted light in some way.

As a spacefaring race, being subterranean obviously makes them a bit odd. To make communication easier, it is very common for Zeterr to wear Tron-like suits that glows that displays all manner of information. Zeterr spaceships are largely simplistic and unadorned on the outside, but on the inside every surface is decorated with murals and writing.

Pic unrelated, but it's the only alien picture I have so hey.
>>
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>>37972033
Forgot a note on the writing:

The Zeterr written language is based on using lines to build a symbol, the way we use words to build a sentence. One symbol would be one complete thought, and shares its complexity with traditional Chinese but the flow of Arabic writing.
>>
>>37972233
That writing system would actually be pretty fucking cool.
>>
>>37973146
Thanks! I always found it appealing.

Should get the robots written up later this evening, if I have time.
>>
Necromancy. Helping to lessen our dependancy on the furnerary industrial complex.
>>
Lunch bump
>>
Holy shit is the board active today.
>>
>>37975059
And cheaper labor!
>>
Safety bump while I catch up on some sleep
>>
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As someone who is currently rolling up a subsector in CT, I approve of this thread. So enjoy the free bump.

Anybody know any good random name generators for worlds?
>>
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It's Drinax here.

Good to see you guys back in action.
>>
>>37980205
http://www.scifiideas.com/star-system-name-generator/
isnt' too bad, and captcha is full of ideas.

>ngshh
>>
>>37982555

Cheers!

Capcha would be good, but these days it asks me shit like "select all pictures of pasta". Which is not so random and helpful.
>>
>>37983045
I'm gonna be dead to the world for the next 14 hours or so, so if someone wants to keep the thread alive, I encourage them.
If it's gone when I get back I'll just make another one, but we take Friday to Sundays off to let the 40kids have the run of the board.
>>
Rolled 4, 4 = 8 (2d6)

Back in the saddle.

Dice for size
>>
Rolled 4, 1 = 5 (2d6)

>>37985251

Size 6

Trual hexn *6*****-8
(Weather)

Dice for Atmo
(and thanks to Captcha for the name)
>>
Rolled 3, 3 = 6 (2d6)

Atmo 4, so

Trual hexn *64****-8
(Weather)

Dice for Temperature, with a -1 for Atmo
>>
Rolled 4, 1 = 5 (2d6)

>>37985416
Total is a 5, so Temperate

Trual hexn *64****-(+0)
(Temperate)

On to Hydrography, at a -1 due to size, but no weather or air mods.
>>
Rolled 6, 1 = 7 (2d6)

Total of 4, for 40% (give or take a little) water coverage.

Trual hexn *644***-(+0)
(Temperate)

Moving on to our first social number: population
>>
Rolled 4 (1d9)

That gets us a 5 population for hundreds of thousands.

Trual hexn *6445**-(+1)
(Temperate)

A quick sidestep to get the population multiple
>>
Rolled 3, 4 = 7 (2d6)

400,000 people

Trual hexn *6445**-(+1)
(Temperate, PopM=4)

On to Government Type.
>>
Rolled 2, 3 = 5 (2d6)

Feudal Technocracy

Trual hexn *64455*-(+2)
(Temperate, PopM=4)

Law Level is also at a -2.
>>
Rolled 4, 2 = 6 (2d6)

LL=3, so the most egregious stuff is outlawed, but a lot isn't.

Trual hexn *644553-(+2)
(Temperate, PopM=4)

Time to roll the port, 2d, with mods from 0 to -2 depending on best fit.
>>
Rolled 2 (1d6)

That's a D port already, so no point in degrading it further.

Trual hexn D644553-(+2)
(Temperate, PopM=4)

The Tech level mod is pretty low, so this won't be a very good world for high tech shopping.
>>
Rolled 4, 5, 1, 4 = 14 (4d6)

TL4

Trual hexn D644553-4
(Temperate, PopM=4)

Last but not least, bases. D ports have two possible: Scout, and Pirate
>>
>>37985903
Scout Base it is!

Trual 0415 D644553-4 S Ag Ga Lt Ni
(Temperate, Zoani Majority, PopM=4)

This had the look and feel of another Zoani world. For the moment I'll drop it at 0415, dead center in the subsector.
>>
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And the map to match
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Trual 0415 D644553-4 S Ag Ga Lt Ni
(Temperate, Zoani Majority, PopM=4)

Trual is a pleasant and pastoral world on the surface, though there remain corners where the Zoani-imported biosphere still seeks to overcome or convert the old native life.
A world that has hosted Zoani for many years, Trual remained Zoani dominated despite an influx of humans in the waning years of the CORE Lords. Nearly 90% of the populace is Zoani today. Initially troubled by the nasty allergic reactions cause by the organic atmospheric taint, the modern humans of Trual are now largely immune. Visitors still need to wear filters or dose up on some of the most powerful Imperial immune boosters. The same biochemical effects make the local food something of an adventure for offworlders.
>>
Rolled 2, 6, 6, 2, 5, 2, 6, 3 = 32 (8d6)

Trual has been added to my local archives.

I'm thinking one more before I head off to my diurnal servitude. Speed method.

Physicals (8d in order, DMs applied after).
>>
Rolled 5, 4, 2, 4, 6, 5 = 26 (6d6)

2, 6, 6, 2, 5, 2, 6, 3

Size 6
Atmo 7
Temp 6 (Temperate)
Hydro 8

(name) hexn *678***-(+0)
(Temperate)

Social dice
>>
Rolled 4, 4 = 8 (2d6)

Pop 7
Gov 6 (Colony!)
Law 10

Penal Colony, even.

D'Shaz hexn *67876A-(+0)
(Temperate)

Port
>>
Rolled 6 (1d6)

C class port

D'Shaz hexn C67876A-(+2)
(Temperate)

TL roll
>>
Rolled 2, 1, 4, 1, 2, 2, 1, 3, 6, 4 = 26 (10d6)

D'Shaz hexn C67876A-8
(Temperate)

Could have been worse.
Bases. There are five possible
>>
And the only one that comes up is PIRATE!

D'Shaz hexn C67876A-8
(Temperate, Pirate Base)

Now to figure out a spot for this lovely vacation stop.
>>
Rolled 9 (1d9)

Unless someone has a better idea, I'll place D'shaz at 0420. We'll need to determine which other system runs it remotely, but the pirate presence suggests that the owners won't need to have a lot of people, just better tech.

Population multiple roll

(Saving "Wayth" for later)
>>
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And the map
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/tg/ is really ripping, so I expect this will be in Archive when I return.

(waves)
>>
I deny this archive!
>>
It'll get there eventually.
>>
>>37988909

Viscount, what software are you using to make these subsector maps?
>>
>>37994224
http://travellermap.com/make/poster

Had to figure out the metadata format (mostly by looking at and converting the examples), but its a great tool.
>>
/tg/ is awake, now. We're dropping through the pages at a breakneck pace.
>>
Last bump from me for a bit. Gotta go earn the daily bread.
>>
>>37996124
lucky bastard, 2 years and still looking for work.
>>
Rolled 4, 6, 4, 4, 2, 2, 1, 3, 6, 4, 2, 4, 5, 5, 5, 2, 4 = 63 (17d6)

>>37997292
Yuck.

Brief drive-by to roll a few dice.
>>
Rolled 5, 4, 6, 1, 3, 2, 4, 3, 6, 1, 6, 3 = 44 (12d6)

>>37999360
And a few more, in case you need bases
>>
Got a couple more minutes. Those dice give us:
4, 6, 4, 4, 2, 2, 1, 3, 6, 4, 2, 4, 5, 5, 5, 2, 4
size atmo tmp hyd pop gov law port TL

(name) hexn C89587A-8 Ga
(Cold)

The base numbers then:
5, 4, 6, 1, 3, 2, 4, 3, 6, 1, (6, 3)
Scout Base

(name) hexn C89587A-8 S Ga
(Cold)
>>
Rolled 4, 2, 4, 5, 4, 4, 1, 6, 4, 4, 1, 3, 4, 3, 5, 1, 2 = 57 (17d6)

I'll leave you with another set
>>
Rolled 1, 3, 6, 6, 4, 5, 5, 1, 5, 5, 1, 4 = 46 (12d6)

And bases

"Woreg"
>>
>>37997292
>2 years and still looking for work.
Honest question, how do you get by? I'm going on 6 months looking for work, and the only reason I've made it this far is my girlfriend has a steady job.
>>
Its All About That Bump.
>>
>>38002839
I stay at my parents(not in the basement), keep house, and tutor my niece. My savings only ran out 4 months ago, and I've had some temp jobs, but nothing full time or more than seasonal work. It's pretty shitty being a college drop-out who is really good at office work trying to live in a college town. All the year round jobs are taken by kids with degrees, even the food places are picking kids with a baccalaureate over high school grads.
Just the other day I saw a dude I KNOW just finished his Masters of Business pushing a fucking mop. How the fuck am I supposed to compete with that?
So what if I have 4 years of office experience and a fucking phone book sized list of customer service, collection, telephone, and office computer skills? No Doctorate in sucking dick and kissing ass, fuck off. That's all I get with every application.
"The applicant pool was very competitive and the fact that you were not selected for an interview does not mean that your education and experience is inappropriate, but that there were other applicants with more relevant experience and/or education." Exact quote I got as a reply, 2 weeks ago, for a job that had been vacant for over a year. BTW, the job is open again.
No, I'm not jaded or angry about being unemployed and unemployable.
>>
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Rolled 2 (1d9)

4, 2, 4, 5, 4, 4, 1, 6, 4, 4, 1, 3, 4, 3, 5, 1, 2
size atmo tmp hyd pop gov law port TL

Tifen hexn D464633-3 Ag Lt Ri
(Temperate)

The base numbers then:
1, 3, 6, 6, 4, 5, 5, 1, 5, 5, 1, 4
Pirates!

Tifen (hexn) D464633-3 C Ag Lt Ri
(Temperate, Pirate Base)

Probably another one down in the corner.
>>
Rolled 5 (1d9)

Woreg (hexn) C89587A-8 S Ga
(Cold, PopM=2)

and

Tifen (hexn) D464633-3 C Ag Lt Ri
(Temperate, Pirate Base)

I'll be out and about for a few hours.
>>
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>>38006484
Someday the economy'll turn around, anon. Someday.

'Till then, we dream of the stars we ought to have reached by now.
>>
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>>38008983
>>
Woreg and Tifen are added to the working files.
>>
>>38012045
But do still need to be placed.
>>
>>38006484
Yep, I know that feel. I'm honestly considering moving to Texas--fucking /Texas/--in the hopes that my parents can directly aid me in continuing onto a masters. And if that doesn't work, I might have to join the goddamn Air Force. But I really like having a beard...
>>
/tg/-needs-more-traveller-bump
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>>38009243
Dunno if I'd go THAT far, but it'd certainly clear up jobs.
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>>38017236
Bampin' with some PDFs and got a game on sunday I'll talk about later.

Pic related, concept art from one of the original artists.
>>
Forgot the actually important part of that last post...

https://www.mediafire.com/folder/1lsz371hqyn5e/traveller
>>
>>38019040
Neato
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>>38019040

It amuses me that the Slough Feg album is important enough to go in there. I should probably finally listen to that
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>>38024398

I just listened. And it was good, in that retro-metal way. Surprised it was only a 2003 release
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>>38026854

Slough Feg is a great traditional metal band. They also have a few other Traveller related tracks: Traders and Gunboats, Tactical Air War, Starport Blues, and several other tracks that are debatably related.
(For instance, The Great Ice Wars concerns a barbarian who gets flash-frozen only to be woken up 1000 years later by an android who gives him a blaster. Which is totally possible in the Traveller universe.)
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>>38031668
Thread is now archived and will pick up again on monday.



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