Campaign Information

I would strongly urge all players, even those already familiar with GURPS and Traveller independently, to read the GURPS Traveller book.

Creating Characters
PCs (and most NPCs, even) will be built using the standard GURPS character guidelines: 100 points + 40 disadvantages and 5 quirks. Gotta love those quirks.

I've been asked several times where the game will start. I'm not sure yet. When I have a better idea of who is playing whom I'll be able to determine that. Use the Yahoo! group to talk to each other -- and feel free to have your characters know one another before the game starts. It'll really help!

Most people will likely play members of Humaniti. But for those of you who are special....

  • PCs may be Aslani, Vargr and even Zhodani. No Droyne or K'Kree or Hivers.
  • Psionics are open to PCs and carry with them a ten-point Unusual Background cost. (Zhodani PC? Write me with your concept first, but you're welcome to play one!)
  • Cybernetics will not be permitted.
  • Robotic/AI characters will not be permitted.

Also, GURPS Traveller uses GURPS Tech Levels, not Traveller Tech Levels. The standard for the game are TL 9-10. Some TL 11 equipment will be allowed, but rarely and at the campaign's start, only with the GM's permission.

Some Advice from the GM
Make sure your PC has skills that are useful aboard the ship (gunnery, piloting, navigation, engineering, etc.), as well as skills that are useful off the ship (social skills, hand-to-hand combat skills, bartering/merchant skills). We'll alternate between the two environments fairly evenly.

I wrote up a sample character, a fallen vid actress who starred in many adventure vids over the years -- and thus learned a good number of combat skills to combine with her acting skills.

Game Information & Guidelines TAS News Party: The PCs and NPCs Library Data: Past Adventures