Wednesday, July 29, 2026

Kinunir Session 5: Into the Dome

Our intrepid group of 4 was down to 2 last session for reasons. Deciding the 2 would stay in the research pinnace while Jake and Moses entered the dome.

Moses tried to communicate with Professor Plutonis and his lovely assistant, Yvonne. Who for some reason I just picture as the character from Star Trek: Voyager's Proton holodeck series:

Yvonne

Plutonis was glad to hear from his comms: while he and Yvonne had been imprisoned for the last 2 weeks or so, and he had lost weight due to the bland seafood diet, he was okay. But his Mightiness was still debating whether to flush them out the nearest waterlock, or see if he could extract information and technology from them. Plutonis said they were on the same level as the sub but was not sure how far away. From a technical note: the Oollarians did not recognize the comm-dots, and those things have an amazing battery life!

Sinking the pinnace to what seemed to be the level of the moonpool, Jake and Moses get into the gel suits and get loaded with 2 spare gel suits and their weapons. It was decided that being submerged would not hurt the gauss rifle and things that could get damaged were placed in the convenient dry bags that Professor Cosmosis had brought along. He of such foresight. The might of the infinite ship's locker perhaps. 

outside the moonpool. The sub is the escape pod.
Swimming across the 10 or 20 meters, they got into the moonpool. There was a ledge and ladder going up to the double sea doors. The sub mas amber and red lights and is badly damaged.  After changing back into their armor (though not specifically mentioned I think leaving the gel suits either on the shelf or in the sub?), they ease their way past the doors. Rolling on my tables from the previous post, there were a few Greenies way down at the end of hall. Fortunately, the 2 that saw them, while they were His Mightiness' guards and police, were part of a nascent freedom league. They closed the doors behind them, and one trotted towards our two suspicious heroes. Keeping his arms well away from his large (and single shot) sidearm, he whispers that the prisoners are 3 sections away, past two pumping stations. He has to whisper pretty loudly as this is one of the engineering levels, and the pumps make a lot of noise. The guard backs up, and Jake and Moses start moving through the various sections towards the prison area.

In the middle of one of the pumping stations, they meet Jason and Thriss. The two agree to lead the characters to the jail. Jake gives Thriss his taser. Who immediately pulls a Luke Skywalker and stares down into the needles. Jake quietly pulls it back and explains how it gets used. Moving to the prison section, which according to Plutonis has not been fully guarded the last week or so after the initial surprise of illegal aliens wore off. His Mightiness or one of his counselors was concerned with spreading information about the rest of the universe and wanted to minimize contact with the professor and his assistant. 

Opening the hatch to the prison section, Thriss tries to shoot the guard with the taser. Rolling a 3, and with his -3 for an unfamiliar weapon, they were lucky he did not shoot himself! Rolling out of the way as the guard got up, drawing his gun, Thriss did not feel like a hero. Moses shot him in the back with a tranq shot, putting the guard to sleep. Grabbing the keys, they sent up and found Plutonis and Yvonne in adjacent cells. Putting the sleeping guard in there, they started to retrace their steps back to the moonpool. 

Unfortunately, I keep rolling 3s on the encounter table, and the tangle with 5 more Greenies. As they were pulling out pistols to shoot, Moses decided enough was enough and the gauss rifle came out to play. While our group was shot at, the players are fortunate the dice gods hate me even as a referee, and not a single shot landed (one roll was even snake eyes). Moses took down two of them, and I think Jake did as well. Unfortunately, gauss needles, while making hamburger of the guards, also ruptured the pump tanks behind the guards. Water was gushing out like a fire hose. Jason started to worry as automatic locks would quarantine each section, so they had to hurry to the next section. They got out as the water was above their ankles and rising. 

Thriss really wanted to leave Oollar, and said that his life expectancy as a sea miner is measured in a few years. Jason's wife had been killed by the dictator in one of the purges. He wanted outsiders to help arm the resistance but had no idea what Oollar could trade for. This discussion went on as everyone got into their gel suits. Thriss got into his suit, fortunately stored in the locker next to the moonpool. Without an air hose he ony had a couple minutes of air, but Jake and Moses maneuvered him to the air lock of the research sub. 

Thriss' diving suit.
And that is where we left the session. I'll need to fluff out the various NPCs, Plutonis, Yvonne and Thriss, a bit more, and poke around for some images other than Yvonne's above. Still no idea why that is how or why that was the image I had of her. Oh well - my brain works in strange ways!

Work update

The computer equipment shows up tomorrow, and I need to finish cleaning off that section of my desk to get it set up. The paints and minis will just have to be moved to the 3rd section only instead of being spread out. And of course, I have my normal jitters and nervousness about a new position. I've been that way since junior high school: the strangest and most uncomfortable dreams so I don't sleep well. Especially as I am not entirely (or even partially!) sure of what the expectations of this position are. Despite 73 items so far in the onboarding (all bureaucracy stuff), the software onboarding (source control trouble tickets, wikis and all the stuff around being a developer on a team) is yet to happen. So - I am nervous. Even after doing this stuff for 40 years, I still question myself. Which I think is a lot better than when I was being an arrogant a-hole and thinking I knew everything!

But: this may mean I don't get as far as I'd like in this game. I do want to get them to the asteroid belt, so that the player who dropped out can at least have his character check his claim. Perhaps joined by the engineer, who knows. But I may get caught up with work for a bit and need to concentrate on that more. We'll just see how that goes.

Monday, July 27, 2026

Oollar Factions

While officially there are multiple guilds on Oollar to handle the day-to-day work of surviving on a hostile planet, there are of course multiple political factions even within a dictatorship. A lot of this the players will never see or notice assuming they do go on a rescue mission for Professor Plutonis and his assistant Yvonne (who I am just going to use some pregens from Citizens of the Imperium for stats and all that). But I do want to have some NPCs from Oollar that will interact with the players.

First, I have a large map made from several segments of the Starship Geomorphs. There will be a chase from the moonpool or a water lock to get to the prisoners. Of course there will be people there, but not everyone is backing the dictator. There are some freedom fighters, and in fact, that telescope they noticed in their fly-by was in fact from one of those groups. And yes, even if I post this my players either won't read it or will read it after I post the next update. And even if they do read it, we're good about not meta-gaming. 

the lower complex

In the 10,000-meter view, His Mightiness Lord Grey is the dictator of Oollar. Fourth generation dictator who is barely holding the world together as the technology is hard to maintain. He has his goons nicknamed the Greenies as they were a seaweed green uniform. These men and women carry single-shot guns that are low impact but cause damage from the larger slug (same as a body pistol). His immediate circle of guards are actually well-trained and are willing to die for him. Those at the lower levels may not have that same fervor and harbors many who just want the benefits of working for his Mightiness.

There is at least one faction openly opposed to the dictatorship. Lord Grey has his own spies in this group and feels it is better to know your enemy. When they get too close to actual action, he initiates a purge where the most vocal are summarily tried and tossed out the nearest water lock. Survival in measured in seconds between the cold, the thin atmosphere, and the luck of the draw from any nearby carnivorous sea creatures. This group is known as the Freedom Fighters. 

There is another more subtle group that is also working on bringing down his Mightiness and his goons. This is the group that also has spies in both the Freedom Fighters and the Greenies. This group is working more slowly but also realize that the Greenies still outnumber their group by a significant margin. Working for his Mightiness allows for better food rations, weapons and much better working conditions. And the vast majority of the 2 billion inhabitants are, if not happy, then at least not in misery. 

Using the rogues pregens in the Citizens of the Imperium book, we have two rebels:

  • Jason Garch 8948A5, age 50, 8 terms. Streetwise-1, Forgery-1, Bribery-1, JoT-1. An older man with thinning hair, Jacob has held a grudge against his Mightiness since his wife was murdered by him. She was a leader of the Freedom Fighters and caught up in one of the purges. 
  • Thriss Hardy 85A35B, age 22 1 term. Streetwise-1, Demolition-1. A shaggy-haired and wiry youth,  Thriss just hates being part of the Mining Guild as it is dangerous work, though he has picked up demolitions as part of his job there. He wants off the planet if at all possible but has little to provide outside of demolitions. He will beg to leave with the group should they meet.
Interesting that someone with 8 terms only has 4 skills. And I'm ignoring the mustering out benefits, though Thriss does have a gun that he really does not know how to use!

And pulling from OSE, we'll have random encounter checks every 10 minutes or so, or once per sector (20x20 grid map). 1d6, and 1 = an encounter. Then a d6 roll each time they enter a new section:
  1. Greenies. 1d6 guards show up, each has a body pistol with a single shot. Wearing cloth armor. Reaction roll as per rules, so the players may be able to talk their way through.
  2. Freedom Fighters. 1d6. The Freedom Fighters want to get the 2 prisoners out of the prison and hidden in the main dome. Reaction roll + 2. They are armed with cudgels, no armor.
  3. Greenies with Freedom Fighters. 1d6 Greenies or which at least half will be rebel sympathizers. If fighting starts the sympathizers will aid the players and help get the prisoners released. They will also explain the world politics as they understand it if asked.
  4. Guild workers. 1d6 Machinist Guild workers (who have a wrench insignia). Reaction roll and utilize any character streetwise, carousing as a DM. A bad result and they will try and send out an alarm.
  5. Jason and Thriss. The players will meet up with these two. They will help the players. 
  6. Guild workers as above (4) but from the Pump Guild. Insignia is what looks like a tube connected to some machine (a pump),
If an alarm does go off (a chance with encounters 1, 3, 4 & 6 unless all enemies are either killed or unconscious), it will be 2d6 rounds before a squad of 4 Greenies shows up. 

If the group does not encounter Thriss and Jason, they will meet with them at the moonpool as the group makes their exit (assuming they actually make their exit, which assumes they also go in! But pretty sure that they will). Thriss really wants to leave with the group, and there is a mining suit near the pool. It will take 5 minutes for him to get into though and only has air for a few minutes as it normally uses an air pump from the station or boat to supply air. He will be begging, and Jason will urge the group to take him as well. 

While this is mostly an extraction scenario, the Freedom Fighters may try & get the players to stay and help "fight the man". With their weapons and skills the Fighters would have a real chance. Or so they believe, but as there are thousands of Greenies and limited ammo, the fight probably would not go well.

Inside the domes, the light is from incandescent bulbs that tend to flicker and cast a pale light over dark walls. The air is still thin and reeks of wet metal, but it is breathable. Endurance may be impacted if the players try to do too much but should normally not be an issue. The furniture and everything has a brutalist appearance: purely there for function with no style. The heavy equipment in the engineering sections looks old: rust, scuff marks and dents. And loud - there is always the sound of pumps, fans and heavy machinery make conversations on this level difficult. 

Some notes on running Traveller here. I really like Traveller - I tend to like rules-heavy games. Unfortunately, my group tends to be more narrative driven so I've always hesitated to running a Traveller game because of that, and they do not like science fiction as much as I do. And there are always assumptions, known or not, about any game. Traveller is a sandbox game: each game can be something entirely different, and the players do not have the built-in assumptions of most fantasy games. One of the players decided he was just not having fun so is dropping out. Part of it is I am not a great GM, but I think another part are some assumptions about the Traveller universe. Which is why I stuck this in MTU - leave a lot of the 50 years of lore behind unless it pops up organically. But I fear I am not getting this across well except for 2 of the players that have played Traveller before and know that each universe is different. This is also why I gave up running Corsairs: I don't think the players understood the world of Corsairs and were not having fun. Dolmenwood is a pretty generic fantasy game with known tropes and a specific setting, so they are comfortable there it seems. I do have a pretty thick skin at this point, but it bothers me if the players are not having fun. As it is mostly my presentation that I feel is lacking. 

As I am starting a new job in a week, not sure how long this game will run. But I may give up running games for a while as it does stress me out. I'd make a good assistant GM as I love all the stuff around running games: creating worlds, maps, characters, ideas. But getting them across in a good way seems to be more difficult than I like. And I do have a good bit of social anxiety, even among my friends. Which is one of the reasons I do try & run games - to get over those issues or at least learn to deal with them better. And of course, part of this is the anxiety from starting yet another new job. I am not discounting that impact on my emotional stability! You'd think a 62-year-old guy would have more confidence in himself!

Wednesday, July 22, 2026

Kinunir Session 4: Off to Oollar

Still calling this the Kinunir as there are a couple more scenarios that can still play out. And it is easier to tag a set of games so we can find all the posts.

Our crew meets up with the Professor at O'Leary's O'Lasers, who explains why they are taking a slight detour to Oollar. Professor Plutonis had chartered a ship (a 600-ton merchant) to transport himself, his assistant Yvonne, and a 4-person sub that could be transported in a 50-ton shuttle to Oollar. He firmly believes that there is an alien city in the depths, and despite the inherent dangers of that system, went anyway. The pilot's story:
We were researching at the edge of the Eye, looking for remains of an alien city Dr. Plutonis believed existed there. He was in a pocket sub with Yvonne when an explosion rocked the sub. I think they used some sort of underwater explosive device. It killed the controls of the ship and they towed them to one of those big floating domes. Think they said it was St. Yon City - each of their cities I think are named after their saints. The comms still worked but I was in the cutter waiting for them to return. I saw some surface boats heading my way, and Dr. Plutonis said to leave and get help. That was almost 10 days ago. He did have some comm equipment, and I know which dome he was taken to before I was out of range. 
The group does some shopping (I had posted the extensive Consolidated Equipment list to a resource channel in Discord), I stock the lab ship as well, and the next day they fly up to the lab ship, Tyrell piloting the research pinnace up. Fortunately, Pascal can also pilot the shuttle, and Jake can fly the air/rafts. 

They make a quick tour of the ship, and meet the rest of the crew and scientists:
Getting their stuff loaded, and Tyrell flies out to the 100-diameter mark to make the jump to Oollar. It was an uneventful week, though Moses does have a habit of cleaning his weapons in the small lounge. 

Coming out of jump near Oollar, they make a few orbits around the planet. There are no radio, radar or other electromagnetic signals. Moses gets a faint reading on the sub's beacon system. Loading into the pinnace, they go to take a closer look. The very thin atmosphere is clear over the Eye, so I did not make them do any piloting checks. They did zero in on the dome.
the Eye of God
Getting closer, Moses managed to get the feeds from the sub. It was sitting in what appeared to be a moon pool. The engines were inactive, and the explosion damaged the hull so that it was no longer seaworthy. On one of the flights search they also noticed what appeared to be a telescope, so it would appear that they had been spotted via the old Mk1 Eyeball. 

And this is where we left the session. I've a few notes on the lab ship and estimate it will take 8 trips of the pinnace to refuel the ship (which has fuel purifiers even if the original ship did not list those). 

Lab Ship Info

Refueling: 90 tons, shuttle as 12-ton fuel capacity, will take 8 trips to refuel. From a water world, 1 hour on land and round-trip time is about 2 hours. No idea how close this is, and it could go faster if they use a collapsable fuel bladder that would give an extra 8 tons or so of fuel per trip.

Staterooms:
9: Pilot / Tyrell
10: Navigator / Sir Wor Weura
11: Medic / Pascal
12: Engineer / Bevin Cramer
19
20
21
22
23
24
25: Aurora Oaks, lead scientist
26: Tora Beauchamp, student/scientist
27: Ivo Bardot, student/scientist
28
29
30: medbay, with Medtech autodoc & medical stuff
31: gym - treadmill, compact weight machine
33
34: Lounge
38: Professor Victor Cosmosis / Engineer, scientist


Ship’s Locker:
2x respirators A
Disposable vacc suit x2
2 shotguns, loads for shells, rubber bullets
2 handguns, auto-pistols
Other items as needed depending on story (things get lost in that locker and found much later. Just like my pantry at home)

Air/Rafts (x2)
Beacon, small (500km range)
Comms, TL-12 continental range
Air filters x4
Filter canteens x4
Emergency blanket x4
Trench knife x4
Vehicle survival kit
Labs (main and aux)
Hazmat suits x2
O2 masks (1 hour) x4

Other
Vacc suits (TL12) x4 (2 in the spoke)
Medtech AutoDoc (stateroom 30)
6 gel suits suitable for the cold of Oollar
2 harpoon guns

I am also using vacc-rated air/rafts. No need to wear a vacc-suit. Unless you plan on disembarking in a vacuum. I'll also note that grave vehicles can only get to about 10 diameters out from the planet before the grav drive no longer has enough to push against. At 10 diameters effective gravity is about 0.1m/s or 0.01G. Flying a grav vehicle to orbit the pilot will notice things slowing down as they get further away. 

Other updates

I've not done much with the Traveller software. I did add a .NET 1 page repo for what are essentially scripts. Smaller in scope, and runs on Macs, PCs, and Linux systems. And no need for an internet connection. Which was also the point of the larger, more complicated version. But I got disheartened watching what others are doing, even though my stuff had an entirely different intent. I may get back to it, but with the news below, not sure when I'll have time and interest simultaneously.

I'm also employed again, starting Aug 3. Working for a large, international company which I've never done before. So I'll admit to being nervous. But if I decide I do not like it or fit in well, I will go ahead and retire. But I really like writing software, and as long as the fun outweighs any potential issues I'll go ahead. I even have a fancier title: Principal Software Engineer. Which is also alarming (me and my Peter Principle / imposter syndrome issues!). 


Saturday, July 18, 2026

Shu Nidurninni - Lab Ship Tour

The Shi Nidurnni is a 15-year-old Lavalier Class Lab ship owned by Professor Victor Cosmosis

from Double Adventure Death Station / Argon Gambit
From the journal of Aurora Oaks:

Tora and Ivo were watching from behind the pilot's couch as the Shu's pinnace slowly slotted into the docking ring. As the lab ship was not rotating it was a simple maneuver, mostly automated. The loud clicks against the hull and the green light over the airlock indicated we were locked and air pressures synced up. Shutting down the pinnace controls, Johan slid out of the pilot's seat, saying "This is my last trip here - moving on to the Freebooter. The prof is looking for some new crew as most of our contracts are up." He cycles open the airlock and we get into the small lift vestibule. We were used to the zero-G here as ship's gravity was at a 90-degree angle from the pinnace's. I always thought this was a strange thing, and while both Ivo & Tora managed not to get space sick, I did the 1st time. It was embarrassing. Pressing button the lift doors opened. It had clear arrows pointing to what would be down, and copious handholds. Pulling our bags in, we all grabbed the handles and pressed the down button. The door slid closed and we jerked a bit up as the lift started moving. In a few seconds weight came back and our feet and bags landed on the floor. 

The lift opens up to the reception area, a pretty spacious area with some worn furniture and a ship's plaque on the wall. I always enjoyed reading the "Knowledge is the surest vector" part. And noted the hatch next to the lift that led to the ladder that climbed the spoke. Johan made sure to point that out on our first visit here. Grabbing our bags, we left the reception area and passed several staterooms until we got ours. Mine was adjacent to the iris valve that led to the crew quarters, and Tora was next to me, and Ivo next to her. There were 4 empty staterooms as this ship could handle a lot more people than just us. But Montca University was fully funding our research, so we had the primary lab to ourselves. Victor was using the aux lab for his own research, and we were looking forward to getting to the Xyman system for first-hand research in that most interesting belt.

While we were still in orbit, and had some time, we decided to walk the ring. Just like the spoke was an interesting design choice, a ring ship just seemed so quaint. But being able to spin for pseudo-gravity was important for some research where grav systems can interfere with some experiments. The access button next to the iris valve was green, and the doors slid into walls as we walked forward. The crew quarter section was quiet, and the emergency bridge doors were locked as we passed the 2nd drive pod. The carpet underfoot was worn, and other than the signs on some of the doors it was easy to just see this long corridor curving up as some sort of tunnel. But then we got into the aux lab, and there was a good bit more space. Victor's computers seemed to be running some sort of simulation, and we passed the various empty stations. I saw the emergency nooks where survival bubbles and emergency vacc suits were stashed, along with basic fire-fighting gear. Though I've been told that in case if a real emergency the atmosphere could be vented. Which is why there were emergency vacc suits and balls. I keep thinking maybe we should train a bit on that, just in case. 

The iris valve to our lab was open. I noticed the warning paint over the floor hatch. This is how some of our larger equipment got moved in a few weeks back. The floor here was also covered with a thin carpet of an odd orange color. We checked the lab equipment, and somehow Tora managed to scratch herself on something. I have no idea how she survived childhood - she is always having some patch on her from some scrape or cut. But she designed some of the equipment and knows her stuff. Most everything was on standby, though we would start up the main computer and some of the equipment to analyze some of the specimens we have. We just need to get to the Xyman system to get some in its natural state. Or unnatural as Victor keeps telling me.

MagMagMag from COTI somewhere in this thread

Continuing on past the 50+ meter lab we pass a closed iris valve to the cargo bay. A few crates are here, and various supplies. The next iris valve is also closed but opens on our touch, and we pass the other air/raft bay and drive pod 1. The bridge is dark as we are in orbit, and we all wonder who the next pilot will be - Joahn was nice enough but we barely knew him as he ferried us up here half a dozen times and helped with our equipment. Past the bridge were the crew staterooms, blandly anonymous. Another iris valve and we were at the galley. A little bit further and we had gone full circle, back to the reception area.


And no, no robots like that in MTU. And I asked AI for a dedication plaque and it was pretty interesting - it got W.H. Keith as the chief architect! While this lab ship was originally for the IIS, after almost 15 years of use Dr. Cosmosis became the owner of it. He may want to change out the plaque! I did a couple minor edits on it 

IMPERIAL INTERSTELLAR SCOUT SERVICE
LABORATORY VESSEL — TYPE L (LAB SHIP)
SHU NIDURNNIS  
“Knowledge is the surest vector.”

Commissioned: 1087
Registry: IISS-LS-7712
Class: Type-L Modular Research Vessel
Displacement: 400 tons
Primary Mission: Deep-space biological, chemical, and xenological research
Secondary Mission: Survey support, anomaly investigation, orbital laboratory operations

Constructed at: Gashidda Orbital Yards, Regina Subsector  
Chief Architect: W. M. Keith  
Lead Systems Engineer: Dr. Sula Hedin  
Hull Configuration: Ring-Habitat with Central Spindle
Drive Systems: Model/4 Jump Plant • Triple Redundant Maneuver Grid
Power: Fusion Pile Mk VII
Crew Complement: 12 (plus up to 20 research specialists)

Motto:  
“To seek the unknown, to map the unseen,
to carry the light of inquiry into the long night.”

Presented on behalf of the Imperial Interstellar Scout Service  
Regina Directorate — Spinward Marches

Thursday, July 16, 2026

Kinunir: Scientists and the Shu Nidurninni

I've already said we have 3 scientists on the Shu Nidurninni, and now I need to generate them! As the Montca University is paying for 6 months of lab time aboard the ship for the Xyman system. Perhaps some anti-matter research? Going old-school with Citizens of the Imperium Scientist career.

Aurora Oaks, Lead Scientist

876B9A, 6 terms, age 42

Computer-3, Gravatics-1, Mechanical-1, Navigation-1, JoT-1, Leader-1, Admin-1

Working with strong computer models of the standard gravatic model, Aurora Oaks still has not achieved her PhD but is undeniably intelligent. She believes that the natural contra-terrain of the Xyman system may lead to a breakthrough. She has convinced the Montca University at Enris to charter the Shu Nidurninni to the Xyman system and is bringing along 2 of her graduate students. Easy going about anything other than gravatics, Aurora has procrastinated for her thesis work and thinks this trip whe will get a definitive paper to defend and finally get around to getting her doctorate. 



Tora Beauchamp, Student

7447A7, 3 terms, age 30

Computer-2, Electronics-2, Medical-1

A loud yet clumsy woman, Tora has the perpetual imposter-syndrome. She is somehow loudly meek with a large voice for such a small woman. She also always has a bandage on somewhere as she is always getting hurt working on various projects. With her fellow scientists, she is hoping to get a paper out of this project and get her PhD.

ArtStation - Characters02


Ivo Bardot, Student

8758B5, 3 terms, age 30

Computer-2, Gravatics-1, Grav-Vehicle-1, Carousing-1. 

A boisterous man leaning to over-indulging and having the beginnings of a beer belly to show for it, Ivo already has his PhD but has been a student of Aurora Oaks for the last several years. He is really the one driving her to finally get her PhD. He gets along well with everyone it seems, though Tora seems to shrink down a bit around him.



Ship Patch

I also decided to make a ship patch. I made the basic idea then unashamedly got AI to clean it up.
original via Google Draw

modified by CoPilot

 

The character generation process

Note: scientists get Computer-1 automatically, so the final info includes that bump.

started: 734797 ended: 7447A7, age 30

Term 1: Survived, and gets Electronic-1, Computer-1. She is leaning to the technical side and perhaps is the wone keeping the computers in shape. But she barely survived this term - maybe crossed the wrong wires!

Term 2: Survived, receiving Medical-1, +1 Education. No self-medication here, but as she is working on potentially dangerous projects, she took some medical training!

Term 3: +1 Dex, Electronic-2. Working a bit to be a bit less clumsy. And We'll leave her here at age 30, working on her PhD.


started: 876A7A, ended: 876B9A, age 42

Term 1: Survived, Leader-1, Admin-1. This looks like she will be the lead scientist.

Term 2: Survived, Gravatics-1, Computer-1. Specializing in gravatic theory?

Term 3: Survived, +1 Education, Mechanical-1. Learning to work on the machinery.

Term 4: Survived, +1 Education, +1 +1 Intelligence. Just getting smarter and learning more.

Term 5: Barely survived, JoT-1, Navigation-1. Several generic skills, oddly gets Navigation skill. Hoping to work on a lab ship I think!

Term 6: Barely survived, no aging effects, Computer-2, +1 Education. Leading her cohort on the ship.


started: 665A78

Term 1: Barely survived, +1 Intelligence, Gravatics-1

Term 2: Barely survived, Gun Combat/Body Pistol-1, +1 Intelligence

Term 3: Died. And the only one who actually picked up a weapon skill!


Started: 8756B5, ended 8758B5

Term 1: Survived, Carousing-1, +1 Intelligence. He must have been partying with the smart crowd.

Term 2: Survived, Grav Vehicle-1, +1 Intelligence. Well, someone needs to be able to pilot the air/rafts!

Term 3: Survived, Computer-1, Gravatics-1. Some actual scientist skills! And we'll have him at this point as well

Wednesday, July 15, 2026

Kinunir Session 3: Finishing the 1st Arc

Pascal had visited the injured shuttle pilot in the hospital. He found the following information:

He's in the Waygin Hospital (outside of the port in the startown) as his injuries were not too bad. No guards or anything and he'll be released in 2 days. A couple of broken ribs and a broken arm. Healing pretty fast as the hospital has Medstar auto-docs and bone grafters.


He'll say that he was just carrying General Products engine couplers. He was re-routed due while de-orbiting to pad 17 as normally he would have landed at the General Products landing field near the shipyard. But as reported, about 200 meters up the m-drive seemed to stutter and have uneven thrust. He managed to avoid the concourse and fortunately the safety systems cut in and he was not too badly hurt, but somehow the drives were on fire. The emergency shuttle was there and they got him out but the cargo and shuttle were almost entirely destroyed.

And in related news:
Dateline 357-1105
SPA and the Ministery of Safety have removed the last pieces of the downed shuttle from the pad. Engineers have resurfaced the landing area, and pad 17 will be open for business by 360-1105. The investigation continues. Kane Howe has been released from the Waygin hospital, and currently is not considered responsible for the drive failures.

In related news, the SPA has been unable to confirm why the General Products shuttle was rerouted from the General Products private yard to the Montca Downport. Our investigative reporter is digging into the facts. 
Before Treena shows up, 2 players placed bets on the 11 teams in the Race to the Bottom. And I had not fleshed that out, and so we have another news update:
Dateline 358-1105
The 43rd Race to the Bottom has finished. SeaAdventure’s Quicksilver 2 person submersible won the race in 5 hours and 13 minutes. Race results:
  1. SeAdventure Quicksilver, 5 hours, 13 minutes
  2. Otterbanks Maritime, 5 hours, 19 minutes
  3. General Products FastSub III, 5 hours 45 minutes
  4. Deepsea Hulls Orca, 5 hours 59 minutes
  5. Montca Motors Little Squirt, 6 hours 13 minutes
  6. Enri Engineering Sealcraft, 6 hours 18 minutes
  7. Famille Spofulum FS Torpedo, 6 hours 47 minutes - disbarred from illegal fuel source
  8. Ritchie Subwerks Gogetter, 6 hours 51 minutes
  9. WunderSubs Proto-I, 7 hours 3 minutes
  10. Flinks Works Minnow, DNF
  11. Asteria Work Group Shark, DNF
Team Famille Spofulum was disqualified after team officials tested the fuel which was highly dangerous to the environment. Racer Mitzie, dressed in her trademarked red gelsuit, had to be forcibly removed while having what witnesses say was a major hissy fit. 
Treena shows up, two auto-carts following her. They gear up for Montca's thin and tainted atmosphere and walk to the halfway point between Montca Downport and the General Products Shipyards. Moses and Tyrell accompany here while Jake and Pascal stay in Concourse 17 to keep an eye on things as much as they can.

The drones fly to the ship, apparently undetected. While one plays guard and is viewing the fireworks that are now starting at the race, the other releases the spider-bot. Which opens the airlock door. With Moses' and Tyrell's help, the drone crawls around and identifies the black globe fittings, then starts mapping out the fuel tanks.

This is when Jake sees red alarm lights flashing over the GP Yards and contacts the outside team. I'll also note that comms between them are, by default, encrypted. We're talking future WeChat or whatever, and with their comms they can actually communicate directly and not need to go through Montca TelCo. Though the can. Jake starts out from the airlock as the drones lose communication with Treena and the boys. These drones are also semi-autonomous, and they had preloaded the directions, so they can operate on their own. Once the job is completed, they will return to base. While they have GPS, they also have inertial guidance systems that are independent of the network. We think it is intentional jamming on the part of GP, and someone can see a security air/raft going through the yards when communications is restored. Moses, our ex-pirate, has the drones head north towards the last of the fireworks rather than straight back to them.

As the drones are coming back from the swarm of news and blogging drones also covering the start of the race, the security air/raft shows up. The guards ask about drone license, and Treena just scowls and says they don't have that authority. Moses manages to persuade them that yes, they were streaming the fireworks and has the video proof. And at that point Jake was calling about the after party to get to. Begrudgingly the guards got back in and flew back to the GP yards. 

It was late at night as they all reconvened at O'Leary's. Treena handed over the crystal memchip with all the recording information, and, after Jake got her an algae sandwich, she and her powered luggage trotted back off to the transit system to go wherever she was going. They tried to call Mr. Grey, as they are calling the Oberlines executive, and got a message service. Saying that his catering pickup would be ready at 9am the next morning, the group turned in.

We also had a quick flashback when Jake tailed our mysterious executive as he was leaving the port. He got into a very expensive speeder and left on his own. Jake also visited his old precinct and talked with Officer Fran, who he has known for 6 years. She was one of the 1st responders to the shuttle crash, and she saw what looked to be computer parts.

At 9 sharp, Mr Grey shows up. Data is verified, cash is left behind and Mr Grey takes his data, and like Treena the evening before, heads off to wherever he was heading off to.

When Jake mentioned the computer parts, and Pascal said that Kane Howe, the shuttle pilot, said it was engine couplers, they realized what was reported did not match first-hand accounts. And that a GP shuttle landing at the Downport vs their own port was unusual as well. 

Before much more conversion came up, the Professor came in, worried and in a hurry. His good friend was doing research on Oollar and has gone missing! As it is on the way (sort of) to Xyman, he has decided to take that detour and leave in the next 48 hours. Giving time for the new crew to spend the Cr15K on weapons for the ship armory, as well as spend their own credits for any gear they want. With Cr60K in their pockets, and being on a high-tech world, though one with a high law level as well, they can pick up all sorts of goodies. I just need to know what they want. I will fill out the ship's armory (probably a converted stateroom as the lab ship does not have an armory!). I also need to flesh out the 2 scientists that are paying for the ship for their research. Probably not the Death Station research!

---------------------------------------------------------------------------------

GM Notes

Info related to some of the background things here, so the players may not want to read from this point forward! Though a good chunk of this is actually available in Library Data should they choose to research any of the companies involved here. Just not all

Oberlindes Lines pulled some strings to get the shuttle re-routed and was testing a projected energy device that can disable m-drives. The executive paying the group is part of a small group in the megacorp that is doing some industrial privateering basically, trying to get General Products. From wiki  Oberlindes Lines - Traveller And I may flesh out Mr. Grey a bit more - he could well be a recurring character for something, nefarious or otherwise.

347-1105: The Bloodwell, a 1000-ton merchant owned by Oberlindes Lines, is destroyed by Imperial naval fire. (Adventure 03 - Twilight's Peak, GDW, 1980, p. 42.)
361-1105: The TNS at Dentus (Spinward Marches 2201) receives word that the "Kinunir" class colonial cruiser Adamdun mistakenly destroyed the merchant craft Bloodwell. (JTAS #05, GDW, 1980, p. 05.)
1105: Great concerns are raised over the destruction of the Oberlindes vessel Bloodwell by the Imperial battlecruiser Adamdun after the incident is attributed to the failure of a recently fitted tamper-proof transponder. (Behind the Claw, SJG, 1998, p. 08.)
1105: Oberlindes Lines passes the 200 ship mark.

Monday, July 13, 2026

Oollar

In looking around the D'Arlee Quandrant, one of the jump 2 systems from Montca is Oollar. It has a very interesting UWP: E83A9A-4. A low-tech water world of billions ruled by a charismatic dictator and a very thin atmosphere where you need a respirator to walk around. Steam-powered world so how does that work?

First, it is an amber zoned world. I imagine huge floating cities that use steam pumps to pressurize steel and glass domed cities that follow the currents. As it is ruled by a single dictator (odd roll so male) he must also have lieutenants on all the floating cities to keep order. Looking up what a charismatic dictator operates:

  • Charisma and Personal Appeal: The leader is seen as extraordinary, often possessing moral authority, a compelling vision, or a sense of mission. Followers may believe the leader is uniquely qualified to solve national or global problems.
  • Moral or Ideological Justification: Many charismatic dictators frame their rule as necessary for national survival, unity, or progress, often appealing to shared cultural or historical values.
  • Personal Cult of Leadership: They build a personality cult, portraying themselves as infallible and indispensable, which reinforces loyalty and suppresses dissent.
  • Use of Propaganda and Symbolism: Charismatic dictators often use media, public ceremonies, and symbols to project strength, unity, and inevitability of their rule.
  • Control Through Trust: Followers may obey not because of laws or institutions, but because they personally trust the leader’s judgment and believe in their cause

And that is almost the basis for the Divine Intervention adventure almost! I may steal parts of that, though it is a high-tech world. Though I actually have a few other ideas based on the NPCs and characters that would also work, and perhaps have something buried in the ocean.

I won't do the whole world mapping as it is just a giant ocean. And the floating islands will have various guilds:

  • Machinist Guild - in charge of keeping the buildings, domes and steam piping in shape. Includes the pumps but not operating them
  • Pump Guild - in charge controlling the great air pumps that
  • News Guild - in charge of propaganda, err, news from the glorious ruler
  • Electrical Guild - in charge of the electrical systems
  • Transportation Guild - in charge of driving the domed cities
  • Farm Guild - in charge of the great kelp farms, the primary food stock
  • Fishing Guild - in charge of the fishing fleet, primary source of protein
  • Mining Guild - deep sea divers who mine the depths for the materials needed for the domes
  • Security Guild - maintains security over the domes.
  • Cutting Guild - loggers of the underseas forests
Probably a few more. Definitely a steam-punk vibe. Early radio with giant antennas, diving suits with air hoses connected to the pumps. 

Some questions and maybe some answers:
  • Why are there even people here? Centuries ago, Miro Aspettrei, a cult leader, used all the funds and chartered 4 colony ships to Oollar. He wanted to create "The Heaven's Paradise" and wanted the whole world to himself to rule. The original domes were created from the hulls of those colony craft.
  • How are the domes even built? On an ocean-covered planet, mining underwater is very hazardous yet the brave men and women of the Mining Guild done their suits and bring back the precious metals used to repair the domes and make new ones
  • how are there 2 billion people? The 8 colony cruisers had almost 140,000 people in it in cold sleep. One of the tenants is to go forth and multiply, so families tended to be large. A dozen children per family was not unheard of. Population growth though has hit the hard resources of a low-tech world and the 2 billion now inhabiting Oollar discretely practice birth control. Though I think even that is not enough to explain the population.
  • does Oollar interact with other systems? It is amber-zoned and while Miro the 5th keeps a firm grip on the population, there is a hidden black market for higher tech items, such as respirators, food stuffs and even birth control medications. With the low technology, ships can land in the ocean and meet up with local smugglers. Radar is not an option However, many of the domes do have slow torpedoes which can cause ship damage. 
  • what does everyone eat? A lot of seaweed and fish products. The Farm Guild handles seaweed farming as well as the farm domes. The Fishing Guild handles fishing, from both boats above water to netting and fish farms in the depths. Smuggled food, especially treats, is highly prized as well as highly punished.
  • What are the steam pumps burning for fuel? Dried seaweed only goes so far, but there are huge underwater "forests" of a material, that once dried, burns better than coal. The smoke does need to be vented but with the thin atmosphere, venting gases is pretty easy (and just guessing, but yes, there will be a series of baffles I assume but I am no atmosphere expert!)
  • What are the conditions in the floating cities like? Crowded, cramped, smelly and mostly dirty. Think of Dicken's view of the slums. Except in the Grand Leader's area which is spotless and maintained by hundreds of servants. But with the crowds, while most people know everyone in their circles, there are so many people that strangers are not uncommon.
  • Do they speak the common language, and would it have evolved over time? Yes, though Oollar does have several regional accents based on the domes, the common Anglic is still spoken.
And why all this info? Because the Professor is going to want to go here. For reasons I am still working on!

And based on the Book 6 book, Oollar is orbiting in orbit 0 around the M1 V star at 0.2 AU or so, and it has 1 belt & 1 gas giant. That close to its sun gives it a 49-day year! And even though it is that close, it is going to be a cold world, so massive icebergs float around as well. And that close, probably tidally locked so the far side is a perpetual ice sheet, miles thick, and the sunward side an "eye" of liquid ocean. Now known as The Eye Of God by the 2 billion natives. The domes mostly congregate at the edge of the Eye, where there is slushy ice. There is a constant churn at the terminator zone which is also aided by a strong thermal core of the planet. The water is rich in nutrients and hosts a large number of aquatic lifeforms well-suited for this strange world!

I really need to get back to that program I was writing, though now I am leaning to just putting in a SEC line and extrapolating the system. Yes, it would be the 43rd version! And I may bow down to the inevitable and ask an AI to write it so see how that works.


Sunday, July 12, 2026

Dolmenwood Session 3: Leaving the Fey Lands

After a good bit of delays for various reasons, we returned to the Dolmenwood adventure. Our party of heroes, including one very quiet Fern Evergreen (I am just really bad at running NPCs alongside characters!) peeked into the family crypt to see two dancing skeletons. Pirouetting in the air, the jolly remains of Sir Chyde's parents asked if the party wished to dance. No one took them up on their offer. Seeing the chasm on the floor, and green slime and vapors. LozeBelle carefully checked the coffins: the 2 that were open were Sir Chyde's parents, apparently the sky dancing skeletons. The three other closed coffins contained the remains of his siblings. Peeking down the chasm it seemed to have sunlight reflecting off of snow. No one tried to throw anything down, or even clamber down - which was the safest thing to do. To avoid the slime, Elrod started up on the clsoed caskets to get to the door at the opposite side of the family crypt. The skeletons where not happy and attacked! A minor hit, then Friar Moon managed to turn the undead, who fled to the furthest corner of the room. 

The group gets to the next chamber, with 4 pillars in the room (though to be honest: depending on the size of those pillars they really would have been crowding that room. I think the map could have been a bit larger, though I suppose realistically it was the correct size). At the far end are heavy looking stone doors, flanked by 8' tall dog statues. Above the door was inscribed Call to the Companions. Unfortunately, realu life had interrupted the game for a long time and no one, including me, remembered that the Fairy Princess has mentioned the dogs' names. We did a wisdom roll, and 1 player got one of the names. Anyway, LozeBelle went up to the doors, and the statues did nothing. Elrod tossed a rock the simply bounced off the statues. The Dwarf fighter then tried to open the doors and one of the statues lunged at her. Elrod jumped up to swing at the door with his hammer, but it barely chipped. A quick fight started, and Keir, being part Fey, realized that mundane weapons could not hurt the enchanted statues. 

Fleeing down a side corridor, the animated statue dog stopped at the edge of the room. Deciding to explore in another direction, they found the chapel of St. Sedge. Lighting the candle, the group felt a wind and heard the sounds of battle. Behind a tapestry they found a wedged door that led to the priest's chambers. Along with 3 wormtongues. And while the game gave the stats, no images there nor in the monster manual. Pictures are always nice. A battle happened, but being stuck in the corner only 3 characters could get into position to fight. Elord was grievously wounded, and the acid spit did not help. Technically he got to 0 HP and in Dolmenwood and OSE, that means death. I decided to use the optional rule, and washing off the acid and casting some healing spells. he was brought back. Though he lost a constitution point.

It was at this point I remembered that the Princess gave the names of those hounds, so the normally quiet Fern (the NPC Elf) suddenly recalled the names. Back to the hall and speaking both names the door opened up. Inside the ghost of Sir Chyde welcomed them and asked if they would take his ring to the princess. As they took the ring from the skeleton's hand in his casket, the ghost disappeared. 

Going back to the lower level, they entered the Fey woods, snow falling on their shoulders. Trudging through the snow they got back to the tower, where Grimmlegridge the troll and Griddlegrim permitted them to enter, despite offering more mushrooms. A threat about not letting the princess get what she asked for led them straight her. Giving her the ring, the ghost of Sir Chyde showed up and the Fey and astral ghost seemed to hug.

Rewards were given: the gem of resurrection, a few of the snow crystals, and the Dwarf got a magical hammer with a butterfly engraved on it (+2 damage and only weighs half of what a normal war hammer weighs. They needed a magic weapon). She also had their wounds healed and restored that CON stat for the Breggle. Declining to stay for the wedding, they start back. The forest seemed denser and harder to get through yet they did finally get back to the lower level of the crypt. Somehow it was night outside, so they set up camp for the evening after closing the crypt back up, adding a warning to stay out on the door, and hiking a bit into the woods so as to not be sleeping on a burial mound.

In the family crypt

Next morning, as they are fishing and getting breakfast, a large 5' Otter shows up. Only because I saw the meme a while ago and it tickled me. Though the players were really focused on the fact that the Otter was not wearing clothes. And I'm doing what one series of books did that I liked: the sentient creatures were capitalized, and the "cousins" (non-magical/sentient) were lower case. So, an Otter is an intelligent, speaking otter, and an otter is a regular otter. Anyway, the Otter, Hermes, does have a quest for the group: to correct the hidden Shrine of St. Wort. Which is lost and somewhere south of Fog Lake. They do agree to do the quest and then head back to the Giant's Nose. Where they discover it has been 5 days since they left.

Hermes, the quest-giving Otter
Resting and getting supplies, and adjusting for XP, no one leveled up. A few days later, they head up Cave Lane. This road is at the bottom of a crevice and only gets daylight at noon. No one passes them in either direction for several hours of travel. They do notice the occasional smashed instrument along the way and posit several theories, most prevalent is that someone really hates bards. 

A bit past midday they come to a stone bridge, and a Grimalkin strumming a silver-stringed lute. She introduces herself as Dandy Prisslwhiff, bard. When asked if she had any information, she was willing to trade info for a musical duel or solving a riddle. As none of the characters were a bard or had any musical abilities, they opted for the riddle. I had to write it down, but here was a bit of an issue for me: we've only started playing in the Dolmenwood, and 2 of the players were playing Dolmenwood natives. As people who grew up and lived in the woods, they would have most likely figured it out. The players, on the other hand, not steeped with all the knowledge, have no clue. I decided to just let them have the answer and give them the info that the shrine is probably west of where they are, somewhere in a river. Which is why Hermes wants it fixed - he is worried that the human god may get upset with a shrine that is not correct. 

And this is where we left that session. We finished the 1st adventure and are starting along a 2nd. I need to think things through a bit more and I have several ideas and adventures I can plunder. Hopefully keep things fun and exciting for the group.

A few things in the adventure:

  1. That chasm actually led back to the Feylands - the light was reflecting off the snow fields outside the tower. That ring, connecting the 2 worlds, was weakening the barrier between Dolmenwood and the Feylands.
  • Had anyone touched or had anything touch the slime, it too would have floated up. Not sure how long that would have lasted.
I am still having some issues running combat of course and tracking more than 1 NPC just seems harder than it should be. 

Wednesday, July 08, 2026

Kinunir Session 2: Some Action and Progress

We started in the Purple Hootch, a startown dive bar where starship yard workers tend to hang out after work. Jake, our ex-policeman, did not roll well on his streetwise, so the patrons seemed to be avoiding him as a recognized outsider. Tyrell, seeing a small group of General Products shipyard workers, introduced himself and was asking about getting employed at General Products. Going to the main office in Enris, the capital of Montca, was the solution. Todd (rumor C) mentioned he used to work there and remembered the days of building the Kinunir. This thread was not followed up, though Tyrell did meet get to know Matt and Julie a bit better. I pointed out that they could see the ID cards on the employees, and while I had the scene set up for a bar fight to see about the IDs, this group for some reason plays the Traveller RPG a lot different from a fantasy RPG. Where I am pretty sure a fight would happen. 

ready for a fight that never happened

Regardless, deciding to hack into the corporate offices, Jake finds a contact from his police days, Mike. They get there, and Mike is very anti-Imperial. For Cr2000 he helps Moses by supplying some anti-tracking and infiltration software. Between that aid, his own computer skill, and this player usually rolling really high, they get all the information they need: the actual placement of the black globe fitting, and the actual fuel tankage. Given an extra tip, Mike also gives them connection info for Treena, a drone pilot who also does not like the Imperium.

They meet up with her the next day in the park, and she has 2 drones flying around to keep track of her surroundings. She agrees to the job, with Cr2500 up front, and Cr2500 after the job. She has drones that can fly in Montca's thin atmosphere, and spider bots that can probably get into the Kinunir. Pascal and Tyrell notice the drones flying surveillance. They are probably aware that the drones carry full, high-def holographic cameras and microphones. Treena said that this evening would be a good time to do this as the 43rd Dive to the Bottom is starting right outside the port, and between the drones reporting on that and all the activity, there will be a lot of false positives for the General Products yards. Giving her a better chance at success. 

Treena

Later that morning, the Oberlindes Lines executive shows up, asking if they will do the job. They agree as they have half the required info already, and with Treena's work should have the corroborating data.

And let it here as it was about 9, and despite not being employed at the moment, I still get up at 4am to get to the gym. 40-year-old habits are hard to break, and I want to keep doing that regardless. Health is important!

Equipment

Stuff the players will have bought already or had.
  • Comm dots: short range comm devices that fit behind the ear. By themselves they are like a walky-talky with about a 1km range. But they can interface in the standard networks (and standard charges will apply) and be basically a cell phone. The League uses standard Imperial codecs and interfaces as well as their own, and the League comm dots can work across both networks. Cr100, battery recharges wirelessly in most starships, or there is a small charging pad that can plug into various sources
  • Communicator. Something between a cell phone and walky talky. Range is 500km and can be used as a base station for comm dots as well. Includes audio and a slide out vidscreen, and like most smart phones of today, is a small hand-held computer as well. It can record in holo, flat and audio, and if connected to the local GPS system can be used as a mapping system. Cr500, TL14
  • portable computer. For those requiring more oomph in their computing power, portable comps (aka laptop) give a full keyboard and holographic screen and can connect wirelessly to League of Imperial networks. Additional software can be loaded on it, and in a ship can be used to interface with the main ship computer.
  • Drones. There are all sorts, from rotorcraft for atmospheres to much more expensive grav drones that can work with no atmosphere. Usually have a full raft of sensors, including audio, holographic cameras, 2D cameras, thermal imaging. Prices vary from a few hundred credits to tens of thousands depending on types. For Treena, she has several, but all are rotary craft designed to work even in Montca's thin and tainted atmosphere. She also has several spider drones that use legs to walk about and have manipulators. 
The players will also have their guns if they bought any or mustered out.

Characters Met

Mike - hacker, anti-Imperial bent. Helped hack into General Products servers for plans of the Kinunir
Treena - drone pilot. Will attempt to get into the Kinunir via drones
Todd - ex-General Products shipyard worker. Aka rumor C in the book. 
Matt, Julie - current General Products shipyard workers, met at the Purple Hooch.
Oberlindes Lines exec - name has never been given, will pay Cr240K for the info. 
Professor Victor Cosmosis - scholar who wants to hire the team for a trip to Xyman. Which, entirely coincidentally, is where Pascal has an asteroid claim. The universe works in mysterious ways.

News Feeds

In case the players did not notice, I do have news feeds that (a) give some flavor and (b) can give help to planning and doing things.

Tuesday, July 07, 2026

Kinunir - The Professor

The professor was introduced in session 1, basically taking one of the rumors and making it also a patron. Realizing I need to create the actual character, I started rolling up. Oddly, my 1st set of rolls worked out well: 543CAA, so really smart and educated but not a great physical specimen! 

Using the Mongoose rules, he went to the University of Tryonas in the League where he got more educated, especially after graduating. Though he did not get honors. Joining the scholar career as a scientist, he spent 5 terms there and got a fair number of skills as well as exercising regularly. Mustering out went well, getting Cr60,000, +1 social to become a knight, the lab ship 3x so it is 75% paid off, 14 years old so 15% cheaper as well. And as I mentioned the University is also helping out, so we will not have to worry about some payments at least due to an educational stipend.

Professor Victor Cosmosis

563CDB age 47, 5 terms Scholar, rank 6
Language (Vilani-0), Drive (Grav-0), Medic-0, Science (Linguistics-0, History-2, Planetology-2, Archaeology-3), Engineer-2, Investigate-2, Admin-2, Computers-1, Diplomat-1,
Graduated University of Tryonas
Cr60,000, Lab Ship (75% paid off, 14 years old)

Graduating from the University of Tryonas, Victor immediately started working for the university itself. Bureaucracy created a mess after his first few years, and Victor learned to weave between the administrative jungle with aplomb. He met with Thomas Plutonis, a very eccentric scientist whose ideas of the Chirpers and how they related to the Droyne created a rift in the scientific community. However, those years taught Victor the value of diplomacy. Not long after that, Victor had his first breakthrough on the correlation of planetology and history and transferred to Montca to further his ambitions. His investigations lead to his first published paper. On Montca he took some advanced training on planetology. His next breakthrough on ancient cultures came not long after, and his publication on Planetological Explorations of Ancient Cultures was well received by the scientific community. The last few years of working with the University on a secret project furthered his planetology studies. 

After 20 years, Victor decided to work on his own. His years of service got him a Lavalier class lab ship which, thanks to both his years of service, is 75% paid off. He has spent the last several years on Montca, but is ready for the next leg of his journey to Xyman as he believes, based on his investigations and research, that the belt may well be the remains of a pre-human culture that destroyed its home planet. 
Victor Cosmosis


Lab Ship

Based on the Mongoose book, as I have that open at the moment, the lab ship costs MCr135.9018 (though the Wiki says MCr158) taking 15% off that gives MCr114 (we'll round for simplicity) and then 75% paid off gives a balance of MCr28.6. Operating costs are Cr11,325/month. With his Cr60,000 he can cover operating expenses for a bit, but I'll make the backstory be the Montca University of Enris is also supplying 3 scientists that also want to do some research in the Xyman system, so they are going to pay the monthly maintenance for at least 6 months, as well as the mortgage to cover the expenses. The professor is still on the hook for fuel, and who knows who the scientists really are (okay, not going to go bra-hah-hah-hah and twirl my mustache, but if the game needs something like that, well, there we are!) But that will simplify the accounting aspect of things as my players really do not enjoy that part of Traveller. 

We also need some NPC crew as the players only fulfill a couple of the positions. The professor, having had this ship, and having engineering skill, will be one of the 2 engineers it needs. The navigator also acts as a backup engineer in case the professor gets busy. And really, outside of setting up jump plots, what does the navigator do the rest of the time?
  • Pilot: Tyrell Adanac, ex-Space Patrol (pilot-2) [Player]
  • Navigator: Sir Wor Weura (Navigation-1, backup engineer-1) [NPC]
  • Medic: Pascal Esperan, ex-Belter (Medic-2) [Player]
  • Engineer: Professor Victor Cosmosis (Engineer-2) [NPC, also owner and lead scientist]
  • Engineer: Bevin Cramer, ex-Belter (Engineer-2) [NPC]
  • Ship Security (new roles): Jake Rockwell, ex-police [Player]
  • Ship Communications (new roles): Moses Cook [Player]
And as these are paid positions, what do they get paid? Again, with the rates from Mongoose which I think match classic) this is the monthly rate:
  • Pilot: Cr6000
  • Medic: Cr3000
  • Ship Security (same as gunner or marine): Cr1000
To be honest I always thought it odd that the medic did not get paid as much as the pilot, but that position is not a doctor. And I will add that the medbay will have one of the Krim high-tech auto docs. 

Two of the NPCs are characters from the character challenges I've done in the past, as is one of the player characters who changed his mind about his initial character. And he may know of Bevin Cramer, another belter. Or not - the universe is a huge place. I'll have him roll a reaction roll when they eventually meet and if it is high, say 9+, then they know of each other. 

And using a Vilani generator, we'll go with naming the ship the Shu Nidurninni which we'll say translates to Planet Culture Search. Because Victor only has linguistics 0 it may not be correct!

I'll have to roll up or find 3 scientists (I know I have a few from those character challenges) and why they want to go to Xyman - perhaps anti-matter research or belt gravitational theories. 

Monday, July 06, 2026

Montca News 6: Distraction

 To give the players more opportunities, the Race to the Bottom submersible race will start off not too far from the Montca port. 2 of the concourses are actually rented out for viewing as the Grand Red Ocean is not too far in that direction. Being a high-tech world, the viewing ports at the terminal are not only strong enough to handle pressure but also have some magnification so that passengers can zoom into watching their shuttles or ships approach. Yeah, that's what I am going with. What this means, especially for the ex-police officer, is that security around there is a bit tighter than normal, but guards and whoever at other places, such as the General Products port, may be distracted by the start of the race. 

Dateline 356-1105

Teams are preparing for the 43rd Race to the Bottom. This year’s course takes it from the edge of the Grand Red across the Undershoals to finish at Port Jerico. Concourse 10 and 14 of Montca Downport have been fully reserved as they will be able to see the launch of several submersibles. Excitement at the port has increased, as well as security and safety precautions.

Concourse 17, while technically open, has not seen traffic since 350 as the inspection and safety divisions continue their analysis. The shuttle will be removed in the next few days, the pads repaired, and Concourse 17 should be able to resume normal traffic by 015-1106 according to the Ministeries of Safety and Starport Maintenance.

Not sure how the game is going as we've just had the 1st session, but I have set it up for a few sessions down the road with the professor. Who needs a name if I've not already done that. I also need to check the systems between Montca and Xyman, and look into other adventures I have that could fit into some of those systems. And I may fall back on 76 Patrons as I used the heck out of that book back in the day!

A Star Wars sub from https://starwars.fandom.com/wiki/Imperial_submarine
from https://starwars.fandom.com/wiki/Imperial_submarine

That last rendered sub looks like it could also be a shuttle. Maybe another Flying Sub!

from https://modelermagic.com/science-fiction-composite-artwork-kenn-flying-sub/


Wednesday, July 01, 2026

Kinunir Session 1: Slow Start

 Our first session had a lot of talk, few rolls, and lots of ideas but little action. First, we have our 4 characters:

  • Jake Rockwell, ex-cop of Montca (native to the current world)
  • Moses Cook, ex-pirate. Co-owner with Jake of O'leray's O'Lasers. We never asked about homeworld, and he may or may not be a citizen of the League of Independent Planets
  • Tyrell Adanac, ex-Space Patrol. Citizen of the League, but not sure which home system he is from
  • Pascal Esperan, ex-belter from Helfom. Has a claim in the Xyman system
Pascal

Moes

Tyrell

Jake


They divvied up the basic Traveller skill package, and the scene was introduced. They were all sitting in Concourse 17, which due to the shuttle accident 2 days ago, was empty of passengers and customers. While Jake and Moses are apparently cousins, Tyrell had just mustered out of the Space Patrol due to an injury (failed survival roll and we opted to not use the Iron Man rules) and Pascal was in transit to get to his claim but for some reason was stuck here. 

The middle-aged gentleman from Oberlindes Lines shows up and makes the proposal: for Cr200,000 he needs info on the black globe fitting location and actual fuel tankage capacity of the old Kinunir Colonial Cruiser. Of which there happens to be one in the General Products yards that was supposed to have been scrapped but has not yet. Pascal bargained a bit and we managed to get that up to Cr240K and then he left, to come back the next day to see if they agreed to his plan. He did say that the server at the General Products terminal as well as the main office in Enris (capitol city a few hours away) would also have that information. 

There was a lot of talk about breaking into the yards to get into the physical ship, getting forgers to fake the IDs as a General Products worker, even getting a job there. I had to try & steer them a bit to finding more information and research outside of talking amongst themselves. Plus I've added a lot of news feeds to help set up some of the possible rumors and info they need to move forward. Post 5, 4, 3, 2, 1

After a while, I broke it up by bringing in the professor who is rumor I, and also now a source for a job in a week or so. A regular at O'Leary's as he loves the greasy astroburger, he was doing some research on Xyman and Q'auntar and pre-human cultures that lived there. He mentioned the collapsed culture of Pax Stellar as well. He's been pushing the University for a research ship to visit Xyman and Q'auntar to further his thesis and will be needing a crew. Setting up 2 things here as Pascal probably wants to check out the claim he got when leaving the Swift Rock Group.

Tyrell heads back to the Explorer's Hostel at the edge of the port, where he has been staying the last couple of weeks. Leo, who has worked there for the last 1 years, does say that a lot of the wrenches for shipyards tend to hang out at the Purple Hootch, over on Line J, Intersection 15, Avenue Q.

Getting back with the others, they all go to the Hooch but come in at different times. Jake fails his streetwise roll so the regulars seem to notice that he may be a cop. Tyrell, good at carousing, makes small talk with the bartender and others. They do notice that many are still wearing their work coveralls, you cannot tell Imperial from League, and there are several shipyards on Montca. They do see some from General Products, and I did not make them roll, but will now let them know that they also see several of them have their ID patches on their work clothes. 

At this point, we lost one player due to internet connections, so we closed off the session there. I am also using a Points In Space location for the Purple Hootch.
from Points In Space
It also seemed to go slow, and I am not sure all the players are involved. I probably need to add some more action so they have things to do, but this was the set up. And there is a fair amount of background and while I am doing part of that via the news feeds, lore dumps are hard to do well. Hopefully we'll just keep introducing things as needed. I do think I at least managed to portray the Imperium as not the good guys. Why I stuck this in the League of Independent Planets and MTU - hopefully let them let loose a bit more. But we'll see!