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Traveller 5th Edition 02 Introductions

This document provides an overview of the Traveller roleplaying game system. It introduces foundational concepts like dice mechanics, measurements, money and costs. It also describes character creation aspects like characteristics, careers and advancement. The text aims to evolve the Traveller system by building on its origins and incorporating lessons from other RPGs.

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100% found this document useful (2 votes)
258 views45 pages

Traveller 5th Edition 02 Introductions

This document provides an overview of the Traveller roleplaying game system. It introduces foundational concepts like dice mechanics, measurements, money and costs. It also describes character creation aspects like characteristics, careers and advancement. The text aims to evolve the Traveller system by building on its origins and incorporating lessons from other RPGs.

Uploaded by

chipcgrimshaw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Absent Friends

William H. Keith, jr

The Traveller universe has been a community of friends since even before its first publication. Traveller players are a
unique and diverse group who enjoy the opportunities the game provides them for camaraderie and imagination.
Lamentably, some of our friends are no longer with us, but their memory remains…

J. Andrew Keith Clayton R. Bush


1958-1999 1958-2007
Andrew was a prolific science fiction and role-playing game Clay was an independent author of convention scenarios in
author with Traveller clearly predominant in his writings. He 'odd' systems, but he always returned to Traveller. In 1991,
was intelligent and creative in his writings and an asset to the he received a ‘Lifetime Achievement Award' for writing and
Traveller system. running over 100 convention events.

Don Rapp Bari Z. Stafford Sr.


1936-2007 1953-2002
Don caught the Traveller bug early and enjoyed promoting Bari enjoyed designing ships, sectors, and situations for
Traveller at conventions. He was the author of some of the Traveller, and he enjoyed sharing them with fellow
first supplements to Traveller: Scouts and Assassins, and Travellers. His magnum opus was Turokan’s Expedition to
SORAG. the Rim.

John M. Ford Paul Montgomery Crabaugh


1957-2006 d. 1985
John as an extraordinarily intelligent and witty man with Paul was an early asset to Traveller, and regrettably an
exceptional writing talents on the larger science-fiction scene. early loss. Issue 51 (1982) alone of Dragon featured four of
He nonetheless lent his talents to gaming and to Traveller. his articles on Traveller, each short, punchy, and insightful.
He wrote GURPS Traveller Starports and was a frequent He was also an advocate and a pioneer of the Civilian-- the
contributor to the Journal of the Travellers’ Aid Society. career for players to experiment with being an average Joe.

Robert E. “Bob” Bledsaw


1942-2008
Bob pioneered the licensed role-playing supplement with
D&D materials, and expanded to produce Traveller materials
in 1979. Notable among the items he published were
Starships and Spacecraft, the Traveller Judges Screen, and
Dra’k’ne Station.

E. Gary Gygax
1938-2008
All role-players owe a debt of gratitude to Gary Gygax. It was his pioneering of the recreational role-playing genre with
Dungeons & Dragons that created the modern role-playing game. In the long view, he ranks with H.G. Wells (whose Little
Wars pioneered military battle games) and Fred Jane (whose Jane’s Naval Wargame pioneered sea battle games).
Dungeons & Dragons had a strong and lasting influence on Traveller.

- -
1

The early editions of Traveller led RPG design with evolutions.


Classic Traveller was one of the first RPGs to abandon classes or levels. A character’s
experience was based on how old he was, and what career he pursued.
MegaTraveller added the task system: its flexibility and adaptability an inspiration to so many
RPGs, with it's flexibility and adaptability.
But Traveller: The New Era had no evolutions – it was a conversion to a different game
system. And when T4 was released, there were too many compromises between the various
editions. I have to confess: as with many fans, I stayed with MegaTraveller and its
accompanying errata; others went back to Classic Traveller, and still others combined their
favorite pieces from the various editions into their games.
The first discussions Marc and I had about a new Traveller edition were in 1997; he was
cleaning up the T4 mechanics at the time, and I wasn't interested. Over the next decade, many
rumors came out about what Marc was working on, and every Traveller fan had their opinion of
how he had to do it. I did keep an ear out on what might be changing, but nothing I saw changed
my mind to keep my favorite edition.
Late in 2007, Marc passed me a new draft, and I saw something different. This was not a
redone T4, not a cleaned up MegaTraveller, not even a revised Classic edition. This was an
evolution. It was just notes on some careers, but I saw something there. So he invited me to join
a group (the infamous "Sewing Circle") and he e-mailed us updates on an infrequent basis. My
infrequent involvement shortly became deeper, and I found myself having more fun buried in
Traveller5 drafts than I had ever had before in gaming. From the early sewing circle discussions
to the incredibly rewarding forum errata-fests, it's been an amazing experience watching these
rules develop.
I encourage you to read through these rules several times. Let the overall concepts seep in.
Then go through it again, and you'll see nuances you missed. T5 is as much an evolution in some
places as adding the task system was to MegaTraveller. In other places, it's even more. RPGs
have evolved a lot since 1974 and 1977. Now Traveller finally catches up, and then jumps
ahead.
Welcome to T5.

Don McKinney
Preface
This volume may seem daunting: hundreds of pages about the universe of the
future. Where should you start? What material is new? What has changed?
This is a daunting volume, more than ten years ( in some respects more than that ) in the making. There was a point when
the text flowed non-stop evening after evening almost directly into the original Little Black Books. The concepts that went into
those three books have come back time and again, to be revised, expanded, and elaborated upon. A few words about
mercenaries and the military became a major emphasis in Traveller; a few more worlds about space navies became another
emphasis.
This text takes so many of the ideas from the original Classic Traveller and all that followed it, and brings them to maturity.
It helps to point out some of the advances and details in this volume, rather than make you dig for them.

The Foundations
We lay out early many basic concepts that come back time and again.
The chapter on Dice provides the statistical expectations for die rolls: to help player Standard Die Rolls
make better choices. Then it defines the types of die rolls that will be used throughout Standard Die Roll Terms
these pages: rather than define them again and again as they come up. We introduce Probabilities of Die Rolls
terms like Assets and Target Number and Mod and DM. We introduce standard rolls, Flux
and special purpose rolls, and a new one: Flux.
We cover Traveller’s traditional hexadecimal “use letters as numbers” concept now Ehex
labeled Ehex.
We define what a ton is (it’s the volume of 1000 kilograms of liquid hydrogen) and The Ton
how its used to measure cargo, and ship size, and more.
We define the values for Range Bands: in fact, we define several different types of World Range Bands
Range Bands for use on worlds, for use in space, for calculating altitudes, and even Space Range Bands
social distance (see the chart for Fame). Flyers can fly at specific altitudes; starships Attitudes on Worlds
can skim gas giants at specific altitudes; submarines can dive to specific depths. Depths of Oceans
We define what money is: the Credits that characters carry in their pockets; the The Depths of Gas Giants
MegaCredits that business and companies spends, and the Aryu that worlds use in
their budgets. Money
We also define Benchmarks for money: how much a person needs to live on; how Credits, MegaCredits, and Aryu
much a person can earn at various jobs; how much common items cost. We also
address Benchmarks for Sizes: we discuss how big some things are, and then assign Benchmarks
number values to them. Costs
The preliminaries define early in the text some very basic concepts that are helpful Values
for players. Sizes

Characters
We took a careful look at the six personal characteristics and defined them in detail. Characteristics
Earlier Traveller aliens had alternative characteristics, and we have expanded that Alternative Characteristics
concept to include alternative or analog characteristics for some non-humans. We also Sanity
defined two secret (or at least obscure) characteristics: Psi and Sanity. Psi
We considered a wide variety of career types and narrowed them down to 13: any
other career is really just a subset or a specialization of these 13. We defined how to 13 Basic Careers
create homeworlds; what sorts of education are available; what benefits accrue when a
character retires.
Yet the basic concept of career resolution for characters remains: updated, refined,
but still recognizable to veteran Traveller players. Genetics
We have added Genetics. A character can record genetic information during Geneering
character generation, or discover it later through genetic testing. Genetics allows
characters to establish a link with characters (ancestors, descendants) in other milieux.
Genetics is also a basis for Geneering.
We provide detailed rules for Clones, including Life Insurance. We go beyond Clones
clones to address Chimeras and Androids. Chimeras
Androids
We address (at length) Sophonts: aliens of all sorts and types, including the ability
Sophonts
to create new sophonts (or import your favorites) with relative ease.
Basic System Mechanics
The central mechanics of Traveller remain the detailed task resolution system and Task Resolution
its companion skill set. A defined set of skills is paired with an unlimited set of Skills
knowledges: characters can turn their attention to anything they want and find the task Knowledges
system supports them. We have implemented Talents: special abilities for non- Talents
humans.
Some details may seem superficial: Birthdays, for example. But the character’s Birthdays
birthday provides a recurring time for that character to evaluate experience and Experience
increase abilities.
We have defined how the senses work: a character can ask “Can I overhear that The Senses
conversation?” or, “Can I see anyone through this haze?” and get a reasonable
answer. We have defined two alien senses which non-humans may make use of. And
having defined how the senses work, we have provided the ability to reasonably
determine how binox and sound amplifiers work.
We have defined a system for evaluating the Quality and performance of objects. Quality
Calling a rifle High Quality means something; saying a communicator is Easy-To-Use
also means something. It’s possible to find a device and find its dangerous to use, or
buy a computer that is extremely reliable. The QREBS System (for Quality, Reliability The QREBS System
Ease-of-Use, Bulk, and Safety) defines a range of characteristics for equipment.
We have refined the Interpersonals from MegaTraveller into Personals: a system, Personals
for interaction with Non-Player Characters. Personals guide a Referee as he role-plays
a Patron or a casual encounter.

Combat
The Traveller Combat System implements a two stage process of weapons Personal Combat
attacking, penetrating armor, and finally inflicting wounds. The system is easy to use
and provides detailed information about injuries to characters. Non-Bullet Weapon effects
We have implemented a wide range of weapon Effects: Acid, Burn, Hot, Cold,
Electric Shock, Infection, as well as traditional Bullets. Non-Lethal Weapons
In response to the weapon Effects, we have implemented protections which resist
them: Insulation (protecting against Hot and Cold and Electric), Sealed Environments, Armor and Protections
SoundProof, RadProof, and more.
Effects which penetrate Protections inflict injuries on characters and damage to Injuries to Characters
vehicles. Injuries produce reductions in Characteristics. Damage affects locations
based on a Hit Location Chart. If the damage is not too severe, it can be repaired after Damage to Vehicles
the battle.

Supporting the Combat system is a series of Makers:


GunMaker creates guns from small pistols to gatlings, each with its own special
features. Many weapons are non-lethal; others are weapons of mass destruction. GunMaker
GunMaker includes a variety of options for weapons (folding stocks, special sights).
Silencers are available (and the Sense rules make it harder to hear Silenced
weapons).
ArmorMaker defines a variety of protections: filter masks and respirators, ballistic
vests, and more. It also creates vacc suits and battle armor in a broad range of tech ArmorMaker
levels and armor levels. Some armor is traditional; others are small vehicles. Armor
Maker also allows creation of Oversized and even Titan suits: for larger, non-human
soldiers.
VehicleMaker creates a broad range of vehicles, customized for special purposes.
In many ways, Traveller5 has abandoned the detailed piecemeal construction VehicleMaker
systems of Fire Fusion and Steel, and replaced it with the faster, easier, and often
more satisfying, Maker systems.

Starships and Space Travel


We define Starports in detail. Starports
We also define star travel in detail, including how Jump works. How Jump Works
This volume includes ACS Adventure Class Starship Design and Construction. It
covers ships from 100 to 2400 tons with an easy-to-use FillForm for recording the Ship Design 100 to 2400 tons
design process.
The design system integrates extensive coverage of Sensors, Weapons, and Sensors
Defenses. The system allows one weapon as a MainWeapon; it includes turrets, Weapons
barbettes, and bays. Some defenses operate in Absolute Mode against a specific Defenses
weapon; some weapons can be deployed in a defensive Anti-Missile Mode. Armor
Armor can be installed in Layers.

- -
A powerful Computer system produces networked computers on-board ships.
integrated with Software and Computer Architecture that allows sophisticated computer Computers
operations and artificial intelligence. Software
The system creates a powerful interaction between the design choices of the Naval Computer Architecture
Architect and the final values on the ShipSheet (the Ship Damage Sheet) used in
Space Combat.
The Ship Design System also introduces the logical technological extensions of Advanced Drives
drives and power plants: Anti-Matter Plants and Energy Collectors, the Hop and Skip Advanced Power Plants
Drives, and NAFAL.

Space Combat
The Space Combat system produces a clearly defined procedure for resolving
attacks.
Combat uses Range Bands with clear definition of what weapons can attack when. Ramming
Missiles launched from far away attack in the next (or later) turn. Ships can ram Kinetic Kill Missiles
targets. We have introduced Kinetic Kill Missiles, Nukes, Battery Fire, and allocation of Nukes
some weapons to Anti-Missile Mode. Ortillery Bombardment
DataCasters can try to insert viruses in enemy ships. CommCasters can co-ordinate
attacks by multiple ships. Ortillery can bombard worlds.
Space Combat normally hits specific parts of ships: a turret, the drives, the bridge. Hit Locations
But some hits (if big enough) can blow a ship up. Critical Hits

Charted Space: Within and Beyond


We define Charted Space: the miniscule portion of the Galaxy inhabited by humans Sector Mapping
and other races. We also give a glimpse of what lies beyond the boundaries of Charted Subsector Mapping
Space.
We detail interstellar mapping on a Sector and Subsector basis. World and System Creation
Then we move into a rational star system and world creation system based on
Classic Traveller. It covers creating one or more stars and then a mainworld. Other The MOARN Concept
worlds are created as necessary.
We introduce the concept of MOARN Map Only As Really Necessary; detailed
systems are necessary only as they are visited or explored. But let’s look at what is World Size to 15
possible. Worlds have the traditional UWP. New provisions allow for occasional world
sizes and occasional world populations above 10 (to as high as 15). There are a Population to 15
variety of new trade classifications (which have extensive effects throughout the entire
game system).
We introduce three “Extensions” of additional information about Worlds: Importance The Importance Extension
(ranking worlds in a region and governing the designation of the Capital and placement The Economic Extension
of Trade Routes), Economic (providing insights in the world’s budget), and Cultural The Cultural Extension
(providing insights into social behaviors).
The old tradition of Starport X for Red Zones has been displaced by Trade
Classifications; Starport X simply means “No Known Starport.” Multiple Stars in a System
A system can have as many as eight stars, although that many is very rare. Many Multiple Systems within a System
systems do have multiple stars: some are near companions; some systems essentially
have two or three systems crammed into a stellar hex. IceWorlds
The other worlds in a system have more flavor: IceWorlds, RadWorlds, Infernos, RadWorlds
Stormworlds, and more. Infernos
Gas Giants are differentiated into Small and Large, with the addition of Ice Giants.
There is also the occasional Brown Dwarf.
The Star System is broken into the Inner System (Orbits 0 to 5), the Outer System
(Orbits 6 to 12), and the Remote System (Orbits 13 to 19). Graphic charts show the Inner, Outer, and Remote Systems.
location of the Habitable Zones for the placement of Mainworlds. An M9 II has a
Habitable Zone at Orbit-11 (21 light-hours out).
Easy to use graphic FillForms record the worlds in a system.

Terrain and Mapping


We define world terrain (for habitable and inhospitable worlds) and its effect on Defined Terrain
vehicle movement. Charts define altitudes for use by Flyers, and depths for use by
submersibles.
World maps have been standardized on 1000 km hexes; the standard geodesic Standard World Maps
world map changes in number of hexes based on world size.
Sample blank world maps are provided for all sizes from 1 to 15. Blank Maps
World Hexes have a hierarchy: World Hexes contain many Terrain Hexes, which
contain many Local Hexes, which contain many Single hexes. It is possible to map a
world down to 1 km hexes.

- -
Technology
While based on traditional technology levels in Traveller, the Technology chapter All Tech Levels Defined
defines all possible tech levels, including the theoretical maximum Tech Level (Z) and
its repercussions on the universe in general.
The Technology chapter also details creating objects at higher than their normal TL Experimental Devices
(as Improved or Advanced devices) or lower (as Prototypes or Experimental). Tech
Level for objects becomes a range rather than a point on a scale. Advanced Devices
Advanced Technology is defined and used consistently in this edition to a far greater
degree than ever before.

Trade And Commerce


We define a trade system with hundreds of differentiated goods and how they are Hundreds of Trade Goods
priced for buyers and sellers.

Psionics
The entire Psionics system has been rationalized and defined to make it useful and Psionic Senses
usable (for those who dare pursue its secrets). Psionic Senses mimic the real senses; Psionic Actions
Psionic Actions are clearly defined.

Sophonts
Our extensive sophont creation system produces detailed non-humans: some are Complete Alien Creation
very near human; others are strange and fantastic. The range from small intelligent
creatures to huge lumbering but intelligent beasts. Their many differences present
intriguing challenges to players who take them on as characters.

There is, of course, much more than this short overview…

- -
Traveller Is About Travel
Most people never venture beyond the familiar boundaries of their village: they live their lives close to home. They
pursue honorable goals; they raise families; they sustain the fabric of society and economy that drives civilization. But
they also fade into obscurity.
Adventure comes only to the bold: to those who move, who travel, who act.

Traveller is about travel. Traveller is about danger.


"For my part, I travel not to go anywhere, but to In those times it was not safe for anyone to go
go. I travel for travel's sake. The great affair is to or come, for great disturbances afflicted all the
move." inhabitants of the lands.
Robert Louis Stevenson 2 Chronicles 15:5 (NRSV)

Players want to know about the universe… about other Travel without danger is mere tourism: it’s no more than
worlds and other cultures, about space travel and aliens, casual viewing of interesting locations.
about fantastic technology and incredible science. The element of danger is what transforms travel into
Traveller gives player the opportunity to fulfil that quest. adventure.

Traveller is about the human condition. Traveller is about risk and reward.
“We travel to try to outrun death, attempting to “Shall we rise again to be lords of space and the
see all of the sights creation has to offer before the rangers of the star lanes?” he wondered. “Do we
day comes that we can see no more.” begin this day a second cycle leading to another
Clif empire?”
He was a little startled when Zicti’s thought
Players encounter strange worlds, alien races, and answered his. “It is just history, my boy, history. We
exotic cultures, but they always see them through human fashion that whether or no. But there is a very old
eyes. saying known to my people--- ‘When a man comes
Aliens so random, so incomprehensible, or so illogical to the end of any road let him remember that the
that players cannot understand them serve no useful end is not yet and a new way shall open for him.’ “
purpose. Kartr turned his back upon the Hall of Leave-
On the other hand, many alien cultures are puzzles: Taking and ran lightly down the eroded steps. The
careful attention slowly reveals the underlying logic of wind was chill but the sun was warm. Dust puffed
their behavior and their values. Well-thought-out alien up from beneath the marching feet.
cultures stimulate thought and, ultimately, promote “Yes, the end is not yet! Let us go!”
understanding. A warrior race makes us think about Andre Norton,
violence and how we perceive it. A world that prohibits Star Rangers
music forces us to examine the value of music in our own
society. Gains by chance are no more than lottery prizes; true
Traveller is a journey of understanding about what it rewards come when players make plans, take risks, and
means to be human. act boldly in pursuit of their goals.

Traveller is about consequences. And so, Traveller is ultimately about goals.


We set out to rule the world! Even though eternity lies before us,
Maybe I’m dreaming, but I don’t care this is the life in which
Because whether I’m asleep or awake, the work of this life is to be done.
doing good is what matters. The life that lies beyond will have
When I’m awake, for its own sake its own work to do,
if not, to win friends for when we awake. its own decisions to be made,
Pedro Calderón de la Barca, its own distance to be travelled.
La Vida Es Sueño Richard L. Evans,
The Spoken Word
Everything we do has consequences: kindness is
repaid at some other place and some other time; malice Some people want to build empires. Some care about
triggers consequences years later. money, others about power, still others about knowledge.
The fact that acts have consequences strongly Each player is different: each sets his own goals and his
influences (or should strongly influence) the decisions own pace. And so, ultimately…
every role-player makes. Travel (and Traveller) is a process, not a goal.

- -
The Galaxy (also Our Galaxy, the Milky Way Galaxy, Galaxias, or Dakhaseri1) is the
barred spiral galaxy which is home to Humanity. It is 30 kiloparsecs in diameter, approximately
3 kiloparsecs thick at its center, and contains an estimated 200 billion to 400 billion star
systems.
The Galaxy is almost as old as the universe: its oldest stars date mere millions of years after
the beginning of time. The majority of its stars, however, are between 6 and 10 billion years
old.
The Galaxy has held life from its earliest moments. There is evidence that even the earliest
stars had planets and that those planets generated the primordial soups that breed life.
Wherever life can appear, it does appear.

1
Dakhaseri. Literally, Audience of Stars. There is an ancient Vilani story of meritorious souls being allowed to watch the
events of the world.
A Brief History of the Universe
The universe teems with life: everywhere, worlds coalesce from gas and stardust;
everywhere, life begins; everywhere, life evolves toward intelligence. On some of
those worlds, intelligence reaches for the stars, and on some of those worlds,
intelligence succeeds.

The history of the universe is the history of the exploits of many different intelligent species and their interactions (a
euphemism for expansion, aggression, and conflict ) with other intelligent species.
This history is divided broadly into milieux (the singular is milieu) or eras dominated by a few intelligent species and a few
important controlling facts. Each milieu is focused on some specific step in the progress (or sometimes the decline) of
interstellar civilization. And each milieu has a long-lasting and profound influence on future generations.

LONG AGO Back on the homeworld, Grandfather invented immortality


Intelligence does not guarantee success. For eons, worlds (for himself only it seems; he shared a lesser form of it with
evolved intelligent life, and each of these sophont1 species his children). He invented new energy sources, world
lived and died without ever leaving its home system. shattering weapons, mind-boggling transportation systems,
Eventually, some sophonts reached beyond their system to and pocket universes. He found an exploited loopholes in the
the nearest stars. Some established colonies on other laws governing the universe. Much of what he invented is still
worlds; some tried to explore the universe with generation unattainable to modern man.
ships. But all were restricted by their NAFAL2 technology At some point, he and his children had a disagreement. It
ships, and even long-lived races found the speed limits of the escalated into a galaxy-wide war that completely destroyed
universe frustrating. their civilization and their thousands of cities on thousands of
worlds. The modern universe can see evidence of this
The Grandfather Era (300,000 BC) Ancient War: worlds with poison atmospheres, worlds
The universe as we know it was irrevocably changed by a scrubbed clean of life and cratered by asteroid
meek, even dull, pastoral intelligent race (the Droyne) which bombardments; worlds with ruined cities littered with high-
thrived some 200 parsecs from Earth in the long ago past. tech devices that no longer work (that still perform
Droyne society prospered at a comfortable, if not very high, incomprehensible functions).
technology level. They expanded to settle their homeworld But there is another, less obvious, far more important
and then achieved a plateau of civilization and of progress. reminder of the Ancients. At some time in their travels, the
Their society remained static (but reasonably happy) for Grandfather’s children (or perhaps Grandfather himself)
thousands of years. visited Earth and carried away several thousand near-
Then, some 300,000 years ago, one of the newborn intelligent cavemen. They must have been useful in some
Droyne was different… a mutation, incredibly intelligent, obscure way because these humans were transported to
incredibly talented, and incredibly ambitious. In his early hundreds of worlds.
adulthood, he realized the full power of his talents and used At the end of the Ancient War, their worlds lay in ruins, but
them to conquer his world and his people (not that either their humans lived on. Each of those planets became a new
really resisted). This super-genius (called Grandfather by world which humans conquered and on which they created a
modern anthropologists; they call this genius race the unique yet human culture. Today, humans inhabit many of
Ancients) then turned his attention to space, inventing the worlds of Charted Space3.
powerful space ships and then even more powerful starships
with jump drive. The False Dawn (200,000 BC)
He and his people ventured boldly out into the universe. He There was a point in time, after the Ancients, before the
raised a family of super-genius children (nearly as smart as rise of Humaniti, when at least one other intelligent race rose
he) and they flew in many different directions to settle to technological power, reached the stars, and then faded to
hundreds, even thousands, of worlds. Each of his children obscurity.
focused his genius on conquering some aspect of the From an undetermined homeworld somewhere in or near
universe. the Third Imperium, these sophonts reached out and settled
One discovered a means of controlling stellar evolution; approximately five thousand worlds (one world in four sectors
another invented a series of custom crafted elementary over a region more than 3000 parsecs in diameter).4
particles. Some of their discoveries and inventions had Over the next 200,000 years the many worlds of the
practical uses; others were mere curiosities.
3
Charted Space. A small part of one spiral arm of the
1
Sophont. An intelligent species. The term covers all Galaxy inhabited by humans (and others) and dominated by
intelligent species (including Humans). Alien covers all the Third Imperium.
4
intelligent species except Humans. These distances imply a 10,000 year journey from their
2
NAFAL. Not As Fast As Light. Contrast with FTL Faster homeworld to the farthest settled worlds. The NAFAL drives
Than Light. they used are mentioned (ambiguously) in their myths.
Kursae followed a common path: a downward spiral into a now faced the formidable task of ruling, as a conquered
comfortable low tech, where they are today… sharing a territory, the now collapsed Ziru Sirka, with 11,000 worlds.
common heritage of myths about their past. Terra created the Rule of Man: the Second Imperium, to
govern the conquered worlds, often assigning mere
The Vilani Era (9200 BC to 2300 AD lieutenants as governors of worlds, and naval captains to rule
The first of the human races to reach many stars was the subsectors of 30-40 worlds.
Vilani. About 9,200 BC, they invented (discovered? stumbled The valiant effort was doomed from the start. Nothing, not
upon?) the Jump Drive: the key to FTL. They kept their technological innovation, not social change, not new blood,
technology secret, and used it to create a star-spanning not threat of outside invasion, was sufficient to raise the
empire. Its 7000 year reign can be divided into three periods: former Vilani worlds from their cultural lethargy. Over the next
The Early Empire (about 9200 BC to about 5400 BC). 400 years, the worlds of the Rule of Man drifted deeper and
With a monopoly on FTL, the Vilani dominated both human deeper into a dark age.
and non-human cultures for dozens of light years around.
The Early Empire was a time of expansion and easy The Long Night (2750 AD to 4550 AD)
domination. When interstellar trade shut down, the Rule of Man
Consolidation (about 5400 BC to about 4400 BC). As collaped as an interstellar government. Each world found
other cultures achieved higher tech levels they began to itself on its own, living or dying on its own resources. Outpost
compete with the Vilani, and to resist their domination. The worlds dependent on food or supplies simply died. Scattered
Vilani reaction was a series of Consolidation Wars which starship trade kept other worlds alive, but after a few
forcibly absorbed many worlds into the Empire. centuries, even the starships stopped running. Each world
Rigid Culture (about 4400 BC to 2300 AD). With found itself alone in the sea of space, completely dependent
Consolidation complete, Vilani society became a rigid, brittle on its own resources.
culture dedicated to maintaining the status quo. Laws,
politics, social pressure all emphasized conformity and The Third Imperium (4521 AD to 5637 AD)
resistance to change. Innovation and technological change One world tenuously held on to its technology, its
were prohibited. Their four thousand year empire was resources, and its knowledge, remaining a beacon of hope
drawing to an end. throughout the Long Night. Sylea began its own reconquest
of the worlds of the former empire under the Starburst
First Contact (2000 to 2100) Banner of the Third Imperium. From a base of a dozen
In the 21st century, Terrans achieved interplanetary travel worlds, the forces of the Third Imperium began a systematic
and by late century they had established bases throughout effort to recontact the 10,000 worlds of the old Ziru Sirka and
the solar system. About 2100, Earth invented the jump drive bring them under one rule. Some accepted immediately;
and reached the stars, only to find them already taken. others hesitated, but none could resist the combined military
might and economic incentives that the Imperium could offer.
The Interstellar Wars (2100 to 2300 AD) The Imperium grew, and prospered. It expanded to rule
Fortunately for tiny Earth, the vast Vilani Empire ignored thousands of worlds and dominate its neighbors, with trade if
the Terran upstarts long enough for them to gain a foothold possible, with force if necessary. The Imperium’s persistent
among the stars. Over the course of 200 years, the Vilani and expansion made it the central force to be reckoned with. Over
the Terrans fought a dozen interstellar wars, each one the course of a thousand years, the Imperium grew to include
seemingly inconclusive, but each one edging the Vilani most of the former First Imperium, plus other neighboring
Empire closer to collapse. In 2299, the Vilani were defeated regions.
so soundly that they surrendered. Ultimately, the Third Imperium reached its pinnacle of
achievement: the Imperial Golden Age (1000 to 1116 ) of
The Rule of Man (2300 to 2750 AD) relative peace and great prosperity.
Terra, with perhaps a hundred worlds in its confederation,

THE IMPORTANT ERAS IN HISTORY


Era Important Players typical date Note
Grandfather’s Children Droyne 300,000 BC Notes
The False Dawn Kursae 200,000 BC 1. As chronicled in
Ziru Sirka Vilani 1500 AD Classic Traveller.
First Contact Terrans, Vilani 2100 AD 2. As chronicled in
Interstellar Wars Terrans, Vilani 2200 AD MegaTraveller.
The Rule of Man Terrans, Vilani 2500 AD 3. As chronicled in
The Long Night -- 3500 AD The New Era.
Early Imperium Syleans 4500 AD 4 4. As chronicled in T4.
Aslan Border Wars. Aslan, Imperial 4800 AD
Vargr Campaigns Vargr, Imperial 4850 AD
The Barracks Emperors Imperials 5100 AD Dates shown are
Psionic Suppressions Imperials, Zhodani 5300 AD Earth-centric; local dates
The Golden Age Imperial 5600 AD 1 and calendars may vary.
The Rebellion Imperials 5636 AD 2 Important players are
This list is not Virus Era - 5640 AD 3 the major races which
comprehensive. The New Era - 5700 AD 3 participate and shape
The Far Far Future - 7500 AD events in the era.

- -
How The Universe Works

1 Communication is limited
to the speed of transportation.

2 It takes about a week to travel


between two neighboring stars.

3 Society is ruled by persons, not laws;


honor is of supreme importance.

4 Everything is driven by economics.

5 There is no Prime Directive.

Y
Valuable Benefits for Traders’ Guild Members:
The Trade Route Data Pool
Discounted Life Insurance Program
Up-To-Date World Reports
TAS Accommodations Discount

Traders’ Guild Local 3D5A, Regina. 114-1001.


The Foundations of
the Traveller Universe
Traveller is a comprehensive science-fiction system spanning a major portion of
the galaxy and reaching far into the future and far into the past. Fundamental to the
Traveller science-fiction game system are answers to myriad questions about life,
society, civilization in the universe. Yet everything is part of a cohesive structure that
gradually unveils itself… to the participants and to observers (whether they are
readers, viewers, or players).
Traveller describes a vast future universe in which mankind has already reached the stars and conquered thousands of
worlds, but still faces the never-ending struggle to conquer more worlds and wrest more secrets from the universe.
Based On A Role-Playing Game. The basis for all of Traveller is a science-fiction role-playing game which details the
fundamental principles of the universe… how people interact, how starships fly, how guns work, how business operates, how
worlds are defined. Using those principles, any activity is possible, and players attempt most of them. Over time, the
adventures of players and the ideas of writers has helped to create the future Traveller universe.
FOUNDED ON BOTH HARD AND SOFT SCIENCE manipulation expresses itself in four ways: as artificial gravity,
Traveller is founded on the sciences: technological as inertial dampers, as lifters, and as maneuver drives.
science and social science. Each adds realism to the Artificial gravity is built into the deck plates of starships;
system’s universe while enhancing its adventure potential. ship environments are similar to planetary surfaces. Inertial
dampers eliminate the extremes of inertia which can pull and
Technological Science Provides A Foundation push people and equipment as a ship maneuvers. Although
The technological basis for Traveller provides a common such dampers are imperfect, they do allow a normal
ground from which all extrapolations and story ideas can environment on starships as they maneuver, and they allow
spring. extreme physical maneuvers on small craft as they perform
The Jump Drive. The secret of interstellar travel is the high-G maneuvers. A range of gravity-based drives move
jump drive. While in normal space, travel is limited to the ships round in a star system: Lifters negate gravity and let
speed of light (and it takes years to go from one star to ships (and other vehicles) to move more easily near world
another), jump drive leaps around space: a jump covers one surfaces. Lifters operate effectively only near large masses.
parsec (3.26 light years; the average distance between stars) They are ineffective (and aren’t really needed anyway) in
in about a week. Improved ships can reach speeds of more deep space. Finally, gravitic technology is the foundation for
than 1,000 times the speed of light. Gravitic Drives, Maneuver Drives, and even NAFAL: the
systems that carry ships between worlds in a star system.
Jump Drive is a foundation that makes interstellar
travel easy to accomplish and easy to understand. Grav Plates, Inertial Compensators, Lifters, and
Behind the future technology is a basic idea that can be various Drives are included because they make it easier
conveyed visually or through simple conversations for players to conceptualize the actions of their
between crewmembers. characters, and because dramatic renderings of actions
are realistic if they simply show people standing up.
Communication Limited To The Speed Of
Transportation. The universe is so vast that even the mega- Fusion Power. Cheap fusion power means that the
speeds of jump drive can’t work miracles. No one has yet (or inhabitants of this universe are not tied to gas stations or
ever will) invented a hyper-communicator that will send complex fuel systems. Hydrogen from water, ice, even the
messages faster than light -speed. Communication is limited atmospheres of gas giants (like Jupiter) is all that is required
to the speed of transportation; a message to the edge of the to produce abundant electricity. Once a culture rises to the
empire needs to be carried there. For an empire 300 parsecs minimum required tech level, its cities depend on electricity
to the border that message takes more than a year to deliver, produced by efficient, pollution-free fusion power. Starships
even under the best of circumstances. News of war, conflict, draw their fuel from the worlds they visit.
invasion, disaster, or even peace takes just as long to get
back to the center of government. Cheap fusion power simplifies adventuring by
Consequently the folks governing "out there" have a lot of eliminating the need for routine refuelling on world
independence. A war can be over before the news of it surfaces. At the same time, the concept allows fueling
reaches the Capital--and orders return--so, Dukes and requirements to be inserted where they add to the
Archdukes have to act on their own. Commanders of ships adventure situation.
(exploring or warring) have a lot of independence as well.
The characters have to think on their own--if they work for a Artificial People. A natural result of technology is the
merchant company, opening new markets, they can't "phone ability to create artificial people: clones, chimeras, synthetics
home" every time negotiations break down--and on the other (androids, sophontoids), robots, even raw personalities in
hand, the company needs to accept all sorts of wacky computers. Non-anthropomorphic robots (robots not in the
contracts and situations! shape of people) are common place at the higher
technological levels, although they are also effectively
Restricted communication speeds mean that invisible… they fade into the background. People-like robots
characters at great distance from their bosses are free appear at the upper limits of technology and are always
to act as they wish. Characters without the restrictions of imitations; they may be superior in one or more areas, but
bosses are also thrown on their own initiative. they all lack a common feature… initiative. Robots are unable
to act with clear initiative in unfamiliar situations.
A Spectrum of Available Technology. Technology is not
evenly distributed throughout the universe; instead, world and Although robots are possible and present, they are
cultures can be classified by their achieved technology level. not an overwhelming influence (or they are, if the referee
The technology available includes alternatives to traditional and the players want to interact with them).
or normally expected technology, but radical deviations from
“normal” technology are rare and unusual encounters. Social Science Adds Character And Flavor
Yet primitive technology has its place: backwaters off the The social sciences add their own flavor to the universe
main routes are often content with their own levels of and impact many activities. Psychology supports the role and
technology. skill of counsellor; psychohistory adds the potential for large-
scale manipulations of society; archeology helps understand
Allowing for different levels of technology permits the relicts of the past; and sophontology helps understand
players many different alternatives in how they approach the intelligent beings of society.
situations. A Cosmopolitan Universe. Traveller is a diverse,
heterogeneous universe composed of many different
Gravity Manipulation. The advance of technology has factions, concepts, races, communities, and individuals.
resulted in practical methods of gravity manipulation. Gravity People (and the term is used to refer to “beings”) come in
many different forms, all of whom constantly interact as a
matter of course. Unless local circumstances require a
homogeneous local population, travellers will continually Players can understand what happens in Traveller
encounter local populations which reflect diversity in terms of because it is driven by the same elements that drive all
age, gender, and race. Even apparently homogeneous human (or sophont) endeavor: economics.
groups will reflect (upon examination) more diversity than
expected. Alternatives To Capitalism. Between worlds, trade is
Naturally, there is conflict, antagonism, friction, and strife governed by pure economics and by capitalism. Regionally,
between various groups, but the universe itself allows any governments may impose laws (essentially uniform business
individuals with talent to rise to the top of their field. codes) which allows everyone to interact using the same
rules. On some worlds, special economic systems may be
Traveller accepts diversity and allows (even requires) adopted by the local governments.
a wide variety of beings to interact for their mutual
benefit. Such a universe is richer than a purely human Even alternatives to free market economics are
environment. possible.

A Human-Dominated Universe. Through a combination Wheels Within Wheels. The quest for meaning is always
of fortuitous accident and strong-willed effort, humanity has fruitful in the Traveller universe. Events, ideas, concepts,
reached a position of dominance in the universe. Three and beliefs are shaped by environments, but they are also
distinct groups of humans (the Vilani, the Solomani, and the shaped by the thinkers themselves. And as those thinkers
Zhodani) have each created empires that span thousands of (readers, players, or viewers) learn and mature, they begin to
stars and trillions of citizens. In addition, more than a hundred have new insights into their beliefs. For example, the casual
additional human societies are scattered among the stars; player knows the Imperial beliefs about the Zhodani (that they
each is, in its own way, a commentary on the strengths and are an evil empire intent on destroying the Imperium). Over
the particular weaknesses of the human condition. time, some players may see these Zhodani as humans with
families, goals and desires just like other humans. With time,
Although the universe is cosmopolitan, it is human some players may see some Zhodani as inherently good.
dominated primarily in order to retain an element of And over time is it possible to see that some Zhodani are still
familiarity for the players. evil. In the Traveller system, Wheels within Wheels
constantly shows new ideas and new facets of old ideas to
Duty, Honor, and Loyalty. Interstellar society naturally the participants.
values people (human or not) on whom it can depend: those
who are loyal and who faithfully do their duty are the ones to Crucial to the Traveller adventure concept is the idea
whom society awards responsibility. A natural nobility arises that the rationale behind events or situations has a
of those leaders of society who faithfully and with innovation surface explanation, but when examined fully there are
follow the orders of their superiors. At the same time, often deeper explanations which in turn give a greater
superiors have learned to express their orders in the most understanding of how the universe works.
general of terms: to give greater freedom of action.
ADVENTURE!
People with responsibilities are expected to act Above all, this universe is filled with adventure. Individuals
responsibly. If they do not, they won’t hold their positions can own starships and travel on their own to distant worlds.
for long. Individuals can undertake literally world-shattering missions
whose results depend on their personal courage and
There Is No “Prime Directive.” Interstellar governments resources. Individuals are the key to discovery, progress, and
have never felt it their duty to impede development, the turning points in history.
especially economic development. No government has ever The Traveller system addresses adventure through three
promulgated the “Prime Directive” (that undeveloped cultures specific areas:
and societies be allowed to develop without interference until
they can enter the community of interstellar civilizations). Casual Players
Instead, economic forces have driven the development of Any role-player can play Traveller. The concepts are
those worlds rich in natural or exploitable resources, and intuitive: travel, exploration, interaction, negotiation, combat,
have retarded the development of worlds without resources. and all kinds of tasks. Individuals can role-play diverse
characters or they can play themselves.
Players are not hampered by artificial rules restricting Casual players can be so casual that they know nothing
what they can and cannot do. about the game system at all, leaving it to the referee to
handle the details.
Everything Is Driven By Economics. Economics is not
strictly the study of finance; it is the study of making choices Detailed Role-Players
from limited possibilities. Regardless of the pronouncements Traveller provides dedicated gamers the opportunity to
of political, moral, or cultural leaders, action in this universe role-play complex characters with strong motivations and
takes place because it will produce some economic intricate backgrounds. The Traveller system can be as
advantage. Economic advantage generally means rewards in casual or as rich as the participants want it to be.
a monetary sense, but it can also mean rewards in political or
social power. Systems Engineers
But at the foundation of all action is lies some economic The Traveller system provides referees and game masters
motive. the materials with which to explore the Traveller universe in

- 00 -
detail. Starship design systems, world generation systems, means that bring them money and equipment.
vehicle description systems, trade and commerce systems,
and encounter systems. Each is produced with two specific Power
goals in mind: as a prod to the imagination, and to allow Once a certain level of economic independence is reached
game masters opportunities to create custom equipment or and money declines in importance as a personal goal, the
information. individual characters tend to focus on power and the means
of achieving power. Power is expressed in many different
CHARACTERS ways: corporate power, political power, reputation.
The central focus of Traveller is its vast array of
characters. While every person in this universe of the future Understanding
is a potential character to be played by a participant, Once a certain level of power has been achieved, the
Traveller concentrates on the exciting potential of explorers, individual characters move on to the next step of personal
powerful negotiators, military leaders, and intelligent development: understanding the many aspects of the
academics. Each player assumes the alter ego of one or universe that surrounds them. Again, Traveller satisfies this
more characters and it is through these characters that the goal with its rich, varied universe filled with information and
adventures of Traveller are played out. the potential for discovery.
Characters naturally follow a progression as the players Ultimately, the player behind the character reaches the
behind them grow in knowledge and sophistication. next level of achievement within the Traveller universe: he or
she becomes a referee devoted to administering the
Money Traveller universe for other players.
At the elementary level, characters (and their players) are
interested in economic benefits and in the adventures and

- 00 -
Dice Results Are Random
But Understandable
Playing Traveller is a continuing process of decision making. Traveller provides rules
for manipulating the universe of the future through a variety of activities: tasks, personal
combat, and character generation. Just as people make decisions based on the
information they have and then see what happens, players in Traveller make decisions
based on the game information they have and then see what happens.
To make the results of player decisions unpredictable but understandable, Traveller uses dice to produce random numbers,
which in turn govern the outcomes of tasks, combat, or character generation. Without die rolls, players could make choices
with perfect knowledge of the outcome. Life rarely allows us to know for sure how a choice or an action will turn out. Traveller
presents situations with many possible outcomes and imposes die rolls to determine the outcome. The rolls may be weighted
toward some outcomes more than others, but there’s always the chance that something could go wrong. Players make
decisions throughout Traveller; the die rolls make those decisions interesting.

The Traveller game system uses six-sided dice D/2. Roll on die and divide by 2. The accepted convention
exclusively. This convention in Traveller began in the earliest is to round in favor of the rolling player.
versions of the game as a reaction to the wide variety of dice Flux. Roll one die, then roll a second die and subtract it
used in fantasy role-playing game systems. Six-sided dice from the first. This roll may produce negative numbers (the
are easy to find and easy to understand. result is identical in output to 2D-7 and with D-D).
Linguistically, the dice is plural; die is singular: one die, two (2D +3 ) x ( 3D-2 ). Roll two dice and add three, then roll
dice, three dice. three dice and subtract two, and then multiply the two
In most role-playing, the types of dice used are identified together. This one is probably not used very often.
by the letter D followed by the number of sides: D6 indicates
a six-sided die; D8 indicates an eight-sided die, D20 indicates BASIC TERMS
a twenty-sided die. The following basic terms apply to dice:
When more than one die is to be rolled, the number of dice Dice. The randomizers used in Traveller are ordinary six-
is indicated by a number in front of the D: 2D6 is two six- sided cubic dice marked with sides marked 1 to 6.
sided dice; 5D20 is five twenty-sided dice. Die Roll. The result of rolling the dice.
D. Abbreviation for six-sided dice. Other game systems
Only Six Sided Dice may use different dice. The convention is a die with 3 sides is
The Traveller system, however, uses D6 dice exclusively. D3; a die with 10 sides is D10.
Sometimes the system contorts D6 die rolls to achieve even D6. Another abbreviation for six-sided dice. This term is
distributions from 1 to 10 or 1 to 9. While purists may object, encountered and reiterates that the dice used are six sided.
no one else will mind if you use an available D10 or D20. Roll. An instruction to roll dice. A rare synonym is Throw.
For example, Roll 2D. Throw 2D.
Dice Abbreviations and Instructions Target Number. The number the player is trying to roll.
The Traveller game rules routinely calls for specific and Some uses of dice call for a specific number to be rolled.
often complex die rolls. In charts especially, these Others call for a number or less to be rolled. Still others call
instructions generally take the form 1D, 2D, or Flux. for a number or greater to be rolled. In each case, focus is on
A capital D indicates that a standard six-sided die is used. a Target Number.
The number in front of the die tells how many of these dice to Modifier. Mod. Instructions may call for modifiers which
roll, and any addition (or subtraction) after the D indicates increase or decrease the target number. As compared to a
how the die roll result is changed. DM which alters the actual Die Roll. Mods are primarily used
Typical instructions include: with Target Numbers.
1D. Roll one die. DM. Die Modifier. Dice Modifier. Instructions may call for
2D. Roll two dice (or 8D: Roll 8 Dice) Die Modifiers for an event, such as DM +1 or DM -3. A DM
2D-2. Roll two dice and subtract 2. changes the roll of the dice before it is compared to the target
2D-7. Roll two dice and subtract 7. This roll may produce number, as opposed to a Mod which changes the target
negative numbers (the result of this throw is identical in number itself. DMs are primarily used on Tables.
output to Flux and with D-D). Throw: An instruction to roll dice. A synonym is Roll.
2D+2. Roll two dice and add 2.
D-D (or +D-D). Roll one die, then roll a second die and
subtract it from the first. This roll may produce negative
numbers (the result of this throw is identical in output with
2D-7 and with D-D).

- -
Mods Versus DMs A DM changes the die roll. DM +3 increases the Die Roll
It is important to understand the difference between Mods by three and makes it harder to roll lower than the Target;
and DMs. positive DMs are detrimental. DM-2 decreases the Die Roll
by two and makes it easier to roll lower than the Target;
A Mod is an Asset and a component of the Target negative DMs are beneficial.
Number.
A DM is a change to the Die Roll and is applied to BE PREPARED
the dice after they are rolled. The referee and each player should have a pool of dice:
Ten Six-Sided White Dice. These dice are used for
For example, the typical Traveller usage is Roll Low. The standard rolls. Actually, any of the dice shown here can be
situation defines some Target which is the number (or less) used for standard rolls.
that the player is trying to roll. Two Contrasting Flux Dice. Two dice of contrasting
colors are used as Flux Dice. The lighter colored die is
MOD VS DM (Roll Low) always positive; the darker colored die is negative.
Mod + Increases Target
DM - Decreases Die =More Success
Mod - Decreases Target
DM + Increases Die =Less Success

A Mod changes the Target Number. Mod+3 increases the


Target Number by three and makes it easier to roll lower than
the Target; positive Mods are beneficial. Mod-2 decreases
the Target Number by two and makes it harder to roll lower
than the Target; negative Mods are detrimental.

- -
SPECIAL DICE THROWS

Even Distribution Even Distribution EVEN DISTRIBUTIONS


From 1 to 9 From 0 to 9 (or 1 to 10). Even Distributions use six-sided dice to produce a range of
1 2 3 4 5 6 1 2 3 4 5 6 numbers beyond 1 to 6 (specifically 1-9, or 0-9 or 1-10).
1 1 2 3 1 2 3 1 0 0 0 1 1 1 Even Distribution 1 to 9. Consult the Even Distribution
2 4 5 6 4 5 6 2 2 2 2 3 3 3 From 1 to 9 Table.
3 7 8 9 7 8 9 3 4 4 4 5 5 5 This table is most commonly used in creating the
4 1 2 3 1 2 3 4 6 6 6 7 7 7 Population Multiplier associated with the population exponent
5 4 5 6 4 5 6 5 8 8 8 9 9 9 of worlds. Because the population multiplier modifies the
6 7 8 9 7 8 9 6 rr rr rr rr rr rr exponent, a result of 0 or 10 is not applicable.
This table produces an This table produces the Even Distribution 0 to 9. Consult the Even Distribution
equal chance of achieving digits 0 through 9 equally. From 0 to 9 Table.
the digits 1 through 9. rr= reroll. Even distribution between 0 and 9 creates the equivalent of
a decimal die (D10). If the desired result is 1 through 10,
substitute 10 for 0.

Randomly Selected C1 C2 C3 C4 C5 C6 RANDOMLY SELECTED CHARACTERISTICS


1D Char 1 2 3 4 5 6 There is sometimes (particularly in wounding or damage) a
1 C1 Strength need to select specific characteristics for characters.
2 C2 Agility Dexterity Grace Randomly Selected Characteristic. A range of
3 C3 Stamina Endurance Vigor characteristics is stated (usually in Damage as a result of
4 C4 Intelligence Fighting or a Mishap). Roll 1D= the result is the position code
5 C5 Training Education Instinct for the selected characteristic.
6 C6 Charisma Social Caste For example, to randomly select from C1 C2 C3, roll 1D (=
3 selects Characteristic C3). If the die roll does not match a
If not all Characteristics are in the desired mix, ignore characteristic in the range, reroll.
inappropriate results and reroll. Randomly Determined Characteristic. A characteristic
must be selected (often without regard to those available).
Roll 1D for the appropriate column, followed by 1D for the
row. For example, rolling 3 and 2 = Stamina.

Special Throws SPECIAL THROWS


2D Flux Flux* The Special Throws Tables show several different
Roll Roll% D+D D-D 2D-7 2D-2 combinations of dice and their results.
2 3% 2 -5 -5 0 D +D. The standard two dice throw. The range is 2 through
3 6% 3 -4 -4 1 12 centered on 7. This is a variant description of 2D.
4 8% 4 -3 -3 2 +D -D. Roll the white die and the black die. Subtract the
5 11% 5 -2 -2 3 black die from the white die. The results range from -5 to +5
6 14% 6 -1 -1 4 centered on 0 (in fact, 0 is most frequent: 6 out of 36 times,
7 17% 7 0 0 5 or about 17%). This roll is called Flux.
8 14% 8 +1 +1 6 2D-7. Roll two dice and subtract 7. The range and
9 11% 9 +2 +2 7 probabilities are the same as +D -D, but they are achieved
10 8% 10 +3 +3 8 somewhat differently.
11 6% 11 +4 +4 4 9 Although this throw is statistically equivalent to +D -D (and
12 3% 12 +5 +5 5 10 to Flux) it omits the drama.
* Alternate Calculation Method. 2D-2. Roll two dice and subtract 2. The results range from
0 to 10 centered on 5 (5 is most frequent: 6 out of 36 times).

- -
THE DICE TABLES can be achieved. For example, in the Two Dice table, a 2D
The dice tables in Traveller are provided as a reference for roll of 3 - (three or less) can be achieved three different ways
both players and game masters. (1 and 2, or 2 and 1, or 1 and 1).
The Reference Tables. The reference tables show the %N- (Percent N Minus). The percentage chance that the
results of throwing one die through ten dice. These dice specific roll or less will be made. This is the percentage
correspond roughly to the levels of task difficulty: chance (on any one throw) that the result will be the roll
stated on this line or less. The chance of rolling 7 or less on
1D Easy two dice is 58%.
2D Average N+ (N Plus). The number of times that the roll or more
+D - D Flux occurs. N+ indicates the number of ways the die roll or
3D Difficult greater can be achieved. For example, in the Two Dice table,
4D Formidable a 2D roll of 3 + (three or more) can be achieved 35 different
5D Staggering ways (every possible roll except 1 and 1).
6D Hopeless %N+ (Percent N Plus). The percentage chance that the
7D Impossible specific roll or less will be made. Percent N Plus is the
8D Beyond Impossible percentage chance (on any one throw) that the result will be
9D Hasty Beyond Impossible the roll stated on this line or more. The chance of rolling 3 or
10D Extra Hasty Beyond Impossible, and more on two dice is 97%.
varies C+S
The C+S Table (Chance Of Success)
Walking Through The Tables Tasks call for die rolls equal to or less than a number which
Look at the dice tables, and examine the entries. is created by adding a characteristic (also ranging from 1 to
Title shows the number of dice being rolled. 15 or so) and a skill level (ranging from 1 to 15 or so). If the
Roll: The actual numerical die roll result. die roll is equal or less than this C + S (Characteristic Plus
N: The number of times the roll occurs if all possible rolls Skill), the attempt at the task succeeds.
are each made once. N indicates the number of ways that the The Chance of Success Table shows the percentage
die roll can be achieved (for example, on the Two Dice table, chance that such a task will succeed. For example, if a
a 2D roll of 11 can be achieved two different ways (5 and 6 or character with Skill-2 and Characteristic-2 (S+C=4) attempts
6 and 5). a task, using 2D, he has a 17% chance of succeeding.
%N (Percent N): The percentage chance that the specific
roll will be made.
N- (N Minus). The number of times that the roll or less
occurs. N- indicates the number of ways the die roll or less

Why Is This Chapter Necessary?


Dice and their ability to create random numbers are at the core of this (and most) role-playing games. In the dawn of role-
playing game systems, the types of dice were specified, and a variety of rolls were used in the course of the game.
As role-playing games matured, the role-playing media published a variety of articles analyzing the outcomes of various dice
mechanics and addressing how they translated into probabilities. Both players and referees who read those articles found that
a better understanding led to a better playing experience. That alone should be enough to justify this chapter, but there’s more.

This edition of Traveller introduces a variety of new dice mechanics and formalizes several older ones. Prior editions often
introduced mechanics in the middle of rules discussions, or simply left it to the referee to define a mechanic (for example, to
select one thing from a group, or to select a number from 1 to 10). This chapter brings all dice mechanics into one chapter,
defines them, and then discusses them in terms of probabilities.
The C+S Chart gives any player an indication, in percentage probability terms, of the likelihood of success for specific tasks.
He isn’t required to guess about potential success, and he isn’t required to make detailed calculations.
The Dice Charts give similar information about rolling one die, or ten dice, or any number in between. The tables show that
there is a chance of rolling 10 on 10D, but at 60,466,176 to 1, it is probably better to spend any possible good luck involved on
the lottery than on a single role-playing die roll.

An understanding of the dice mechanics in Traveller creates better players more capable of using the nuances of the game
system to their advantage. That same understanding creates better referees more capable of presenting interesting and
challenging situations to the players.

- -
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-1
specific dice roll will succeed.

1D ONE DIE (6^1 = 6 outcomes; range 1-6) 4D FOUR DICE (6^4 = 1296 outcomes; range 4 - 24)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 no 0 no 6 100% 0 0 no 0 no 1296 100%
1 1 17% 1 17% 6 100% 1 0 no 0 no 1296 100%
2 1 17% 2 33% 5 83% 2 0 no 0 no 1296 100%
3 1 17% 3 50% 4 67% 3 0 no 0 no 1296 100%
4 1 17% 4 67% 3 50% 4 1 <1% 1 <1% 1296 100%
5 1 17% 5 83% 2 33% 5 4 <1% 5 <1% 1295 >99%
6 1 17% 6 100% 1 17% 6 10 <1% 15 1% 1291 >99%
7 0 no 6 100% 0 no 7 20 2% 35 3% 1281 99%
There are 6 possible outcomes ranging from 1 to 6. 8 35 3% 70 5% 1261 97%
Outcomes are equally possible; the average is 3.5 (3 or 4). 9 56 4% 126 10% 1226 95%
10 80 6% 206 16% 1170 90%
11 104 8% 310 24% 1090 84%
2D TWO DICE (6^2 = 36 outcomes; range 2-12) 12 125 10% 435 34% 986 76%
Roll N N% N- N -% N+ N+% 13 140 11% 575 44% 861 66%
14 146 11% 721 56% 721 56%
1 0 no 0 no 36 100%
15 140 11% 861 66% 575 44%
2 1 3% 1 3% 36 100% 16 125 10% 986 76% 435 34%
3 2 6% 3 8% 35 97% 17 104 8% 1090 84% 310 24%
4 3 8% 6 17% 33 92% 18 80 6% 1170 90% 206 16%
5 4 11% 10 28% 30 83% 19 56 4% 1226 95% 126 10%
6 5 14% 15 42% 26 72% 20 35 3% 1261 97% 70 5%
7 6 17% 21 58% 21 58% 21 20 2% 1281 99% 35 3%
8 5 14% 26 72% 15 42% 22 10 <1% 1291 >99% 15 1%
9 4 11% 30 83% 10 28% 23 4 <1% 1295 >99% 5 <1%
10 3 8% 33 92% 6 17% 24 1 <1% 1296 100% 1 <1%
11 2 6% 35 97% 3 8%
25 0 no 1296 100% 0 no
12 1 3% 36 100% 1 3%
26 0 no 1296 100% 0 no
13 0 no 36 100% 0 no 27 0 no 1296 100% 0 no
There are 36 possible outcomes ranging from 2 to 12. There are 1296 possible outcomes ranging from 4 to 24.
The most probable roll is 7 (17%). The most probable roll is 14 (11.3%).

3D THREE DICE (6^3 = 216 outcomes; range 3-18) FLUX TWO DICE -7 (6^2 = 36 outcomes; - 5 to +5)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
1 0 no 0 100% 216 100% -6 0 no 0 no 36 100%
2 0 no 0 100% 216 100%
-5 1 3% 1 3% 36 100%
3 1 <1% 1 <1% 216 100% -4 2 6% 3 8% 35 97%
4 3 1% 4 2% 215 >99% -3 3 8% 6 17% 33 92%
5 6 3% 10 5% 212 98% -2 4 11% 10 28% 30 83%
6 10 5% 20 9% 206 95% -1 5 14% 15 42% 26 72%
7 15 7% 35 16% 196 91% 0 6 17% 21 58% 21 58%
8 21 10% 56 26% 181 84% +1 5 14% 26 72% 15 42%
9 25 12% 81 38% 160 74% +2 4 11% 30 83% 10 28%
10 27 13% 108 50% 135 63% +3 3 8% 33 92% 6 17%
11 27 13% 135 63% 108 50% +4 2 6% 35 97% 3 8%
12 25 12% 160 74% 81 38% +5 1 3% 36 100% 1 3%
13 21 10% 181 84% 56 26%
+6 0 no 36 100% 0 no
14 15 7% 196 91% 35 16%
There are 36 possible outcomes ranging from – 5 to +5.
15 10 5% 206 95% 20 9%
The most probable roll is 0 (17%).
16 6 3% 212 98% 10 5%
17 3 1% 215 >99% 4 2%
18 1 <1% 216 100% 1 <1% Flux introduces additional variation into dice rolls. It offers
the opportunity for an additional modification up to 5 points in
19 0 no 216 no 0 no
the player’s favor, but at the risk of receiving instead up to 5
There are 216 possible outcomes ranging from 3 to 18.
points negatively.
The most probable roll is 10 or 11 (equally at 13% each).

1 Dice-1 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-2
specific dice roll will succeed.

5D FIVE DICE (6^5 = 7776 outcomes; range 5 - 30) 6D SIX DICE (6^6 = 46,656 outcomes; range 6 - 36)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 no 0 no 7776 100% 0 0 <1% 0 no 46656 100%
1 0 no 0 no 7776 100% 1 0 <1% 0 no 46656 100%
2 0 no 0 no 7776 100% 2 0 <1% 0 no 46656 100%
3 0 no 0 no 7776 100% 3 0 <1% 0 no 46656 100%
4 0 no 0 no 7776 100% 4 0 <1% 0 no 46656 100%
5 1 <1% 1 <1% 7776 100% 5 0 <1% 0 no 46656 100%
6 5 <1% 6 <1% 7775 >99% 6 1 <1% 1 <1% 46656 100%
7 15 <1% 21 <1% 7770 >99% 7 6 <1% 7 <1% 46655 >99%
8 35 <1% 56 <1% 7755 >99% 8 21 <1% 28 <1% 46649 >99%
9 70 <1% 126 2% 7720 >99% 9 56 <1% 84 <1% 46628 >99%
10 126 2% 252 3% 7650 98% 10 126 <1% 210 <1% 46572 >99%
11 205 3% 457 6% 7524 97% 11 252 <1% 462 <1% 46446 >99%
12 305 4% 762 10% 7319 94% 12 456 <1% 918 2% 46194 >99%
13 420 5% 1182 15% 7014 90% 13 756 2% 1674 4% 45738 98%
14 540 7% 1722 22% 6594 85% 14 1161 2% 2835 6% 44982 96%
15 651 8% 2373 31% 6054 78% 15 1666 4% 4501 10% 43821 94%
16 735 9% 3108 40% 5403 69% 16 2247 5% 6748 14% 42155 90%
17 780 10% 3888 50% 4668 60% 17 2856 6% 9604 21% 39908 86%
18 780 10% 4668 60% 3888 50% 18 3431 7% 13035 28% 37052 79%
19 735 9% 5403 69% 3108 40% 19 3906 8% 16941 36% 33621 72%
20 651 8% 6054 78% 2373 31% 20 4221 9% 21162 45% 29715 64%
21 540 7% 6594 85% 1722 22% 21 4332 9% 25494 55% 25494 55%
22 420 5% 7014 90% 1182 15% 22 4221 9% 29715 64% 21162 45%
23 305 4% 7319 94% 762 10% 23 3906 8% 33621 72% 16941 36%
24 205 3% 7524 97% 457 6% 24 3431 7% 37052 79% 13035 28%
25 126 2% 7650 98% 252 3% 25 2856 6% 39908 86% 9604 21%
26 70 <1% 7720 >99% 126 2% 26 2247 5% 42155 90% 6748 14%
27 35 <1% 7755 >99% 56 <1% 27 1666 4% 43821 94% 4501 10%
28 15 <1% 7770 >99% 21 <1% 28 1161 2% 44982 96% 2835 6%
29 5 <1% 7775 >99% 6 <1% 29 756 2% 45738 98% 1674 4%
30 1 <1% 7776 100% 1 <1% 30 456 <1% 46194 >99% 918 2%
31 0 no 7776 100% 0 no 31 252 <1% 46446 >99% 462 <1%
32 0 no 7776 100% 0 no 32 126 <1% 46572 >99% 210 <1%
33 0 no 7776 100% 0 no 33 56 <1% 46628 >99% 84 <1%
34 0 no 7776 100% 0 no 34 21 <1% 46649 >99% 28 <1%
35 0 no 7776 100% 0 no 35 6 <1% 46655 >99% 7 <1%
36 0 no 7776 100% 0 no 36 1 <1% 46656 100% 1 <1%
37 0 no 7776 100% 0 no 37 0 no 46656 100% 0 no
There are 7776 possible outcomes ranging from 5 to 30. There are 46,656 possible outcomes ranging from 6 to 36.
The most probable roll is 17 or 18 (equally at 10% each). The most probable roll is 21 (9.3%).

READING THE DICE CHARTS


The Dice Charts show the possible outcomes of dice from 1D (a single six-sided die) to 10D (ten six-sided dice). These
charts are not used directly in the course of play; instead, a player or referee can consult the charts to determine the likelihood
of specific outcomes. For example, if rolling two six-sided dice, the 2D Chart shows: 36 possible outcomes ranging from 2 to
12; a 7 is possible 6 (N=6) out of 36 times, or 17% (N%= 17%); a 4 or less is possible 6 (N- = 6) out of 36 outcomes.
Results are rounded to even percent except at the ends of the scales.
<1%. The result has a probability of less than 1%. There is less than one chance in 100 that this result will occur.
>99%. The result has a probability of greater than 99%. There is less than one chance in 100 that this result will not occur.
N. The number of times the die roll result will occur in all possible outcomes.
N%. The percentage chance of this die roll result occurring. Calculated as N / Outcomes.
N- (N minus). The number of times this die roll or less result will occur in all possible outcomes.
N-%. The percentage chance of this die roll result or less occurring. Calculated as N- / Outcomes.
N+ (N plus). The number of times this die roll result or more will occur in all possible outcomes.
N+%. The percentage chance of this die roll result or more occurring. Calculated as N+ / Outcomes.

1 Dice-2 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-3
specific dice roll will succeed.

7D SEVEN DICE (6^7 = 279,936 outcomes; 7 - 42) 8D EIGHT DICE (6^8 = 1,679,616 outcomes; 8 - 48)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 <1% 0 no 279936 100% 0 0 no 0 no 1679616 100%
1 0 <1% 0 no 279936 100% 1 0 no 0 no 1679616 100%
2 0 <1% 0 no 279936 100% 2 0 no 0 no 1679616 100%
3 0 <1% 0 no 279936 100% 3 0 no 0 no 1679616 100%
4 0 <1% 0 no 279936 100% 4 0 no 0 no 1679616 100%
5 0 <1% 0 no 279936 100% 5 0 no 0 no 1679616 100%
6 0 <1% 0 no 279936 100% 6 0 no 0 no 1679616 100%
7 1 <1% 1 <1% 279936 100% 7 0 no 0 no 1679616 100%
8 7 <1% 8 <1% 279935 >99% 8 1 <1% 1 <1% 1679616 100%
9 28 <1% 36 <1% 279928 >99% 9 8 <1% 9 <1% 1679615 >99%
10 84 <1% 120 <1% 279900 >99% 10 36 <1% 45 <1% 1679607 >99%
11 210 <1% 330 <1% 279816 >99% 11 120 <1% 165 <1% 1679571 >99%
12 462 <1% 792 <1% 279606 >99% 12 330 <1% 495 <1% 1679451 >99%
13 917 <1% 1709 <1% 279144 >99% 13 792 <1% 1287 <1% 1679121 >99%
14 1667 <1% 3376 1% 278227 >99% 14 1708 <1% 2995 <1% 1678329 >99%
15 2807 1% 6183 2% 276560 99% 15 3368 <1% 6363 <1% 1676621 >99%
16 4417 2% 10600 4% 273753 98% 16 6147 <1% 12510 <1% 1673253 >99%
17 6538 2% 17138 6% 269336 96% 17 10480 1% 22990 1% 1667106 >99%
18 9142 3% 26280 9% 262798 94% 18 16808 1% 39798 2% 1656626 99%
19 12117 4% 38397 14% 253656 91% 19 25488 2% 65286 4% 1639818 98%
20 15267 5% 53664 19% 241539 86% 20 36688 2% 101974 6% 1614330 96%
21 18327 7% 71991 26% 226272 81% 21 50288 3% 152262 9% 1577642 94%
22 20993 7% 92984 33% 207945 74% 22 65808 4% 218070 13% 1527354 91%
23 22967 8% 115951 41% 186952 67% 23 82384 5% 300454 18% 1461546 87%
24 24017 9% 139968 50% 163985 59% 24 98813 6% 399267 24% 1379162 82%
25 24017 9% 163985 59% 139968 50% 25 113688 7% 512955 31% 1280349 76%
26 22967 8% 186952 67% 115951 41% 26 125588 7% 638543 38% 1166661 69%
27 20993 7% 207945 74% 92984 33% 27 133288 8% 771831 46% 1041073 62%
28 18327 7% 226272 81% 71991 26% 28 135954 8% 907785 54% 907785 54%
29 15267 5% 241539 86% 53664 19% 29 133288 8% 1041073 62% 771831 46%
30 12117 4% 253656 91% 38397 14% 30 125588 7% 1166661 69% 638543 38%
31 9142 3% 262798 94% 26280 9% 31 113688 7% 1280349 76% 512955 31%
32 6538 2% 269336 96% 17138 6% 32 98813 6% 1379162 82% 399267 24%
33 4417 2% 273753 98% 10600 4% 33 82384 5% 1461546 87% 300454 18%
34 2807 1% 276560 99% 6183 2% 34 65808 4% 1527354 91% 218070 13%
35 1667 <1% 278227 >99% 3376 1% 35 50288 3% 1577642 94% 152262 9%
36 917 <1% 279144 >99% 1709 <1% 36 36688 2% 1614330 96% 101974 6%
37 462 <1% 279606 >99% 792 <1% 37 25488 2% 1639818 98% 65286 4%
38 210 <1% 279816 >99% 330 <1% 38 16808 1% 1656626 99% 39798 2%
39 84 <1% 279900 >99% 120 <1% 39 10480 <1% 1667106 >99% 22990 1%
40 28 <1% 279928 >99% 36 <1% 40 6147 <1% 1673253 >99% 12510 <1%
41 7 <1% 279935 >99% 8 <1% 41 3368 <1% 1676621 >99% 6363 <1%
42 1 <1% 279936 100% 1 <1% 42 1708 <1% 1678329 >99% 2995 <1%
43 0 no 279936 100% 0 no 43 792 <1% 1679121 >99% 1287 <1%
44 0 no 279936 100% 0 no 44 330 <1% 1679451 >99% 495 <1%
45 0 no 279936 100% 0 no 45 120 <1% 1679571 >99% 165 <1%
46 0 no 279936 100% 0 no 46 36 <1% 1679607 >99% 45 <1%
47 0 no 279936 100% 0 no 47 8 <1% 1679615 >99% 9 <1%
48 0 no 279936 100% 0 no 48 1 <1% 1679616 100% 1 <1%
49 0 no 279936 100% 0 no 49 0 <1% 1679616 100% 0 no
There are 279,936 possible outcomes ranging from 7 to There are 1,679,616 possible outcomes ranging from 8 to
42. The most probable roll is 24 or 25 (equally at 9% each). 48. The most probable roll is 28 (8%).

1 Dice-3 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-4
specific dice roll will succeed.

9D NINE DICE (6^9 = 10,077,696; range 9 - 56) 10D TEN DICE (6^10 = 60,466,176; range 10 – 60)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
8 0 no 0 no 10077696 100% 9 0 no 0 no 60466176 100%
9 1 no 1 no 10077696 100% 10 1 no 1 no 60466176 100%
10 9 no 10 no 10077695 100% 11 10 no 11 no 60466175 100%
11 45 no 55 no 10077686 100% 12 55 no 66 no 60466165 100%
12 165 no 220 no 10077641 100% 13 220 no 286 no 60466110 100%
13 495 no 715 no 10077476 100% 14 715 no 1001 no 60465890 100%
14 1287 no 2002 no 10076981 100% 15 2002 no 3003 no 60465175 100%
15 2994 no 4996 no 10075694 100% 16 4995 no 7998 no 60463173 100%
16 6354 no 11350 no 10072700 100% 17 11340 no 19338 no 60458178 100%
17 12465 no 23815 no 10066346 100% 18 23760 no 43098 no 60446838 100%
18 22825 no 46640 no 10053881 100% 19 46420 no 89518 no 60423078 100%
19 39303 no 85943 1% 10031056 100% 20 85228 no 174746 no 60376658 100%
20 63999 1% 149942 1% 9991753 99% 21 147940 no 322686 1% 60291430 100%
21 98979 1% 248921 2% 9927754 99% 22 243925 no 566611 1% 60143490 99%
22 145899 1% 394820 4% 9828775 98% 23 383470 1% 950081 2% 59899565 99%
23 205560 2% 600380 6% 9682876 96% 24 576565 1% 1526646 3% 59516095 98%
24 277464 3% 877844 9% 9477316 94% 25 831204 1% 2357850 4% 58939530 97%
25 359469 4% 1237313 12% 9199852 91% 26 1151370 2% 3509220 6% 58108326 96%
26 447669 4% 1684982 17% 8840383 88% 27 1535040 3% 5044260 8% 56956956 94%
27 536569 5% 2221551 22% 8392714 83% 28 1972630 3% 7016890 12% 55421916 92%
28 619569 6% 2841120 28% 7856145 78% 29 2446300 4% 9463190 16% 53449286 88%
29 689715 7% 3530835 35% 7236576 72% 30 2930455 5% 12393645 20% 51002986 84%
30 740619 7% 4271454 42% 6546861 65% 31 3393610 6% 15787255 26% 48072531 80%
31 767394 8% 5038848 50% 5806242 58% 32 3801535 6% 19588790 32% 44678921 74%
32 767394 8% 5806242 58% 5038848 50% 33 4121260 7% 23710050 39% 40877386 68%
33 740619 7% 6546861 65% 4271454 42% 34 4325310 7% 28035360 46% 36756126 61%
34 689715 7% 7236576 72% 3530835 35% 35 4395456 7% 32430816 54% 32430816 54%
35 619569 6% 7856145 78% 2841120 28% 36 4325310 7% 36756126 61% 28035360 46%
36 536569 5% 8392714 83% 2221551 22% 37 4121260 7% 40877386 68% 23710050 39%
37 447669 4% 8840383 88% 1684982 17% 38 3801535 6% 44678921 74% 19588790 32%
38 359469 4% 9199852 91% 1237313 12% 39 3393610 6% 48072531 80% 15787255 26%
39 277464 3% 9477316 94% 877844 9% 40 2930455 5% 51002986 84% 12393645 20%
40 205560 2% 9682876 96% 600380 6% 41 2446300 4% 53449286 88% 9463190 16%
41 145899 1% 9828775 98% 394820 4% 42 1972630 3% 55421916 92% 7016890 12%
42 98979 1% 9927754 99% 248921 2% 43 1535040 3% 56956956 94% 5044260 8%
43 63999 1% 9991753 99% 149942 1% 44 1151370 2% 58108326 96% 3509220 6%
44 39303 no 10031056 100% 85943 1% 45 831204 1% 58939530 97% 2357850 4%
45 22825 no 10053881 100% 46640 no 46 576565 1% 59516095 98% 1526646 3%
46 12465 no 10066346 100% 23815 no 47 383470 1% 59899565 99% 950081 2%
47 6354 no 10072700 100% 11350 no 48 243925 no 60143490 99% 566611 1%
48 2994 no 10075694 100% 4996 no 49 147940 no 60291430 100% 322686 1%
49 1287 no 10076981 100% 2002 no 50 85228 no 60376658 100% 174746 no
50 495 no 10077476 100% 715 no 51 46420 no 60423078 100% 89518 no
51 165 no 10077641 100% 220 no 52 23760 no 60446838 100% 43098 no
52 45 no 10077686 100% 55 no 53 11340 no 60458178 100% 19338 no
53 9 no 10077695 100% 10 no 54 4995 no 60463173 100% 7998 no
54 1 no 10077696 100% 1 no 55 2002 no 60465175 100% 3003 no
55 0 no 10077696 100% 0 no 56 715 no 60465890 100% 1001 no
There are 10,077,696 possible outcomes ranging from 9 to 57 220 no 60466110 100% 286 no
54. The most probable roll is 31 or 32 (equally probable at 58 55 no 60466165 100% 66 no
8% each). 59 10 no 60466175 100% 11 no
60 1 no 60466176 100% 1 no
61 0 no 60466176 100% 0 no
There are 60,466,176 possible outcomes ranging from
10 to 60. The most probable roll is 35 (7%)..

1 Dice-4 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-5
specific dice roll will succeed.

READING THE C+S CHART


C+S ONE THROUGH EIGHT DICE This table shows the chance
Hasty - - EAS AVE DIF FOR STA HOP IMP of rolling less than the number
Cautious EAS AVE DIF FOR STA HOP IMP BEY - C+S (Skill + Characteristic).
Task - EAS AVE DIF FOR STA HOP IMP BEY For example, if (in resolving a
C+S 0D 1D 2D 3D 4D 5D 6D 7D 8D 3D Difficult task), the skill level
0 100% no no no no no no no no is 4 and the characteristic is 7,
1 100% 17% no no no no no no no then C+S = 11. The chance of
2 100% 33% 3% no no no no no no rolling 11 or less on 3D is 63%.
3 100% 50% 8% <1% no no no no no 100%: The result is automatic
4 100% 67% 17% 2% <1% no no no no or 100% probable.
5 100% 83% 28% 5% <1% <1% no no no No: The result is not possible;
6 100% 100% 42% 9% 1% <1% <1% no no zero percent probability.
7 100% 100% 58% 16% 3% <1% <1% <1% no <1%. The result has a
8 100% 100% 72% 26% 5% <1% <1% <1% <1% probability of less than 1%.
9 100% 100% 83% 38% 10% 2% <1% <1% <1% There is less than one chance in
10 100% 100% 92% 50% 16% 3% <1% <1% <1% 100 that this result will occur.
11 100% 100% 97% 63% 24% 6% <1% <1% <1% >99%. The result has a
12 100% 100% 100% 74% 34% 10% 2% <1% <1% probability of greater than 99%.
13 100% 100% 100% 84% 44% 15% 4% <1% <1% There is less than one chance in
14 100% 100% 100% 91% 56% 22% 6% 1% <1% 100 that this result will not
15 100% 100% 100% 95% 66% 31% 10% 2% <1% occur.
16 100% 100% 100% 98% 76% 40% 14% 4% <1%
17 100% 100% 100% >99% 84% 50% 21% 6% 1%
18 100% 100% 100% 100% 90% 60% 28% 9% 2%
19 100% 100% 100% 100% 95% 69% 36% 14% 4%
20 100% 100% 100% 100% 97% 78% 45% 19% 6%
21 100% 100% 100% 100% 99% 85% 55% 26% 9%
22 100% 100% 100% 100% >99% 90% 64% 33% 13%
23 100% 100% 100% 100% >99% 94% 72% 41% 18%
24 100% 100% 100% 100% 100% 97% 79% 50% 24%
25 100% 100% 100% 100% 100% 98% 86% 59% 31%
26 100% 100% 100% 100% 100% >99% 90% 67% 38%
27 100% 100% 100% 100% 100% >99% 94% 74% 46%
28 100% 100% 100% 100% 100% >99% 96% 81% 54% DIFFICULTY HEADERS
29 100% 100% 100% 100% 100% >99% 98% 86% 62% Abbrev Description
30 100% 100% 100% 100% 100% 100% >99% 91% 69% EAS Easy
31 100% 100% 100% 100% 100% 100% >99% 94% 76% AVE Average
32 100% 100% 100% 100% 100% 100% >99% 96% 82% DIF Difficult
33 100% 100% 100% 100% 100% 100% >99% 98% 87% FOR Formidable
34 100% 100% 100% 100% 100% 100% >99% 99% 91% STA Staggering
35 100% 100% 100% 100% 100% 100% >99% >99% 94% HOP Hopeless
36 100% 100% 100% 100% 100% 100% 100% >99% 96% IMP Impossible
37 100% 100% 100% 100% 100% 100% 100% >99% 98% BEY Beyond Impossible
38 100% 100% 100% 100% 100% 100% 100% >99% 99%
39 100% 100% 100% 100% 100% 100% 100% >99% >99% The columns on the C+S
40 100% 100% 100% 100% 100% 100% 100% >99% >99% Chart are labeled with the
41 100% 100% 100% 100% 100% 100% 100% >99% >99% typical difficulty for tasks.
42 100% 100% 100% 100% 100% 100% 100% 100% >99% For example, the standard for
43 100% 100% 100% 100% 100% 100% 100% 100% >99% an AVE Average Task is 2D. A
44 100% 100% 100% 100% 100% 100% 100% 100% >99% Hasty AVE Average Task is one
45 100% 100% 100% 100% 100% 100% 100% 100% >99% level of difficulty more difficult,
46 100% 100% 100% 100% 100% 100% 100% 100% >99% which is 3D; a Cautious AVE
47 100% 100% 100% 100% 100% 100% 100% 100% >99% Average Task is one level of
48 100% 100% 100% 100% 100% 100% 100% 100% 100% difficulty easier, which is 1D.
Default - - EAS AVE DIF FOR STA HOP IMP The headings on the C+S Chart
Hasty - - - EAS AVE DIF FOR STA HOP reflect these considerations.
Cautious - EAS AVE DIF FOR STA HOP IMP BEY

1 Dice-5 1
Flux
Flux is a standard system for creating a reasonable variation between Flux
-5 and +5.

Flux is Traveller’s quick and easy dice-rolling mechanism for creating a reasonable range of variation between -5 and +5.
The most probable result is zero: no change.
Rolling Flux: Flux is rolled with two dice. Roll 1D. Roll a second 1D and subtract it from the first. This process is most easily
done with a light and a dark die: roll the two dice and subtract the light from the dark. Flux is Light Die minus Dark Die.

Flux = + 1D - 1D
Good Flux. Good Flux is a variant of Flux which produces only positive results (average +2, ranges from +1 to +5). Roll 2D
and subtract the smaller from the larger. Good Flux is High Die minus Low Die.
Bad Flux: Bad Flux is a variant of Flux which produces only negative results (average - 2, ranges from - 1 to - 5). Roll 2D
and subtract the larger from the smaller. Bad Flux is Low Die minus High Die.

2D TWO DICE FLUX Good FLUX Bad FLUX


Roll N N% F= Roll N N% Roll N N% Roll N N%
1 0 0% -6 0 0% -6 0 0% -6 0 0%
2 1 3% -5 -5 1 3% -5 0 0% -5 2 6%
3 2 6% -4 -4 2 6% -4 0 0% -4 4 11%
4 3 8% -3 -3 3 8% -3 0 0% -3 6 17%
5 4 11% -2 -2 4 11% -2 0 0% -2 8 22%
6 5 14% -1 -1 5 14% -1 0 0% -1 10 27%
7 6 17% 0 0 6 17% 0 6 17% 0 6 17%
8 5 14% +1 +1 5 14% +1 10 27% +1 0 0%
9 4 11% +2 +2 4 11% +2 8 22% +2 0 0%
10 3 8% +3 +3 3 8% +3 6 17% +3 0 0%
11 2 6% +4 +4 2 6% +4 4 11% +4 0 0%
12 1 3% +5 +5 1 3% +5 2 6% +5 0 0%
13 0 0% +6 0 0% +6 0 0% +6 0 0%
(6^2 = 36 outcomes; (6^2 = 36 outcomes; (6^2 = 36 outcomes; (6^2 = 36 outcomes;
range 2-12) range -5 to +5) range 0 to +5) range 0 to -5)
The most probable roll The most probable roll The most probable roll The most probable roll
is 7 (17%). The average is 0 (17%). The average is +1 (27%). The average is -1 (27%). The average
result is 7. F= converts result is 0. result is +2. result is -2.
2D to Flux.

USING FLUX
Flux makes the labels on die-roll tables more intuitive. While someone familiar with 2D6 recognizes a die roll table labeled 2
to 12, those same entries marked -5 to +5 become more understandable to the player and user: negatives are bad; positives
are good; zero is ordinary or unchanged.
Taking a Risk In Pursuit of a Reward. Flux lets a player to try for a benefit but at the risk of consequences. When
evaluating a communicator for Ease Of Use, the player rolls Flux: he hopes for +5, but at the risk of rolling -5.
Variation For Die Rolls. Flux introduces additional variation into dice rolls. It offers the opportunity for an additional
modification up to 5 points in the player’s favor, but at the risk of receiving instead up to 5 points negatively.
Flux introduces natural variation in physical appearance. The Height and Weight tables determine an individual’s height and
weight based on the physical characteristics. That raw data would imply that all average humans SDE=777 are 1.8 m tall and
73 kg (5’11’’ and 169 pounds). Adding Flux to height and a separate Flux to Weight gives an interesting, realistic range of
height and weight (just as real humans with about the same physical characteristics may vary widely in height and weight).
Mods for Tasks. Flux is a standard (and convenient) mechanism by which the referee can create Mods on tasks. In many
situations, the referee already knows the details of the task, and there is no need to add further detail. In some situations,
however, the task is created on the spur of the moment and the details have not been well-thought-out. The referee can
surrender the situation to the dice, roll Flux and use the result as a Mod on the task (notice that a positive Flux result is
naturally Good; a negative Flux result is naturally Bad).

WHY DEFINE FLUX AT ALL?


By defining Flux once in detail, we avoid constantly redefining the same roll time after time. By defining the term initially,
player and referees understand the standard roll when they encounter it. Finally, by defining the Flux as a standard players and
referees are encouraged to use it when the appropriate opportunities arise.

1 Flux 1
The Expanded Hex Code
The Traveller game system uses one-digit alphabetic symbols to
represent numbers above 9. This usage has a variety of benefits. Ehex

THE TRAVELLER EXPANDED HEX CODE


The Traveller Expanded Hex Code (Ehex) substitutes single digit letters for Arabic numerals above 9. Hexadecimal
numbers use A, B, C, D, E, and F for 10, 11, 12, 13, 14 and 15, respectively, to create a base-16 number system (used in
some computer systems). The digits I (eye) and O (oh) are omitted to avoid confusion with 1 (one) and 0 (zero)."
The purpose of the Expanded Hex Code is to allow the representation of a value using a single digit, thus facilitating the
number-string profiles used in Traveller. For example, the Universal Personality Profile ( UPP ) represents the six personal
characteristics in a string (in the UPP Human format SDEIES). Using single number digits, the values for each profile digit can
range from 0 to 9. Using Hex Code, those digit values can range from 0 to 15. Using the Expanded Hex Code, digit values can
range from 0 to 33.
Digits may also be assigned arbitrary values or non-numeric meanings in some usages.

NUMBER TO EHEX Why Use EHex? EHex was created to allow numbers EHEX TO NUMBER
Value Ehex greater than 9 to occupy one place in a string. Ehex Value
0 0 0 0
1 1 The Situation 1 1
2 2 Traveller uses many different 2 2
3 3 123456 strings of digits to show abilities and 3 3
4 4 values for people, equipment, 4 4
5 5 starships, and other items. 5 5
6 6 The Problem 6 6
7 7 Numerical values greater than 7 7
8 8 nine take up two (or more) places, 8 8
9 9 decimal 89101112 making it difficult (sometimes) to join 9 9 decimal
10 A them into readable strings. If any A 10
11 B value is greater than 9, the string B 11
12 C becomes unreadable. C 12
13 D The Solution D 13
14 E Make each numerical value one E 14
15 F hex 89ABCD digit: values greater than 9 are F 15 hex
16 G assigned a corresponding letter G 16
17 H 10=A 11=B 12=C 13=D. H 17
- I omitted I - omitted
18 J THE TRAVELER HEX CODES J 18
19 K Traveller uses the basic alphanumerics (0-9, A-Z) as K 19
20 L single digits to represent numeric values and as codes to L 20
21 M represent situational and positional meanings. For M 21
22 N example, the alphanumeric A represents 10 in Hex and in N 22
- O omitted Ehex. It can also be used as a code (with no specific O - omitted
23 P numerical meaning). P 23
24 Q Dec (Decimal Notation). The digits 0-9 represent the Q 24
25 R numbers in base-10. R 25
26 S Hex (Hexadecimal Notation). Expanding the numbers S 26
27 T available, the letters A-F correspond to the values 10-15 T 27
28 U in base-16. U 28
29 V Ehex (Extended Hexadecimal Notation). Further V 29
30 W expanding the numbers available, the letters G-Z W 30
31 X unknown correspond to the numbers 16-33. X 31 unknown
32 Y special Omit I and O. Because of the potential for confusion, Y 32 special
33 Z ultimate with the digits one (1) and zero (0), the alphabetic letters I Z 33 ultimate
and O are omitted.
Upper and Lower Case. Special Meanings. Digits may also be assigned Other Digits
Ehex expects its digits to be arbitrary values or non-numeric meanings in some ? Unknown
UPPER Case. Some usages. For example, while XYZ have assigned values * Any
situations differentiate 31-32-33, they are (sometimes, often) assigned
stages within an Ehex value specialized values like Unknown, Special, or Ultimate.
by using Upper or Lower Question (?) can be used to show an unknown value,
Case (the Nobility, for and Star (*) can be used to show “any” possible value.
example).

1 Ehex 1
The Ton
The fundamental unit of volume for cargos and freight and for ship
construction is the ton: a measure of volume in the same way that a
The Ton
displacement ton measures volume on ocean-going ships.

The ton is a standard unit of volume commonly used throughout the Imperium. It has applications in starship design, in cargo
and freight measurement, and in size designations.
In classic shipbuilding, a ton is the volume of 1000 kilograms of water. A ship with a displacement of 1 ton afloat in water
displaces one ton of water.

THE BASIS OF THE TON TON EQUIVALENTS


A ton is the volume of 1000 Units Per Ton
kilograms of liquid hydrogen, and is Cubic Feet 500
approximately equal to 13.5 cubic Cubic Yards 18
meters. While a cube of this volume is Kiloliters 13.5
approximately 2.4 meters on a size, the Cubic Meters 13.5
ton is more typically shown as a
rectangular volume 3 meters high, 3 TON DENSITIES
meters long, and 1.5 meters wide. Tons Material kg
Subunits of the Ton. There are 1 Liquid Hydrogen 1,000
instances when volumes less than a
ton are more conveniently used (when 1 Wood 6,750
discussing objects, vehicles, or small 1 Plastic 12,000
craft, for example, and expressing 1 Water 13,500
volume in decimal tons is inartful). 1 Magnesium 25,000
1 Aluminum 35,000
SUBUNITS OF THE TON 1 Titanium 60,000
Unit Tons Comment 1 Steel 100,000
Ton 1.00 Standard Ton
Ton* 1.037 Regency Ton Cubic Meters 13.5
Square 0.5 half-ton Std Grid Squares 2
Cube 0.25 quarter-ton Short Grid Squares 4
Roup 0.10 tenth-ton Tall Grid Squares 1
Lan 0.01 hundredth ton A three-ton cargo pod measuring 3
Emthree* 0.075 cubic meters meters wide by 3 meters high by 4.5
Cyard* 0.05 cubic yard meters long.
Cuft* 0.002 cubic foot For scale comparison, a half-Lan
Liter 0.00007 person (actually closer to a Lan with the
Kiloliter 0.075 vacc suit).
*Archaic or little used. Tightly packed, that cargo container
could hold 300 vacc suits or 600 human
For example, the smallest available bodies.
G-Drive is 0.25 tons. It is commonly
labeled as a 1-cube drive. A quarter-ton
Cube is typically 1.5 meters on a side.
The fusion plant for a grav tank is 0.4
tons. It is commonly labeled a 4-Roup
fusion plant, or more rarely a 40-Lan
fusion plant. A tenth-ton Roup is a cube
slightly more than a meter (1.1 meters)
on a side.
A person (a human) probably has a
volume of a half-Lan. A hundredth-ton
Lan is typically a cube about a half THE REGENCY TON
meter (0.502 meters) on a side. The values used for the ton in
Or, a ton is about 13,500 liters, a Lan Traveller: The New Era varied slightly
is 135 liters. A half-Lan person has a from traditional values. Historians call
volume (135 /2 ) = 68 liters. Since a this value the Regency Ton.
person is mostly water, the weight of a One Ton= 14 cubic meters.
person and 68 liters should be roughly Deck Square= 2 meters by 2 meters
equivalent. A liter of water is 1 Deck Height= 3.5 meters.
A six-ton small craft showing 1.5
kilogram. A half-Lan person should be Dimensions= 2m x 2m x 3.5 m
meter deck squares.
about 68 kilos = 150 pounds. QED.

1 The Ton 1
Distances and Ranges
Distance is a dominating factor in many interactions: It determines the relative
effectiveness of the senses and of sensors, of weapons and attacks, and of
communications.
Traveller distills the open-ended concept of distance into a series of range bands, each associated with a typical distance
and identified by one or more benchmarks.
For simplicity, and for ease of use in a variety of situations, Traveller uses the concept of Range Bands to express the
qualitative distance between objects.

THE RANGE BANDS


Ranges are typical distances, standardized for THE RANGE BAND CHARTS
convenience. Using more specific ranges adds little in The Range Band charts and their associated subcharts
realism, but much in complexity. show distance relationships which govern a variety of
Relative Distances: Descriptive terms state that the interactions.
distance relation ship between an observer and an object (or
an attacker and a target): for example, Range Band 3 has a 1a 1b 1c. The World Charts show distances (using R=)
label Medium (as in Medium Range) and is associated with a on world surfaces, atmospheric altitudes, and ocean depths.
distance of approximately 150 meters. World Surface Ranges addresses the typical distances of
Benchmarks. Range Bands are associated with relatively flat terrain. They are strongly influenced by typical
Benchmarks: with objects which can typically be seen or combat ranges and by typical uses of the senses. The Zero
heard or senses at that distance. For example, a reasonable or Contact Point is the location of the observer or the
sense of vision can see a book (or a book-sized object) at character.
Medium range. Altitudes of the Atmosphere addresses the typical
Distances. Each Range Band encompasses a spectrum of altitudes used by flying vehicles and the typical layers of the
distances from about half way from the previous range band atmosphere. The Zero or Surface point is the surface of the
to about half way to the next range band. world.
For example, the Medium Range Band extends from about Some worlds (most importantly, those with Atmosphere-F
100 meters to about 325 meters. Thin Low) have deep canyons or chasms (thousands of
kilometers deep) with correspondingly higher atmospheric
THE RANGE BAND CHARTS pressures. The Altitudes table includes negative Altitudes to
The Basics 1a World Surface Ranges properly describe these conditions.
1b Altitudes of the Atmosphere Depths of the Oceans addresses the levels or depths of
1c Depths of the Ocean oceans. Levels are important because increased depth
Space 2 Space Ranges imposes increased pressure. The Zero or Surface point is the
Other Worlds 3a Gas Giant Altitudes ocean surface.
3b StrangeWorld Altitudes Values on the table reflect ocean surface turbulence, and
Fame 4 Fame Distances negative values reflect various depths.
Abyss reflects extremes on worlds with unusually deep
Sub Bands oceans.
Any range band can be subdivided into Sub Bands when
the distinction is important.
For example, to reflect various layers within the
2. The Space Ranges Chart shows distances (using S=)
in interplanetary space. Interplanetary ranges address the
atmosphere of a Gas Giant, Range 6 is subdivided Bands
relative distances in space and are used in the operation of
6.2, 6.4, 6.6, and 6.8 (which reflect different pressures at
long range sensors and in space combat.
those levels).
Band and Band Name identifies the space combat
It is possible to make more extreme Sub Bands (6.1, 6.2,
locations used in space combat.
6.3 and such).
The purpose of Sub Bands is to differentiate rather than Stellar and World Diameters shows the range bands
lumping all objects at a range into one distance. corresponding to the stated D values. Diameters govern the
The Range to a Sub Band is the range to the Band. effectiveness of lifters, gravitic, maneuver, and jump drives.
Light Delay details the approximate time delay for
communicators and sensors.
consistently used in Range-related sections to
R= refer to World Ranges. R= S+5.
S= shows the Space Combat Range Band.
R= shows the World Range Band for comparison.
consistently used in Range-related sections to
S= refer to Space Ranges. S= R+5.
Orbits shows the correspondence of the values to
standard orbits.

- -
currently), the appropriate (H= or Hits=) values created by
3a b c. The Gas Giant Charts show the depths of atmospheric turbulence can be overlaid on Chart 1b.
massive world atmospheres The Strangeworlds Charts Inferno is a Venus-Like world with high temperatures.
show the atmospheric altitudes for unusual worlds. Stormworld is a world with strong atmospheric turbulence.
Gas Giant Atmospheres addresses the levels or depths Radworld is a world with a high level of surface
of the gas giant atmosphere. Levels are important because radioactivity (the 1D Rad levels at altitude 6 and 6.2 are
increased depth imposes increased pressure and windborne particles).
temperature. The Zero or Surface point is the upper layer of
the atmosphere (typically the Cloud Deck, and typically with a The Zero or Surface point is the surface of the world.
density of one atmosphere).
Three types of massive worlds are shown: Large Gas 4. The Fame Chart shows the expected distance effect of
Giants (corresponding in size to Jupiter or larger), Small Gas fame in society.
Giants (corresponding in size to Saturn or smaller), and Ice The Danger Chart reflects an evaluation system for
Giants (corresponding to Neptune or Uranus). threats or potential threats to the continued existence to an
object, group, or location. Analysts, officials, or others may
Gas Giants are sources of hydrogen for starships in search subjectively evaluate a danger and express it as Threat-N,
of cheap fuel, or required to use wilderness refueling. Gas where N is the Danger level.
Giant atmosphere levels show the conditions such ships For example, the possibility of the dam breaking outside of
must survive in order to acquire hydrogen. town is Threat-5. The activities of a violent anti-government
faction may be Threat-8, -9, or even-10. The possibility of a
The Strangeworld Charts show the atmospheric altitudes system’s star going nova is Threat-14 (a possible supernova
for worlds with dangerous characteristics. The values for might be Threat-17). Scientific research on the origins of the
these charts may be overlaid on other worlds. universe (depending on the principles involved) may be
For example, the normal atmospheric values for a world Threat-7 or Threat-29.
can be taken from 1b Altitudes of the Atmosphere. If that
world is a StormWorld (racked by storms constantly, or only

1a BASIC RANGES
Distance R= Descriptor Benchmark Range Band Width S=
Surface 0 Contact Touching From the surface to about 25 cm.
0.5 m R Reading Normal Reading 25 cm to 1 meter.
1.5 m T Talking Conversations 1 m to about 3 m.
5m 1 Vshort Lectures 3 m to 25 m.
50 m 2 Short Pistol Range 25 m to 100 m. Space Ranges
are
150 m 3 Medium Rifle Range 100 m to 300 m (actually 325 m). World Ranges
500 m 4 Long Extreme Gun Range 300 m to 750 m. minus 5
1000 m 5 Vlong 750 m to 3 km. B
5 km 6 Distant Near the Horizon 3 km to 25 km (actually 27.5 km) 1
50 km 7 Vdistant Beyond the Horizon 25 km to 250 km (actually 275 km). 2
500 km 8 Orbit 250 km to 2500 km (actually 2750 km). 3
5,000 km 9 Far Orbit 2500 km to 25,000 km (actually 27,500 km). 4
“actually” refers to precisely half the distance
to the next Range Band value.

SIZES

>
Benchmark
Needle Word Coin Card Book Suitcase Person Truck Tower

Size 0 R T 1 2 3 4 5 6 7
Length 1 mm 2 mm 7 mm 75 mm 20 cm 75 cm 1.5 m 7.5 m 75 m
Ranges correspond to Object Sizes. To an observer, any object with Size = Range appears to be the same size.
For example, a Book (Size-3) at Range=3 appears to be the same size as a Coin (Size-1) at Range=1 or a Person (Size-5)
at Range=5.
Try it: station a person, a book, and a coin at various distances where they all appear to be the same size and measure the
various distances from the viewer to the objects.

- -
5a b c. The Orbital Distances Chart shows the
standard orbits in star systems.
Orbits may theoretically be at any distance from a central
star. Primarily for ease of use, orbital distances are
standardized on the Titius-Bode Relation, an 18 th Century
attempt to predict orbital values. The actual value predicted
values for orbits has been adjusted to include Orbit 0 to
accommodate observed orbits.
The Orbital Distances Chart shows Orbit Number (O=) with
corresponding distances in AU, Millions of Km, and Light-
units.
The far column shows the orbits consumed by giant stars.
For example, for an A0 Ia star, orbits 0 through 3 are inside
the star; orbit 4 lies just beyond the surface of the star.

The Habitable Zones Chart shows the orbits with


conditions conducive to life based on the primary star for the
world.

The Satellite Orbits Chart shows the standard orbits for


satellites.

- -
Basic
Basic Ranges Altitudes
Depths

1a WORLD
SURFACE RANGES 1b ALTITUDES OF
THE ATMOSPHERE 1c DEPTHS OF
THE OCEANS
Distance R= Descriptor Distance R= Descriptor Distance R= Descriptor
250,000 km 11 Satellite
50,000 km 10 Geo
5,000 km 9 Far Orbit 5,000 km 9 Far Orbit
500 km 8 Orbit 500 km 8 Orbit
400 km 7.8 Upper8
300 km 7.6 Upper6
200 km 7.4 Upper4
100 km 7.2 Upper2
50 km 7 Vdistant 50 km 7 Upper
30 km 6.8 Mid8
20 km 6.6 Mid6
12 km 6.4 Mid4
8 km 6.2 Mid2
5 km 6 Distant 5 km 6 Mid
1000 m 5 Vlong 1000 m 5 Airspace5
500 m 4 Long 500 m 4 Airspace4
150 m 3 Medium 150 m 3 Airspace3
50 m 2 Short 50 m 2 NOP 50 m 2 Tsunami
5m 1 Vshort 5m 1 NearSurface 5m 1 Vbig Waves
1.5 m T Talking 1.5 m T Talking 1.5 m T Big Waves
0.5 m R Reading 0.5 m R Reading 0.5 m R Waves
Surface 0 Contact Surface 0 Contact Surface 0 Surface
0.5 m -R 0.5 m R Wading
1.5 m -T 1.5 m T Fording
5m -1 5m -1 Pond
50 m -2 50 m -2 Thermocline
150 m -3 150 m -3 Shelf
500 m -4 Chasm Rim 500 m -4 Lake Bottom
1000 m -5 Chasm Wall 1000 m -5 Deep Lake
5 km -6 Chasm Floor 5 km -6 Bottoms
50 km -7 50 km -7 Depths
500 km -8 500 km -8 Abyss
5000 km -9 5000 km -9
Basic Ranges are used in personal NOP= Nap of the Planet. ThermoCline= Of importance in
and vehicle combat, especially on world Chasm= Of special importance on underwater sensor use.
surfaces. worlds with Atm= F (Thin, Low). Abyss. Of special importance on
Basic Ranges are used with the Ocean Worlds.
Senses.

1 World Ranges 1
Space Ranges Space Ranges

2 SPACE RANGES
Band Stellar World Light
Distance S= Descriptor Band Name Diameters* Diameters** Orbits Delay R=
500 mn km 12 To Orbit 5 30 lm (3 au) 17
Deep
150 mn km 11 DS Space 100 D To Orbit 3 8 lm (1 au) 16
50 mn km 10 Siege To Orbit 0 3 lm 15
5 million km 9 Long 10 D 1000 D 16 ls 14
LR Range
2.5 million km 8 1D 8 ls 13
500,000 km 7 Attack 100 D 2 ls 12
AR Range
250,000 km 6 Missile 1 ls 11
50,000 km 5 Beam 10 D 10
Short
5,000 km 4 Far Orbit SR Range 1D 9
500 km 3 Orbit 8
50 km 2 Fighter F1 Fighter 7
5 km 1 Close Fighter F0 Range 6
1000 m B Boarding 5
500 m 4
150 m 3
50 m 2
B Boarding
5m 1
1.5 m T
0.5 m R
Surface 0 0

STELLAR AND WORLD DIAMETERS


S= Space Combat Ranges. * Assumes Spectral G star.
Space Ranges are used with Space Combat and Increase Band + 1 for Spectral A or F.
with Space Sensors. S= R-5. Decrease Band -1 for Spectral K or M.
** Assumes typical world size = 3+.
Increase Band +1 for Gas Giant.
Band= Space Combat Bands. Decrease Band -1 for Size 2 or less.
Space Combat Bands are used in Space Combat,
especially with Movement.

R= World Combat Ranges.


World Combat Ranges are used with Personal
Combat; they are extended to extreme values for
The Diameter Rules
comparison. R= S+5. 1000 D Maneuver Drives will not operate beyond this limit.
100 D Jump Drives will not operate within this limit.
Light Delay= Light Speed Distances. 10 D Gravitic Drives will not operate beyond this limit.
Light Speed Distances provide insight into
maximum radio and light time frames over distance. 1D Lifters will not operate beyond this limit.

1 Space Ranges 1
Gas Giants
Gas Giants StrangeWorlds

3a GAS GIANT ATMOSPHERES


Large Gas Giant Small Gas Giant Ice Giant
Depths R= P= T= Descriptor R= P= T= Descriptor R= P= T= Descriptor
0 0 1 Cloud Deck 0 1 Cloud Deck 0 1 Cloud Deck
5 km 6 1 NH3 Ice 6 1 Water Ice 6 1 CH4 Ice
10 km 6.2 1 NH3 Ice 6.2 1 NH3 Ice 6.2 1 Clear H2
20 km 6.4 2 Clear H2 6.4 1 Clear H2 6.4 2 NH3 Ice
30 km 6.6 3 NH4SH solid 6.6 1 NH4SH solid 6.6 4 NH3 Ice
40 km 6.8 4 Water Ice 6.8 2 Water Ice 6.8 7 NH3 Ice
50 km 7 6 0 Clear H2 7 2 0 NH3 Water 7 ^1 NH3 Ice
100 km 7.2 40 4 Clear H2 7.2 5 1 NH3 Water 7.2 ^2 NH3 Ice
200 km 7.4 ^3 36 Clear H2 7.4 20 4 Clear H2 7.4 ^4 1 NH3 Ice
300 km 7.6 ^3 ^2 Clear H2 7.6 80 36 Clear H2 7.6 ^4 4 NH3 Ice
400 km 7.8 ^4 7.8 ^3 ^2 7.8 ^5 36 NH3 Ice
500 km 8 ^4 8 ^4 8 ^5 ^2 NH3 Ice
1000 km 8.2 ^5 8.2 ^5 8.2 ^6
2000 km 8.4 ^5 8.4 ^6 8.4 ^6 Liquid Hydrogen
3000 km 8.8 ^6 8.8 ^6 Liquid Hydrogen 8.8
4000 km 9 ^6 Liquid Hydrogen 9 9
R= Range (or Depth from the Upper level of the Atmosphere).

Values for StrangeWorlds


3b StrangeWorlds can be overlaid on other world atmosphere levels.
Inferno StormWorld RadWorld
Altitude R= P= T= Descriptor R= H= T= Descriptor R= P= T= Descriptor
500 km 8 0 0 8 0 8 0
400 km 7.8 0 0 7.8 0 7.8
300 km 7.6 0 0 7.6 0 7.6
200 km 7.4 0 0 7.4 0 7.4
100 km 7.2 0 0 7.2 0 7.2
50 km 7 1 0 Cloud Tops 7 0 7
30 km 6.8 ^2 64 6.8 0 Calm 6.8
20 km 6.6 ^2 6.6 5 6.6
12 km 6.4 ^2 6.4 10 Turbulent 6.4
8 km 6.2 ^2 6.2 5 6.2 Rad= 1D
5 km 6 ^2 6 0 Calm 6 Rad= 1D
1000 m 5 ^2 5 5 5 Rad= 10
Surface 0 ^3 ^3 Surface 0 10 Turbulence 0 Rad=1000
R= Range (or Altitude from the Surface).

Effects (Applies to All Tables)


P= Pressure in Bars (Terra Surface Pressure = 1). P Effect is Blast-P: P=4 produces Blast-4 = 4D hits.
H= Turbulence in Hits (Calm atmosphere = 0). Effect is Blast-H: H=5 produces Blast-5 = 5D hits.
T= Temperature. If T is Positive, the Effect is Hot-T (T= 6 is Hot-6); if T is Negative, the Effect is Cold-T (T= - 6 is Cold-6).
Values above 99 use are exponents (^2 = 10^2 = 100; ^3 = 10^3 = 1000).

1 Gas Giants and StrangeWorlds 1


Fame and
Fame Danger

4a FAME 4b DANGER
Distance F= Descriptor Alternate Descriptor Size D= Descriptor
0 Unknown 0 Safe
1 Mother 1 person. 1 Self
2 Close Family 2 Companions
3 Family 10 people. 3 Family
4 Neighborhood 1,000 people. 4 Group
5 Town 10,000 people. 5 Town
6 City 1,000,000 people. 6 City
7 Urban 10 km 7 Large City
8 Regional Small Business 100 km 8 Region
9 Continental Corporation 1000 km 9 Continent
10 World 10 World
11 World Complex 11 World Complex
12 World System 12 World System
13 Inner System 13 Inner System
14 System 14 System
15 Greater System 15 Greater System
16 Outer System 16 Outer System
17 Systems 17 Several Systems
18 Many Systems Large Corporation 18 Many Systems
19 Subsector 19 Subsector
20 Sector MegaCorporation 20 Sector
21 Domain 21 Sectors
22 Domain 22 Domain
23 Domains 23 Domains
24 Empire 24 Empire
25 Beyond Empire 25 Beyond Empire
26 Several Empires 26 Several Empires
27 This Spiral Arm 4000 pc 27 This Spiral Arm
28 Many Spiral Arms 10,000 pc 28 Many Spiral Arms
29 The Galaxy 20,000 pc 29 The Galaxy
30 Several Galaxies 30 Several Galaxies
31 Many Galaxies 31 Many Galaxies
32 Domain 32 The Universe
33 All Reality 33 All Reality
Danger is the relative level of a
Alternates: Based on Fame or Reputation within Organizations or Societies (as threat to the continued existence of an
opposed to Standard Fame based on distance). object, group, or location.
Danger is often expressed as a
threat level: Threat-N where N is the
Danger level.

1 Fame and Danger 5


Benchmarks
Understanding the unfamiliar or the unknown is made easier when players have
standards against which items can be compared.
A Benchmark is a standard by which objects, concepts, or values can be compared or evaluated. Benchmarks provide the
players and the referee with standards by which they can better understand what they encounter.

UNDERSTANDING BENCHMARKS continuing adventures and travel; a character obsessed with


Benchmarks provide insights into three distinct concepts. unconscionably great wealth has no time for adventures and
Benchmarks for Value and Cost provide insights and is more properly a non-player character (usually willing to
guidelines into the value of money and how it can be earned spend large amounts of money, or to temporarily lend assets
and used. such as starships) to finance adventures which incidentally
Benchmarks for Range help in the understanding of assist him in amassing even more wealth..
distance and its interaction with the senses, sensors, Investments and Speculation may manipulate large
weapons, and travel times. amounts of money, but benchmarks indicate amounts which
Benchmarks for Size provide an understanding and a single individual can rationally expect to receive personally.
useful measure of relative size. For example, the Starship Investment involves millions of
credits, but for the characters involved the primary reason for
FINANCIAL INFORMATION the investment is access to a starship as a means of travel.
The basic financial information on which economic
activities are based includes: SALARIES AND WAGES
Salaries and Wages. Characters can expect to receive The charts provide standard salary levels and wage rates
payment for their labor based on specific standards. By for characters.
knowing the benchmarks, the player can understand if an Salaries. The Salaries table shows typical salary
offer of employment will pay wages which are too low or too structures for various character or career types.
high, and they can then react accordingly. For example, a Citizen having served three terms can
The Cost of Living. The typical costs of housing, meals, expect to earn a salary in the range of Cr750 per month
and other details give players insights into basic costs which (which, according to The Costs of Living table, is slightly
they must meet before they can begin accumulating wealth. more than a C6=Soc character needs to live).
Investment and Speculation Returns. The discussion of For example, a Spectacular Entertainer with Fame-10 can
investment and speculation provides a basis for players’ expect to earn Cr240,000 per year.
efforts to accumulate wealth. Salaries are appropriate for Scholars, Entertainers, Scouts,
Naval, and Military characters.
Help For The Referee Wages. The Wages table shows typical hourly wage
The Benchmarks support the Referee in deciding on the structures for various skill types. A character may decide to
costs of, and potential rewards from, adventures work for wages rather than salary if that is more
advantageous.
FINANCIAL ELEMENTS THAT TRAVELLER IGNORES For example, a character with Mechanical-4 can expect to
Among the elements that are routinely ignored in the earn Cr10 per hour (= Cr1750 per month). A good Fame-3
course of play are: Entertainer (who can earn Cr300 per month) may want to
Taxes. It is assumed that taxes on goods and income are work for wages (based on a good skill level) in addition to
paid as part of the price or the paycheck. Many mechanisms playing in clubs on weekends.
are possible: Perhaps they are an included Value Added tax,
or a routinely imposed sales tax. In any case, taxes are THE COSTS OF LIVING
invisible to the user. The Costs of Living table shows the typical costs an
Inflation. It is assumed that the rate of inflation is both individual expects to pay in the course of living.
constant and low, and that it can be ignored for most
purposes. Prices are constant and do not change without INVESTMENTS
specific important circumstances. Investments focus primarily on creating income streams.
Properly employed capital creates a steady stream of
RATIONAL CONSTRAINTS income. Contrast Investment with Speculation later.
History has repeatedly seen the creation of terribly rich
people, but with such wealth comes equally terrible Stocks and Bonds
responsibilities: primary among them is an all-consuming Invested capital in relatively safe ventures produces a
obsession with the accumulation of wealth. Such extreme compounded annual return on investment of between 1%
wealth is incompatible with the central tenets of Traveller. and 2%.
Within Traveller, the primary purpose of wealth is to support

- 00 -
The benefit of a conservative investment is that its chance thinks have merit, and transports them to other worlds in an
of loss is almost nil. expectation of selling them at a considerable higher price.

The Starship Investment


Bank financing is available to qualified individuals for the The Land Grant Speculation
purchase of new commercial starships. After a down payment Land has no value unless it can be exploited: a process
of 20% of the cash price of the starship is made, the shipyard that involves increasing its population and infrastructure
will begin construction of a specific vessel. Upon completion, (roads, bridges, transportation, factories, an educational
the vessel is delivered to the buyer, with the bank paying off system, and government). A long-term land investor can
the purchase price to the shipyard. Because the bank now increase his return (his stream of income) from land by
holds title to the ship, the price must be paid off in a series of developing it.
monthly payments to it. Standard terms involve the payment A Land Grant differs from actual ownership of land; it
of 1/240th of the cash price each month for 480 months. In confers specific rights and privileges on its holder. These
effect, interest and bank financing cost a simple 120% of the rights include
final cost of the ship, and the total financed price equals
220% of the cash purchase price, paid off over a period of 40 An income based on a nominal portion of the taxes
years. and income that the land produces, escalating as the
In addition, the bank will insist that the purchaser submit an land is improved.
economic plan detailing the projected activity which will A title (Lord) reflecting possession of the land, and
guarantee that monthly payments are made. accompanying responsibilities as the final authority to
How Does This Work? Starships are built at shipyards which locals may appeal for the righting of injustice (this
associated with starports. The building process must be authority may be locally delegated).
profitable, and it has been structured in the following way: Outright land ownership of one terrain hex
(approximately 60 km square).
A new MCr10 starship requires an investment by the
building shipyard of about MCr6, of which about half is The Territory. A land grant is a gift of real estate- land or
hardware and half is labor. Starports build locally privileges - made by the government or other authority as a
whatever the local economy supports (finely crafted reward for services to an individual, especially as a reward
interior finish; astronics, drives). The buyer down for service or accomplishment, or as an incentive to develop
payment of 20% (=MCr2) covers most of the required the land.
hardware. The starport sells the remaining note (for
Cr42,000 per month for 480 months) to a bank (or a
Megacorporation) for an amount equal to its remaining
costs and a modest profit (=MCr4 + MCr2). The MCr8
note carries a nominal interest rate of about 5.57%. The
bank acquires the note for MCr6 and earns close to 8%.

SPECULATION
Speculation focuses on acquiring goods (manufactured
goods, luxury goods, commodities) or rights (land grants,
intellectual property rights, patents) and selling them within a
short period for a profit.

Shopkeepers
Trade is a subset of Speculation: short term buying and
selling, making a modest profit sufficient for the proprietor to
make a decent living.
Shopkeepers add their labor and expertise to a modest
investment in goods (shoes in a shoe store; rooms in a
hotel; food in a restaurant; raw materials in a factory) which
they resell to the public or to corporate or government
clients. A relatively conservative but profitable shopkeeper
produces income after expenses.
Rarely does a shopkeeper get rich; most live comfortably
off the modest profits of their profession.
A typical Planetary hex is 1000 km in diameter, and
Speculators consists of 76 smaller terrain or Local hexes. The Planetary
A speculator buys goods in the expectation that they can hex is 10 Local hexes wide (measured vertex to vertex;
be sold at a profit later (and usually on another world). A each 60 km).
speculator does not necessarily operate a cargo-carrying
starship; a speculator may ship its cargo as freight and pay THE SHIP'S ACCOUNT
standard freight rates in order to transport the goods to a Each adventuring ship has a continuing need for money to
profitable market. pay expenses such as crew salary, maintenance, life support,
Merchant Speculators. A merchant ship crew evaluates and other supplies. The accounting for this cash flow is
trade goods it encounters during its travels, buys those it handled through the Ship's Account.

- 00 -
The ship owner is responsible for maintaining the Ship’s OBJECT SIZE
Account. In its simplest form, it is a running total all income Benchmark object sizes are expressed in single digits.
the ship receives minus all costs the ship incurs. Special digits R and T correspond to object sizes smaller
than 1.
VALUE, COST, AND PRICE Benchmark sizes show the relative (and approximate)
For any object or thing with a value, dimensions of objects. Benchmark sizes allow comparisons
of different objects, and provide an understanding of overall
Cost is the amount of money required to produce it size.
Cost is the wholesale price of the object. Cost Modifiers Benchmark Sizes. The Benchmark Sizes are used with
can change this amount based on Flux, or on specific the senses and in combat, and they give players information
features. about carrying or moving objects.
The Cost to a manufacturer can be reduced based on
volume production. A factory spends much less than the Decimal Sizes
wholesale cost by producing in volume. Decimal sizes are typical technological device outputs. For
example, a human sees an object in the distance and
For example, Dran Corp sells vehicle parts. It buys them identifies it as Size 5 (person-sized; about 1.5 meters). A
from various factories at wholesale. A major part (a Gravitic technological device (a range finder; a visual sensor; a sonic
Translimiter) has a benchmark Value of 3 = Cr10,000, which detector) provides a more detailed reading as Size 5.3
is what Dran pays for it. (person-sized; about 1.8 meters).
Dran sells Gravitic Translimiters based on supply and Robots. Most robots give their estimates of size in
demand. This year the supply is (Flux = Quite Common = x decimal.
0.8 x 10,000 ) = Cr8,000. Demand is (Flux = Good = x 1.2 x
10,000 ) = Cr12,000 each. They make a profit of about How Big Is It Really?
Cr4,000 for each one they sell. Many objects vary somewhat from the standard size
Meanwhile, Acme Gravitic Translimiters Corporation values. The HBIIR? Table allows determination of a more
manufactures the devices. They produce them in volume (= specific size of an object. The result can be translated into
Value / 10 ) = Cr1,000 each. They want to sell them for decimal size or true units.
Cr10,000 each, but there is currently an oversupply, so they
only sell for Cr8,000 to distributors like Dran Corp.

Cost Modifiers do not usually affect player characters


unless they are buying in volume or creating a factory.

Price is the amount of money required to buy it


An ordinary person who needs an object usually goes to a
store to buy it. Price Modifiers can change this amount based
on Flux, or on specific circumstances.

For example, Eneri Dinsha needs a Gravitic Translimiter


for a repair he is making. He goes to the local Dran Corp
outlet and sees one on the shelf.
The referee determines (by Flux, or by a decision) that
Demand is Good (taken from the example above) so the
price is ( Value x 1.2 = ) Cr12,000.

Price Modifiers can be applied to most items a player


character tries to buy. Price Modifiers provide temporary
benefits (or obstacles).
Moderation should be used with Price Modifiers; not every
object needs to sell for more or less than its Value.

- 00 -
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation Orbits
distances primarily for ease of use.

5 ORBITAL DISTANCES
Surface of Star inside this Orbit
S= O= AU Million km Light- Ia Ib II III
10 0 0.2 30 100 ls A0-F5 A0-K0
Inner System

1 0.4 60 200 ls A0 G0-G5 K5


2 0.7 105 350 ls A5-G0 K0 M0
11 3 1 150 8 lm
4 1.6 240 13 lm A0-F5 G5 K5
12 5 2.8 420 30 lm G0 K0 M0 M5
6 5.2 780 43 lm G5-K0 K5 M5 M9
Outer System

7 10 1,500 83 lm K5 M0 M9
8 20 3,000 3 lh M0 M5-M9
9 40 6,000 5 lh M5-M9
10 77 11,550 10 lh Kuiper Belt
11 154 23,100 21 lh Kuiper Belt
12 308 46,200 42 lh
13 615 92,250 3 ld
Remote System

14 1,230 184,500 7 ld
15 2,458 368,700 14 ld
16 4,916 737,400 4 lw
17 9,830 1,474,500 8 lw
18 19,500 2,925,000 16 lw
19 39,500 5,925,000 32 lw Oort Cloud
20 78,700 11,805,000 1 ly Oort Cloud
Stars shown physically occupy the
O= Orbit = orbits shown.

THE 10D GRAVITIC DRIVE LIMIT THE 100D JUMP DRIVE LIMIT THE 1000D MANEUVER DRIVE LIMIT
Ia Ib II III IV V VI D Ia Ib II III IV V VI D Ia Ib II III IV V VI D
A0 7 5 4 1 1 0 * * A0 10 9 7 6 5 5 * A0 13 12 11 9 9 8 *
A5 7 5 3 1 0 * * * A5 10 9 7 5 4 4 * A5 14 12 10 9 8 7 *
F0 7 6 3 1 0 * * * F0 11 9 7 5 4 3 * F0 14 12 10 9 8 7 *
F5 7 6 4 1 0 * * * F5 11 9 7 5 4 3 3 * F5 14 12 11 9 8 7 7 *
G0 8 6 4 1 0 * * * G0 11 10 8 6 4 2 2 * G0 15 13 11 9 8 6 6 *
G5 9 7 5 3 0 * * * G5 12 10 8 7 4 2 1 * G5 15 14 12 10 8 6 5 *
K0 10 7 6 3 0 * * * K0 12 11 9 7 5 2 0 * K0 16 14 12 10 8 6 5 *
K5 10 8 7 5 * * * K5 13 12 10 9 1 0 * K5 16 15 13 12 6 5 *
M0 11 10 8 6 * * * M0 14 13 11 9 1 0 * M0 17 16 14 12 5 4 *
M5 11 11 9 8 * * * M5 15 14 13 11 0 * * M5 18 17 16 14 5 2 *
M9 12 11 10 8 * * * M9 15 15 13 12 * * * M9 18 18 16 15 4 1 *
G-Drives inoperable outside this orbit. J-Drives inoperable within this orbit. M-Drives inoperable outside this orbit.
Limit shown is beyond (within for Jump) the Orbit Number shown. * = inside Orbit 0. Blank = Not possible.

1 Orbital Distances 1
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation Orbits
distances primarily for ease of use.

5a ORBITAL DISTANCES Surface of Star is just inside this Orbit


Sub
S= O= AU Million km Light- Orbits Ia Ib II III
10 0 0.2 30 100 ls no A0-F5 A0-K0
Inner System

1 0.4 60 200 ls Mercury no A0 G0-G5 K5


2 0.7 105 350 ls Venus 0 A5-G0 K0 M0
11 3 1 150 8 lm Terra 0
4 1.6 240 13 lm Mars 0-1 A0-F5 G5 K5
12 5 2.8 420 30 lm Asteroid Belt 0-2 G0 K0 M0 M5
6 5.2 780 43 lm Jupiter 0-3 G5-K0 K5 M5 M9
7
Outer System

10 1,500 83 lm Saturn 0-4 K5 M0 M9


8 20 3,000 3 lh Uranus 0-5 M0 M5-M9
9 40 6,000 5 lh Neptune 0-6 M5-M9
10 77 11,550 10 lh Kuiper Belt 0-7
11 154 23,100 21 lh Kuiper Belt 0-8
12 308 46,200 42 lh 0-9
13 615 92,250 3 ld 0-10
Remote System

14 1,230 184,500 7 ld 0-11


15 2,458 368,700 14 ld 0-12
16 4,916 737,400 4 lw 0-13
17 9,830 1,474,500 8 lw 0-14
18 19,500 2,925,000 16 lw 0-15
19 39,500 5,925,000 32 lw Oort Cloud 0-16
20 78,700 11,805,000 1 ly Oort Cloud
O= ls= light-second lm= light minute. Stars shown physically occupy the
Orbit No. lh= light hour ld= light-day orbits shown.
lw= light week.

THE 10D GRAVITIC DRIVE LIMIT THE 100D JUMP DRIVE LIMIT THE 1000D MANEUVER DRIVE LIMIT
Ia Ib II III IV V VI D Ia Ib II III IV V VI D Ia Ib II III IV V VI D
A0 7 5 4 1 1 0 * * A0 10 9 7 6 5 5 * A0 13 12 11 9 9 8 *
A5 7 5 3 1 0 * * * A5 10 9 7 5 4 4 * A5 14 12 10 9 8 7 *
F0 7 6 3 1 0 * * * F0 11 9 7 5 4 3 * F0 14 12 10 9 8 7 *
F5 7 6 4 1 0 * * * F5 11 9 7 5 4 3 3 * F5 14 12 11 9 8 7 7 *
G0 8 6 4 1 0 * * * G0 11 10 8 6 4 2 2 * G0 15 13 11 9 8 6 6 *
G5 9 7 5 3 0 * * * G5 12 10 8 7 4 2 1 * G5 15 14 12 10 8 6 5 *
K0 10 7 6 3 0 * * * K0 12 11 9 7 5 2 0 * K0 16 14 12 10 8 6 5 *
K5 10 8 7 5 * * * K5 13 12 10 9 1 0 * K5 16 15 13 12 6 5 *
M0 11 10 8 6 * * * M0 14 13 11 9 1 0 * M0 17 16 14 12 5 4 *
M5 11 11 9 8 * * * M5 15 14 13 11 0 * * M5 18 17 16 14 5 2 *
M9 12 11 10 8 * * * M9 15 15 13 12 * * * M9 18 18 16 15 4 1 *
G-Drives inoperable outside this orbit. J-Drives inoperable within this orbit. M-Drives inoperable outside this orbit.
Limit shown is beyond (within for Jump) the Orbit Number shown. * = inside Orbit 0. Blank = Not possible.

1 Orbital Distances 1
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation HZ
distances primarily for ease of use.

5b HABITABLE ZONES Habitable Zones for Stars of the Spectral Type and Size Shown.
S= O= AU Million km Light- Ia Ib II III IV V VI D
10 0 0.2 30 100 ls K9-M9 K4-M9 A0-M9
Inner System

1 0.4 60 200 ls G9-K3


2 0.7 105 350 ls G9-K8 G2-G8
11 3 1 150 8 lm G2-G8 F2-G1
4 1.6 240 13 lm F7-G1
12 5 2.8 420 30 lm F7-K3 F2-F6
6 5.2 780 43 lm F2-G8 A9-F6 A9-F1
7
Outer System

10 1,500 83 lm G9-K8* A0-A8 A0-A8


8 20 3,000 3 lh A9-K3 K9-M8*
9 40 6,000 5 lh K4-M3* M9
10 77 11,550 10 lh A9-M3 M4-M8
11 154 23,100 21 lh F7-G1 M4-M9* M9
12 308 46,200 42 lh G2-M9*
Orbit No. *Complexities: Size Ia Orbit 12 also includes A0-F6.
Size Ib Orbit 11 also includes A0-A8.
Size II Orbit 9 also includes A0-A8.
Size III Orbit 7 also includes A9-F1.
Size III Orbit 8 also includes A0-A8.

5c SATELLITE ORBITS-1 5c SATELLITE ORBITS-2


S= O= Multiplier S= O= Multiplier
3 Ay 1 Ring System En 70
4 Bee 2 Ring System Oh 80
Cee 3 Ring System Pee 100
Locked to the Primary

Dee 4 7 Que 150


Ee 5 Arr 200
Not Locked

Eff 6 Ess 250


5 Gee 8 Tee 300
Aitch 10 Yu 400
Eye 20 8 Vee 500
Jay 30 Dub 600
Kay 40 Ex 700
6 Ell 50 9 Wye 800
Em 60 Zee 1000

S= is an approximation. Calculate Orbit radius for a definitive S=.


Satellite Orbit radius varies with the gas giant or planet. Calculate Satellite Orbit Radius = Multiplier (GG x or World x) times
Primary World Size (use Ehex) for a result in thousands of km.
For example, Luna is orbit Ell around Terra. Terra is World Size 8. Luna orbits Terra at 50 x 8 = 400 thousand km. Titan is
orbit Ell around Saturn. Saturn is World Size = S (Ehex = 26 ). Titan orbits Saturn at 50 x 26 = 1,300 thousand km.

1 Orbital Distances 1
Money $
The standard by which the value of objects and labor is measured is called Money. The
varied systems of money in use across the universe allow individuals to buy and sell, to
accumulate wealth, to settle debts, and to acquire objects.

Understanding money allows characters to effectively participate in economic activity.

THE THREE LEVELS OF MONEY


Money is accounted for in three distinct levels, each with its There is no direct correlation between Resource Units
own purpose and level of efficiency. and Credits or MegaCredits.
Aryu Means Wealth Beyond Imagining. When

Cr Credits $ characters gather to discuss the schemes of plans, the term


“aryu” (as in “an aryu scheme,” or “this is worth aryu.”) means
Wealth Beyond Imagining.
The basic personal form of money is the Credit. Prices for
most goods are expressed in Credits.
One Credit is roughly the value of a short period (a quarter BARTER
hour) of unskilled labor. Barter is direct transactions without the use of money.
For example, a down-and-out spacer, stranded on a They directly trade one type of goods for another; each
frontier world, does odd jobs for the owner of the Lone Star: participant acquires the specific goods he wants in a quantity
he is paid several credits for an hour of work. that makes each side equal.
Credits are available in several forms: coins, currency,
precious, or electrons. The Frontier Trader’s Ramp
KiloCredits. Credits may be expressed in KCr Kilocredits When a trader lands on a frontier world, he can try to barter
(which is thouands of Credits). with the natives using the well-established ramp market
technique.
The trader lays out goods he wants to trade: textiles,
MCr MegaCredits trinkets, tools, small devices, or other goods he feels will be
attractive to the natives.
The basic corporate form of money is the MegaCredit,
equal to one million Credits. Accounting for large scale The natives, in response, lay out goods that they think may
transactions, construction of starships, or budgeting for be attractive to the trader: woven baskets, carves wood
corporate operations is best undertaken in MegaCredits. totems, pieces of shiny rock, artifacts, gold nuggets, or
One MegaCredit is roughly the value of one day of whatever they have on hand.
operations by a typical business corporation. Each side then positions its goods across from goods they
For example, the Dnar Corporation on Querion operates a want. When each is satisfied with what the other has to offer,
series of distribution warehouses. It has annual sales of they nod, or slap the ground, or otherwise signal acceptance,
about MCr 350, or MCr1 per day. and the participants gather up their newly acquired goods.
By extension, Dnar Corp probably buys MCr175 in goods
annually and sells them for MCr350. It spends the difference IN KIND
on warehouses, trucks, and employees. If it can keep its In Kind transactions pay for goods or services with
expenses down to MCr150, the remainder is an annual profit something other than money, often for the convenience of the
of MCr25 distributed to its various shareholders. participants. Scouts, Merchants, Spacers, Soldiers, and
Elites are provided housing and meals in addition to their
ordinary wages. Such an arrangement is more convenient for
RU Resource Units (RU or Aryu) both sides: the employer avoids some level of money
payment, and also avoids charging the employee for meals
The basic governmental form of money is the Resource
Unit. The RU is a relative unit of value useful for comparison or quarters. Both sides have the luxury of avoiding the
of different governments. The RU is also used in accounting accounting details.
by MegaCorporations.
Calculated Using The Ex. The Economic Extension
provides the basis for calculating RU for a world. THE ELEMENTS TRAVELLER IGNORES
Among the elements ignored in the course of play are:
Taxes. It is assumed that taxes on goods and income are
RU paid as part of the price or the paycheck. Perhaps they are
an included Valued Added tax or an incorporated sales tax.
Resource Units = R * L * I * (5 - B)
If any value = 0, use 1 (to avoid multiplying by zero). Inflation. It is assumed that the rate of inflation is low and
The Economic Extension in WorldGen explains RU. constant and that it can be ignored for most purposes.

- -
Benchmark Costs Benchmark
Benchmark costs provide a standard against which players and
referees can understand the value of money in Traveller. Costs

THE COSTS OF LIVING =30% =40% =15% =15%


Person Annual Month Housing Meals Support Leisure Each Additional Adult plus 75%.
Poor Person Soc = 2 2400 200 60 80 30 30 Each Additional Child plus 50%.
Average Person Soc = 7 8400 700 210 280 105 105 If C6= Charisma, use Charisma.
Rich Person Soc = C 14400 1200 360 480 180 180 If C6= Caste, use Caste/2.
Basic Formula: Cost of Living = Soc * Cr100 per month.

SALARIES WAGES
Occupation Monthly Salary Annual Salary Skill Level Annual Month Hour
Citizen 250* Terms 3000* Terms Unskilled Skill 0-1 8,400 700 Cr 4
Scholar (no rank/ part time) 100 1200 Novice Skill 1-3 12,600 1050 Cr 6
Scholar 400* Rank 4800* Rank Competent Skill 3-5 21,000 1750 Cr10
Entertainer (ordinary) 25* Fame 1-9. 300* Fame 1- 9. Master Skill 5+ 29.400 2450 Cr14
Entertainer (good) 100* Fame 1-9. 1200* Fame 1- 9. Wages are based on 40 hours per week.
Entertainer (spectacular) 200* Fame 1-9. 2400* Fame 1- 9. 2000 hours per year. 175 hours per month.
Entertainer (ordinary) 125* Fame 10-16. 1500* Fame 10-16. Rich World: Increase by 20%.
Entertainer (good) 500* Fame 10-16. 6000* Fame 10-16. Poor World: Decrease by 20%.
Entertainer (spectacular) 2000* Fame 10-16. 24000* Fame 10-16. Industrial World: Increase by 40% (as
Entertainer (ordinary) 250* Fame 17+. 3000* Fame 17+. overtime pay [2 hours per day]).
Entertainer (good) 1000* Fame 17+. 12000* Fame 17+. Professionals: Advocate, Medical,
Entertainer (spectacular) 4000* Fame 17+. 48000* Fame 17+. Counsellor earn double the stated rate.
Scout 200* Term 2400* Term Craftsman: Also earn Cr2 per level of
Merchant (no rank) 100 1200 Craftman.
Merchant Officer 100* Rank 1200* Rank Hellworld (if not a Mainworld): Pay is
Spacer 100* Rank 1200* Rank doubled for a one-year contract.
Spacer Officer 200* Rank 2400* Rank
Soldier 100* Rank 1200* Rank LAND GRANTS
Soldier Officer 200* Rank 2400* Rank An unimproved Land Grant generates
Elite 200* Rank 2400* Rank income based on the Trade Classifications of
Elite Officer 400* Rank 4800* Rank the world and equal to Cr10,000 per TC
Functionary 500* Term 6000* Term annually (Cr5,000 if there are no TCs).
Term is the number of terms spent in the career.
Housing and meals are provided at no cost for Scout, Merchant, Spacer,
Soldier, and Elite.
For Entertainers, ordinary/good/spectacular = quality of performance.

NOBLE LAND GRANTS MERCHANT PROFIT SHARING


Noble Rank Soc Hexes Non-MW Where? Preferred World Merchant ships maintain profit sharing for
Gentleman A 1 any any their officer crew. The Plan consists of a total
Knight B 1 1 homeworld. any of 20 shares. Each crew officer receives one
Baronet c 2 2 one system Pre-Ag or Pre-Ri share per level of Rank.
Baron C 4 4 one system. Ag or Ri
Marquis D 8 8 one subsector Pre-Ind 4th Officer = 1 share.
Viscount e 16 16 one subsector Pre-Hi 3rd Officer = 2 shares.
Count E 32 32 one sector Hi 2nd Officer = 3 shares.
Duke F 64 64 one sector any 1st Officer = 4 shares.
Duke F 128 128 one sector any Captain = 5 shares.
Archduke G 256 256 one domain any
Nobles receive Land Grants on the worlds on which they hold fiefs. The pool receives 10% of the profits of the
Each Hex generates a profit equal to Cr10,000 per Trade Classification ship’s operations.
per year. A Hex with no TC generates Cr5,000 annually. Annual Payouts. Shares are paid out
Noble Land Grants are cumulative. Each title confers its own Land Grant. annually before annual maintenance.
The first hex in any grant is on the noble’s homeworld. All subsequent
hexes are randomly allocated. For each hex on a mainworld, a noble is also
granted one hex on a non-mainworld in the same system.

1 Benchmark Costs 1
Value, Cost, and Price
Every object has a value, a price, and a cost. It is important to be able
to differentiate between the three concepts. Value

THE WORTH OF THINGS


An object has a value to an individual based on how the object is. Value is defined in money terms, but often evaluated in
other than money (a treasured picture of a parent may be worth a great deal to a son, and nothing at all to a stranger).
Cost refers to production. A manufacturer who creates an object encounters a cost in money based on the elements put
into the object, the labor required, and a suitable allowance for overhead.
Price refers to sales. The amount for which an object is sold to the consumer is the price.
Value is relative. Somewhere between an object’s cost to make and its sale price is its value.

Buying and Selling is a win-win situation. The Seller wants to sell for more than his cost. The Buyer wants to pay less
than (or equal to) an object’s value. When a buyer and seller make a transaction, both can win.

THE VALUE RULE


The table shows Values. A manufacturer or producer can usually make these goods (in quantity) paying less than Value. A
buyer can usually buy these goods individually for Value or slightly more.

>
Benchmark
Major Small Large
Typical Snack Meal Clothes Device Part ATV Craft Starship Starship
Salary 1 hr 1 mo 1 yr

Value 0 1 2 3 4 5 6 7 8
Credits <1 10 100 1,000 10,000 100,000 MCr1 MCr10 MCr100

VALUES FOR OBJECTS TYPICAL COST MODIFIERS


Values are coded as orders of magnitude and help in Flux Description Cost Comment
estimating object costs and prices through simple logic. - 5 Experimental 4.0 x Before substantial testing.
Base Value. Base Value is a very rough indication of - 4 Prototype 3.0 x Handmade sample.
the worth of an object. - 3 Early 1.2 x Preliminary.
A good meal is worth about Cr10. A cook could pay a - 2 Basic 0.7 x Elementary. Unenhanced.
grocery cost of Cr5, prepare a meal, and price it at Cr10. - 1 Standard 1.0 x Normal. Ordinary.
0 (blank) 1.0 x Normal. Ordinary.
Cost Modifications +1 Alternate 1.1 x Nonstandard performance
The cost (manufacturing cost, production cost, +2 Modified 1.2 x Changed, New features.
wholesale cost) is a fraction of the Base Value taking into +3 Improved 1.1 x Updated.
account volume production, production difficulty, resource +4 Advanced 2.0 x Multiple new features.
availability, and technology. +5 Obsolete 0.5 x Out of date.
Volume Production. An enterprise can manufacture a
quantity of objects at a cost less than their final value. PRICE MODIFICATIONS
Very Efficient Production Cost = Value / 10 Flux Supply Mod Demand Mod
Mass Production Cost = Value / 5 -5 Ubiquitous 0.5 x Very Low 0.5 x
Small Manufacturer 100 item Cost = Value / 3 -4 Abundant 0.6 x Quite Low 0.6 x
Individual Assembler 20 Item Cost = Value / 2 -3 Very Common 0.7 x Low 0.7 x
-2 Quite Common 0.8 x Weak 0.8 x
Price Modifications -1 Common 0.9 x Less Ordinary 0.9 x
The price for an object may be influenced by Supply and 0 Typical Ordinary 1.0 x
Demand. 1 Uncommon 1.2 x Good 1.2 x
Price may also be influenced by QREBS 2 Scarce 1.4 x Strong 1.4 x
3 Rare 1.6 x High 1.6 x
4 Quite Rare 1.8 x Quite High 1.8 x
5 Very Rare 2.0 x Very High 2.0 x
Price Modification can be used in two different ways:
Ordinary Objects. Roll for Demand only.
Special Objects. Roll for both Supply and Demand and
combine them.

1 Benchmark Values 1
Object Size
Objects can be identified with specific dimensions, but for many, it is
more convenient to describe them with a Size: a general description of Size
its bulk or volume. Size corresponds to the Benchmark objects used
with the Senses and with Sensors.

UNDERSTANDING SIZE
Size indicates the approximate size or dimensions of an object. Sizes can be decimal. An object slightly
The chart shows the basic benchmark sizes. For example, the referee smaller than Size-6 is Size 5.9; a slightly larger
may say, object is Size 6.1.
Carrying and Using. A Size-N sophont can
“You see a Person-Size something in the distance.”
typically carry and use any object less than its
“You see a Size-5 object on the starport tarmac.”
own Size. For example, a Size 5 Sophont can
“Sensors pick up a Missile-Size object at separating from that ship.”
carry and use a Size 4 Object. A Size-6 truck
Size covers a broad descriptive range, and includes some overlap. can carry many Size-5 objects.
Person-Size may indicate anything larger than a suitcase and smaller Size and World Range (or Distance) are
than a truck. Suitcase may indicate anything larger than a book and related. A person with ordinary vision usually
smaller than a person. see an object of Size-N or larger at Range-N or
less.
SIZES AT WORLD RANGES

>
Benchmark
Wire Word Bullet Card Book Suitcase Person Truck Tower
Size 1 mm 2 mm 7 mm 75 mm 200 mm 750 mm 1.5 m 7.5 m 75 m
thin 10 point 0.3 inch 3 inches 8 inches 30 inches 5 feet 25 feet 250 feet

Size 0 R T 1 2 3 4 5 6 7
Distance Contact .5m 1.5m 5m 50m 150m 500m 1000m 5km 50km
Weapon Serial No. Bullet Snub Pistol Rifle Person Vehicle
Vehicle Crack Seam Bolt Person Truck SC
Device Wire Fusion+ Person
Size= approximately the width of 5 minutes of angle at the range shown.

DECIMAL SIZES
Length 1.0 mm 2.0 mm 7 mm 7.5 cm 20 cm 7.5 m 1.5 m 7.5 m 75 m
1 .1 .1 mm 1.1 mm 2.5 mm 8 mm 8 cm 25 cm .8 m 1.6 m 8m 80 m
2 .2 .2 mm 1.2 mm 3.0 mm 9 mm 9 cm 30 cm .9 m 1.7 m 9m 90 m
3 .3 .3 mm 1.3 mm 3.5 mm 10 mm 10 cm 35 cm 1.0 m 1.8 m 10 m 100 m
4 .4 .4 mm 1.4 mm 4.0 mm 11 mm 11 cm 40 cm 1.1 m 1.9 m 11 m 110 m
5 .5 .5 mm 1.5 mm 4.5 mm 45 mm 15 cm 45 cm 1.0 m 2.0 m 45 m 450 m
6 .6 .6 mm 1.6 mm 5.0 mm 50 mm 16 cm 50 cm 1.1 m 5.0 m 50 m 500 m
7 .7 .7 mm 1.7 mm 5.5 mm 55 mm 17 cm 55 cm 1.2 m 5.5 m 55 m 550 m
8 .8 .8 mm 1.8 mm 6.0 mm 60 mm 18 cm 60 cm 1.3 m 6.0 m 60 m 600 m
9 .9 .9 mm 1.9 mm 6.5 mm 65 mm 19 cm 65 cm 1.4 m 6.5 m 65 m 650 m

HOW BIG IS IT REALLY? Roll Flux to randomly generate an object size.

Flux x R= 0 R T 1 2 3 4 5 6 7
-5 0.5 -- 0.5 mm 1.0 mm 2 mm 20 mm 10 cm 20 cm 1.0 m 3m 20 m
-4 0.6 -- 0.6 mm 1.2 mm 3 mm 30 mm 12 cm 30 cm 1.1 m 4m 30 m
-3 0.7 -- 0.7 mm 1.4 mm 4 mm 40 mm 14 cm 40 cm 1.2 m 5m 40 m
-2 0.8 -- 0.8 mm 1.6 mm 5 mm 50 mm 16 cm 50 cm 1.3 m 6m 50 m
-1 0.9 -- 0.9 mm 1.8 mm 6 mm 60 mm 18 cm 60 cm 1.4 m 7m 60 m
0 1.0 1.0 mm 2.0 mm 7 mm 75 mm 20 cm 75 cm 1.5 m 7.5 m 75 m
+1 1.2 0.1 mm 1.2 mm 2.4 mm 8 mm 80 mm 30 cm 80 cm 2m 10 m 80 m
+2 1.4 0.2 mm 1.4 mm 2.8 mm 9 mm 90 mm 40 cm 90 cm 3m 20 m 90 m
+3 1.6 0.4 mm 1.6 mm 3.2 mm 10 mm 100 mm 50 cm 100 cm 4m 30 m 100 m
+4 1.9 0.6 mm 1.8 mm 3.8 mm 11 mm 120 mm 60 cm 120 cm 5m 40 m 110 m
+5 2.0 0.8 mm 1.9 mm 4.0 mm 12 mm 150 mm 70 cm 150 cm 6m 50 m 120 m

1 Object Size 1
Hot and Cold
Hot and Cold Benchmarks Impact

Na HOT AND COLD


BENCHMARKS In D Nb IMPACT DAMAGE In D
K C Hits Descriptor Speed kph Hits Descriptor Alt Descriptor
0 -273 144 Absolute Zero 0 0 0 Still Not Moving
25 -250 121 Hydrogen Ice 1 5 1 Creep Walking
50 -225 100 Oxygen Ice 2 10 4 Crawl Running
75 -200 81 Nitrogen Ice 3 20 9 Xslow
100 -175 64 4 30 16 Vslow Sprint 100 m
Cold

125 -150 49 5 50 25 Slow Gallop (horse)


150 -125 36 6 100 36 Standard
175 -100 25 7 300 49 Cruise
200 -75 16 Radon Ice 8 500 64 Fast
225 -50 9 9 700 81 Vfast
250 -25 4 10 1000 100 Sonic
275 0 1 Cold 11 2000 121 Supersonic
300 25 0 Human Temperate 12 3000 144 Hypersonic
325 50 1 Hot 13 5000 169
350 75 4 14 10000 196
375 100 9 Boiling Water 15 20000 225
400 125 16 Sulfur melts 16 40000 256 Meteoric
425 150 25 17 289
450 175 36 18 324
Hot

475 200 49 19 361


500 225 64 Tin melts 20 400
525 250 81 Fire Hits upon impact.
Hits calculated based on (S= Speed):
550 275 100
575 300 121 Hits = S^2
675 400 225
775 500 361 Multiply by tons (or fractional Tons) of impacting object.
Space Combat uses Size instead of Tons.
875 600 529
975 700 729 INSULATION PROTECTION RANGES
1075 800 961 In= usually protects against for absolute protection
510 -275 to 325 In= 810
1175 900 1225 430 -250 to 300 In= 730
1275 1000 1521 360 -225 to 275 In= 610
1375 1100 1849 290 -200 to 250 In= 490
230 -175 to 225 In= 390
1475 1200 2209 180 -150 to 200 In= 300
1875 1500 3481 130 -125 to 175 In= 220
Hits per Round (= 1 minute) 90 -100 to 150 In= 160
Hits calculated based on (K= Kelvins): 60 -75 to 125 In= 100
40 -50 to 100 In= 60
20 -25 to 75 In= 30
Hits = ( ( K / 25 ) / 12 ) ^2 10 0 to 50 In= 10

For Cold Protection, an On-Board Heater increases the


Cold Protected temperature - 100 C.

5 Hot Cold Impact 5

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