[ información publicada por Starkmad en Fanzine Rolero ]

Sistema de Reglas
Es una variante del sistema del Classic Traveller, o puesta al día si se prefiere. Todas las tiradas de acción se hacen con 2d6 a los que se suma el modificador por atributo, (-3 a +3) y el de habilidad, (0 a 5), aplicando modificadores varios. El objetivo es sacar 8 o más en la tirada. La lista de habilidades ha crecido brevemente permitiendo un mayor grado de especialización en los personajes, y se han ampliado las reglas de combate, si bien siguen siendo muy sencillas de aprender y usar, al igual que sucede con todo lo demás.
La creación de personajes tiene dos variantes:
- La clásica basada en carreras con periodos de 4 años, en los que tendremos que tirar para ver si somos aptos, si sobrevivimos ilesos, que habilidades aprendemos, si subimos de rango, y los beneficios que obtenemos de cada una de ellas. La posibilidad de morir al fallar la tirada de supervivencia se ha eliminado por defecto, (pero existe una regla opcional que la habilita de nuevo si queremos). En vez de eso, los personajes tiran en tablas de eventos y desastres. En esta última tabla sigue siendo posible morir si llegamos a acumular demasiadas heridas, “incompatibles con la vida”. Los eventos nos proporcionan trasfondo y capacidades varias adicionales.
- La segunda opción nos permite crear el personaje mediante puntos, totalmente a medida. La cantidad de puntos disponibles equivale a una cantidad equivalente de periodos, por lo que al final el personaje acaba estando en los rangos de edad habituales para personajes recién creados. Rangos y tiradas de beneficios también cuestan puntos, aunque no se benefician de las tiradas de eventos, (pero si pueden ganar contactos y usar la regla de las conexiones entre personajes).
Por defecto, toda la creación asume que los personajes van a formar un grupo (ya sea de aventureros, o la tripulación de una nave, etc), con lo que se aplica una regla que permite realizar conexiones de trasfondo entre personajes, siendo posible ganar habilidades extra que tengan relación con el trasfondo común de ambos. Además, al finalizar la creación, tenemos paquetes con varias habilidades, para escoger el que más se adecúe al perfil del grupo. Estas habilidades se reparten entre todos, permitiendo compensar algo más los personajes.
Si queremos hacernos el personaje totalmente en solitario tampoco hay problema, se sigue aplicando la misma regla, solo que se usan PNJs en vez de otros PJs.

Disponemos de tablas que mediante sencillas tiradas, permiten crear un animal o especie alienígena en un momento. Estos son aplicables a las tablas de encuentros que siguen la misma filosofía, tanto si son planetarios, como en el espacio. También hay generadores de PNJs y de aventuras, así como algunos ejemplos de todo lo mencionado para poder usar de inmediato.
La creación de naves espaciales es también sencilla, reduciéndose prácticamente a comprar un casco e ir acoplándole las distintas partes necesarias para su funcionamiento: Motores, control de vuelo, sensores, unidad de salto, armas, equipo y accesorios, etc. Después, hay que preocuparse del mantenimiento y consumo, cosa que viene explicada en el capítulo “Space Operations”. De la misma forma, el manejo y combate con naves espaciales también resulta sencillo, cubriendo no solo el combate en si, sino acciones de abordaje, maniobras evasivas, guerra electrónica, procedimiento de despegue/aterrizaje y navegación antes y después de efectuar el salto interestelar, etc.
Otro aspecto cubierto en el libro, es el del comercio. En el universo de Traveller, el comercio intestelar es uno de los pilares que hacen posible la existencia del Tercer Imperio y sus 11.000 mundos, (no en vano, por algo se llama Traveller el juego). Ser un comerciante autónomo, (un Free Trader como lo llaman aquí), es una aventura por muchos factores: Desde el lag de los viajes espaciales, hasta la situación que se vive en lugares conflictivos. Vivir comprando y vendiendo carga es más que un buen negocio, una forma de vida. Por eso hay reglas sobre como negociar acuerdos y precios, tablas con ejemplos de cargamento que podemos llevar, especulación, etc.
El último apartado del libro, es la creación de mundos. Quienes conozcan Traveller, sabrán que esta es una de las joyas del juego. Se sigue usando la consabida plantilla hexagonal por sectores y subsectores, la misma iconografía para representar cada sistema, y la misma escala en la que 1 hex = 1 parsec (3,2 años/luz aprox).
La creación se limita únicamente a la creación de planetas. Aunque en otras ediciones pueden encontrarse reglas más complejas para crear sistemas completos, las que vienen aquí no entran en complicaciones. Puede que este añadido se reserve para algún suplemento, (¿Sobre el Servicio de Scouts Imperial tal vez?). El proceso tiene una serie de pasos a seguir, en los que mayormente deberemos tirar o elegir en una serie de tablas hasta conseguir modelar todo el planeta. Los factores que lo definen son el tamaño, atmósfera, temperatura global, gravedad, hidrografía, populación, tipo de gobierno y legislación, peculiaridades culturales, espaciopuerto, nivel tecnológico, bases navales y rutas de viaje.
Compatibilidades
Si hay alguna edición a la que se parezca mucho, es al original, al Classic Traveller. Tras haber creado unos cuantos personajes y haberlo jugado, es posible utilizar mucho material del clásico con unos pocos cambios. Esto no significa que se pueda usar todo así como así, pero si significa que se pueden aprovechar los reprints de CT, tanto como los módulos recientes compatibles con T20 y CT o la nueva línea de Traveller New Era 1248.
En otras ediciones como la de Hero, GURPS o TNE, no solo cambian las reglas, sino que nos encontramos también con diferencias económicas a la hora de calcular precios y poder adquisitivo de los personajes. La ambientación por supuesto, es plenamente compatible usemos la que usemos.

NOTA: Hay que comentar que este juego se ha convertido en multi-ambientación, al empezar a sacar Mongoose libros con otras ambientación scifi utilizando el sistema de reglas de esta edición de Traveller. En esta entrada solo se encuentran los libros basicos de la linea, en otras entradas podreis localizar los libros dedicados a la ambientación del Tercer Imperio, asi como otras que han ido apareciendo.
Si queremos hacernos el personaje totalmente en solitario tampoco hay problema, se sigue aplicando la misma regla, solo que se usan PNJs en vez de otros PJs.

La creación de naves espaciales es también sencilla, reduciéndose prácticamente a comprar un casco e ir acoplándole las distintas partes necesarias para su funcionamiento: Motores, control de vuelo, sensores, unidad de salto, armas, equipo y accesorios, etc. Después, hay que preocuparse del mantenimiento y consumo, cosa que viene explicada en el capítulo “Space Operations”. De la misma forma, el manejo y combate con naves espaciales también resulta sencillo, cubriendo no solo el combate en si, sino acciones de abordaje, maniobras evasivas, guerra electrónica, procedimiento de despegue/aterrizaje y navegación antes y después de efectuar el salto interestelar, etc.
Otro aspecto cubierto en el libro, es el del comercio. En el universo de Traveller, el comercio intestelar es uno de los pilares que hacen posible la existencia del Tercer Imperio y sus 11.000 mundos, (no en vano, por algo se llama Traveller el juego). Ser un comerciante autónomo, (un Free Trader como lo llaman aquí), es una aventura por muchos factores: Desde el lag de los viajes espaciales, hasta la situación que se vive en lugares conflictivos. Vivir comprando y vendiendo carga es más que un buen negocio, una forma de vida. Por eso hay reglas sobre como negociar acuerdos y precios, tablas con ejemplos de cargamento que podemos llevar, especulación, etc.
El último apartado del libro, es la creación de mundos. Quienes conozcan Traveller, sabrán que esta es una de las joyas del juego. Se sigue usando la consabida plantilla hexagonal por sectores y subsectores, la misma iconografía para representar cada sistema, y la misma escala en la que 1 hex = 1 parsec (3,2 años/luz aprox).
La creación se limita únicamente a la creación de planetas. Aunque en otras ediciones pueden encontrarse reglas más complejas para crear sistemas completos, las que vienen aquí no entran en complicaciones. Puede que este añadido se reserve para algún suplemento, (¿Sobre el Servicio de Scouts Imperial tal vez?). El proceso tiene una serie de pasos a seguir, en los que mayormente deberemos tirar o elegir en una serie de tablas hasta conseguir modelar todo el planeta. Los factores que lo definen son el tamaño, atmósfera, temperatura global, gravedad, hidrografía, populación, tipo de gobierno y legislación, peculiaridades culturales, espaciopuerto, nivel tecnológico, bases navales y rutas de viaje.
Compatibilidades
Si hay alguna edición a la que se parezca mucho, es al original, al Classic Traveller. Tras haber creado unos cuantos personajes y haberlo jugado, es posible utilizar mucho material del clásico con unos pocos cambios. Esto no significa que se pueda usar todo así como así, pero si significa que se pueden aprovechar los reprints de CT, tanto como los módulos recientes compatibles con T20 y CT o la nueva línea de Traveller New Era 1248.
En otras ediciones como la de Hero, GURPS o TNE, no solo cambian las reglas, sino que nos encontramos también con diferencias económicas a la hora de calcular precios y poder adquisitivo de los personajes. La ambientación por supuesto, es plenamente compatible usemos la que usemos.

![]() | Traveller Core Rulebook Traveller is back. Based on the classic original and updated for the new millennium, within these covers you can find everything you require to explore the vast Third Imperium and the alien-controlled regions that surround it - or any other science fiction setting you can imagine! This book contains all you need to create characters, equip them, design their starship, generate their missions and adversaries, and send them on interstellar adventure. Whether you are new to Traveller or an old hand, the science fiction adventures you desire await within. |
![]() | Traveller Core Book, Rev. Traveller is back, and it is better than ever! Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes. The Traveller Core Rulebook is the cornerstone of all your Traveller games, to be expanded upon with core supplements such as Mercenary and High Guard, or used with different settings like Strontium Dog, Hammers Slammers, Judge Dredd and, of course, the Original Traveller Universe. Written by Gareth Hanrahan, the Traveller Core Rulebook contains many things fans of the classic game will find familiar, but always with a new twist Traveller has come back. Discover what is out there. |
![]() | Traveller Book 00: An Introduction to Traveller Traveller is back. Based on the classic original and updated for the new millennium, within these covers you can find everything you require to begin exploring the vast Third Imperium and the alien-controlled regions that surround it -- or any other science fiction setting you can imagine! Traveller Book Zero is an introductory booklet designed to give players an understanding of the rules and mechanics in this latest incarnation of the classic science fiction roleplaying game. This book contains all you need to create characters, equip them and send them on interstellar adventure. Whether you are new to Traveller or an old hand, the science fiction adventures you desire await within. |
![]() | Traveller Book 01: Mercenary The first rules supplement for the latest eidtion of the acclaimed Traveller roleplaying game. Mercenary is design to add to the existing system without damaging game balance and this book is a must for those who wish to seek adventure in the realms of private security. Mercenary inclues new character careers in the shady world of the hired gun and "security consultant". From the outlaw guerilla to the elite commando and amoral Warmonger these new classes bring many new and varied options for Player Characters. Rules for running a mercenary unit with a complete system on creating mercenary tickets is included as is an abstract mass-combat rules system. So characters have the opportunity to continue their mercenary careers with their own unit. With an arsenal of new equipment now at the disposal of these dogs of war the universe just got a lot more dangerous! |
![]() | Traveller Book 02: High Guard The second rules supplement for the Traveller roleplaying game, High Guard allows you to command the most powerful space fleets ever assembled. Dedicated to Naval characters, whether actively serving on a frontline warship or semi-retired on a rusting tramp freighter, High Guard expands the possibilities of space combat and ship design. Naval characters will benefit from new career options and choices made during creation will see them prepared for the worst the galaxy can throw at them. Budding naval architects can create massive capital ships and swift, deadly fighters with a new and hghly evolved startship construction system. With a wealth of choices for weapons emplacements and other additions, no captain will want to venture into space without this important manual at his side. |
![]() | Traveller Book 03: Scout Every society needs it's pathfinders and pioneers - those who will go boldly into the unknown to chart new territory, explore new routes, seek out new civilisations and extend the influence of their species. These are the Scouts: lone explorers and specialised teams who brave the dangers of space to extend knowledge, understanding and influence. This book takes a detailed look at Scouts, including expanded character generation, new missions, new equipment and new ships. It includes chapters on how worlds are surveyed and mapped, and how to survive in hostile environments. Also included is a sample scout base with its personnel and an overview of the Imperium's Scout Service, the ISS. A must for all Traveller pioneers! |
![]() | Traveller Book 04: Psion The powers of the mind offer huge rewards but also great risk for Travellers. Traveller: Psion offers a detailed investigation of psionics, with vastly extended options for psion careers, testing and training in psionic capability, new talents and powers, new equipment, and rules for integrating psionic characters with starships. Traveller: Psion also introduces guidance on time and dimensional travel, with new career options for creating agents of temporal and dimensional organisations and an examination of how psionic effects are used in manipulating the fabric of time and alternate realities. Tou will also find within this book career oportunities for mystics and psionic renegades, along with options that can be integrated into any standard psionic careers. Traveller: Psion - It's all in the Mind... |
![]() | Traveller Book 05: Agent Agent is a career path sourcebook that adds fantastic new depth to the inital career as originally presented. This book adds new specialised versions of the Agent career path, giving Traveller fans several options to create better corporate spies, law enforcement officials and bounty hunters. Agent characters also gain new ways to interact with their surroundings, from new 'fast tracked' mission systems, that allow agents to make a living between gaming sessions, to a detailed method of turning normal contacts into useful informants. Agent gives Referees and players alike several new narrative options, rules and items to use in their own games. This sourcebook uncovers the real benefits to Traveller's most mysterious career, the world they live in, and the people that employ them. |
![]() | Traveller Book 06: Scoundrel Some are dreamers, wishing to see the universe before settling down and conforming. Others are true independents, preferring to live and work away from the confines of civilisation and avoiding contact with all but a few close friends and companions. Then there are the true rogues and villains, Criminals who look to profit upon the weak, willing to break any law which tries to curtail their ruthless ambition and greed. Scoundrel deals with those living on the edges of society, from primitive barbarians to criminal masterminds and their minions. Inside are rules and information covering smuggling, piracy and criminal organisations. For those following more legal occupations gambling and salvaging are also detailed as well as an array of patrons with an assortment of odd jobs to keep the travellers occupied. Taking advantage of everything in this book will lead to many exciting adventures, as long as the travellers remain one step ahead of the law! |
![]() | Traveller Book 07: Merchant Prince This book not only allows players to make the most of Merchant character but also adds several new elements to the rest of the Traveller gaming system. Where some players may want to earn their living dodging bullets and spending as much as they make on armour repairs, some enjoy a more social or economic approach that can be just as exciting. This sourcebook provides a host of new options, rules and plot potential. Traveller fans can find new boons within the game's economy based career paths, the companies they create and the market they live and die for. Merchant Prince is a guide to making a fortune using the tenets of the merchant class. |
![]() | Traveller Book 08: Dilettante Dedicated to nobles and entertainers, Dilettante looks at the wealthier and more ambitious careers. Whether your character is a Baron of the Imperium or a young hopeful setting out to become the galaxy’s greatest rock star, Dilettante contains all the options and items you need to get the best out of it. From throwing banquets on a planetary scale to starring in the latest blockbuster vids or performing live across an entire star system, Dilettante provides new rules and new career specialities for nobles and entertainers alike. |
![]() | Traveller Book 09: Robot From the characterful and sophisticated droids of film to simple drones, this book will allow players to construct and play a variety of robots covering all Traveller universes. From the Third Imperium to Judge Dredd, robots rapidly become ubiquitous items on high technology worlds, and this book will allow you to construct, outfit and modify robots of any type with a simple to use yet comprehensive system. |
![]() | Traveller Supplement 01: 760 Patrons Got nothing prepared for thenext gaming session of Traveller? Your players wandered off into deep space again, far from your planned adventure? Worry not, for 760 Patrons is here to rescue you! Packed full of adventure hooks and ideas, with multiple variations of each one, 760 Patrons is a veritable encyclopaedia of plots, missions, and paying jobs, each fully categorised and itemised as to your players' own capabilities. From distraught merchants to calculating senators, from the worst of criminal lowlifes to the highest ranking military personnel, your players will never be looking for work! The original 76 Patrons became a lifeline for many Games Masters during Traveller campaigns, as it provided a ready source of adventure material that could be quickly generated when players started looking for work beyond their normal trading and exploration. The all new 760 Patrons is literally ten times bigger and better, potentially allowing you to run a complete campaign with nothing but this and th main rulebook! |
![]() | Traveller Supplement 02: Traders and Gunboats Traders and Gunboats provides details of over fifty space going vessels for use in the Traveller game, an extensive roster of ships that every Referee will find invaluable in running their campaigns. These are the ships that Player Characters are most likely to interact with, civilian and military craft of no more than a few thousand tons that undertake a wide variety of roles. Each ship is fully detailed, with statistics, schematics, and illustrations all adding to the basic description of the craft. From pirate raiders, prison security ships, and system defence boats the array of small military craft is wide ranging. Civilian craft include the ships that form the express boat network, safari ships, salvage vessels, medical craft and more. With this invaluable aid the spacelanes of the universes of Traveller will now be filled with all types of starships, from the everyday to the exotic. |
![]() | Traveller Supplement 03: Fighting Ships The universe is hostile. The small privately owned starships travelling between the stars are vulnerable to many dangers, from faulty drives to hijackers and from piracy to open warefare. Good maintenance, security and the constant vigilance of small gunships protect against the first three threats. However, if war was to break out the only hope for safety would be provided by the Imperial Navy and its mighty Fighting Ships. THe ships within this book form the frontline of defense against hostile governments. Without these vessels the galaxy would be a much more dangerous place and few would dare travel across the vast emptiness of space. Fighting Ships introduces a whole new range of ships to Traveller, to be explored. used or fought. The spacelanes have just got a little more exciting... |
![]() | Traveller Supplement 04: Central Supply Catalogue Once your ship is fully kitted out, it is time to bring your character up to spec. The Central Supply Catalogue advertises all manner of unique items that no self-respecting Traveller should be without. Whether you are looking for a new set of wheels, a more powerful gun, sophisticated bugging equipment or the finest in evening wear, this book has it all. Neatly divided into easy to find sections, the Central Supply Catalogue is suitable for any Traveller setting, including the Babylon 5 and Original Traveller Universe. |
![]() | Traveller Supplement 05: Civilian Vehicles In the universe there are countless planets to explore and the best way to do so is by using a vehicle. Within this book there are rules for creating your own designs, from primitive chariots and galleys to high technology grav cars and trains. The variety possible is endless. Beside rules for designing your own unique models there are over ninety different vehicles provided within, split into various categories. Aircraft, alnd vehicles, watercraft, grav vehicles and walkers are all represented and able to complete any journey a traveller needs to make. |
![]() | Traveller Supplement 06: Military Vehicles Sometimes battle dress is just not enough. Upgrading the vehicle creation system from Civilian Vehicles, Military Vehicles gives you the armour and weaponry you need for mass destruction. From simple scout skimmers to heavy self-propelled guns, to giant walking mecha, Military Vehicles contains everything a Traveller needs for self-defence on the road, in the winlderness and in the skies. |
![]() | Traveller Supplement 08: Cybernetics Designed for all Traveller settings, Cybernetics puts the Cyber into cyberpunk. Whether you are looking at a setting based around technological enhancements, or just wanting to build your character up with a few augments, Cybernetics is for you. With full rules for turning man into machine, Cybernetics is suitable for creating a war-grade killing machine festooned with internal weaponry and defenses, or a sleek agent with the very latest enhancements and upgrades. You can now fine tune your character into an absolute master in their chosen profession. |
![]() | Traveller Supplement 10: Merchants and Cruisers Merchants and Cruisers, the tenth book in the highly successful Traveller supplement line, is a giant resource for referee's looking to populate space between the stars with new ships, and players looking for a new ride. From the tiniest of fighters to powerful cruisers, this book provides not just new ships but also new variations on existing themes to ensure no ship encounter need ever be the same as another throughout an entire campaign. |
![]() | Traveller Supplement 11: Animal Encounters Once players start venturing out from the safety of civilisation and into the wilderness, they will be confronted with all manner of exotic and strange fauna. From deadly predators that will stalk a heavily armed party for weeks before making their lethal ambush, to harmless furballs that make for good pets, Animal Encounters will allow a referee to create new creatures to populate his worlds, each tuned specifically to its environment. As well as providing many examples of animals already discovered on distant worlds, Animal Encounters not only provides a complete system for referees to create their own, but also a chapter on very strange animals, such as those that live in super-dense gravity environments, or those that can be found floating in the higher reaches of the atmosphere in a gas giant. |
![]() | Traveller Supplement 12: Dynasty A complete guide on founding, growing and running your own world in Traveller, this book enables the creation of sociologically diverse solar systems or even empires. Covering a wide range of aspects involving governments, infrastructure, trade, military defences and even religion, it also allows the development of these unique polities over time; investments, conflicts and random events during their growth - or indeed, possible collapse! Whether you are a band of adventurers colonising or conquering their own planet, or seeking to play out a generational game of developing sector-wide dominions, Dynasty will add depth and colour to any Traveller campaign. |
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