The year is 5633 AD, which is Year 1115 on the Imperial Standard Calendar. Mankind owns the stars. Well, at least about 10,000 of them anyway. For over a thousand years of relative peace and prosperity, the Third Imperium has ruled a vast swath of the sky. On the power of jump technology, and the might of the Imperial Marines, Strephon Alkhalikoi rules the Imperium from afar, as it takes nearly a year with typical jump technology merely to cross the expanse he rules. The Emperor allows his hereditary nobles, the dukes in particular, to run the day to day affairs of their own worlds. Beneath the nobility, local politics and customs may, by and large, do what they like, so long as they pay homage and taxes to the Imperium.
Which explains what you’re doing out here beyond the fringe of the Imperium, as far as you can get from anything that passes for authority. For some reason, you’d rather take your own chances and make your own fate than knuckle under to some count or marquis, or worse local yokels. Unfortunately, that puts you at the mercy of pirates, thieves, and worse ne’er-do-wells, like Vargr merchants…
You are a partner/shareholder of a merchant ship, the original Beowulf, moribund namesake of an entire class of 200-ton free traders. Often maligned as tramp freighters (but if the shoe fits!), Beowulf-class free traders are durable, reliable, multi-purpose ships that require less maintenance and hassle than any comparable ship of its size.
After you mustered out of your first (or fifth?) career, what made you sign on with this motley crew of misfits who eke out a living, such as it is, beyond the edge of civilization?
A PhD in Traveller canon is not required to play in this game, although it will be a challenge for you if you don’t know the difference between Solomani, Vilani, and Zhodani. Or how to distinguish an Aslan from a Vargr. I strongly recommend visiting http://www.farfuture.net/ to round out your roleplaying library with some quality retro scifi gaming materials.
In order to complete the crew of Beowulf, we need something like the following:
=> Sensor/Communications Operator
=> Merchant (to wheel-and-deal for the inevitable cargo)
=> Steward (to care for the inevitable passengers)
One of those must be the captain, in addition to the other crew role; traditionally, it’s the pilot or the merchant who is also the captain, but I’m willing to be persuaded.
For those familiar with Traveller (any edition), crew may be drawn from any career path or service so long as they have the requisite “skills” for their role on the crew roster.
Feel free to customize any cards you like, so long as they fit within the spirit of the Traveller canon.
When detailing your description, please try to explain how you came into sufficient capital to “own” a little piece of a 40 megacredit starship, even one as decrepit as Beowulf.
These adventures will take place on the edge of the Spinward Marches.
We’ll begin when we’ve got at least four characters, and double up the other roles as it makes sense.
Story expectations are pretty open. Aim for a PG-13 rating, plus or minus, and we’ll be fine. We can make it as humorous and light-hearted as the group likes, or as dark and blue as the group decides to take it. It’s your story.
David Reed (JudgeNerd)
Darren Green (Darren)
Scenes played: 20
License: Community License