Saturday, November 23, 2013

STARSLUGS Signatory, Punk-Dark Imperium of Man

With my primary gaming campaign being on a bit of an SF kick these days, I've been getting more and more excited about an idea I had a few months ago, using Traveller to run Warhammer 40K games. (I have the Dark Heresy RPG and find it extremely impenetrable, though very pretty and with some very cool bits.)
"Nurgle Slug Obliterator," by Panic
CoolMiniOrNot
Now both Chris and Evan have begun running Traveller games, with the interstellar equivalent of a FLAILSNAILS Convention: the STARSLUGS Convention. (see below)

And this has gotten me excited enough to start getting my 40k system tweaks fully set up for Traveller. I'm envisioning a combination between the wild craziness of the first 40K work, Rogue Trader (gonzo, punk, cynical satire, extremely 2000 AD), and the no less grim but significantly more heroic Dan Abnett envisioning of the setting (not everyone is an asshole, even though life sucks; Chaos is likely going to eat everything but you can still win victories against it.)

So expect some more posts on the matter. The primary areas I'm expecting to work on are going to be creating a new equipment list (using these alternative rules for combat) and a career/lifepath system splitting the difference between WFRP and Mongoose Traveller careers. 

So. Announcing the Punk-Dark Imperium of Man. Let's see where this goes. 

Oh, and related inspirational art blog.

"Enforcer," John Blanche
Simple Translation Agreement Rules Simulating Lastingly Unified Galactic Sectors
In order for freetraders in the Space Cantonment, Directorate Space, and other willing sectors, to prosper and thrive, the referees of those campaigns have set out the following articles in order to ease movement between them.

Article 1
Characters may move between Directorate Space and the Space Cantonment freely provided they meet the standards required in other articles.

Article 2
Characters are bound by the rules of the version of Traveller being used in the game they are currently playing.  This includes things such as the rules for combat (both personal and ship-based), weapon damage, the functions of certain technological items, etc.

Article 3
There is one exception to the rule presented in Article 2: skills.  Characters use whatever skill they possess that is closest to the one in the system currently being run.  This means that characters from the Cantonment (and possibly other CT games) possess broader skill categories than those the Directorate.  Skill acquisition is also based on the characters native system, and not on the system currently being run.  Skill rolls function as other items described in Article 2.

Article 4
Characters may bring their own personal effects with them, but not those held in common with other members of their party/crew.  This includes any ships the characters rolled on the benefits table, assuming the ship is being used by other party members.

Article 5
Psions, astropsychics, and aliens must submit their characters to the referee at least 48 hours in advance so that the referee has the time to read over any relevant sections of their rules/come up with how certain foreign abilities work in their area of space-time.

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