System of the Day #3 – Sutarilia

This is my third hand-generated “System of the Day” using the Traveller5 rules. My goal is to publish one random system per day in 2020. All die rolls are made with a set of dice I have owned for over 30 years.



B22079A-C De Na Pi Po

Ix= 2 Ex= B69(1) RU= 594 Cx= 8969


Sutarilia is a world which could be of much greater importance in the region. However two factors have kept this from occuring: the local environment limits growth and development (the population has hovered around 45 million for several centuries), and the local starport needs upgrading. There isn’t even an orbital facility, though there are a number of shuttles available for ships which cannot make the landing.

Sutarilia is known for its small, but energetic and efficient workforce; if the starport facilities are ever improved, the world is predicted to become a regional center for specialty starship construction. However, no outside agency or company has stepped in to provide funding or backing, and world leaders continue to struggle to improve local conditions.

New Sutarilia is the IceWorld in the system’s 9th Orbit. A century ago a group of colonists received backing to establish a colony. Unfortunately it did not take long for local conditions to prove too extreme, and the colony was abandoned within 10 years of its founding. Little remains of the settlement; clusters of thick, low-slung snow-draped structures, the tracings of a failed mine, a collapsed, offshore oil derrick.

Of interest from this failed colony: several groups of colonists reported possible sightings of large aquatic beasts. While this isn’t unusual for a frozen world with over 75% (frozen) ocean coverage, what is unusual is the animals themselves; colonists reported these sea dwellers as having strange behavior patterns, and some speculated they were intelligent. However most officials scoffed at the claims, stating the group was making up stories to generate more funding, and the claims have been mostly forgotten.


Orbit – Type – Data

P Primary G6III (no other stars)

1 InfernoWorld X9A3000-0 Tz

2 StormWorld X7C9000-0 Fl

3 BigWorld XFF7000-0

4 StormWorld XBA7000-0

5 RadWorld XAF7000-0

6 RadWorld X774000-0

7 SUTARILIA B22079A-C De Na Pi Po

————— Jump Limit —————

8 Worldlet XP00000-0

9 IceWorld E968000-0 Fr 1-Moon

10 RadWorld XA63000-0 Fr 3-Moons

11 IceWorld C331000-0 Fr

12 WorldLet XP00000-0 Fr


This system was generated by hand, using the Traveller5 rules. Feel free to use them in your own campaigns, but please do not publish them for profit, nor without obtaining prior permission. Thank you!

As always, comments and input are appreciated. Keep on Travelling!

#traveller #travellerrpg #traveller5 #t5 #scifirpg #scifigaming #oldschoolrpg #tabletopgaming

System of the Day #2 – Granuter

This is my second hand-generated “System of the Day” using the Traveller5 rules. My goal is to publish one random system per day in 2020. All die rolls are made with a set of dice I have owned for over 30 years.



B321414-9 He Ni Po Tu

Ix=0 Ex=F33(+1) RU=135 Cx=233A

No Satellites


Granuter is a hellishly frozen world, lying well beyond its primary star’s habitable zone. While it lacks appeal for settlement, it compensates with mineral wealth.

The owning/controlling corporation has been exploiting Granuter for some time. However good workers are difficult to hire due to the extreme working conditions. The pay is excellent, probably best in the region, but worker injuries and fatalities are very high. Thus the corporation does what it can to improve safety and working conditions. It has even gone as far as providing all-expenses paid vacations to nearby worlds – an expensive bonus, but considered well worth the cost – to increase employee happiness and productivity. Robotic equipment has been used in the past, with little success; local conditions are too harsh.

Recently the system has been subjected to pirate raids and outright attacks. The corporation thus maintains a decent level of protective forces and ships in system.


System Details

Orbit- Type – Stats

P Primary G5V [no other stars]

1 Inferno XA70000-0

2 Belt X000000-0

3 Belt H000112-8 HZ

————- Jump Limit ————-

4 GRANUTER B321414-9 He Ni Po Tu

5 Worldlet G000213-9 Lo

6 BigWorld XDB8000-0 2 Satellites

7 Gas Giant LGG 70K km diameter
G=0.7 5 Satellites

8 IceWorld X444000-0 Fr

9 Belt X0000000-0

10 BigWorld XB98000-0 Fr

11 BigWorld XBFA000-0 1 Satellite

12 Worldlet X100000-0 Fr


A corporate controlled station is maintained in the planetoid belt in orbit 3. This is the most accessible belt for survey and mining teams, as well as potential pirates or raiders, and a patrol force is based here. The spaceport is capable of minor repairs and upkeep.


This system was generated by hand, using the Traveller5 rules. Feel free to use them in your own campaigns, but please do not publish them for profit, nor without obtaining prior permission. Thank you!

As always, comments and input are appreciated. Keep on Travelling!

#traveller #travellerrpg #traveller5 #t5 #scifirpg #scifigaming #oldschoolrpg #tabletopgaming

System of the Day #1 – Heaven

Here is the first of my (hopefully) daily posts with newly generated Traveller systems. My goal is to publish a random system each day in 2020. I’ll be utilizing various online random generators for names (I suck at developing names), but most everything else will be done with dice. Only the main world for each system will be named, except in rare cases, where something interesting pops up.


Heaven is a system I first rolled for my now-defunct Doldrums setting. However, the system is too interesting to abandon, so I am ‘repurposing’ it for my new (as yet unnamed) setting.

Orbit – Components – Notes

Primary F2V Main Sequence Star

1 X400000-0

2 X770000-0 1 moon

3 X200000-0

100D Jump Limit

4 H40056B-8 Pr Mi

5 HEAVEN B735BDG-A Hi In 2 moons

6 H00036B-9 As Lo

7 F59786B-9 1 moon

8 X346000-0 Fr

9 F00076B-9 As Na

10 X310000-0

11 G00066B-8 As Na


The world now called Heaven was named before the system was colonized, millenia ago. The religious colonists were destined for a newly-discovered garden world. Unfortunately their fleet misjumped severely, arriving at this less than ideal world. With most of the fleet heavily damaged, they were forced to settle here. At least the world was marginally habitable. They kept the name Heaven for their new home, praying for the best.

With religious rules forbidding the use of contraceptives, and a “free love” mindset, Heaven’s population skyrocketed. It’s population currently exceeds 102 BILLION people, all human. The world’s religious leadership has always struggled to provide sufficient resources for its burgeoning populace, especially housing and food.

When space technology was redeveloped, several worlds, including Heaven’s two moons, were colonized, to gain much needed resources, and to relieve some population pressure. The resources helped. The extra room didn’t, as these worlds are less than ideal for long-term habitation. One is now used as a prison, the inmates mining for iron and minerals. All three planetoid belts are being exploited, with several large colony habitats being established. The farthest belt in Orbit #11 has only been settled in the last two decades, and is still being surveyed.

Heaven’s religious leadership has never really considered expansion into, or conquest of, other nearby systems. Their religion forbids causing direct harm to others, which conquest would certainly inflict, and they just don’t have any extra resources for such campaigns.

Religious schisms do exist within the society; with a population of over 100 Billion, they can’t be avoided or easily suppressed. However, it is unlikely the religious government will be overthrown anytime soon.


This system was generated by hand, using the Traveller5 rules. Feel free to use them in your own campaigns, but please do not publish them for profit, nor without obtaining prior permission. Thank you!

As always, comments and input are appreciated. Keep on Travelling!

#traveller #travellerrpg #traveller5 #t5 #scifirpg #scifigaming #oldschoolrpg #tabletopgaming #classictraveller

Traveller5: First Impressions

#traveller #travellerrpg #traveller5 #T5 #classictraveller #rpg #sciencefictionrpg #tabletopgaming #scifi #scifirpg

The new Traveller5 revised rules were made available for backers at the end of last week (via PDF download). While I have yet to finished reading them (I don’t believe that is feasible in one weekend, if one likes/needs sleep, or has a family/work/social life), I have read through the character creation, skill, and task sections, more than enough to begin rolling characters (always a favorite pasttime). I’ll post a detailed example of such in my next post. But here I’ll post some impressions I’ve gained so far.


The original, Classic Traveller (CT), did not have enough skills, whether skill choices, or gained/earned skills, in the game. Being the first ever successful sci fi rpg, it had its share of problems. But it was, and is, the grand daddy of sci fi rpgs, in the same manner that ALL RPG’s trace their roots to DnD, and Gary Gygax.
When newer systems came out, they expanded/changed/improved the skill systems – in general. Some systems appeared (to me) happhazzard in their application of skills and (notably) sub-skills. But overall these systems were an improvement. There was no real or realistic method of in-game skill improvement or experience, however. Many players developed various house rules to cover perceived shortcomings or deficiencies, with varying degrees of success.

In T5 skills have been revised in an interesting, believable, and most importantly usable system. Most skills are straightforward, and have a maximum attainable skill level of fifteen (15). Science skills and Knowledges (sub skills of certain skills) have a maximum level of six (6). After this level, further increases to such knowledges must be in specializations. For example, once Planetology reaches six, the scientist must specialize in a sub category with further skill levels, such as Gas Giants, Hell Worlds, or Terrestrial Planets. It’s a skill system which makes sense. It also works very well with the Task System (see below).

As to experience and skill increases, T5 rules assume the player has ‘interests’, hobbies, and goals. At a certain point in the game, the player and referee discuss the last game year, and reach an agreement on what skill increases for them. I.E., it is assumed a PC gains one skill level per game year, which I consider more than reasonable.


I really like this task system. Combine the controlling statistic with your skill, and other possible modifiers, then roll difficulty dice UNDER (or Equal To) this Target Number. With it a PC’s stats MATTER. Sure, you will have the occasional “force of nature” character, who’s high overall stats do much to make up for his lack of overall skill – at lower difficulty tasks, anyway. At higher difficulties high skill matters most, as you add 1D to your roll if your skill level (not your stat) doesn’t equal or exceed the task’s Difficulty level. Having to add an additional die to your roll can be problematic (at best) with higher difficulty rolls.

In most cases players will be rolling 2D, 3D, or maybe 4D for most tasks. A character with average stats (6-9), and decent skill levels (2-4), should have a reasonable chance to succeed at most tasks.


EDITED: My original comments about Flux have been deleted, after comments and corrections by another gamer on a separate forum.


I like the new character generation system. Your PC’s Statistics are, in general, the target numbers for your survival rolls (called Risk Roll now), as well as others. Each career has a slightly different path of rolls to be made, or different Stats to use. And the Rewards for succeeding vary. Whereas the military careers (Army, Marines, Navy) give Medals, the Scouts give Discoveries, Agents gain Commendations, Merchants gain Ship Shares, and the like.

And the career choices aren’t excessive. There are also two career choices (Functionary and Craftsman) which have minimum requirements to select. (Craftsmen must have high skills; Functionaries must have served in another career before applying.)

For my thinking, the secret, best career choice is the Rogue, especially if your PC has one really high stat. With the Rogue career, you have access to every skill you need to run a starship. But most importantly you have the chance to earn A LOT of credits. And I do mean a lot! A coworker and I rolled a Rogue who left the career with nearly 20 Million Credits – AND enough Ship Shares to gain a free trader. By himself. Admittedly, he was 46 years old, but still.


Well, that’s about it for this post. I’ll be back in a few days, after more reading and digesting of these updated rules.

These rules may not be for everyone, as many people don’t like detail heavy systems. But for me, they are great, as I love detailed games. More crunch is good, I say!

What are your impressions so far? Feel free to discuss!

Branj Dilgaadin – Seneschal, or Zhodani mole?

In Traveller’s Classic Era, rare rumors circulate stating Duke Norris’ Seneschal, Branj Dilgaadin, is a closet psionicist, and a powerful telepath. This is eventually confirmed after the Regency is formed; Branj Dilgaadin is named as the new head of a Regency organization for psionics.

This brings to mind several questions, and possibilities.

First off, do the Zhodani know this? If they do, they are wasting a perfect opportunity to destabilize the power and effectiveness of an Imperial leader (Duke Norris)? Exposing Dilgaadin’s psionics use would bring Norris’ leadership capabilities into question. (“The Duke relies on a psion?! What other laws is he breaking?”)

Second, if the Zhodani don’t realize this, they aren’t very good at spycraft, and deserve to lose!

This brings up another possibility: is Branj Dilgaadin a Zhodani mole?

In the Traveller wiki, it states Branj’s origins are ‘mysterious’ and unknown. Based on this tidbit alone he could be considered by some as Zhodani plant. This would make a degree of sense, unless you consider Zhodani performance in the 5FW. If Branj was feeding information to the Consulate (however slowly), they would have known of the eventual arrival of the Corridor Fleets, and prepared accordingly. Thus it seems unlikely he was a mole based on this. But the possibility cannot be completely discounted, as there are many factors involved, most significantly the well-known time lag when sending interstellar messages via jump space.

I’m relatively certain there are other possibilities to consider regarding the Seneschal’s psionics use (criminal influences; other, less-reliable Imperial Nobility; Megacorporations). Any of these possibilities may be of use to referees when planning their campaigns.

[Note: I meant to publish this a week or two ago, but the weather and related injuries caused a significant delay. I hope to keep ‘on track’ with a post every week or so in the future.]

Everyday Psions in Traveller

Or, “what about the regular people”?

Many Traveller campaigns and settings have touched on the subject of psionics. Indeed, psionics are a favorite subject for many players and referees, and may form the basis of a campaign or setting. As an example, some referees have built settings where psionic talents are necessary for FTL travel, or navigation, and this is also prominent in several science fiction stories. Any number of player groups have sought psionic training as a path to greater survivability – and power – whether for good, or selfish, purposes.

Psionics provide greater advantages for player characters – and for their rivals. They improve capabilities, survivability, and effectiveness. Psionic adversaries (Zhodani or otherwise) are a difficult challenge for most adventuring groups. Run properly, they can be used to give player characters fits – or nightmares.

But what about the common psionic? The mother of three with an administrative job? The small business owner? The factory worker? Psionic talents can provide the common citizen with significant advantages – provided they can keep their abilities hidden.

Any player worth their salt can easily use psionics for advantage. Their use in adventuring situations is rather obvious. But what about ‘real life’. This can also be ‘obvious’, but is infrequently considered. Let examine some possibilities.

[I won’t go into each talent’s capabilities, as I assume readers of this blog have knowledge of Traveller’s rules and official setting.]


The ability to heal small cuts and injuries ‘on the fly’ is extremely valuable, especially if the psion works in a ‘dirty’ job or environment (trash collection, factory, farm, plumber, etc). Healing small cuts immediately can great reduce the risk of infection.

And who wouldn’t love to increase their strength at need? This would prove useful, or even valuable, when working in a warehouse, factory, or search and rescue, as examples.


Imagine the pesky customs officer, the one who seems to always find the expertly-hidden contraband, who always knows where to search. Is she merely lucky? Experienced? Or is she using Clairvoyance to make detailed searches?

Mechanics are ALWAYS dropping lug nuts, connectors, and tools in the most inconvenient of spaces. High technology will never correct this! Having the ability to locate the dropped item quickly is invaluable. Even if the item ends up being inaccessible, at least he knows where it is, and that’s half the battle.

Diagnostics of equipment is improved. Is the connector broken, or merely loose? Which part is broken? With Clairvoyance a psionic can speed up this process, saving valuable time.

In Search And Rescue operations, Clairvoyance is extremely valuable. Searches for survivors are conducted much more quickly and efficiently, without the risk of equipment [sensor] interference or malfunctions, and saving lives.


Telekinesis may be THE most useful psionic talent for every day use.

The mechanic who dropped that lug nut can easily retrieve it, once he locates it. He can even use the talent to feel around for the dropped item, without risk of injury.

A plumber can use this talent to clear plugged pipes, safely and quickly, with little or no risk of damage to the pipes. Of course he can’t do anything about it if the pipe is already damaged; he’ll still have to replace the pipe.

A pest removal expert using Telekinesis can remove many pests safely and quickly. Why use traps and poisons when you can grab the critter with your ability? This can be especially helpful when dealing with skunks or their equivalent, squirrels, and small rodents hiding in the walls. You can also removed small corpses, which may be creating quite a stench.


The uses of Telepathy in everyday life are many and varied – and can get the psionic into trouble very quickly, if its use is not carefully considered.

Students can cheat on tests. Employees can literally read the boss’ mind. A retail security officer could read a suspected thief’s mind, whether for guilt ot intent. A criminal can read the mind of an investigator, so he knows what to say – or not say. A person could find out EXACTLY what his companion thinks of him/her. (This can of course backfire quickly! There are questions you may not want answered.)

An individual on a date could use the empathic abilities of telepathy to give their companion false emotions towards themselves (unethical and likely evil, but very possible). [This could make for an interesting mystery for a PC investigator, actually…]


Using Teleportation is (literally) dangerous. If you attempt to jump too far, or change relative elevation too quickly, you could die; overheat, say, or splat into a wall. Not a desired outcome.

That being said, Teleportation is useful. Who needs a car? Teleport to work! It saves fuel and time, and thus credits. Just make darned sure no one sees you doing it. This can become increasingly difficult as a society’s technology (or level of paranoia) increases.

Forget something you needed at home? Take a restroom break, teleport home to get it, then back. (This assumes you have enough PSI available, of course!)


Psionics aren’t just for adventurers! The majority of psionics aren’t (yet?) travellers and adventurers, and are merely going about their lives and daily routines. Properly considered and run, they can be a source of irritation, information, or even adventure for many adventuring groups.

I hope you’ve found this an interesting read, and most of all HAVE FUN!