TEXT: Traveller Hero 
  Book 1: Adventurers In Charted Space
  Character Creation, Psionics, Combat and Races
  Science Fiction Adventure 
  in the Far Future using the 
  HERO System 5th Edition
  This is Free Trader Beowulf, 
  calling anyone...
  Mayday, Mayday... we are under attack... 
  main drive is gone...
  turret number one not responding...
  Mayday... losing cabin pressure fast... 
  calling anyone... please help...
  This is Free Trader Beowulf...
   
   
   
   
  Mayday...
  Uses the HERO System under license from Hero Games
  
  Traveller Hero – A Sourcebook for Traveller® in the 
  HERO System™® 5th Edition
  Contributions
  Authors: Rob Bruce, Kevin Walsh, Randy 
  Hollingsworth
  Additional Contributions: Ed “Killer Shrike” Hastings, 
  et. al.
  Editing and Development: Rob Bruce, Kevin Walsh, 
  Randy Hollingsworth
  Layout: Rob Bruce
  Graphic Design: Rob Bruce
  Conversions and Write-ups by: Kevin Walsh, Randy 
  Hollingsworth, Rob Bruce
  Additional Material: Anthony Jackson, Ed “Killer 
  Shrike” Hastings, Don McKinney, Jason “Alathan” 
  Broadley
  Special Thanks
  First, a great big thanks to Marc Miller, who started it 
  all with the original Traveller®. 
  Second, thanks to Steve Long at HERO Games, for 
  HERO 5th Edition, and thanks to Steve Long and Jim 
  Cambias for Star Hero©
  Third, we definitely want to give thanks to ComStar/
  Avenger, who felt the passion of Traveller Hero and 
  arranged for licensing from both Traveller and HERO 
  Games.
  Last, but not least, we’d like to thank all of the fans who 
  have contributed ideas as this guide has grown. 
  Dedication
  There are a number of dedications we’d like to make.
  Rob Bruce: I dedicate this book to my parents, my wife, 
  and the foster children we’ve had the joy of knowing.
  Kevin Walsh: I dedicate this book to Eric “Kody” Nelson, 
  who finally found the road back home again.
  Traveller Hero
  Book 1
  The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2004 Far Future Enterprises. 
  Far Future Enterprises can be found at http://www.farfuture.net/
  The world of Traveller, in its many forms, can be found at Far Future Enterprises’ web site.  Traveller is a registered trademark of Far Future Enterprises. Far Future permits 
  fanzines for this game, provided they contain this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this 
  guide are for personal, non-commercial use only. Any use of Far Future Enterprises’ copyrighted material or trademarks within should not be viewed as a challenge to 
  those copyrights or trademarks.
  Hero System™® is DOJ, Inc.’s trademark for its roleplaying system.
  HERO System and Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  All DOJ trademarks and copyrights used with permission.
  For further information about Hero Games and the HERO System, visit http://www.herogames.com/
   
  Copyright ©2007 Avenger Enterprises in association with ComStar Media LLC. All rights reserved.
  The Traveller materials and references within this book are copyright Avenger Enterprises in association with ComStar Media LLC.  All other materials and references 
  within this book are copyright ComStar Media LLC.
  http://www.comstar-games.com
  
  Traveller Hero, Book 1 
  Table Of Contents
  
  Table Of Contents
  What Is Traveller Hero? ...................... 9
  Traveller Basics .........................................................................9
  Traveller Eras ............................................................................9
  Dawn Of Third Imperium ......................................................9
  Gateway ...................................................................................9
  Golden Age Of Third Imperium ............................................9
  Rebellion .................................................................................9
  The New Era ............................................................................9
  Out of Darkness ......................................................................9
  Other Incarnations ..................................................................9
  Unsuitable Technology .............................................................9
  Traveller Hero Subgenres .......................................................10
  Espionage ................................................................................10
  Espionage Campaigns ...........................................................10
  Law Enforcement ....................................................................10
  Law Enforcement Campaigns ..............................................10
  Military ....................................................................................10
  Military Campaigns..............................................................11
  Mercantile ...............................................................................11
  Mercantile Campaigns .........................................................11
  Exploration ..............................................................................11
  Exploration Campaigns ........................................................11
  Freelance Adventure ...............................................................11
  Freelance Adventure Campaigns ........................................11
  Metagenres ..............................................................................11
  Post-Apocalypse ......................................................................12
  Planetbound ............................................................................12
  Humor ......................................................................................12
  Traveller Resources on the Web .............................................12
  Star Hero Web Resources .......................................................12
  Recommended Books ..............................................................12
  HERO System Books .............................................................12
  Traveller System Books ........................................................12
  Traveller Hero Books ............................................................12
  Humaniti and the Third Imperium... 13
  Imperium Humans ..................................................................13
  Solomani ...............................................................................13
  Solomani Homeworld ...........................................................13
  Solomani Society and Culture .............................................13
  The Solomani Triumvirate ...................................................13
  The Solomani Party ..............................................................13
  The Military ..........................................................................13
  Solomani Security ................................................................14
  Solomani Character Generation ..........................................14
  Solomani Character Basics ..................................................14
  Vilani .....................................................................................14
  Variant Humans.....................................................................14
  Species of the Third Imperium ..............................................15
  Ael Yael ....................................................................................15
  Ael Yael Biology ....................................................................15
  Ael Yael Homeworld .............................................................15
  Ael Yael Society and Culture ................................................15
  Ael Yael Character Generation ..............................................15
  Ael Yael Character Creation .................................................15
  Githiaskio ................................................................................16
  Githiaskio Biology .................................................................16
  Githiaskio Homeworld ..........................................................17
  Githiaskio Society and Culture.............................................17
  Githiaskio Character Generation ..........................................17
  Githiaskio Character Creation .............................................17
  Irklan .......................................................................................18
  Irklan Biology ........................................................................18
   Irklan Homeworld ................................................................18
  Irklan Society and Culture ....................................................18
  Irklan Character Generation .................................................19
  Irklan Character Creation ....................................................19
  Newts .......................................................................................19
  Newt Biology .........................................................................19
  Newt Homeworld ..................................................................19
  Newt Society and Culture .....................................................20
  Newt Character Generation ..................................................20
  Newt Character Basics .........................................................20
  Virushi  ....................................................................................20
  Virushi Biology......................................................................20
  Virushi Homeworld...............................................................21
  Virushi Society and Culture .................................................21
  Virushi Character Generation ...............................................21
  Virushi Character Basics ......................................................21
  Aslan ................................................... 23
  Aslan Biology ..........................................................................23
  Aslan Homeworld ...................................................................23
  Aslan Hierate and Neighbors ...............................................24
  Aslan Society and Culture ......................................................24
  History ...................................................................................24
  Society ...................................................................................24
  Aslan Character Generation ..................................................26
  Aslan Character Basics .........................................................26
  Other Hierate Species .............................................................26
  Droyne ................................................ 27
  Droyne Biology ........................................................................27
  Library Data: Ancients .........................................................27
  Library Data: Chirper ...........................................................28
  Droyne Castes ........................................................................28
  Drone Caste (Aydirsoth) .......................................................28
  Leader Caste (Aykrusk) .........................................................29
  Sport Caste (Praytsirv) .........................................................29
  Technician Caste (Ayssath) ..................................................29
  Warrior Caste (Aydih) ...........................................................30
  Worker Caste (Aydin) ............................................................30
  Droyne Psionics .....................................................................30
  Droyne Homeworld ................................................................31
  Droyne Society and Culture ...................................................32
  Social Groupings ..................................................................32
  Community Relations ...........................................................32
  A Typical Droyne Life ..........................................................33
  Droyne Character Generation ................................................33
  Droyne Character Basics ......................................................33
  Hivers ................................................. 35
  Hiver Biology...........................................................................35
  Hiver Homeworld ...................................................................36
  Guaran ...................................................................................36
  Glea ........................................................................................37
  Hiver Society and Culture ......................................................37
  Society ...................................................................................37
  The Hiver Parental Instinct .................................................37
  
  Table Of Contents 
  Traveller Hero, Book 1
  
  The Psychology of the Hivers...............................................38
  Basic Hiver Motivations .......................................................38
  Institutions ............................................................................39
  The Nest ................................................................................39
  Manipulation ........................................................................39
  Embassies ..............................................................................39
  Topical Clubs ........................................................................39
  Government ..........................................................................40
  Economy ................................................................................40
  Sciences .................................................................................41
  Psionic Skills ........................................................................41
  The Hive Federation .............................................................41
  Member Races .......................................................................41
  Hiver Character Generation ...................................................41
  Hiver Character Creation .....................................................41
  Career Preferences ................................................................42
  Other Hiver Federation Species .............................................42
  Za’tachk ...................................................................................42
  Ithklur ......................................................................................42
  Gurvin ......................................................................................42
  Human .....................................................................................43
  K’kree .................................................. 44
  K’kree In The Imperium .......................................................44
  K’kree Biology .......................................................................44
  K’kree Homeworld ..................................................................45
  K’kree Society and Culture ....................................................45
  Society ...................................................................................45
  Government ..........................................................................45
  Library Data ..........................................................................45
  The Military ..........................................................................46
  Psychology ............................................................................46
  K’kree Character Generation .................................................47
  K’kree Character Generation ................................................47
  Family Generation ................................................................47
  Careers And Group Composition .........................................48
  Girug’kagh ...............................................................................48
  Girug’kagh Biology ................................................................48
  Girug’kagh Homeworld .........................................................48
  Girug’kagh Society and Culture ............................................48
  History ...................................................................................48
  Society ...................................................................................49
  Government And Military ...................................................49
  Career Preferences .................................................................49
  Girug’kagh Character Generation .........................................49
  Girug’kagh Character Creation ............................................49
  Vargr .................................................... 50
  Vargr Biology ...........................................................................50
  Vargr Homeworld ....................................................................50
  Vargr Extents and Neighbors ...............................................50
  Vargr Society and Culture ......................................................51
  History ...................................................................................51
  Society ...................................................................................52
  Government ..........................................................................54
  Vargr Character Generation ...................................................54
  Vargr Character Creation .....................................................54
  Hlanssai ...................................................................................54
  Hlanssai Biology ....................................................................54
  Hlanssai Homeworld .............................................................54
  Hlanssai Society and Culture ...............................................54
  Society ...................................................................................54
  Career Preferences .................................................................55
  Hlanssai Character Generation .............................................55
  Hlanssai Character Creation ................................................55
  Zhodani .............................................. 57
  Zhodani Biology ......................................................................57
  Zhodani Homeworld ..............................................................57
  Humans in Traveller .............................................................57
  Zhodani Consulate And Neighbors .....................................58
  Zhodani Society and Culture .................................................58
  History ...................................................................................58
  The Core Expeditions ...........................................................60
  Government ..........................................................................61
  The Supreme Council ...........................................................61
  Revenue .................................................................................62
  Psychology ............................................................................62
  Society ...................................................................................62
  The Legal System ..................................................................62
  Some Aspects Of Zhodani Society ......................................63
  Zhodani Character Generation ..............................................64
  Zhodani Character Creation ................................................64
  Independent Races ............................. 65
  Darrians ...................................................................................65
  Darrian Biology .....................................................................65
  Darrian Homeworld ..............................................................65
  Darrian Society and Culture .................................................65
  Career Preferences .................................................................65
  Darrian Character Generation ...............................................65
  Darrian Character Creation..................................................65
  Dynchia  ..................................................................................66
  Dynchia Biology ....................................................................66
  Dynchia Homeworld .............................................................66
  Dynchia Society and Culture ................................................66
  Society ...................................................................................66
  Government And Military ...................................................66
  Career Preferences .................................................................67
  Dynchia Character Generation ..............................................67
  Dynchia Character Creation ................................................67
  Jgd-Ll-Jagd ...............................................................................67
  Jgd-Ll-Jagd Biology..................................................................68
  Jgd-Ll-Jagd Homeworld ..........................................................68
  Jgd-Ll-Jagd Society and Culture .............................................68
  Jgd In Interstellar Society .....................................................69
  Jgd Character Generation .......................................................69
  Jgd Character Creation .........................................................69
  The Sword Worlders ...............................................................69
  Sword Worlder Biology ..........................................................69
  Sword Worlder Homeworld ...................................................69
  Sword Worlder Society and Culture......................................69
  History ...................................................................................69
  Society ...................................................................................70
  Psionics .................................................................................70
  Government ..........................................................................70
  Military .................................................................................71
  The Sword Worlds & The War ..............................................71
  Sword Worlders Career Preferences .....................................71
  Sword Worlds Patrol Service ...............................................71
  Sword Worlder Character Generation ..................................71
  Sword Worlder Character Creation ......................................71
  The New Era Races ............................ 72
  Regency ....................................................................................72
  
  Traveller Hero, Book 1 
  Table Of Contents
  
  Reformation Coalition ............................................................72
  Reformation Coalition Humans .............................................72
  Aubani .....................................................................................72
  Aubani Biology ......................................................................72
  Aubani Homeworld ...............................................................72
  Aubani Society and Culture .................................................72
  Balduri .....................................................................................73
  Balduri Biology .....................................................................73
  Balduri Homeworld ..............................................................73
  Balduri Society and Culture .................................................73
  Fijans .......................................................................................73
  Fijan Biology ..........................................................................73
  Fijan Homeworld ...................................................................73
  Fijan Society and Culture .....................................................73
  Luhtalans .................................................................................74
  Luhtalan Biology ...................................................................74
   Luhtalan Homeworld ...........................................................74
  Luhtalan Society and Culture ...............................................74
  Nimbans ..................................................................................74
  Nimban Biology ....................................................................74
  Nimban Homeworld .............................................................74
  Nimban Society and Culture ................................................74
  Oriflamme ...............................................................................75
  Oriflamme Biology ................................................................75
  Oriflamme Homeworld .........................................................75
  Oriflamme Society and Culture ............................................75
  Spiri .........................................................................................75
  Spiri Biology ..........................................................................75
  Spiri Homeworld ...................................................................75
  Spiri Society and Culture .....................................................75
  Reformation Coalition Nonhumans .......................................76
  Schalli ......................................................................................76
  Schalli Biology ......................................................................76
  Schalli Homeworld ...............................................................76
  Schalli Society and Culture ..................................................76
  Pocket Empires ........................................................................76
  The Wilds ................................................................................76
  Profession Templates ......................... 77
  Imperial and Government Templates ....................................77
  Government and Bureaucracies ............................................77
  Bureaucrat .............................................................................77
  Other Notes ...........................................................................77
  Courtier .................................................................................78
  Other Notes ...........................................................................78
  Diplomat ................................................................................78
  Noble .....................................................................................79
  Other Notes ...........................................................................79
  Senator ..................................................................................79
  Law Enforcement ....................................................................80
  Police Officer ........................................................................80
  Planetary Police Officer .......................................................80
  Imperial Police Officer .........................................................80
  Intelligence ..............................................................................81
  Imperial Intelligence Field Agent ........................................81
  Imperial Intelligence Analyst ..............................................81
  Imperial Intelligence Operative ...........................................82
  Military Services .....................................................................82
  Imperial Navy ........................................................................82
  Navy Basics ...........................................................................83
  Imperial Navy Command .....................................................83
  Imperial Navy Flight School ................................................84
  Imperial Navy Engineering ..................................................84
  Imperial Navy Technical ......................................................85
  Imperial Navy Gunnery Officer ...........................................85
  Imperial Navy Security ........................................................85
  Imperial Marines ...................................................................86
  Imperial Marine ....................................................................86
  Imperial Marine Officer .......................................................86
  Commando School ...............................................................86
  Protected Forces Training ....................................................86
  Military Intelligence School ................................................87
  Command College .................................................................87
  Staff College ..........................................................................87
  Recruiting Duty ....................................................................87
  Military Attaché/Aide ..........................................................87
  Marine Embassy Duty ..........................................................87
  Ships Troops .........................................................................87
  Special Force Recon .............................................................87
  Imperial Army .......................................................................88
  COACC - Imperial Army Air Corp ......................................88
  Imperial Army Cavalry - Armor ..........................................88
  Imperial Army Artillery.......................................................89
  Imperial Army Infantry .......................................................89
  Imperial Army Medical ........................................................90
  Imperial Army Officer..........................................................90
  Imperial Army Wet Navy .....................................................90
  Wet Navy SEALs ...................................................................90
  Imperial Army Special Forces .............................................91
  Training Cadre ......................................................................91
  Scout Service .........................................................................92
  Scout Service ........................................................................92
  Scout Service Schools ..........................................................92
  Survey School .......................................................................92
  Contact School ......................................................................92
  X-Boat School ........................................................................92
  Civilian Templates ..................................................................93
  Artist/Entertainer .................................................................93
  Assassin ................................................................................93
  Athlete ...................................................................................93
  Attorney ................................................................................93
  Belter .....................................................................................94
  Bounty Hunter ......................................................................94
  Civil Engineer .......................................................................95
  Colonist .................................................................................95
  Computer Programmer .........................................................96
  Construction Worker ............................................................96
  Data/Identity Thief ...............................................................96
  Doctor ....................................................................................96
  Explorer .................................................................................97
  Ex-con ....................................................................................97
  Farmer ...................................................................................97
  Free Trader ............................................................................98
  Hunter/Guide ........................................................................98
  Journalist ...............................................................................99
  Martial Artist ........................................................................99
  Mechanic .............................................................................100
  Mercenary ...........................................................................100
  Pilot .....................................................................................100
  Pirate ...................................................................................101
  Other Notes .........................................................................101
  Professor ..............................................................................101
  Prospector/Salvager ............................................................101
  Psion, Regency ....................................................................102
  Psionics Institute Member .................................................102
  Psionic Researcher ..............................................................102
  Rebel ....................................................................................102
  Rogue ...................................................................................102
  
  Table Of Contents 
  Traveller Hero, Book 1
  
  Scientist (Field Scientist) ...................................................102
  Smuggler .............................................................................103
  Technician ..........................................................................103
  Trader ..................................................................................103
  Wealthy Traveller ...............................................................103
  Hiver Professions ................................................................103
  Hiver Technical Representative .........................................103
  Hiver Instructors ................................................................103
  Hiver Merchant ...................................................................103
  Vargr Professions ...................................................................104
  Vargr Merchant ...................................................................104
  Vargr Raider ........................................................................104
  Aslan Professions ..................................................................104
  Aslan Mercenary ................................................................104
  Aslan Assassin ....................................................................104
  Zhodani Professions .............................................................104
  Zhodani Noble ....................................................................104
  Zhodani Intendant..............................................................105
  Zhodani Guard ...................................................................105
  Droyne Professions ...............................................................106
  Droyne Sport .......................................................................106
  Game Elements ................................ 107
  Characteristics ......................................................................107
  Strength ...............................................................................107
  Dexterity ..............................................................................107
  Intelligence .........................................................................107
  Skills ......................................................................................107
  Breakfall ..............................................................................107
  Computer Programming .....................................................107
  Electronics ..........................................................................107
  High Society ........................................................................107
  Inventor ...............................................................................107
  Languages ...........................................................................107
  Martial Arts ........................................................................107
  Mechanics ...........................................................................108
  Navigation ...........................................................................108
  Paramedics ..........................................................................108
  Professional Skill: Zero-G Operations ...............................108
  Survival ...............................................................................108
  Systems Operations ............................................................108
  Transport Familiarity .........................................................108
  Weapon Familiarity ............................................................108
  Weaponsmith ......................................................................109
  Perks ......................................................................................109
  Access ..................................................................................109
  Advanced Tech ...................................................................109
  High Tech ............................................................................109
  Low Tech  ............................................................................109
  Computer Link ....................................................................109
  Contact ................................................................................109
  Fringe Benefits ....................................................................109
  Imperial Data Access Card .................................................109
  Starship Master License .....................................................109
  Licensed Psionic .................................................................109
  Traveller’s Aid Society (TAS) Membership .......................109
  Police Power ........................................................................109
  Military Rank .....................................................................109
  Solomani Party Membership .............................................109
  Head of State .......................................................................109
  Status ...................................................................................110
  Money ..................................................................................110
  Reputation ...........................................................................110
  Decorations .........................................................................110
  Vehicles and Bases .............................................................110
  Scout Ship ...........................................................................110
  Merchant Vessel ..................................................................110
  Talents ....................................................................................111
  Absolute Time Sense ..........................................................111
  Danger Sense ......................................................................111
  Eidetic Memory ...................................................................111
  Environmental Movement..................................................111
  Hotshot Pilot .......................................................................111
  Latent Psionic ......................................................................111
  Simulate Death ...................................................................111
  Universal Translator ...........................................................111
  Super-Skills ...........................................................................111
  Disadvantages .......................................................................111
  Age .......................................................................................111
  Dependence .........................................................................111
  Dependent NPC ..................................................................111
  Distinctive Features ............................................................111
  Enraged/Berserk ..................................................................111
  Physical Limitation .............................................................111
  Psychological Limitation ....................................................111
  Reputation ...........................................................................111
  Social Limitation ................................................................111
  Susceptibility/Vulnerability ..............................................111
  Psionics ..................................................................................111
  Conversion Notes ..................................................................111
  Converting Traveller Characteristics ................................111
  Converting Traveller Skills ................................................112
  Converting T20 Characteristics ......................................... 114
  Converting T20 Skills ........................................................ 114
  Converting T20 Feats ..........................................................115
  Psionics and The Psionic Institute .. 118
  Psionics Institute ...................................................................118
  Third Imperium ..................................................................118
  The New Era ........................................................................118
  How Traveller Psionics Work ...............................................118
  Traveller Psionic Power Clusters ........................................118
  Telepathy .............................................................................118
  Telekinesis ..........................................................................118
  Teleportation .......................................................................118
  Teleperception ....................................................................119
  Self .......................................................................................119
  Arcana .................................................................................119
  Psionic Ratings ......................................................................119
  Classic Traveller Psionics .....................................................119
  Rules ....................................................................................119
  Telepathy Cluster ................................................................119
  Detect Minds .......................................................................119
  Telempathy ..........................................................................120
  Telempathic Projection ......................................................120
  Send and Receive Thoughts ...............................................120
  Probe ...................................................................................120
  Mental Assault ....................................................................120
  Clairvoyance Cluster ..........................................................120
  Sense ...................................................................................120
  Clairvoyance .......................................................................120
  Clairaudience ......................................................................120
  Combined Clairvoyance and Clairaudience .....................120
  Telephysics Cluster (Telekinesis) .......................................120
  Telekinesis ..........................................................................120
  Options ................................................................................121
  Teleportation Cluster ..........................................................121
  
  Traveller Hero, Book 1 
  Table Of Contents
  
  Personal Teleportation........................................................121
  Unequipped Teleportation .................................................121
  Full Teleportation ...............................................................121
  Self Cluster (Aware) ............................................................121
  Feign Death .........................................................................121
  Orientation ..........................................................................121
  Enhanced Strength .............................................................122
  Enhanced Constitution ......................................................122
  Regeneration .......................................................................122
  Special Cluster ....................................................................122
  New Era Traveller Psionics ..................................................122
  Rules ....................................................................................122
  Telepathy Cluster ................................................................122
  Telephysics Cluster .............................................................122
  Teleportation Cluster ..........................................................123
  Teleperception Cluster .......................................................123
  Self Cluster ..........................................................................123
  Arcana Cluster ....................................................................123
  Cyberonics ..........................................................................123
  Mind Illusions ....................................................................123
  Psychic Healing ..................................................................123
  Psionic Augmentation ........................................................123
  Generic Traveller Psionics ...................................................124
  Rules ....................................................................................124
  Telepathy Cluster ................................................................124
  Telepresence Cluster ...........................................................124
  Telephysics Cluster .............................................................124
  Teleportation Cluster ..........................................................124
  Self Cluster ..........................................................................124
  Other Cluster ......................................................................125
  Psionic Technology ...............................................................125
  Weapons ........................................... 127
  Small Arms ............................................................................127
  Revolvers ...............................................................................127
  Revolver, 9mm ....................................................................127
  Revolver, 9mm Magnum ....................................................127
  Snub Revolver .....................................................................127
  Semi-Automatic Pistols .........................................................127
  Body Pistol ..........................................................................127
  Auto Pistol, 9mm ................................................................127
  Auto Pistol, 9mm Magnum ................................................128
  Snub Pistol ..........................................................................128
  Submachine Gun ................................................................128
  Submachine Gun ................................................................128
  Rifles ......................................................................................128
  Carbine ................................................................................128
  Rifle .....................................................................................128
  Hunting Rifle ......................................................................129
  Automatic Rifle ...................................................................129
  Accelerator Rifle  ................................................................129
  Assault Rifles.......................................................................129
  Assault Rifle .......................................................................129
  Advanced Combat Rifle .....................................................129
  Light Assault Gun ...............................................................130
  Machine Guns .....................................................................130
  Light Machine gun .............................................................130
  Shotguns ..............................................................................130
  Automatic Shotgun .............................................................130
  Pump Shotgun ....................................................................131
  Gauss Guns ..........................................................................131
  Gauss Pistol .........................................................................131
  Gauss Rifle ..........................................................................131
  Thrown Grenades  ...............................................................131
  Fragmentation Grenade ......................................................131
  Concussion Grenade ...........................................................131
  Smoke Grenade ...................................................................131
  Gas Grenade ........................................................................132
  Flash Grenade .....................................................................132
  Flechette Grenade ...............................................................132
  Uncommon Firearms ............................................................132
  Grenade Launchers .............................................................132
  4 cm RAM Grenade Launcher ...........................................132
  Heavy Machineguns ............................................................132
  7mm MMG ..........................................................................132
  13mm HMG .........................................................................132
  5mm Rotary-7 ......................................................................132
  7mm Rotary-7......................................................................133
  VRF Gauss Gun ...................................................................133
  Shoulder-Fired Weapons.....................................................133
  Assault Rocket Launcher ...................................................133
  Automatic RAM Grenade Launcher ..................................133
  Beam Weapons ......................................................................134
  Laser Pistols .........................................................................134
  Laser Pistol-9 .......................................................................134
  Laser Pistol-12 .....................................................................134
  Laser Pistol-15 .....................................................................134
  Laser Pistol-16 .....................................................................135
  Laser Carbines .....................................................................135
  Laser Carbine-8 ...................................................................135
  Laser Carbine-11 .................................................................135
  Laser Rifles ..........................................................................135
  Laser Rifle-9 ........................................................................135
  Laser Rifle-12 ......................................................................135
  Laser Rifle-13 ......................................................................136
  Laser Rifle-15 ......................................................................136
  Laser Assault Weapons .......................................................136
  Laser MG-14 ........................................................................136
  Heavy Laser Rifle................................................................136
  Energy Weapons ....................................................................136
  Shoulder-Fired Weapons.....................................................136
  Plasma Bazooka ..................................................................136
  Plasma Guns ........................................................................137
  PGMP-12 ..............................................................................137
  PGMP-13 ..............................................................................137
  PGMP-14 ..............................................................................137
  Fusion Guns .........................................................................137
  FGMP-14 ..............................................................................137
  FGMP-15 ..............................................................................137
  FGMP-16 ..............................................................................138
  Small Arms Weapons Table ..................................................139
  Uncommon Firearms Table ..................................................140
  Beam Weapons Table ............................................................140
  Plasma/Fusion Weapons Table .............................................140
  Defenses ............................................ 141
  Types of Armor ......................................................................141
  Primitive Armors ..................................................................141
  Cloth and Hide ....................................................................141
  Leather Armor .....................................................................141
  Reinforced Leather .............................................................141
  Scale Armor ........................................................................141
  Chainmail ...........................................................................141
  Plate Armor .........................................................................141
  Contemporary Armors ..........................................................141
  Flak Armor ..........................................................................141
  Ballistic Cloth .....................................................................141
  Ballistic Weave ...................................................................141
  
  Table Of Contents 
  Traveller Hero, Book 1
  
  Advanced Armors .................................................................142
  Synthetics ...........................................................................142
  Combat Environment Suit ..................................................142
  RCES Body Sleeve-12 ..........................................................142
  Combat Armor ....................................................................143
  Combat Armor-10 ................................................................143
  Battle Dress .........................................................................143
  ABD-10 ................................................................................143
  ABD-11 ................................................................................144
  ABD-12 ................................................................................144
  GM Vault: Virus ................................ 146
  Spread of Virus ....................................................................146
  Legacy of Virus ....................................................................146
  Virus In 1248 .......................................................................146
  Virus Described .....................................................................146
  Differentiating Virus from Computers .................................146
  Constraint On Virus ...........................................................146
  Creating Virus .......................................................................146
  Virus Characteristics ............................................................146
  INT ......................................................................................147
  EGO .....................................................................................147
  Virus Skills ............................................................................147
  Everyvirus Skills ................................................................147
  Analyze Host System ..........................................................147
  Computer Programming .....................................................147
  Concealment .......................................................................147
  System Operations: Communications ...............................147
  Virus Talents ..........................................................................147
  Absolute Time Sense ..........................................................147
  Eidetic Memory ...................................................................147
  Lightning Calculator ..........................................................147
  Speed Reading (x100) .........................................................147
  Simulate Death ...................................................................147
  Virus Powers..........................................................................147
  Viral Replication (Duplication) ..........................................147
  Alter Programming (Transform) ........................................147
  Learn Host Skills and Programs ........................................147
  Virus Disadvantages .............................................................148
  Hunted .................................................................................148
  Physical Limitations ...........................................................148
  Limited Actions ..................................................................148
  Limited Intelligence ...........................................................148
  Electronic Nature ...............................................................148
  Psychological Limitations ..................................................148
  Strains of Virus .....................................................................149
  Strain 1 ..................................................................................149
  Strain 2 ..................................................................................149
  Strain 3 ..................................................................................150
  Strain 4 ..................................................................................151
  Strain 5 ..................................................................................151
  Strain X..................................................................................151
  Virus in Play ..........................................................................152
  Sample Characters ........................... 153
  Classic Traveller Merchants ................................................153
  Ship’s Captain .....................................................................153
  Ship’s Pilot ..........................................................................153
  Ship’s Engineer ...................................................................154
  Ship’s Medic ........................................................................155
  Ship’s Gunner .....................................................................155
  Regency Freelance Team (New Era) .....................................156
  
  Traveller Hero, Book 1 
  Introduction
  
  T
  he Traveller Hero sourcebook is a reference for 
  playing Star Hero campaigns in the Traveller 
  setting using the HERO System 5th Edition rules.   
  Traveller has been around in various incarnations since 1977, 
  and was one of the first science fiction role-playing games.  
  It is a popular backdrop for many science fiction RPG cam-
  paigns, and has undergone various evolutions.
  Traveller Basics
  Traveller® is science-fiction adventuring in the far fu-
  ture, in or after the Third Imperium.  The Traveller® universe 
  does not have the lofty ideals of works like Star Trek; it paral-
  lels the European discovery and conquest of the Americas.  
  Many of the parallels are intentional.
  As with the 17th century age of sail, Traveller® main-
  tains a “frontier” feel.  In the age of sail, the fastest way to get 
  a message to a land across the sea was by ship.  In Traveller®, 
  there is no subspace or FTL communication.  The fastest way 
  to get information across the sea of space is with a Jump-ca-
  pable starship.  Since each jump takes at least a week, and the 
  largest jump is 18 light years, it can take a year for information 
  to travel from the outer reaches to the core and back.
  With the speed of communication limited to the speed 
  of travel, far-off lands in the age of sail tended to rule them-
  selves.  In Traveller®, “the Imperium rules space, the planets 
  rule themselves” is an oft-quoted statement.
  Trade is the lifeblood of the Imperium - moving goods 
  from planet to planet, finding new planets as sources of raw 
  materials, finding new buyers of goods - and those who in-
  terfere with the Imperium’s lifeblood learn to regret it sooner 
  or later.  Trade wars can be just as deadly as the geopolitical 
  kind.
  Traveller® isn’t Star Trek, and there’s no Prime Direc-
  tive.  You can sell laser pistols to primitives, and advanced 
  computers to railway-age nations at war; just make sure you 
  can make a profit on the deal, and that you don’t get caught in 
  the crossfire.
  Traveller Eras
  Traveller has many eras, and the backdrop for each of 
  those eras is very different.
  DAWN OF THIRD IMPERIUM
  The Dawn of the Third Imperium, which is T4 Travel-
  ler (the fourth incarnation), starts the Imperial calendar at IY 
  0 (4518 AD).  Cleon has transformed the old Sylean Federa-
  tion into the new Third Imperium.  It’s a time of politics and 
  expansion.
  GATEWAY
  Gateway, which is Traveller20 and commonly referred to 
  as T20, available from QuikLinks.  It is an officially licensed 
  rules adaptation of Traveller for the d20 system, set at the turn 
  of the millennium in the Gateway sector, IY1000.  
  GOLDEN AGE OF THIRD IMPERIUM
  The Golden Age of the Third Imperium, which is Classic 
  Traveller, starts in IY 1105 (approximately 5621 AD), a little 
  more than a millennium into the life of the Third Imperium.  
  The Imperium is solid, stable (or so it believes), and has no 
  room for expansion.
  REBELLION
  Rebellion, which is MegaTraveller, covers the era of the 
  Rebellion and breakup of the Third Imperium and starts in IY 
  1116 (5634 AD).  Emperor Strephon of the Third Imperium 
  has been assassinated, and there is a struggle for rule of the 
  Imperium.  It is a time of danger and unknown loyalties, as 
  various factions strive for control of the Imperium.
  THE NEW ERA
  The New Era, known as Traveller: The New Era, starts in 
  IY 1201 (5717 AD).  It follows the aftermath of the Rebellion, 
  the collapse of the Imperium and technology, and the rebuild-
  ing of the new Imperium.  It is a time of possibilities.
  OUT OF DARKNESS
  Out Of Darkness, based on the 1248: Out of the Darkness 
  supplement from ComStar-Avenger publications, looks at the 
  beginnings of rebuilding in the Fourth Imperium.  It is a time 
  of pocket empires, wildlands and contested areas, and rem-
  nants of the former empires — a place of high adventure.
  Other Incarnations
  GURPS Traveller, available from GURPS/Steve Jackson 
  Games, is set in the Golden Age in an alternate branch uni-
  verse in which Emperor Strephon was not assassinated.
  Unsuitable Technology
  There are two notable science fiction technologies that 
  are not suitable or heavily restricted for Traveller®: Nanotech-
  nology and Cybertech (including body modifications).
  Nanotechnology, which has come to mean self-replicat-
  What Is Traveller Hero?
  
  Introduction 
  Traveller Hero, Book 1
  10
  ing molecular robots, is not part of the Traveller® universe.  
  Its inclusion would vastly change the way the Traveller® 
  universe works.  
  Cybertech, the augmentation of body and brain with bio-
  tech machines, is a restricted area of the Traveller® universe.  
  Machines and technology are tools, nothing more, and have 
  application in limited military usage.  Extensive modifications, 
  like those in Cyberpunk stories, would be as distrusted by the 
  people of Traveller as psionics are in the Third Imperium.
  Traveller Hero Subgenres
  Traveller as a science fiction genre has many subgenres 
  that GM’s may wish to select from, based on the timeframe of 
  the campaign, the version of Traveller that is being played, as 
  well as the GM’s vision.
  The information presented here describes each sub-
  genre, some of the options within the subgenre, and the 
  typical Heroic campaign level for that subgenre.  One differ-
  ence concerning the HERO System suggestions (HERO System 
  5th Edition Revised, page 29) is that Traveller Hero suggests 
  a maximum of 50 Disadvantage Points.  This is to keep the 
  characters from looking like Champions characters and keep 
  the disadvantages reasonable to the Traveller campaigns.  GMs 
  may follow this suggestion or not, as they wish.
  Espionage
  The Espionage genre is a popular genre, usually touched 
  on as the “Other” branch of service in Classic Traveller.  The 
  characters are agents in an espionage organization, whether 
  Third Imperium (Imperial Intelligence, Naval Intelligence, or 
  one of the secret groups such as the Red Knights-PSI Intelli-
  gence) or The New Era (Reformation Coalition Agents).  
  Some of the options of the Espionage genre include:
  War-Time Thrills: The PCs are gathering intelligence 
  along (or even behind) enemy lines during one of the Frontier 
  wars of the Third Imperium.  Espionage during wartime is 
  extremely dangerous, and wartime spies who are discovered 
  are routinely shot.
  Corporate Spying: The PCs are retired Intel officers 
  who hire their services out, either to spy on megacorporations 
  whose actions may be questionable, or working for 
  megacorporations to counter spying by unscrupulous rival 
  megacorporations.
  X-Team: The PCs are part of the Red Knights or similar 
  spy group, all of whom possess some level of psionics.  Their 
  missions will include performing typical spy missions, inves-
  tigating mysterious but explainable phenomena, as well as 
  confronting other psionic individuals.
  The Network: The PCs are part of a civilian network 
  who help those who can’t help themselves (think “The Equal-
  izer”).
  ESPIONAGE CAMPAIGNS
  Espionage Traveller Hero games are typically Standard 
  Heroic campaigns, with the PCs built on 100 Base Points plus 
  up to 50 Disadvantage Points.  
  X-Team/Red Knights or GM Preference campaigns are 
  Powerful Heroic level, with the PCs built on 150 Base Points 
  plus up to 50 Disadvantage Points due to the high Point Cost 
  of psionic characters.
  Espionage characters must follow Normal Characteristic 
  Guidelines as per Heroic Campaign ground rules (i.e. they 
  don’t receive any Disadvantage Points for following this guide-
  line).  They get standard equipment for free, without paying 
  Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  If you’re running or playing in an Espionage style Travel-
  ler Hero game, we highly recommend Dark Champions as an 
  additional sourcebook.
  Law Enforcement
  While not a typical genre for Traveller, it is a genre with 
  possibilities in the Traveller milieu.  The characters are part 
  of a law enforcement agency at the subsector level, and may 
  work to stop pirates, smugglers, con artists, abductors, and 
  other threats to life and commerce.
  Law Enforcement options can include:
  War on Crime: The PCs are part of a taskforce working 
  to stamp out a particular type of crime (piracy or hijacking, 
  illegal drugs, arms smuggling, and so on).  This task is made 
  more difficult by the proximity of their subsector to areas out-
  side their jurisdiction where the illegal trade thrives.
  Private Cops: The PCs are retired law enforcement 
  agents who now work as rent-a-cops, working as detectives, 
  security, and/or bodyguards on odd jobs.  Nobles traveling 
  abroad often have need of their services.
  LAW ENFORCEMENT CAMPAIGNS
  Law Enforcement Traveller Hero games are typically 
  Standard Heroic campaigns, with the PCs built on 100 Base 
  Points plus up to 50 Disadvantage Points.  
  GM Preference campaigns are Powerful Heroic level, 
  with the PCs built on 150 Base Points plus up to 50 Disadvan-
  tage Points.
  Law Enforcement characters must follow Normal Char-
  acteristic Guidelines as per Heroic Campaign ground rules 
  (i.e. they don’t receive any Disadvantage Points for following 
  this guideline).  They get standard equipment for free, without 
  paying Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  Military
  The Military genre is a very popular one in Traveller, 
  and it is one of the two genres most thought of in Classic Trav-
  eller.  All of the characters have some military training, and 
  the character may be members of a military unit for war-based 
  campaigns or may be retired military working as mercenaries 
  for hire.
  There are various options for the Military genre, and 
  these are not all inclusive.  These options include:
  At The Front: The PCs are members of one of the mili-
  tary forces (Imperial Navy, Subsector Marines, and so forth) 
  involved in some war, such as the Fifth Frontier War.
  Mercenaries For Hire: The PCs are part of a mercenary 
  team, hiring their skills and weapons out to the highest bidder, 
  or to those with no one else to fight for them.
  Special Forces: The PCs are part of an elite squad that 
  gets sent on missions nobody else could hope to accomplish.  
  The fate of a world or even a subsector may rest in accom-
  plishing their mission.
  
  Traveller Hero, Book 1 
  Introduction
  11
  Rebels: The PCs may be paramilitary members of one of 
  the factions of rebels during the Rebellion.  
  Star Vikings:  The PCs are marines in the RCES military 
  arm, known as Star Vikings, who take out despotic govern-
  ments and reclaim the worlds for membership in the new 
  Imperium.
  MILITARY CAMPAIGNS
  Military Traveller Hero games are typically Standard 
  Heroic campaigns, with the PCs built on 100 Base Points plus 
  up to 50 Disadvantage Points.  
  Special Forces, Star Vikings, or GM Preference cam-
  paigns are Powerful Heroic level, with the PCs built on 150 
  Base Points plus up to 50 Disadvantage Points due to the high 
  Point Cost of special force characters.
  Military characters must follow Normal Characteristic 
  Guidelines as per Heroic Campaign ground rules (i.e. they 
  don’t receive any Disadvantage Points for following this guide-
  line).  They get standard equipment for free, without paying 
  Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  Mercantile
  The Mercantile genre is another popular genre in Travel-
  ler, and it is the second of the two genres most thought of in 
  Classic Traveller.  All of the characters have some training 
  in starship operation, and most Classic Traveller merchants 
  are retired military seeking to make good money transporting 
  goods and looking for the right deal.
  Some of the mercantile options include:
  For the War Effort: The PCs are civilians who provide 
  assistance to the war effort by carrying cargo to help, whether 
  it’s drugs to a military hospital or war-torn planet, unidenti-
  fied shipments to strategic areas, food and water to areas hard 
  hit after a battle, and so forth.  They are reimbursed by the 
  Imperium at normal or hazard rates.
  Show Me Some Money: The PCs are typical merchant 
  traders, traveling from world to world buying and selling as 
  whim and research dictate.
  It’s A Living: The PCs work for the transport arm of a 
  megacorporation, transporting cargo and passengers on vari-
  ous missions for the megacorporation.  The missions include 
  travel to normal worlds as well as newly discovered worlds in 
  which the megacorporation may have an interest.
  MERCANTILE CAMPAIGNS
  Mercantile Traveller Hero games are typically Standard 
  Heroic campaigns, with the PCs built on 100 Base Points plus 
  up to 50 Disadvantage Points.
  Mercantile characters must follow Normal Characteris-
  tic Guidelines as per Heroic Campaign ground rules (i.e. they 
  don’t receive any Disadvantage Points for following this guide-
  line).  They get standard equipment for free, without paying 
  Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  Exploration
  Exploration, the journey into the unknown, is job one of 
  the Imperial Scout service.  The characters all have explora-
  tion skills, either through the Scout service (active or retired) 
  or simply as wanderers.
  Exploration options include:
  The Scout Service Needs You: The characters are part of 
  the Imperial or Subsector Scout Service and are sent on mis-
  sions of exploration, mapping, and discovery.
  RCES Evaluation Team: The PCs are part of the New 
  Era’s world evaluation team, sent to investigate worlds that 
  may need RCES intervention.
  EXPLORATION CAMPAIGNS
  Exploration Traveller Hero games are typically Standard 
  Heroic campaigns, with the PCs built on 100 Base Points plus 
  up to 50 Disadvantage Points.
  Exploration characters must follow Normal Characteris-
  tic Guidelines as per Heroic Campaign ground rules (i.e. they 
  don’t receive any Disadvantage Points for following this guide-
  line).  They get standard equipment for free, without paying 
  Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  Freelance Adventure
  The Freelance Adventurer genre is the classic action 
  adventure genre, where the heroes are asked to save a noble’s 
  kidnapped daughter, retrieve a stolen artifact, stop a megacor-
  poration’s plot to take control of the government, and find the 
  buried treasure of an ancient civilization.  The key to freelance 
  adventure is having a variety of skills and backgrounds among 
  the characters, so they complement each other on their won-
  drous adventures.
  Various freelance adventure options include:
  Cool Million: The PCs are a team of experienced adven-
  turers who guarantee they can complete any mission — res-
  cue, retrieval, or the like — and the payoff is always a “cool 
  million”, that is 1 MCr.
  Traveller’s Aid Society Freelance Referral:  The PCs are 
  members of the Traveller’s Aid Society, and are on the list of 
  “preferred” referrals for members of the TAS who have prob-
  lems.  Fees are negotiable.
  FREELANCE ADVENTURE CAMPAIGNS
  Freelance Adventuring in Traveller Hero games are typi-
  cally Powerful Heroic level, with the PCs built on 150 Base 
  Points plus up to 50 Disadvantage Points.  Freelance adventur-
  ers are a hardy, experienced lot and handle many difficult and 
  strange circumstances.
  Freelance Adventuring characters must follow Normal 
  Characteristic Guidelines as per Heroic Campaign ground 
  rules (i.e. they don’t receive any Disadvantage Points for fol-
  lowing this guideline).  They get standard equipment for free, 
  without paying Character Points for it.  
  If “standard equipment for free” looks or becomes un-
  balancing, GMs are encouraged to use the optional Resource 
  Rules in Dark Champions, page 150.
  Metagenres
  Metagenres are more about mood and circumstance than 
  about the focal qualities of true subgenres.
  
  Introduction 
  Traveller Hero, Book 1
  12
  Post-Apocalypse
  The Post-Apocalypse metagenre is a prevalent theme of 
  Traveller: The New Era, which is about rebuilding the shat-
  tered Imperium after the apocalypse weapon known as Virus 
  destroyed the Imperium.  
  All that was has been swept away, and adventure is less 
  about how much money can be made or what’s the next port 
  of call than it is about survival.  There are frequent clashes 
  with petty despots and civilizations in ruin.
  The New Era campaigns that stress the post-apocalypse 
  metagenre can typically be played from one of two perspec-
  tives: those seeking out ruined civilizations needing help, or 
  the ruined civilization needing help.
  Planetbound
  The Planetbound metagenre is a rare one for Travel-
  ler, whose characters travel (hence the name).  Planetbound 
  means that the heroes are stationed on a planet or station (like 
  Star Trek’s Deep Space Nine or like Babylon 5 in the show of 
  the same name), so adventure and aliens come to them.
  Planetbound adventure requires some means of provid-
  ing a constant stream of aliens and adventure, so the planet or 
  station must be near one or more borders, and there must be 
  some reason for aliens to visit frequently.
  Planetbound adventure is also possible for The New Era, 
  in which the planet fell victim to Virus, and has been reduced 
  to a more primitive state.
  Humor
  The humor metagenre is a difficult one to pull off con-
  tinuously, but not impossible, as evidenced by the BBC’s Red 
  Dwarf.
  Traveller Resources on the Web
  ComStar, publishers of material that can be used for all 
  versions of Traveller, and of course the publishers of Traveller 
  Hero.   
  http://www.comstar-games.com
  Far Future Enterprises, Marc Miller’s site for buying 
  Traveller books (and much more), is at   
  http://www.farfuture.net/
  Quiklinks Interactive (QLI/RPG), which has T20 and 
  information about Marc Miller’s Traveller 5, is at  
  http://www.travellerrpg.com/
  Freelance Traveller, a very good general source of infor-
  mation on Traveller in all its forms, is at 
  http://www.freelancetraveller.com
  The Traveller Downport, another good source of general 
  information, is at http://www.downport.com
  The Traveller Integrated Timeline is at  
  http://winterwar.prairienet.org/dmckinne/TimelineV2.pdf
  The Interactive Atlas of the Imperium is at  
  http://www.utzig.com/traveller/iai.shtml
  The Traveller Starship Technical Manual is at  
  http://members.cox.net/magash/STM/Intro.htm
  Traveller planet generation software can be found in the 
  computer connection part of Freelance Traveller.  Shadowcat 
  also recommends Heaven and Earth or Galactic 2.4, both of 
  which are free.
  Star Hero Web Resources
  The HERO Games Star Hero Links is at http://www.hero-
  games.com/StarHero/index.htm
  Star Hero Fandom is at http://www.starherofandom.com/
  index.php, and Shadowcat’s Traveller Hero is at http://www.
  starherofandom.com/h_traveller/index.php
  Recommended Books
  Because Traveller Hero is about playing the Traveller 
  genre in the HERO System, you will find it helpful to have ma-
  terials from both systems.
  HERO SYSTEM BOOKS
  To play Traveller Hero, you must have either HERO 
  System 5th Edition, HERO System 5th Edition Revised, or HERO 
  System Sidekick.  You will also find the following HERO Sys-
  tem books invaluable: 
  Terran Empire contains profession templates (package 
  deals) not included in this book, as well as races that can be 
  used as minor races, weapons and other gadgets that could be 
  included with some modification, and starships that could be 
  included with some modification.
  Dark Champions contains additional profession tem-
  plates (such as Cat Burglar, Delta Force soldier, and Private 
  Investigator), extensive Small Arms Weapons, Resource Rules, 
  and much more.  
  Star Hero, the core book, contains profession and alien 
  templates, as well as extensive and helpful information for 
  creating galaxies down to planets, creating believable alien 
  races and cultures, technology and starships, and much more. 
  Alien Wars covers Terran Empire during the Xenovore 
  wars period, contains additional alien races not found in 
  Terran Empire that can be used in Traveller Hero, as well as 
  good information about space military groups.
  Spacers Toolkit provides a set of weapons, defenses, and 
  other devices, as well as vehicles and starships specific to 
  Terran Empire, but many can be modified to use in Traveller 
  Hero.
  TRAVELLER SYSTEM BOOKS
  For the backdrop you are playing in, you should have 
  at least the books for that era (e.g. Traveller: The New Era for 
  playing in that time period).
  Additional books that are useful for The New Era are 
  Path of Tears, Smash & Grab, 1248: Out Of The Darkness, and 
  Bearers Of The Flame.  Many published adventures from the 
  Third Imperium are noted in the Traveller Integrated Timeline, 
  and those will be invaluable as well.
  TRAVELLER HERO BOOKS
  Of course, we hope you enjoy the Traveller Hero line 
  from ComStar, and will purchase our other Traveller Hero 
  books, including:
  Golden Age Starships 1
  Golden Age Starships 2
  Our plans are to produce additional books, including 
  Grand Fleet Traveller Hero, Gadgets and Gear Traveller Hero, 
  and others (names subject to change).  If there’s something you 
  would like to see, such as a campaign book like The Traveller 
  Adventure or Tarsus, let us know.
  
  Traveller Hero, Book 1 
  Third Imperium
  1
  H
  umaniti is the Traveller term for Homo sapiens, 
  or humans derived from Terra, and there are 
  three noteworthy human races in the Traveller 
  universe.  Those races are the Solomani, Vilani, and Zhodani.  
  The Solomani and Vilani are found in the Imperium; the 
  Zhodani are found in the Zhodani Consulate, who are also 
  implacable enemies of the Third Imperium.
  Imperium Humans
  Solomani
  The Solomani (“men of Sol”) are humans derived from 
  Terran stock.  There are no characteristic or skill modifica-
  tions for this race, but see Traveller Alien Module 6: Solomani 
  for more detailed information on the Terrans of the Third 
  Imperium.
  Solomani, or ordinary humans, do not have a racial 
  template, as they are the default on which other templates are 
  based.
  SOLOMANI HOMEWORLD
  The homeworld of the Solomani is Terra.  At the time of 
  the Third Imperium, Terra is occupied by, and is part of, the 
  Imperium.
  Stellar Data: Terra’s star is Sol, a solitary G2 V star 
  which is used throughout human space as a definition of stel-
  lar mass, radius, and luminosity; Sol has a value of 1 in mass, 
  radius, and luminosity.  Effective temperature is 5,800° K.
  World Orbital Data: Terra orbits Sol in orbit 3, at a 
  distance of 1 AU, with a period of one 365.25 standard days.  
  It rotates on its axis once every 24 hours.  Terra has an orbital 
  eccentricity of 0.01673.
  World Physical Data: Terra is 12,742 kilometers in diam-
  eter and has a standard atmosphere.  Seventy percent of the 
  world’s surface is covered by water, dividing the surface into 
  seven continents.  Approximately 10% of the world surface is 
  covered by icecaps.  Terra has an axial tilt of 23.5°.  Average 
  temperature for the world is 15° C.
  Terra has one natural satellite: Luna.  Luna orbits Terra 
  at a mean distance of 384,405 kilometers with a period of 27.3 
  days.  Luna is tidally locked to Terra and only shows one face 
  to it.  Luna is used as a naval base and research laboratory.
  World Social Data: Terra has a population of 40 billion.  
  In IY 1109, lmperial rule (as a result of occupation by lmperial 
  forces during the Solomani Rim War) was terminated, and the 
  world is now governed by a civil service bureaucracy.  A strict 
  local law level of 9 (all weapons outside the home prohibited) 
  is enforced.  Terra’s tech level is F and Terra is a source of high 
  quality, high tech products.
  SOLOMANI SOCIETY AND CULTURE
  The Solomani TriumviraTe
  The Solomani system of government operates under 
  an arrangement of checks and balances intended to keep the 
  attention of government on the achievement of the Solomani 
  Cause.  Each part of the government, pursuing its own purpose 
  and goals, is held in check by the others.
  The three basic parts are: the Solomani Party, the 
  Solomani Confederation Armed Forces, and Solomani Security.
  The Solomani Party
  The Solomani Party is the binding organization under 
  which all political and government activity is conducted 
  within the Solomani Confederation.  The Party also exists on 
  most worlds with an appreciable Solomani population within 
  twenty parsecs of the Confederation border.
  Membership: Membership in the Solomani Party is au-
  tomatically provided to all Solomani humans.  Only Solomani 
  humans are allowed to join the Party.  Automatic membership, 
  however, does not mean automatic participation.  A large frac-
  tion of Solomani choose not to participate in the Party, either 
  through apathy, lack of time or energy, or a disagreement with 
  the basic principles of the Party.  
  Note: All Solomani humans have an everyman Perk: 
  Solomani Party Membership.
  Organization: The Solomani Party is organized as a hier-
  archy of committees and ruling councils.  There is a new level 
  of administration at approximately each order of magnitude.  
  Thus, ten Party members form a cell; ten cells form a commit-
  tee; ten committees form a supervisory committee.
  The Solomani Confederation is ruled at the highest 
  level by the High Council, a policy-making body which makes 
  ultimate decisions about important matters and disseminates 
  those decisions to lower level councils and organizations.  
  In game terms, the individual’s Party Standing indicates the 
  potential level in the hierarchy at which he or she may serve.  
  See Perks for more information on the levels of membership.
  Factions: The Solomani Party is not a homogeneous 
  organization.  Opinions on policy and on approaches to goals 
  vary depending on individual local cultures and histories.  As 
  a result, the Party is divided into factions, each espousing a 
  different approach to the resolution of vital problems.  Various 
  factions may be radical, violent, conservative, or moderate.  
  They may be concerned with regaining lost territory, encour-
  aging or stifling trade, recruiting new members, or restricting 
  membership.
  A world may have one dominant faction, or it may have 
  several competing factions.  Factions are allowed to flourish 
  within the Party as long as they do not challenge the basic 
  concept of the Solomani Cause (SolSec monitors all factions to 
  make sure they don’t).
  The Military
  The Solomani Confederation maintains armed forces 
  for a variety of reasons, some of which are not immediately 
  obvious.
  All states maintain armed forces as an instrument of 
  policy.  They defend against attacks by enemy states, and they 
  attack enemies in pursuit of their state’s goals.
  The Solomani Confederation also uses its armed forces 
  to maintain domestic tranquility.  They enforce the laws, 
  suppress dissidents, and maintain the peace.  These peace-
  enforcement assignments are one of the more common duties 
  that the Solomani Confederation forces face.
  The armed forces of the Solomani Confederation are 
  divided into the Army and the Navy.  The Navy also handles 
  scouting, message transmission, and mapping functions which 
  are performed in the Imperium by the Scout Service.  A sub-
  Humaniti and the Third Imperium
  
  Third Imperium 
  Traveller Hero, Book 1
  1
  force within the Navy is the Confederation Marines, used pri-
  marily as a rapid reaction force and for boardings.  The Army 
  is deployed throughout the Confederation and handles local 
  peace-keeping functions and protection against invasions.
  Note: Confederation Army members should use the 
  Imperial Army packages, with appropriate changes to reflect 
  Solomani Confederation service.  Since Confederation Marines 
  and Confederation Scouts are part of the Confederation Navy, 
  members should take the Imperial Navy package (modified), 
  and an additional specialty package from the Scouts or Ma-
  rines to reflect their specialty.
  The Home Guard: The Confederation also maintains a 
  reserve force: the Home Guard, with units raised on all of the 
  Confederation’s worlds.  Anyone not a member of the active 
  military is encouraged (sometimes strongly encouraged) to join 
  the Guard to augment the active forces.  The announced pri-
  mary mission of the Home Guard is the defense of individual 
  worlds in the event of invasion; other missions handled by the 
  Home Guard include public works (engineer forces are often 
  assigned bridge, dam, and road construction projects as part of 
  their training), emergency labor forces (in the event of disaster 
  or catastrophe), and local counter-guerrilla or insurrection-
  suppression duties.
  Note: Members of the Confederation Home Guard 
  should take either the Mercenary Package (Terran Empire page 
  122), but change the Fringe Benefit to Home Guard Member-
  ship, or the Imperial Army (Infantry) package with similar 
  changes.
  Solomani Security
  Solomani Security (SolSec) is the last of the three 
  powers in the Solomani government.  Its mission is “the 
  maintenance and protection of the Solomani Cause against 
  all enemies,” and it accomplishes this mission by recruiting 
  agents from the general Solomani population.  Some of these 
  individuals become overt agents for SolSec, while others 
  become sleepers (going active when a threat to the Solomani 
  Cause becomes apparent or when activated for some specific 
  mission).  SolSec agents are also recruited as monitors to track 
  the political statements and views of the general population; 
  they serve as informers responsible for reporting on the politi-
  cal reliability of their co-workers.
  SolSec has an especially important role in the Solomani 
  Confederation.  Because the Solomani Party automatically 
  grants membership to all Solomani, there is the possibility that 
  the party could be taken over by Solomani who do not believe 
  in, or work for, the Solomani Cause.  One SolSec responsibil-
  ity is to keep the Party in line and working for the cause.
  SolSec requires an administration which handles its bu-
  reaucratic responsibilities.  Much of the bureaucracy of SolSec 
  is automated and computerized, a process which eliminates 
  a need for low level clerical personnel.  Instead, all reports 
  are input directly by the reporting agents.  That information 
  (properly coded by source and for reliability) becomes part 
  of the massive computer files maintained on everyone in the 
  Solomani Sphere.
  Administrators in SolSec are promoted from the ranks.  
  They may be sleeper or secret agents whose cover was blown, 
  or agents who are now past their prime.
  Note: Characters with SolSec should take either Imperial 
  Intelligence Field Agent package, Imperial Intelligence Ana-
  lyst package, or Imperial Intelligence Operative package, with 
  modifications for SolSec.
  Monitors: SolSec monitors are openly the eyes and ears 
  of the organization, writing and filing reports on the actions 
  and political views of those he or she encounters.  Their 
  reports are the basis of further surveillance or more specific 
  action.
  While monitors are often viewed as liabilities because 
  they constantly report on others’ actions, they are also assets 
  because they have access to SolSec records and administra-
  tors.
  SOLOMANI CHARACTER GENERATION
  Character generation for the Solomani follows the same 
  procedures and concepts as normal character generation in 
  Traveller.  
  Solomani characters begin their careers at 18 Imperial 
  years of age.  At this point, as untrained and inexperienced, 
  they embark upon a career in order to gain skills and experi-
  ence.
  SOLOMANI CHARACTER BASICS
  This section discusses general guidelines for building a 
  Solomani character.  The guidelines provided are based on the 
  HERO system’s character point design, rather than Traveller’s 
  random die rolls.  In some cases, random die rolls are pro-
  vided.
  Beginning: Start with the HERO system character sheet.
  Naming: Pick a Solomani, or Terran-sounding name.
  Gender: Solomani may be either male or female.  You 
  may choose the gender, or pick randomly by a die roll.  Throw 
  1D: 3- indicates a male; 4+ indicates a female.
  Titles: The Solomani take a family name from their 
  father and are given a first name at birth.  Ranks (such as mili-
  tary ranks) are stated before a name.
  Skills and Professions:  Solomani may be of virtually 
  any profession.  Solomani may choose military service, party 
  service, intelligence service, as well as the usual merchant and 
  other professions.
  Mustering Out: Solomani receive mustering out benefits 
  when they leave the space service or military service.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points), 
  One Military personal weapon (e.g. Accelerator Rifle), Starship 
  (Scout or Far Trader; only once), Passage (1 High or 2 Me-
  dium).  
  Vilani
  The Vilani are a human major race that developed on 
  Vland from human stock placed there by the Ancients.  The 
  Vilani had already built a large star empire (Ziru Sirka) when 
  the Terrans first encountered them.  The only modification to 
  Vilani is Longevity (200-year lifespan), but see the Traveller 
  Database for more detailed information on the Vilani of the 
  Third Imperium.  
  Vilani Lifespan:  Life Support  (Longevity: 200 Years).  
  Total: 1 point
  Variant Humans
  The GM may also use the Heavies, Martians, Selkies, 
  and Spacers as appropriate from Terran Empire pages 18-20 for 
  alternate humans from heavy gravity worlds, thin air worlds, 
  water worlds, and zero-gravity environments.
  
  Traveller Hero, Book 1 
  Third Imperium
  1
  Species of the Third Imperium
  Ael Yael
  The Ael Yael are an intelligent flying species from Jaeye-
  lya (B-484655-4).  They are members of the Third Imperium 
  and have good relations with the Imperium.
  For more detailed information on this race, see Journal 
  of the Travellers Aid Society #15 from Far Future Enterprises 
  (http://www.farfuture.net/).
  Ael Yael Biology
  The Ael Yael are a race of flyers, having a 4-meter wing-
  span.  They stand approximately 1.5 meters tall, with a mass 
  of 50 kg.  
  Possessing three pairs of specialized limbs, the hind 
  pair, middle pair, and upper pair, their ancestors were efficient 
  predators.  The hind limbs are powerful and used for grasp-
  ing prey, like hawks grabbing prey as they swoop by.  The mid 
  limbs are strong and manipulative, suitable for tool-making 
  and handling.  The upper limbs are nimble but weaker, and 
  when extended have an attached membrane that becomes the 
  surface of the wings.  
  They also have better than average eyesight, as is typical 
  of flying predators, including vision in the infrared spectrum 
  for night hunting.  Their eyes also have a protective membrane 
  that keeps them from being suddenly blinded by bright lights 
  such as sunlight reflecting off water.
  Ael Yael Template
  Abilities
  Cost
  Ability
  -2
  -2 STR
  -4
  -2 BODY
  11
  Ael Yael Wings: Flight 10” (20 Active Points); 
  Restrainable (-½), Limited Power Affected by 
  atmospheric density and gravity (-¼)
  2
  Ael Yael Wings: +1 OCV with wings
  2
  Ael Yael Eyes: +1 Enhanced Perception (Sight Group)
  5
  Ael Yael Eyes: Nightvision
  2
  Ael Yael Eyes: Flash Defense (Sight Group; 2 points)
  6
  Forelimbs and Tail: Extra Limbs, Inherent (+¼) (6 
  Active Points)
  4
  Ael Yael Claws: Killing Attack - Hand-To-Hand 
  1 point (½d6 w/STR) (5 Active Points); Reduced 
  Penetration (-¼)
  Total Cost of Template Abilities:  26
  Disadvantages
  -5
  Physical Limitation: Small, down to half human size 
  (1m, or ½“; +3” KB) Infrequently, Slightly Impairing
  -5
  Physical Limitation: Difficulty utilizing cover 
  Infrequently, Slightly Impairing
  Total Cost of Template Disadvantages:  -10
  Options
  -15
  Psychological Limitation:  Turns over most earnings 
  to government (Common, Strong)
  -15
  Psychological Limitation:  Distrusts merchants and 
  corporations (Common, Strong)
  Ael Yael Homeworld
  Jaeyelya (B-484655-4), the Ael Yael homeworld, is a 
  small world with a low gravity and dense atmosphere.  The 
  planet, home to one million Ael Yael, is a high-density rock-
  iron world (mass 1.6), with a planetary surface gravity of .51G.  
  It provides the perfect environment for beings as large as the 
  Ael Yael to have developed flight.
  It’s once vast forests are slowly dying out, and only a few 
  colonies still live in the tree-top towns.  Most Ael Yael now 
  live in the caves perched high above the Hi-yayahu lae - the 
  Glittering Floor.
  Ael Yael Society and Culture
  The Ael Yael are an independent, solitary people with 
  close ties only within their tribe or clan.  They enjoy the free-
  dom of flying over the forests and dry valleys of their world, 
  and tend to avoid contact with outsiders.  The exception are 
  those Ael Yael who travel offworld to the Imperial Academies 
  each year, gaining experience in the Scouts or Technical Acad-
  emies.
  The Ael Yael society never rose above simple tribal 
  government before the arrival of the Imperium, which 
  stepped in to stop the enslavement of the Ael Yael race by 
  a megacorporation involved in mining the planet.  The war 
  between the Ael Yael and the megacorporation formed a great 
  distrust of mercantilism in the minds of the Ael Yael, and few 
  have any willing contact with megacorporations and mer-
  chant/traders as a result.
  The Ael Yael culture, like many tribal cultures, has a 
  tradition of stories, lore, and poetry passed down through the 
  generations.  They also enjoy reading the literature of other 
  Imperial cultures and crafting them into Ael Yael stories.
  The Ael Yael have no native sciences, and their Tech 
  Level is low except for the Starport and Great Palace (both 
  built by the Imperium).  They enjoy philosophy, and the 
  current generation of Ael Yael find training at the Imperial 
  Academies enjoyable and necessary to keep their race from 
  going extinct.  There are of course older generations who fear 
  losing the old ways.  Psionics is very rare among the Ael Yael, 
  and those possessing it are seen as highly gifted.
  Ael Yael Character Generation
  Ael Yael character creation stresses the raptor-like heri-
  tage of the character.  
  All Ael Yael characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Ael Yael, they embark upon a career in order to gain skills and 
  experience.  Careers are resolved on the basis of Ael Yael terms 
  of service which are four Imperial years each.  Upon leaving 
  the service, mustering-out benefits are taken, and the charac-
  ter is ready to begin adventuring.
  AEL YAEL CHARACTER CREATION
  This section discusses general guidelines for building 
  an Ael Yael character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet, 
  and apply the Ael Yael Racial Template.
  Naming: Pick a Ael Yael-sounding name.
  
  Third Imperium 
  Traveller Hero, Book 1
  1
  Gender: Ael Yael may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Ael Yael; 
  4+ indicates a female Ael Yael.
  Titles: Ael Yael characters do not receive titles of nobil-
  ity in the same fashion as with humans of high social stand-
  ing.  
  Skills and Professions:  Due to the Ael Yael psychology, 
  skill levels with raptor-like maneuvers such as Move By and 
  Grab By are appropriate.  Although some Ael Yael may have 
  Trading skill, mercantilism in regards to large corporations 
  (especially mining organizations) is frowned upon.
  Jaeyelya has a small militia army, but no planetary navy 
  or marine service.  It is extremely rare to find Ael Yael in Im-
  perial or subsector military units; however, the Scout Service 
  is very popular.  Because of their attitudes toward commercial 
  concerns, an Ael Yael character as a merchant is unheard of.  
  Some few may follow Hunter or Belter careers, and all other 
  career types are handled normally.
  Mustering Out: Ael Yael receive mustering out benefits 
  when they leave a space or military service.  Mustering out 
  benefits for military service are special, as only 10% of cash 
  benefits go to the individual; the remainder go to the Planetary 
  Development Fund.  Material benefits such as passages and 
  equipment are not affected, only cash.
  Choose the character’s current age in human years, sub-
  tract 18, and divide that total by 4 for the number of terms of 
  service the character served.  For each full term of service, the 
  character earns one pick from the following list: Perk: Money 
  (1 point, may only pick twice), One Military personal weapon 
  (e.g. Accelerator Rifle), Starship (Scout Vessel, may only select 
  once), Free Passage Ticket (1 High or 2 Medium).
  Githiaskio
  The Githiaskio are a race of intelligent aquatic so-
  phonts (also known as Squids or Whooiihee in imitation of 
  their whistling speech).  They originated on a planet on the 
  coreward edge of the Imperium.  Physically, they are radically 
  different from the human norm; psychologically, they are 
  remarkably similar.
  For more detailed information on this race, see Journal of 
  the Travellers Aid Society #16.
  Githiaskio Biology
  Githiaskio average 2 to 2.5 meters in length, about half 
  of which is tentacle, and are about 50 cm in diameter at their 
  thickest point.  They have roughly cylindrical bodies, which 
  taper into a muscular swimming “fluke” at one end and divide 
  into six tentacles around a feeding orifice at the other.  Note 
  that two tentacles are sufficient to maintain a handhold, leav-
  ing four free for other uses.  A cluster of sensory organs is 
  mounted mid-way along the body.
  Githiaskio eyes focus poorly; their prime sense is sound.  
  They are very sensitive to light and to water-borne chemicals.
  Githiaskio speech has been described as “whistling 
  Githiaskio Template
  Abilities
  Cost
  Ability
  6
  Tentacles: Extra Limbs (2), Inherent (+¼) (6 Active 
  Points)
  5
  Tentacles: Stretching 1”, Inherent (+¼), Reduced 
  Endurance (0 END; +½), Persistent (+½) (11 Active 
  Points); Always On (-½), No Noncombat Stretching 
  (-¼), No Velocity Damage (-¼), Limited Body Parts 
  (tentacles) (-¼)
  1
  Adapted to Water: Life Support (Safe in High 
  Pressure; Safe in Intense Cold) (3 Active Points); 
  Limited Power Only Down to 700 meters (-1)
  7
  Suction Cups: Clinging (normal STR) (10 Active 
  Points); Cannot Move Up Vertical Surfaces (-½)
  10
  Water Siphon: Swimming +10” (12” total)
  3
  Githiaskio Hearing: +2 PER with Hearing Group 
  (4 Active Points); Limited Power Only When 
  Underwater (-½)
  2
  Githiaskio Hearing: Ultrasonic Perception (Hearing 
  Group) (3 Active Points); Limited Power Only When 
  Underwater (-½)
  10
  Githiaskio Hearing: Increased Arc Of Perception 
  (360 Degrees) with Hearing Group
  3
  Hand-to-Hand Combat Skill: +1 with HTH Combat (5 
  Active Points); Limited Power Only “Bare-handed” 
  Attacks (-½)
  2
  Adapt Easily To Zero-G: Environmental Movement 
  (no penalties on Zero-G)
  Total Cost of Template Abilities:  49
  Disadvantages
  -12
  Only Swims: Running -6”
  -25
  Dependence: Water Takes 1d6 Damage (Very 
  Common, 1 Turn)
  -10
  Susceptibility: to Gravity if Unsupported, 1d6 
  damage per Turn (Uncommon)
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls Frequently, Greatly Impairing
  Total Cost of Template Disadvantages:  -62
  
  Traveller Hero, Book 1 
  Third Imperium
  1
  underwater”.  It is quite complex, relying heavily on pitch 
  intonation.  Githiaskio and humans can learn to understand 
  each other’s speech, but neither can speak the other’s language 
  except on a very primitive basis.
  Githiaskio require oxygenated water for their respiration, 
  but most worlds with a thin or better atmospheres are accept-
  able to them.  Githiaskio exposed to air suffer physical irrita-
  tion, developing into pain, and finally death through dehydra-
  tion and suffocation within a few minutes.  
  Githiaskio removed from the support of water can suffer 
  severe internal injuries unless provided with a complex sup-
  portive sling; only Zero-G conditions remove this requirement.  
  They can tolerate depths of up to 700 meters at 1G.  Higher 
  pressures force the use of cumbersome protection.  They can 
  swim at 15 kph for long periods, or twice that in short bursts.
  The Githiaskio are bisexual, semi-homeothermic, and 
  give birth to single, live young.
  Githiaskio Homeworld
  Githiaski/Dartho (0806 A-789886-C) is a mineral-poor 
  world on the fringe of the Lesser Rift.
  As the world has few, small continents mostly consisting 
  of salt marshes and swamps, regular contact with the Githi-
  askio came only with the rise of the Third Imperium.  
  Githiaski’s seas teem with life, but forms analogous to 
  vertebrates have never appeared; rather the dominant phylum 
  has developed a supportive inner cage of gristle-like material.  
  The Githiaskio’s ancestors may have resembled those Terran 
  marine worms which bury themselves in the seabed, leaving 
  only a bundle of tentacles exposed; their closer relatives were 
  certainly squid-like in external form.
  Githiaskio Society and Culture
  When contacted, the Githiaskio had developed a so-
  phisticated culture, but had not developed a high-technology 
  civilization because of their lack of metals, which are effec-
  tively impossible to refine or work underwater.  Their skill in 
  stonework and the use of vegetable fibers was considerable, 
  however, and is still admired.  Since the Imperium expanded 
  into their region of space, these beings have become valued (if 
  independently-minded) citizens, trading their services as wa-
  ter-dwellers for high-technology items that have enabled them 
  to develop a very advanced society remarkably quickly.
  When first contacted, the Githiaskio had developed 
  several distinct, complex cultures at around tech level 1-2 
  but lacked metals except for an occasional nearly pure lump 
  which could be worked into something useful or decorative.  
  Various aquatic animals had been domesticated, and sail-
  ing vessels had been developed with submerged hulls and 
  exposed rigging.  The major cultures still display distinct iden-
  tities, but dealings with the Imperium have encouraged the 
  development of a coordinating bureaucratic organization with 
  some power over the various nations.  Nonetheless, Githiaskio 
  societies are no more fit subjects for generalization than are 
  their human equivalents.
  Aware that they need imported technology to build and 
  to maintain an advanced society the Githiaskio have produced 
  organizations dedicated to earning interstellar currency.  Thus, 
  the world has a small but well-advertised tourist industry, and 
  Githiaskio are frequently found working off-planet in under-
  water jobs of all kinds, in zero-G work (at which their aquatic 
  background makes them particularly adept), and in academic 
  posts.
  The Githiaskio have adopted the Imperial attitude 
  toward psionics, so little is known of their innate abilities in 
  such matters.  Since their minds are so similar to human in 
  other respects, it is felt they have a comparable level of psionic 
  ability.
  Githiaskio Character Generation
  Githiaskio character creation stresses the water-based 
  heritage of the race.  
  All Githiaskio characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Githiaskio, they embark upon a career in order to gain skills 
  and experience.  Careers are resolved on the basis of Githi-
  askio terms of service which are four Imperial years each.  
  Upon leaving the service, mustering-out benefits are taken, 
  and the character is ready to begin adventuring.
  GITHIASKIO CHARACTER CREATION
  This section discusses general guidelines for building a 
  Githiaskio character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet, 
  and apply the Githiaskio Racial Template.
  Naming: Pick a Githiaskio-sounding name.
  Gender: Githiaskio may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Githiaskio; 
  4+ indicates a female Githiaskio.
  Titles: Githiaskio characters may possibly receive titles 
  of nobility in the same fashion as with humans of high social 
  standing.  
  Skills and Professions:  Skills and professions that can-
  not be performed underwater are not possible for the Githi-
  askio, so skills like Survival (Desert) should not be selected.
  Githiaskio with civilian backgrounds tend to have 
  been trained on their homeworld; hence medical skills (for 
  example) will be Githiaskio oriented, while blade skills will 
  almost invariably be taken in spear (this weapon still being the 
  standard arm of backwoods Githiaskio).  Those with military 
  or mercantile training will possess less parochial knowledge, 
  but will nonetheless have slightly unusual career histories.  
  Interstellar organizations have many uses for aquatic beings, 
  but obviously have to make special arrangements; the army 
  and marines tend to form “submarine specialist” units, which 
  are attached at corps or army level as needed.  The scouts and 
  merchants tend to assign Githiaskio to special exploratory 
  ships or to base duty on water worlds.  
  The Githiaskio military services are modeled on the 
  Imperial model, with changes for underwater cavalry and 
  infantry.
  Mustering Out: Githiaskio receive mustering out ben-
  efits when they leave a space or military service.  
  Choose the character’s current age in human years, sub-
  tract 18, and divide that total by 4 for the number of terms of 
  service the character served.  For each full term of service, the 
  character earns one pick from the following list: Perk: Money 
  (2 point, may only pick twice), One Military personal weapon 
  (e.g. Accelerator Rifle), Starship (Scout Vessel, may only select 
  once), Free Passage Ticket (1 High or 2 Medium).
  
  Third Imperium 
  Traveller Hero, Book 1
  1
  Irklan
  The Irklan are a human religious sect that settled on 
  Menorb, whose rigorous physical and mental conditioning 
  make them masters of hand-to-hand combat and reputedly 
  psionics.
  For more detailed information on this group, see Journal 
  of the Travellers Aid Society #23.
  Irklan Biology
  Irklansa may be of any race of humaniti and of either 
  sex.  The typical Irklansa is gaunt and lithe, with excellent 
  control over movements and reflexes.  
  They prefer to avoid the daylight, even in pleasant 
  climates, because of an ingrained teaching that exposure to 
  direct sunlight is dangerous (a result of their desert origin).  
  Widely traveled Irklansa will be less concerned, but will still 
  prefer darkness and shadows.  
  Their traditional garb is a loose-fitting coverall, which 
  allows maximum freedom of movement and provides protec-
  tion from the elements as well.  
  At their belts, they carry their weaponry - knife, blow-
  gun, and so on; the belt itself is often a bola.  They have no 
  reservations about adopting local clothing styles to help them 
  fade into the background, but will never compromise their 
  melee combat ability by wearing tight, restricting garments 
  or useless ornaments.  They prefer dark, subdued colors and 
  often cover their basic coveralls with a hooded black cloak.
   Irklan Homeworld
  The Irklan home is the desert highlands of Menorb (Re-
  gina 0203 C-652998-7).  Menorb, a poor world with little water 
  and generally harsh conditions, presented a rugged challenge 
  to the first colonists, and a traditional punishment for wrong-
  doers in those days was expulsion into the upland deserts, 
  a hostile environment similar to the Mojave Desert on Terra.  
  Few survived such expulsion.
  Irklan Society and Culture
  Those few who survived expulsion formed the nucleus 
  of the Irklan.  The derivation of their name is not completely 
  certain, but irakolan means “band of brothers” in one of 
  the early dialects of Rhylanor, from which many settlers of 
  Menorb had their origins, and this is the suspected root of the 
  name.
  Originally a simple nomadic subculture of the world, 
  members of the Irklan gradually elevated the collected teach-
  ings of survival in their harsh environment into a complex 
  religion, one in which personal survival was the highest proof 
  of fitness.
  Cut off from advanced weaponry and technology, they 
  learned martial arts disciplines and the manufacture and use 
  of primitive weapons, such as bolas and blowguns.  They also 
  learned the techniques of stealth and many aspects of basic 
  survival.
  As the settlement on Menorb grew, the Irklan tended to 
  resist reintegration into civilization, and gradually withdrew 
  into the depths of the harshest highland deserts.  This region 
  was formally made a reservation for the Irklan people by 
  the government almost 250 years ago.  However, the reserve 
  cannot hold all of their numbers, and some members of the 
  Irklan do leave their desert fastness to venture to other worlds, 
  usually as part of a personal religious “quest” in search of ever 
  harder tests of personal survival abilities.  Those who leave 
  Menorb tend to be the best of their people (in terms of skills) 
  and this factor has helped preserve the tradition that the Irklan 
  are inhumanly or even supernaturally powerful.
  Irklan religious beliefs dominate their lives.  They 
  believe that all of life is a great struggle, a test of worthiness.  
  Those who survive are fit for a better life in the next world; 
  those who fail lose all chance for the next life, their souls 
  perishing at death along with their bodies.  The object of every 
  member of the sect is to live a long and glorious life, filled 
  with triumphs over every possible challenge both environ-
  mental and social.  
  Alcohol and narcotics of all kinds are forbidden, because 
  of their deleterious effect on the body.  There are also com-
  plicated dietary regulations, to assure that an individual eats 
  only those items which are best for good health and maximum 
  fitness.  Most members of the Irklan are ascetic in the extreme, 
  scorning money, power, technology, and all the other tradition-
  al goals of other societies in favor of concentrating on the ac-
  quisition of merit by seeking out and overcoming challenges.
  Irklan Template
  Abilities
  Cost
  Ability
  3
  +3 STR
  9
  +3 DEX
  6
  +3 CON
  8
  +1 with All Combat
  10
  Martial Arts (10 points’ worth)
  3
  SS: Pharmacology/Toxicology 11-
  5
  Stealth 13-
  5
  WF: Common Melee Weapons, Common Missile 
  Weapons, Blowguns
  9
  9 points of skills from the following list:  Acting, 
  Bureaucratics, Climbing, Combat Skill Levels, 
  Concealment, Conversation, Cramming, 
  Cryptography, Deduction, Disguise, Forgery, 
  Lightning Reflexes, Lockpicking, Martial Arts, 
  Mimicry, Penalty Skill Levels, Persuasion, Security 
  Systems, Seduction, Shadowing, Skill Levels, Sleight 
  Of Hand, Stealth, Streetwise, Tracking, Weapon 
  Familiarity, any Background Skill, Contacts, Deep 
  Cover, Deadly Blow
  Total Cost of Template Abilities:  48
  Disadvantages
  -10
  Reputation: Irklan: sorcerer/mystic/psionic, 8- 
  (Extreme)
  -20
  Psychological Limitation: Irklan Dietary/Alcohol 
  Regulation (Common, Total)
  -25
  Psychological Limitation: Survival Above All (Very 
  Common, Total)
  -20
  Psychological Limitation: Stoic, Disdain for 
  Hedonism and Technology (Common, Total)
  Total Cost of Template Disadvantages:  -75
  Options
  9
  Survival Techniques: Choose 9 points from the 
  following list: Combat Luck, Danger Sense, 
  Lightsleep, Resistance, Simulate Death, Expanded 
  Breathing (Thin Atmospheres), Rapid Healing, 
  Last Man Standing (Dark Champions), Take Cover 
  (Dark Champions), Can Find Food Anywhere (Dark 
  Champions)
  
  Traveller Hero, Book 1 
  Third Imperium
  1
  Cooperation is seen by some as a pro-survival trait, by 
  others as a weakness.  Thus, some members of the Irklan lead 
  a lone wolf existence, caring about no one but themselves; 
  others realize that the good of the whole is as important as the 
  good of an individual.  The Irklan are generally distrustful of 
  outsiders, but can be won over by a demonstration of indi-
  vidual prowess or some other feat which indicates a suitability 
  for survival.
  Irklan Character Generation
  Unlike other professions, being an Irklan is a way of life, 
  and so there is no enrollment and no mustering out.  Irklan 
  characters stress Strength, Dexterity, and Constitution, as 
  well as Intelligence.  However, any skills and education not 
  relevant to survival (Computer Programming, Electronics, KS: 
  Mathematics and so forth) are not learned.  Irklans do not 
  have the time or the inclination to acquire more than a thin 
  veneer of civilization.
  IRKLAN CHARACTER CREATION
  This section discusses general guidelines for building 
  an Irklan character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet, 
  and apply the Irklan Template.
  Naming: Pick an Irklan-sounding name.
  Gender: Irklan may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Irklan; 4+ 
  indicates a female Irklan.
  Titles: Irklan characters do not receive titles of nobility 
  in the same fashion as with humans of high social standing, 
  although they may receive titles of skill (Grand Master, for 
  example).
  Skills and Professions:  Survival and challenge are what 
  drives the Irklan.  They may seek out challenges such as mer-
  cenary work, but will shun educational work such as diplomat 
  or scientist.  
  Mustering Out: Irklan do not muster out, but they do 
  gain benefits based on age.
  Choose the character’s current age in human years, sub-
  tract 18, and divide that total by 4 for the number of benefit 
  selections.  For each benefit selection, the character earns one 
  pick from the following list: One Irklan personal weapon (e.g. 
  Bola, Blowgun, Blade), Free Passage Ticket (High Passage).
  Newts
  Also known as Bwaps or Wabs, (from their name for 
  themselves, Bawapakerwaa-a-awapawab), the Newts originat-
  ed on Marhaban, in the Lentuli subsector.  
  For more detailed information on this group, see Journal 
  of the Travellers Aid Society #11.
  Newt Biology
  Newts average 1.4 meters in height and weigh between 
  30 and 50 kilograms.  They are upright, bipedal, homeother-
  mic and bi-sexual.  The skeleton is internal, and their circu-
  latory system is closed.  Their hemoglobin is copper-based, 
  and a deep blue in color.  Because of this, their skin shows as 
  a faint greenish-blue in areas where pigmentation is absent.  
  Body markings vary tremendously from clan (“tree”) to clan, 
  each one having a distinctive pattern.  The pattern is deter-
  mined by genetic factors and the color determined by careful 
  manipulation of the mother’s diet during the formation of the 
  egg. Greens, browns, yellows and blues are most common, 
  usually in patterns of darker colors over a lighter basic color.
  Newt Template
  Abilities
  Cost
  Ability
  3
  Easily Hidden: +2 to Concealment (4 Active Points); 
  Self Only (-½)
  10
  Hard To Hit: +2 with DCV
  4
  Hard To Perceive: +2 to Stealth
  -5
  Less Impressive: -5 PRE
  -2
  Shorter Legs: Running -1”
  -5
  Weaker: -5 STR
  Total Cost of Template Abilities:  5
  Disadvantages
  -5
  Physical Limitation: Small, down to half human 
  size (1m, or ½”; +3” KB) Infrequently, Slightly 
  Impairing
  -20
  Physical Limitation: Must Keep Skin Moist (All the 
  Time, Greatly Impairing)
  -15
  Distinctive Features: Newt (Not Concealable; 
  Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  Total Cost of Template Disadvantages:  -40
  Options
  -15
  Psychological Limitation: Obsessed With Minutiae, 
  Patterns, And The Order Of Things (Common, 
  Strong)
  Because their skin must be kept constantly moist, Newts 
  are uncomfortable in humidity of less then 98%.  With special 
  clothing, they can exist indefinitely in humidities as low 
  as 25%, provided they have adequate water.  This clothing 
  normally consists of a loosely fitting kaftan-like garment and 
  a hood covering the head (giving rise to another nickname, 
  “towel-heads”).  The cloth of these garments is permeated 
  with a network of fine tubes, through which water flows and 
  keeps the cloth moist.  In occupations where they must handle 
  papers, or other items which would suffer from moisture, 
  Newts wear thin water-proof gloves.  In humidities of less than 
  25%, they must use sealed environment suits.  All clothing is 
  colored with a stylized representation of their body coloring, 
  since recognition of body pattern is an important part of their 
  greeting ritual.
  Newts are oviparous, each female incubating a single, 
  non-amniotic egg in a special pouch on her lower abdomen.  
  After hatching, the young remain in this pouch for several 
  weeks, occasionally coming out to be fed, until they are strong 
  enough to survive outside.  The young reach maturity after 14 
  years.
  Newt Homeworld
  The Newts originated on Marhaban, in the Lentuli 
  subsector.
  Before attaining civilization, the Newts lived in densely 
  wooded, mangrove-like swamps, burrowing under and among 
  the root-systems of large trees to form dens for the commu-
  
  Third Imperium 
  Traveller Hero, Book 1
  20
  nal protection of their young.  A shift in weather patterns on 
  Marhaban caused the marshy areas which formed their home 
  to shrink, forcing them into increased competition with other 
  animals in the region.  
  Newt Society and Culture
  The Newt world view (which is not really a religion, 
  but nevertheless dominates every part of their life), holds that 
  each individual has a place in his wapawab or tree - a term 
  stemming from their species’ habitat, but including phratry, 
  bloodlines, country, and place of duty.  The literal tree is 
  intricately tied into the planetary ecology, sheltering hundreds 
  of species, providing oxygen, converting water and minerals 
  into food, and so on.  The figurative tree is much harder to 
  define, but is roughly equivalent to clan or tribal groups in 
  other races.  A tree can vary in number from a few individuals 
  to thousands.  Both sorts of trees are part of a planet, which is 
  part of a solar system, which is part of a cluster, which is part 
  of a galaxy which is part of the cosmos.  Everything the Newts 
  do reflects this complex, wheels-within-wheels, patterns-with-
  in-patterns outlook.  Each individual takes great pride in being 
  one small, functional and unique cog in a vast, ever-living, 
  ever-changing universe of interlinked patterns and cogs.  Their 
  ritual of greeting, for instance, seems like meaningless formal-
  ity and windy chit-chat to non-Newts, but reflects a commu-
  nication of “I am in this place, and doing my part.  Where are 
  you and what are you doing?”
  From the human point of view, the Newts are obsessed 
  with minutiae, patterns, and the order of things.  Driven by 
  this internal desire to see everything in its proper place, the 
  Newts make excellent bureaucrats, officials, mathematicians, 
  bookkeepers, scientists, and historians.
  Their obsession with ritual and proper conduct often 
  makes them difficult to deal with.  Those who violate the 
  ritual will be lectured on the proprieties of the situation, often 
  at great length.  Dealing with Newts takes time, but trying to 
  speed things up only takes more time.
  Criminal behavior is extremely rare, and is considered 
  the worst form of mental disorder among the Newts, since it 
  is disruptive of the proper order of things.  Their definition of 
  crime, however, can sometimes be at variance with Imperial 
  norms.  The elimination of a greatly disruptive influence is 
  considered good, even if it involves the death of an intelligent 
  being to restore the proper order to things.  Fortunately, most 
  Newt courts of law consider exile to be sufficient, especially in 
  the case of humans.
  Newts will not lie (although they may withhold the 
  truth if protocol requires it.  Newts will not break the law un-
  less by doing so they can restore the balance of the universe.  
  Newts will not obey orders which are disruptive, in their view.  
  Disorder and disorganization make them nervous and they 
  will have a very difficult time resisting the urge to order and 
  organize their surroundings.
  Newts can be found throughout the Imperium, but their 
  numbers are greatest in the region trailing and coreward of 
  capital.  Fewer than a dozen worlds are completely controlled 
  by Newts, and most of these are inside the Imperium.
  The few worlds which are completely controlled by the 
  Newts are classed as a religious dictatorship.  Law levels are 
  usually very restrictive, representing the Newts’ obsession 
  with proper behavior.
  Newt military forces are usually restricted to the defense 
  of their homeworlds.  Newts are occasionally found in merce-
  nary units, but because of the logistical problems involved are 
  usually segregated from other races.
  Newt Character Generation
  Character generation for the Newts follows the same 
  procedures and concepts as human character generation in 
  Traveller.  
  Newt characters begin their careers at 18 Imperial years 
  of age.  At this point, as untrained and inexperienced Newts, 
  they embark upon a career in order to gain skills and experi-
  ence.
  NEWT CHARACTER BASICS
  This section discusses general guidelines for building 
  a Newt character.  The guidelines provided are based on the 
  HERO system’s character point design, rather than Traveller’s 
  random die rolls.  In some cases, random die rolls are pro-
  vided.
  Beginning: Start with the HERO system character sheet, 
  and apply the Newt Racial Template.
  Naming: Pick a Newt-sounding name.
  Gender: Newts may be either male or female.  You may 
  choose the gender, or pick randomly by a die roll.  Throw 2D: 
  5- indicates a male Newt; 6+ indicates a female.
  Titles: Newt may have titles, as is typical to Imperial 
  culture.
  Skills and Professions:  Newt psychology about order 
  and minutia keep them from learning Gambling, Forgery, or 
  Streetwise skills.  The Newts make excellent bureaucrats, offi-
  cials, mathematicians, bookkeepers, scientists, and historians.
  Newts are unlikely to make good spies, as they will not 
  lie, they will not break the law unless doing so will restore bal-
  ance to the universe, and they will not obey orders which are 
  disruptive to the universe.
  Newts are less likely to be accepted in the marines or 
  the army, and more likely to be accepted in the Scout Service, 
  Merchants, and other professions.  Those Newts in military 
  service are restricted to defense of Newt worlds.
  Mustering Out: Newts receive mustering out benefits 
  when they leave the space service or military service.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points), 
  One Military personal weapon (e.g. Accelerator Rifle), Starship 
  (Scout or Far Trader), Passage (1 High or 2 Medium).  
  Virushi 
  Known as “intelligent bulldozers,” the Virushi are 
  among the largest intelligent races known to the Imperium.
  For more detailed information on the Virushi, see Jour-
  nal of the Travellers Aid Society #12.
  Virushi Biology
  With a length of nearly three meters, standing 1.8 meters 
  at the shoulder, and massing close to 1000 kg, the Virushi are 
  among the largest intelligent races known to the Imperium.  
  The Virushi are squat, massively built creatures, covered 
  by overlapping plates of leathery armor.  They walk - and can 
  run with surprising speed - on four tree-thick legs, and are 
  capable of extraordinarily delicate manipulation with two sets 
  of arms.  The lower arm pair is heavily muscled and extremely 
  powerful; the upper pair seems withered by comparison, but 
  
  Traveller Hero, Book 1 
  Third Imperium
  21
  is amazingly dexterous.  The semi-erect posture has led some 
  humans to call the Virushi “centaurs with tank blood,” or 
  “intelligent bulldozers.” They are immensely strong, but this 
  strength must be set against generally poor sensory equip-
  ment.  Their eyes, nearly buried beneath massive brow ridges, 
  work well in brilliant sunlight, but are not at all good for 
  seeing in poor lighting conditions; they are almost useless in 
  darkness.  Their ears are made for hearing sounds transmitted 
  in the dense atmosphere of their homeworld, and thus find 
  normal sounds in a standard atmosphere near the threshold of 
  hearing.
  Virushi Template
  Abilities
  Cost
  Ability
  15
  Greater Strength: +15 STR
  6
  Greater Mass: +3 BODY
  6
  Heavy: Knockback Resistance -3”
  5
  More Impressive: +5 PRE
  12
  Long Legs: Running +6” (12” total)
  3
  Tougher: +3 ED
  4
  Reach: Stretching 1”, Reduced Endurance (0 END; 
  +½) (7 Active Points); Always Direct (-¼), No 
  Noncombat Stretching (-¼), No Velocity Damage (-¼)
  6
  Extra Arms, Legs, and a Tail: Extra Limbs (5), 
  Inherent (+¼) (6 Active Points)
  9
  Highly Dexterous: +3 DEX
  21
  Armored Hide: Armor (7 PD/7 ED)
  7
  Hooves: HA +2d6 (10 Active Points); Hand-To-Hand 
  Attack (-½)
  4
  Good with Natural Weapons: Rapid Attack (HTH) 
  (5 Active Points); Limited Power Only with Body 
  Weaponry (-¼)
  Total Cost of Template Abilities:  96
  Disadvantages
  -10
  Physical Limitation: Enormous, up to four times 
  human size (8m, or 2.1-4”; -4 DCV, +4 to PER Rolls 
  to perceive) Frequently, Slightly Impairing
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls except in high-grav environments 
  Frequently, Greatly Impairing
  -10
  Physical Limitation: Poor Hearing, suffers -2 to all 
  Hearing PER Rolls except in high-grav environments 
  Frequently, Slightly Impairing
  -10
  Physical Limitation: High Metabolism / Must eat a lot 
  (Frequently, Slightly Impairing)
  Total Cost of Template Disadvantages:  -45
  Options
  -15
  Psychological Limitation: Gentle / Non-aggressive 
  (Common, Strong)
  -20
  Psychological Limitation: Does Not Take Orders / 
  Expects Cooperation (Common, Total)
  -15
  Psychological Limitation: Individualistic / Not 
  Ambitious (Common, Strong)
  Virushi Homeworld
  Virshash is a size A, dense atmosphere world just within 
  the borders of Imperial space within the Reavers’ Deep sector.  
  Atmospheric density notwithstanding, the planet is heavily 
  irradiated by the more distant of the world’s two suns.  Envi-
  ronmental factors include high gravity, dense atmosphere, and 
  heavy radiation.
  Virushi Society and Culture
  As the Virushi progressed towards civilization, an un-
  usual social unit called the “cooperative” by sophontologists 
  came into being.  Individual Virushi had to eat a great deal, 
  and range over a wide area, to feed their massive bodies.  The 
  tendency, then, was towards a highly individualistic, even 
  solitary, existence.  However, those individuals who cooper-
  ated in building shelters, tools, fire, and, of course, families, 
  had a better chance of survival.  The resultant culture today 
  is semi-feudal.  Obligation and duty are complex and inter-
  woven; the individual’s love of freedom is carefully balanced 
  against a feeling of responsibility towards others.  The concept 
  of coercive government is inconceivable - and incomprehen-
  sible - to these people.  They give freely of their own abilities 
  and services, and expect a minimum of outside interference in 
  their lives.  A Virushi will work in voluntary cooperation with 
  others, but cannot be ordered to do something he doesn’t want 
  to do.
  Though they appear frightening to humans, the Virushi 
  are a gentle race - largely because they are of such size and 
  strength.  As one of the larger life forms on their homeworld, 
  they were never forced to aggressively dominate their environ-
  ment.  Cultural units never developed past the cooperative 
  stage.  Organized states, large governments, and organized 
  warfare never came into being.  A lack of drive has tended 
  to keep the Virushi from becoming anything more than what 
  they have always been, a contented, pastoral, almost utopian 
  culture.  Many individuals, however, do possess a certain urge 
  to leave their homes, see the universe, and serve others as they 
  have always served their own cooperatives.
  Virushi Character Generation
  Character generation for the Virushi follows the same 
  procedures and concepts as human character generation in 
  Traveller.  
  Virushi characters begin their careers at 18 Imperial 
  years of age.  At this point, as untrained and inexperienced 
  Virushi, they embark upon a career in order to gain skills and 
  experience.
  VIRUSHI CHARACTER BASICS
  This section discusses general guidelines for building a 
  Virushi character.  The guidelines provided are based on the 
  HERO system’s character point design, rather than Traveller’s 
  random die rolls.  In some cases, random die rolls are pro-
  vided.
  Beginning: Start with the HERO system character sheet, 
  and apply the Virushi Racial Template.
  Naming: Pick a Virushi-sounding name.
  Gender: Virushi may be either male or female.  You may 
  choose the gender, or pick randomly by a die roll.  Throw 2D: 
  5- indicates a male Virushi; 6+ indicates a female.
  Titles: Virushi have no need or concept of titles within 
  their culture.
  Skills and Professions:  Virushi thought is based on 
  cooperation and individualism.
  Virushi found off their homeworld are most likely to be 
  engaged in a career which stresses service to others; others 
  are often found in work which caters to their highly individu-
  alistic way of life.  Their great dexterity makes them excel-
  lent doctors - a Virushi surgeon was recently elevated to the 
  emperor’s personal medical staff.  An extreme dedication and 
  a fervor to help others characterizes such Virushi encountered 
  
  Third Imperium 
  Traveller Hero, Book 1
  22
  in jobs of this kind.
  Because they will not take orders, Virushi do not join 
  the military, though their great size would make them fear-
  some fighters.  Many an Imperial drill sergeant has been heard 
  bemoaning the fact that such perfect fighting machines are 
  also pacifists who don’t even understand the concept of war.  
  In their chosen fields, however, the Virushi have distinguished 
  themselves on many occasions.
  Virushi sense of independence makes joining the 
  military services (Army, Navy, Marines, Merchant Marines) 
  extremely unlikely, as the Virushi refuse to take orders.
  The Scout Service appeals to their independent nature, 
  and is an agreeable career choice.  In fact, any career that 
  stresses independence and individualism is a good choice 
  – doctor, scientist, belter, free traders, etc.
  Note: Since the Virushi are peaceful and non-aggressive 
  by nature, they naturally gravitate toward positions in the 
  medical or scientific fields.
  Most Virushi should have the Scholar or Scientist Skill 
  Enhancers (or even both of them).
  Most Virushi should have Knowledge and/or Science 
  Skills in either the medical profession or a scientific field of 
  study.
  Mustering Out: Virushi receive mustering out benefits 
  when they leave the space service or military service.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points), 
  One Military personal weapon (e.g. Accelerator Rifle), Starship 
  (Scout or Far Trader), Passage (1 High or 2 Medium).  
  
  Traveller Hero, Book 1 
  Aslan
  2
  Aslan
  T
  he Aslan are the youngest of the six major races.  
  The Aslan Hierate (their empire) is located 
  spinward and rimward of the Third Imperium.  
  Where the Imperium and the Hierate touch, humans and 
  Aslan frequently encounter each other.  Aslan worlds under 
  Imperial rule are found scattered up to 40 parsecs inside 
  the Imperial border.  Independent Aslan worlds are found 
  throughout the region spinward and rimward of the Imperium.  
  Adventurers in the Spinward Marches can venture rimward 
  through the Trojan Reach to the Aslan colonies in that sector, 
  and then further across the Aslan-controlled Great Rift into the 
  Hierate itself.  Adventurers in the Solomani Rim can venture 
  through Solomani territory to I’aheako (Dark Nebula) sector, 
  which holds the Aslan homeworld of Kusyu.
  The Aslan are a race of intelligent beings.  Their star-far-
  ing culture is the youngest of all the major races, having had 
  star flight for less than 3,200 years.  Despite their youth, their 
  spread through space has been rapid, driven by the instinctive 
  territorial desires which are central to the makeup of the Aslan 
  male.
  For more detailed information on this race, see Travel-
  ler® Alien Module 1: Aslan from Far Future Enterprises (http://
  www.farfuture.net/)
  Aslan Biology
  The Aslan are, like humans, upright bipeds averaging 2 
  meters in height and 100 kg in weight.  There are two sexes: 
  male and female, of which the most notable external differ-
  ence is the male’s increased size and more impressive mane.  
  Females outnumber males by a ratio of 3:1.
  The Aslan hand has three fingers opposing one medi-
  ally-placed thumb, and all have retractable claws.  In ad-
  dition, Aslan have a single highly specialized claw under 
  each thumb; this Dewclaw folds back jack-knife fashion into 
  a horny covering in the base of the thumb and palm.  The 
  presence of these claws and the general nature of their body 
  structure make the Aslan somewhat clumsy by comparison 
  with humans, but what they lack in dexterity they make up for 
  in strength and endurance.
  Aslan sleep about one-third of the time: shaped by their 
  homeworld’s rotation period, their sleeping time is roughly 10 
  to 11 hours (one-third of Kusyu’s 32-hour day).  Like humans, 
  lack of sleep degrades their abilities drastically.
  True to their pouncer ancestry, Aslan are capable of 
  short bursts of speed somewhat greater than that manageable 
  by humans.  They also have slightly superior hearing and 
  night vision.  Otherwise, they are one of the most human-like 
  of all alien races, excepting, of course, the Vargr (who are, 
  after all, genetically-altered mammalian stock originally from 
  Earth).
  Early Terran explorers regarded the Aslan as “lion-like,” 
  and the simile has stuck ever since, although the Aslan bear 
  little resemblance to Terrestrial lions.  Nonetheless, this early 
  misnomer has influenced a great deal of human thinking 
  about the Aslan, including terminology (the use of pride to 
  translate ahriy, for instance) and ascribed behavior - which 
  is not at all leonine.  The derivation of the word Aslan is 
  unknown, but is sometimes credited to human explorers who 
  first contacted the race.
  Aslan Homeworld
  The Aslan homeworld is Kusyu, located in hex 0305 
  of Kilrai’ subsector.  Kilrai’ is subsector G of l’aheako sector.  
  Kusyu: 0309 A8769H6-E, T, Industrial.
  Humans often spell Kusyu as Kuzu in Galanglic; Kilrai’ 
  is often spelled Kilane.
  Stellar Data: Kusyu orbits a close binary consisting of 
  Tyeyo (a G4 V star) and its companion Saietaie (a DA dwarf 
  star).  Saietaie orbits Tyeyo at 4.2 million kilometers with a 
  period of about one eakhau (36 standard hours).
   World Orbital Data: Kusyu orbits Tyeyo at 1 AU with a 
  period of 320 standard days.  It rotates on its axis once every 
  36 standard hours (one eakhau).
  World Physical Data: Kusyu is 12,980 kilometers in di-
  ameter, and has a standard atmosphere tainted with industrial 
  pollutants.  Sixty percent of the world is covered with water 
  oceans.  Kusyu has two major continents, both in the same 
  hemisphere, and both straddling the equator.  Several large 
  archipelagoes lie off the continents’ shores.  North and south 
  polar ice-caps, anchored by island groups, cover about 15% of 
  the total world surface.
  Kusyu has minimal axial tilt and orbital eccentricity.  
  Average temperature for the world is about 9° C.
  Kusyu has two natural satellites, each about 400 kilo-
  meters in diameter, orbiting at 51,000 kilometers and 96,000 
  kilometers respectively.  Several artificial satellites, including 
  two LaGrange stations, are also present.
  World Social Data: Kusyu has a population of 4.6 bil-
  lion, which includes the population of the artificial satellites 
  and of several undersea colonies.  There are less than 600,000 
  non-Aslan on Kusyu.
  World Government Data: Humans classify the govern-
  ment of Kusyu as civil service bureaucracy, but Aslan classify 
  it as split control, similar to balkanized for humans.  All of the 
  29 Tlaukhu clans (and about 300 others) have landholds on 
  Kusyu.  Weapons restrictions are about equivalent to human 
  law level 4 (military weapons prohibited).  Technological 
  Aslan Template
  Abilities
  Cost
  Ability
  3
  +3 STR
  6
  +3 CON
  -6
  -2 DEX
  4
  Aslan Hearing: +2 PER with Hearing Group
  5
  Aslan Eyes: Nightvision
  3
  Aslan Legs: Running +3” (9” total) (6 Active Points); 
  Increased Endurance Cost (x3 END; -1)
  8
  Dewclaw: Killing Attack - Hand-To-Hand 1/2d6 
  (1d6+1 w/STR) (10 Active Points); Reduced 
  Penetration (-1/4)
  Total Cost of Template Abilities:  23
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -15
  Psychological Limitation:  Aslan Code of Honor 
  (Common, Strong)
  -15
  Psychological Limitation:  Aslan Male (Warrior and 
  Leader; Common, Strong) or Psychological Limitation:  
  Aslan Female (Manager and Thinker; Common, 
  Strong)
  
  Aslan 
  Traveller Hero, Book 1
  2
  level is E, and is about the maximum to be encountered in the 
  Hierate.
  ASLAN HIERATE AND NEIGHBORS
  The Aslan Hierate: The Hierate is that region of space 
  controlled by the Aslan race.  Due to the nature of Aslan 
  government, it is a rather loose confederation of worlds with 
  little central direction.  The binding force of the Hierate is less 
  that of government or nationalism, and more that of common 
  heritage, culture, and tradition.
  The Hierate includes more than 4,000 clans spread 
  across about 7,000 worlds in 17 sectors.
  The Imperium: The Third Imperium, established over 
  eleven hundred years ago, is a human-dominated interstellar 
  empire encompassing more than 11,000 worlds in about 21 
  sectors.  It is a neighbor of the Aslan Hierate, and also contains 
  a significant (more than 3%) Aslan population.
  The Solomani Confederation: Another human-domi-
  nated interstellar community, the Solomani Confederation 
  borders on the Hierate and has a long history of rivalry and 
  enmity with Aslan worlds on the Hierate frontiers.
  The Solomani Confederation covers about 2,400 worlds 
  in six sectors.  It claims nearly a thousand more worlds in 
  Imperial, Aslan, and neutral space.
  Aslan Society and Culture
  HISTORY
  From the earliest days when they were hunters on 
  Kusyu’s grassland plains, the Aslan have had a curious di-
  chotomy in their social organization.  Females were tradition-
  ally responsible for provisions and improvement of life, while 
  males existed largely for defense and war.  The early hunts 
  were conducted by females, and females are generally credited 
  as the innovators in the areas of tool-making, animal husband-
  ry, and eventually agriculture (developed to support herds of 
  livestock, not for direct consumption).  Males adopted female 
  innovations reluctantly, but it was the female of the species 
  who strove always to improve the Aslan way of life.
  The territorial instincts of the Aslan male made the gen-
  eral trend of Aslan social development a feudal one.  Families 
  formed into prides, and prides formed into clans under the 
  leadership of a dominant pride.  Clans practiced a variety of 
  semi-feudal procedures of fiefdom and vassalage which led 
  to the development of a few very powerful clans, but this 
  was generally the limit of social organization in most Aslan 
  civilizations.  Although tradition and ritual gradually evolved 
  to curb the aggressive male character, wars were common as 
  clans sought greater power or greater territory, and as popula-
  tion pressure increased on Kusyu, wars grew both more com-
  mon and more intense.
  Kusyu barely escaped a global conflict of devastating 
  proportions, saved by two developments which took place at 
  about the same time.  First, the Aslan instituted their Hierate 
  - an agreement on the part of the 29 pre-eminent clans to meet 
  and discuss their differences on a regular basis, replacing 
  the previous procedures which dealt with each problem on a 
  case-by-case emergency basis.  This helped ease rivalries and 
  pressures, although it did not eliminate them, and under the 
  new Hierate system there grew up an increasing formality in 
  warfare (the concept of highly limited wars with outside refer-
  ees was introduced at this time).
  The quasi-government was clumsy at best, and prob-
  ably would not have withstood the test of time if not for the 
  second great innovation - the invention of jump drive.  About 
  96 Aslan (1999 Imperial), the two most powerful clans (the 
  Yerlyaruiwo and the Khaukheairl) cooperated to an unprec-
  edented degree to produce a star drive.  It opened the stars to 
  the Aslan race.
  Star travel was the ideal way to satisfy the territorial 
  drives of the race.  At first expansion was slow, limited by the 
  gradual development of jump technology.  But every new plan-
  et discovered opened new territories for colonization.  The era 
  of 96 to 2100 Aslan (approximately -1999 to -242 Imperial) 
  was an era of expansion and cultural flowering not unlike 
  Earth’s Ages of Discovery.
  Border Troubles: The Aslan have had a number of 
  confrontations with the Solomani Confederation.  Follow-
  ing the inconclusive end of the Solomani Rim War (3505 to 
  3519 Aslan; 990 to 1002 Imperial), the Imperium’s strength 
  effectively prohibited Solomani expansion in that direction.  
  Naturally enough, Solomani attention has since turned to 
  other frontier areas, including the Aslan territories.  Fortunate-
  ly for the Aslan, the encounters have primarily been between 
  the Solomani and either the Yerlyariuwo or the Khaukheairi, 
  both clans strong enough to hold their own with the Solomani.  
  Tensions have risen to near-war levels, but full-scale belliger-
  ency appears unlikely.
  SOCIETY
  The Aslan have long been a warrior race; they are noble 
  and proud, devoted to those in authority above them and re-
  sponsible for those who owe fealty from below.  Aslan society 
  is based on the family and its relationships.
  Family Structures: An individual Aslan is usually a 
  member of a family (ekho) of from 2 to 12 persons under a 
  patriarchal leader.  This family will generally include the male 
  family head, one or more wives, plus children and various 
  blood relatives of the leader (unmarried brothers and sis-
  ters, aged surviving parents no longer maintaining separate 
  families, adopted orphans of blood relatives).  Several families 
  combine into a pride (ahriy), with one family dominant.  The 
  leader of that family is also the leader of the pride.  Other 
  families owe him and his family their fealty.  A number of 
  prides form a clan (huiha), with one pride dominant.  Again, 
  prides in the clan owe fealty to the clan’s leader.  The clan’s 
  leader is expected, in turn, to protect and provide for members 
  of the clan, settling disputes between prides within the clan, 
  and administering his holdings wisely and well.
  Dueling: Aslan pride makes them a touchy race, and it 
  is quite easy for Aslan to give or take offense.  This behavior 
  originated in the struggles for dominance within families 
  and prides, and remains a basic part of the Aslan personality.  
  Over the centuries, Aslan touchiness has grown formal and 
  extremely ritualized; this rigid pattern of behavior has been 
  necessary to reduce conflict and injury in the settlement of 
  personal disputes.  
  Aslan society generally categorizes abrasive, uncultured, 
  or offensive behavior into three classes: familiarity, impolite-
  ness, and discourtesy.  Familiarity is the treatment of social su-
  periors as equals; it involves social interaction, extreme friend-
  liness, or condescending treatment by a lower class Aslan 
  toward an upper-class Aslan.  Impoliteness stems from a lack 
  of proper education or upbringing; it might include failure to 
  address a social superior by the correct honorifics, failure to 
  respond promptly when addressed, or losing one’s temper in 
  public.  Discourtesy is a deliberate insult, and springs from 
  
  Traveller Hero, Book 1 
  Aslan
  2
  contempt, a lack of respect, malice; outward actions may often 
  be perceived by Aslan as discourtesy although not meant to 
  be so by someone alien to Aslan culture.  Any of these three 
  behaviors can give offense, and an offended Aslan becomes an 
  enemy.  Discourtesy, however, is grounds for dueling.
  Dueling is a common way by which insults and slights 
  are resolved, especially if rituals and other tension-relieving 
  forms fail to defuse the problem.  Duels follow well-estab-
  lished rituals and are fought to the death only rarely.  The 
  rules of conduct and protocols which govern them clearly 
  state what is allowed and not allowed.
  A challenge to duel is never made lightly.  At the same 
  time, reluctance to challenge is seen in Aslan culture as weak-
  ness, a trait few Aslan wish to exhibit.  Properly, anyone may 
  challenge at any time.  Most challenges are issued in response 
  to discourtesy; elaborate but informal rituals have evolved 
  wherein one party is discourteous and actually gains stature 
  if the other does not reply with a challenge.  Much of this 
  behavior seems incomprehensible to individuals not steeped 
  in Aslan culture.
  The rituals for dueling, however, are strictly segregated 
  by gender.  Males and females never duel; insults and slights 
  by the opposite sex are dismissed with the excuse that males 
  (or females) don’t understand female (or male) honor.  When a 
  transgression becomes too blatant, too extreme, or too unac-
  ceptable, then a member of the insulted Aslan’s immediate 
  family (and of the correct sex) will respond to the discourtesy 
  with a challenge.  Children never duel with their parents 
  (which socially includes any adults in their family of the pre-
  vious generation, not just their biological parents).
  Duels between Aslan take place as personal combat.  
  Combatants use only their hands (and dewclaws); combat con-
  tinues until one side receives a wound.  In the case of grave 
  insult, the fight may continue to unconsciousness for one par-
  ticipant.  The winner has his or her honor satisfied; the loser 
  is required by social and ritual standards to apologize (even if 
  he or she was the one originally insulted).
  Land: A deep-seated territorial instinct causes male 
  Aslan to have an inordinate (from the human point of view) 
  concern for the acquisition and control of land.  The owner-
  ship of land is a major goal in the lives of most Aslan males.  
  An Aslan’s stature is determined by the amount of land he (or 
  her husband) controls, and the amount of land controlled by 
  his family, pride, or clan.  The lowest classes in Aslan society 
  are landless, providing the farmers, laborers, craftsmen, and 
  workers essential to the society.
  Gender in Aslan Society: The sexes have very different 
  roles in Aslan society.  Males (in all but the lowest classes) 
  are concerned mostly with military operations, acquisition of 
  territory, and political affairs.  Females, on the other hand, are 
  concerned more with industry, trade and commerce, and with 
  the accumulation of wealth and knowledge.  Females always 
  own and control corporations.
  Upper-class males have little concept of money, and are 
  literally incapable of functioning in a technological society 
  without aid.  They are seldom encountered away from the 
  supervision of a wife, mother, or some other female relative or 
  employer.  For instance, a typical Aslan mercenary unit will be 
  organized by a wealthy married female, who will then assign 
  its operation, for a share of the profits, to an unmarried female 
  relative.  The battle commander and most of the troops will 
  be unmarried males (many of them also relatives, hired with 
  promises of land grants and the opportunity to gain honor, 
  glory, and reputation in combat).  These males are capable of 
  operating most forms of high-tech equipment by rote as black 
  boxes, but their expertise is limited to bravery, tactical skill, 
  and button-pushing.  Tasks which require more than this must 
  be entrusted to males of very low social level or to females.  
  Females of high social level fill all staff, operations, supply, 
  and intelligence positions, and handle the administration of 
  the unit.  This example holds true for most aspects of Aslan 
  society.
  Because the ratio of females to males in Aslan society 
  is roughly 3:1, Aslan society tends towards polygamy (which 
  tendency can be traced to Aslan prehistory, when populations 
  were small and a male stood a greater chance of survival with 
  more hunting females in his family).  However, a high propor-
  tion of females remains unmarried, preferring to devote them-
  selves to business, science, or other matters to the exclusion of 
  marriage.  Unmarried females remain part of their father’s or 
  brother’s families, and in most corporations it is the females 
  who pledge to remain unmarried who get the top positions 
  (since marriage would transfer the wife - and the wife’s hold-
  ings - to a new family, often outside the clan, to the detriment 
  of the clan’s interest in that company).
  In general, wives (like land) tend to be apportioned ac-
  cording to the social level of the male.  Lower-class families 
  usually consist of a male with a single wife, while upper-class 
  families may have several wives married to a single male.  It 
  is rare for more than four or five wives to be found in any one 
  family (a good way to establish this is to roll 1D-1 when con-
  structing a family unit).  Player-characters should be permitted 
  to establish family structures as desired, within the realm of 
  conformity to these general principles.
  Justice: Criminal acts are rare, but not completely 
  unheard of in Aslan society.  Crimes are different from the in-
  sults or slurs that provoke duels, and are classified into three 
  categories: crimes of passion, crimes with victims, and crimes 
  of honor.  Crimes of passion involve misbehavior prompted 
  by temper, anger, or provocation (assault other than dueling, 
  intoxication, or rioting).  Crimes with victims involve taking of 
  money or items of value (theft, stealing, burglary, fraud, forg-
  ery, extortion), and violating the person of another for profit 
  (kidnapping, terrorism, piracy).  Crimes of honor involve fail-
  ure to observe rituals established for behavior (ambush, failure 
  to obey the earleatrais in a duel, abandoning responsibilities, 
  lying in a clan council, perfidy).
  Originally, all accusations of crime were judged by the 
  head of the family, pride, or clan involved.  Through time, 
  other methods have evolved.
  For crimes of passion, the accused is judged by the head 
  of the family, pride, or clan involved.  Who judges the accused 
  is determined by elaborate protocols which consider the rami-
  fications of the crime and the notoriety which it has received.  
  Appeals may be made to the next higher head.  Punishments 
  are minimal for first offenses, with escalating penalties for 
  continued violations.  Generally, a contrite apology is suffi-
  cient atonement for a first offense.  A fine or perhaps donated 
  labor for the family is called for in later offenses.
  For crimes with victims, current practice is to find an 
  impartial earleatrais to consider the case and present findings; 
  appeals can be made to a panel composed of the heads of the 
  families of the accused, the victim, and the earleatrais.  Penal-
  ties call for restitution at the very least, and often doubled or 
  tripled penalties as punishments.  Clans vary in their treat-
  ment of cases where the victim is physically injured or killed; 
  some inflict a similar fate on the guilty party, while others 
  require restitution and punitive damages, or terms of forced 
  
  Aslan 
  Traveller Hero, Book 1
  2
  labor.  Judgments in cases involving money and males are of-
  ten very lenient, taking into account the lack of understanding 
  most males have for money.
  For crimes of honor, judgment is made by the pride or 
  clan head, depending on the severity of the crime.  Crimes 
  of honor are the most serious of crimes in Aslan society, and 
  penalties range from banishment (at a minimum) through 
  mutilation or branding to forfeiture of all property and death.  
  In practice, most crimes of honor are never tried: a duel to the 
  death disposes of the accused before a trial can take place.
  Other Social Services: Many of the services which 
  humans consider the province of government are provided by 
  the pride or the clan.  Roads, public works, and justice are all 
  provided by the local clan or pride, as is the task of education.
  Many functions are handled by corporations.  Many 
  tasks which the pride or clan believes should be done are 
  contracted out to corporations.  Throughout the Hierate, cor-
  porations run private schools, security patrols, hospitals, fire 
  protection, and record keeping services, and are paid directly 
  by the users, or by fees from the local clan or pride.
  The Hierate: Although the Hierate has no central author-
  ity, it is a single interstellar community.  Outside the Hierate 
  exist several other Aslan communities, including several 
  large clusters of colonies in the Trojan Reach and Beyond 
  sectors, and some to rimward of the Hierate.  These colonies 
  are separate from the Hierate, isolated primarily by distance.  
  The Aslan of these communities are far closer, however, to the 
  Aslan social norm than most Aslan living under the Imperium 
  or in the Solomani Confederacy.
  Aslan Character Generation
  Character generation for the Aslan follows the same 
  procedures and concepts as human character generation in 
  Traveller.  However, numerous changes in the details of the 
  system take into account physiological, cultural, and other dif-
  ferences between Aslan characters and humans.
  Aslan characters begin their careers at 16 Aslan years of 
  age (about 14 standard years).  At this point, as untrained and 
  inexperienced Aslan, they embark upon a career in order to 
  gain skills and experience.  Careers are resolved on the basis 
  of Aslan terms of service which are eight Aslan years (seven 
  Imperial years) each.  Upon leaving the service, mustering-out 
  benefits are taken, and the character is ready to begin adven-
  turing.
  ASLAN CHARACTER BASICS
  This section discusses general guidelines for building 
  an Aslan character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided.
  Beginning: Start with the HERO system character sheet  
  and apply the Aslan Racial Template.
  Naming: Pick an Aslan-sounding name.
  Gender: Aslan may be either male or female.  Aslan biol-
  ogy dictates that there are approximately three females born 
  for every male.  As a result, males are in the distinct minority.  
  You may choose the gender, or pick randomly by a die roll.  
  Throw 2D: 5- indicates a male Aslan; 6+ indicates a female.
  Keep in mind that for Aslan, gender affects which pro-
  fessions may be chosen, so it may be preferable to choose the 
  gender.
  Titles: Aslan do not have titles, as such, though a high 
  social standing may be denoted by certain portions of the 
  individual’s name.  In Aslan society, social level denotes the 
  relative status of both the individual and his or her family, but 
  no special titles are applied.
  Skills and Professions:  The Aslan deal with skills 
  primarily on a gender basis: males feel that some skills are 
  dishonorable and beneath them; females feel that some skills 
  are shallow or simply unsuitable.  As a result, Aslan per-
  ceive and identify skills as common (available to both sexes), 
  male (suitable only for males), and female (suitable only for 
  females).  This somewhat limits template skill-selections that 
  are available to a character.
  At times, Aslan are forced to learn what they consider 
  inappropriate skills in order to survive.  For example, it is 
  widely known that Wanderers often learn Engineering on the 
  small ships they commonly use; polite society ignores this 
  breach of propriety, and a former Wanderer with Engineering 
  skill would never discuss it, and never expect to be hired as an 
  engineer.
  All comments about skill classification refer only to 
  Aslan society; for Aslan raised outside traditional Aslan com-
  munities (for example, in the Imperium), the acceptability of 
  various skills will change.
  Agility Skills: Male-only skills include Combat Driving, 
  Combat Piloting, and Riding; Female-only skills include Lock-
  picking and Sleight Of Hand; the rest are Common.
  Combat Skills: Male-only skills include close-combat 
  weapons familiarities and Gunnery; Female-only skills include 
  indirect weapons familiarities such as howitzers and mass-
  drivers; the rest are Common.
  Interaction Skills: Male-only skills include Interrogation; 
  Female-only skills include Acting, Animal Handler, Bribery, 
  Bureaucratics, Seduction, and Trading; Common skills include 
  Conversation, High Society, Oratory, Persuasion, Streetwise.
  Intellect Skills: Male-only skills include Tactics, and they 
  may take Navigation and System Operations as familiarities 
  (8-) only; all other Intellect skills are Female-only, except for 
  Concealment, which is Common.
  Background Skills: Professional and Knowledge skills 
  specific to leadership, command, and tactics are Male-only; 
  Professional and Knowledge skills specific to business, orga-
  nization, education, sciences, and the like are Female-only; 
  Languages and Transport Familiarities are Common.
  Mustering Out: Aslan receive mustering out benefits 
  when they leave the space service or military service.  Choose 
  the character’s current age in human years, subtract 14, and 
  divide that total by 7 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  Female only), One Military personal weapon (e.g. Accelerator 
  Rifle), Starship (on loan from his/her clan), Perk: Land (10000 
  square kilometers, Male only)
  Other Hierate Species
  Beyond the Aslan, little is know of other species in their 
  influence.
  
  Traveller Hero 
  Droyne
  2
  R
  ules are made to be broken.  Scientists and 
  academicians produced the term major race to 
  describe any intelligent race that independently 
  discovered and implemented the principles of the jump drive. 
  Politicians and bureaucrats (specifically those of races which 
  had developed jump drive) made the term widespread, using 
  it as de facto evidence that major races were superior to minor 
  races.  Since jump drive technology gave the major races an 
  obvious and powerful advantage, the minor races found it dif-
  ficult to dispute the classification.
  Thus it came as a shock when researchers found (and 
  proved) that the Droyne were a major race.  The Droyne seem 
  to have none of the drive that characterizes a major race; they 
  seem content to live placid lives on pastoral planets; by all 
  appearances, they are a minor race.  But the fact remains that 
  they have jump drive, and they have had jump drives longer 
  than any other race, including the Vilani.  When the Droyne 
  were discovered and identified, a basic scientific and political 
  definition was destroyed.
  For more extensive information on the Droyne, see 
  Traveller® Alien Module 5: Droyne from Far Future Enterprises 
  (http://www.farfuture.net/)
  Note: Only the Sport caste is suitable for use as a player 
  character, unless the GM is running a campaign based solely 
  on a droyne clan.
  Droyne Biology
  The Droyne are a small race derived from winged her-
  bivorous gatherers.  They vary in size depending on which of 
  the six castes they belong to.  All Droyne, regardless of caste, 
  share certain key features in common.  Each has six limbs, the 
  middle pair being developed into extensive wings spanning 
  three or more meters.  Size varies with caste between 1 and 2 
  meters.  Mass varies from 25 to 50 kilograms.
  Skin color is a grayish tone, marked with black patterns 
  that vary from one caste to another.  The skin itself is tough 
  and scaled; the wings are black and batlike.  Hands and feet 
  have four digits apiece.  Fingers are long and flexible, and 
  each is fully opposable to all others on the hand.  Only three 
  toes are fully developed; the fourth has degenerated into a 
  bony spur or talon which is very effective in combat.  The rear 
  limbs are digitigrade.
  Droyne have large compound eyes, granting them a wide 
  field of vision.  Arrangement of limbs and features is basically 
  quite humanlike, overall.  Their bone structure, though, is 
  more analogous to that of Terrestrial birds: bones are hollow 
  and brittle, making even the largest Droyne much lighter and 
  weaker than humans of comparable size.
  Droyne have three sexes, designated Alpha Male, Beta 
  Male, and Female.  Gender develops only after casting.  Drones 
  are female; Leaders, Sports, and Warriors are Alpha Males; 
  Workers and Technicians are Beta Males.
  Reproduction is complex; pheromones generated by Beta 
  Males are necessary before a Female can ovulate and be fertil-
  ized by the Alpha Male.
  The drones lay clutches of fertilized eggs, and nurture 
  them after they hatch.  They are fed predigested food reduced 
  to manageable consistency in a mouth pouch; the young are 
  weaned at the age of about one standard year.
  If Droyne do not caste, they do continue some develop-
  ment, though much more slowly.  Sexual differences eventu-
  Droyne
  Droyne Basic Template
  Abilities
  Cost
  Ability
  5
  Droyne Eyes:  Nightvision
  5
  Droyne Eyes:  Increased Arc Of Perception (240 
  Degrees) with Sight Group
  4
  Droyne Claws:  Killing Attack - Hand-To-Hand 
  1 point (½d6 w/STR) (5 Active Points); Reduced 
  Penetration (-¼)
  11
  Droyne Wings:  Flight 10” (20 Active Points); 
  Restrainable (-½), Limited Power Affected by 
  atmospheric density and gravity (-¼)
  30
  Droyne Invisibility:  Invisibility to Sight Group , No 
  Fringe, Reduced Endurance (0 END; +½) (45 Active 
  Points); Limited Power Only Works Against Organic 
  Minds, No Effect Versus Machines (-½).
  17
  Droyne Homing:  Mind Scan 4d6 (Droyne class of 
  minds), +5 ECV, Reduced Endurance (0 END; +½), 
  Persistent (+½) (60 Active Points); Character Cannot 
  Attack Through Link (-1 ½), Always On (-½), Limited 
  Class Of Minds Only Members of Clan (-½)
  8
  Link:  Mind Link , Specific Group of Minds: Any 
  Member of Dreskay, Any distance, No LOS Needed 
  (25 Active Points); Limited Power 15-Second 
  Duration (-1), Only With Others Who Have Mind 
  Link ((Members of the Dreskay); -1), Costs Endurance 
  (Only Costs END to Activate; -¼).
  9
  Droyne Psionic Endurance Reserve: 50 END, 10 REC 
  per 20 Minutes
  Total Cost of Template Abilities:  89
  Disadvantages
  -10
  Psychological Limitation:  Duty towards family and 
  society (Common, Moderate)
  Total Cost of Template Disadvantages:  -10
  LIBRARY DATA: ANCIENTS
  Highly intelligent race which gained prominence 
  approximately 300,000 years ago.  Most of what is known 
  about the Ancients has been gleaned from archeological 
  excavations of Ancient sites, the remains of the cities, bases, 
  outposts, and settlements of the Ancients. Dating procedures 
  have established that a Final War spanning a 2,000 year pe-
  riod destroyed virtually all of the Ancients at that time.
  The influence of the Ancients is broadly felt in the 
  universe today. Humans from Terra were transported to 
  many worlds by the Ancients; the descendants of those 
  humans became the Vilani and the Zhodani, as well as 
  the other human minor races. The Vargr have been shown 
  (through genetic testing) to be descendants of genetically 
  manipulated Terran canines (apparently, the canine stock 
  was acquired at the same time that Humans were taken from 
  Terra). Ancient artifacts which have been discovered show a 
  very high tech level and an equally high degree of sophisti-
  cation; such artifacts often reveal new, previously undiscov-
  ered or unexploited technologies.
  An astonishing fact gleaned from archeological 
  research is the revelation that the Droyne are direct descen-
  dants of the Ancients.
  
  Droyne 
  Traveller Hero
  2
  ally emerge, but casteless Droyne tend to remain small and 
  semi-intelligent and continue to resemble immature Droyne in 
  appearance.  Those Droyne groups which have lost the ability 
  to caste (and these are fairly common) generally live as primi-
  tives.
  Chirper Add-On Template
  Abilities
  Cost
  Ability
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Total Cost of Template Abilities:  17
  Disadvantages
  -7
  -7 STR
  -6
  -2 DEX
  -10
  -5 CON
  -10
  -5 BODY
  -3
  -3 INT
  -5
  -5 PRE
  -4
  Small: -2” Running
  -15
  Age: 10 or younger
  Total Cost of Template Disadvantages: -60
  Adult Droyne belong to one of six esorde (castes) which, 
  unlike K’kree and human castes, are not social groupings; they 
  are biologically distinct categories.  There is far more differ-
  ence between Droyne castes than between human sexes, for 
  example.
  The Iskyar: Castes seem to be triggered by differences 
  of environment and diet, the effects of which are awakened 
  in the individual during a ceremony, the Iskyar.  At the Iskyar, 
  Droyne young are assigned a caste as psionic aspects of the 
  ceremony trigger and reinforce existing genetic programs with-
  in the youth and cause caste development.  Details remain 
  unknown outside of Droyne society, due to the repugnance 
  with which psionic disciplines are regarded.  All Droyne have 
  the potential to develop into members of any caste; there is no 
  hereditary predisposition known in caste development.
  Psionics: It has been demonstrated the Droyne have 
  extensive psionic talents.  For this reason they are largely 
  despised, feared or ignored by Imperial citizens conditioned to 
  hate all psionic powers.  Luckily for the Droyne, their abilities 
  in the area of psionics are not widely publicized, and many 
  Imperials of lower education or social level are unaware of 
  their powers.
  All Droyne, even casteless and immature individuals, 
  have a defensive mechanism which gives them effective invis-
  ibility through psionics, and a homing instinct which guides 
  them to large groups of their own kind.  Some castes display 
  additional powers, sometimes quite sophisticated ones, and a 
  few unique to the Droyne race.
  Droyne Castes
  There are six primary castes in the Droyne socio-biologi-
  cal structure: workers, warriors, technicians, drones, leaders 
  and sports.  Before casting occurs, all immature Droyne appear 
  similar; it is only after the casting ceremony that the genetic 
  potential within each individual is unlocked.  The castes de-
  velop sharp differences from one another in the first year after 
  casting, and thereafter remain distinct physically, mentally 
  and in many facets of behavior.
  The castes have further divisions, but these are more so-
  cial than biological.  The six primary castes are defined below.
  DRONE CASTE (AYDIRSOTH)
  Drones have a variety of roles in Droyne society.  Their 
  reproductive and family jobs have been noted, and they also 
  play an important part in the casting ceremony.  Further, they 
  constitute a sort of middle management caste, responsible for 
  many of the routine functions of business, trade and admin-
  istration.  Drones can handle routine work and make good 
  managers as long as they have an effective leader to whom 
  they can bring problems.
  Subcaste: Family Drone.  These drones are those respon-
  sible for breeding and raising families, educating the young, 
  and so forth.
  Subcaste: Priestly Drone.  The drones trained in the 
  various rituals and ceremonies central to Droyne life.  They 
  play a key part in casting ceremonies and are also respon-
  sible for the predictions by which the Droyne determine their 
  course of action.
  Subcaste: Social Drone.  Drones who function as man-
  agers, administrators and low-level leaders in Droyne society.
  Drone Caste
  Abilities
  Cost
  Ability
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Total Cost of Template Abilities:  17
  Disadvantages
  -5
  -5 STR
  -10
  -5 BODY
  -4
  Small: -2” Running
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disadvantages:  -24
  LIBRARY DATA: CHIRPER
  Semi-intelligent minor race native to many worlds in 
  and outside the Imperium.
  Chirpers are omnivore/gatherers in the 25 kilogram 
  mass range. They have vestigial wings (chirpers on some 
  small worlds can fly short distances) and opposable thumbs.
  Living in small groups with limited social organiza-
  tion, they follow age-old patterns of foraging for fruits and 
  berries, supplementing their diet with occasional small 
  animals which they catch and kill with crude tools.
  Chirper intelligence is at the low end of the scale and 
  ranges from a few points above animal levels to a few points 
  below average human.
  Chirpers are named for the sharp, bird-like chirp 
  which characterizes their speech. They can learn human 
  speech, often handling a large vocabulary with ease, but 
  their conversation retains the chirping overtones.
  Chirpers are recognized by the Imperial authorities as 
  intelligent and, as such, enjoy the protections and respon-
  sibilities of intelligent species within the Imperium. Most 
  chirpers live in established reservations with only limited 
  intercourse with humans.
  
  Traveller Hero 
  Droyne
  2
  LEADER CASTE (AYKRUSK)
  Leaders are required to manage and direct society.  They 
  are the most intelligent of all Droyne and the most capable of 
  initiative and intuitive thought.  In size, they resemble drones 
  and technicians, but they tend towards significantly larger 
  brain cases.
  Leaders always take jobs which enable them to lead.  
  Some may be forced to take roles as advisers to other Leaders, 
  but Leaders are always struggling to personally make decisions 
  and be responsible for them.  Leaders accept the authority 
  of those above them, but are always striving to rise in power 
  within the system.  Typical jobs for Leaders include: Starship 
  Captain (Leaders tend to be navigators rather than pilots), 
  Military or Naval Officer, Company or Corporate Officer, or 
  Family Patriarch.
  Subcaste: Military Leader.  Leaders responsible for 
  organized groups of subordinates, especially troops.  Military 
  Leaders function aboard ships, in military units, and with 
  quasi-military organizations such as fire departments, public 
  safety units, and police units.
  Subcaste: Priestly Leader.  Leaders responsible for 
  dreskayin and oytripin (for all families and groups of families), 
  and for small social groups.  They also work as company of-
  ficers or merchants.
  Subcaste: Leader of Leaders: The leaders actually 
  responsible for providing direction to other leaders.  A group 
  may have many such leaders, with rank determined by senior-
  ity.
  Leader Caste
  Abilities
  Cost
  Ability
  6
  +6 INT
  3
  +3 PRE
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  45
  5 150-point Followers
  Total Cost of Template Abilities: 71
  Disadvantages
  -5
  -5 STR
  -9
  -3 DEX
  -8
  -4 BODY
  -4
  Small: -2” Running
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disadvantages:  -31
  SPORT CASTE (PRAYTSIRV)
  Unique among the droyne, the members of the sport 
  caste are purposely exempt from the caste structure.  As such, 
  they are the only caste suitable to be used as player characters.
  Although the caste system of the Droyne is rigid, the 
  Sport is the deliberately accepted exception to the caste struc-
  ture.  Sports are special individuals who are capable of being 
  alone or away from their family for long periods of time.  They 
  can show initiative and self-reliance.  Sports average around 
  1.5 meters in height and are about equivalent to drones in 
  intelligence.  Sports are similar to Vargr emissaries.
  Typical jobs for Sports include: Messenger, Prospector, 
  Scout, Representative, Explorer, or Driver.  Sports make good 
  Pilots.
  Sport Caste
  Abilities
  Cost
  Ability
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Total Cost of Template Abilities:  17
  Disadvantages
  -5
  -5 STR
  -10
  -5 BODY
  -4
  Small: -2” Running
  Total Cost of Template Disadvantages:  -19
  Subcaste: Finding.  Sports involved in locating required 
  materials and resources: Prospectors, Surveyors, Brokers, Driv-
  ers, Representatives.
  Subcaste: Speaker.  Sports charged with carrying mes-
  sages between different oytripin, dreskayin, and even different 
  worlds: Diplomats, Ambassadors, Emissaries.
  Subcaste: Seeking.  Sports involved in long-term, long-
  range efforts beyond the limits of the oytrip: Scouts, Spies, 
  Special Agents, Explorers, Pilots.
  TECHNICIAN CASTE (AYSSATH)
  The science-oriented portion of Droyne society, con-
  cerned with both research and practical implementation of 
  technology.  They are small but dexterous and intelligent; 
  outside of their own area of expertise, they possess little in 
  the way of initiative or decisiveness.  Technicians are very 
  capable of fixing, repairing, or assembling mechanisms; when 
  inventing, they usually do so under the intelligent guidance of 
  a Leader.
  Subcaste: Fixing Technician.  Technicians responsible 
  for maintenance and repair of simple devices and artifacts.
  Subcaste: Artificer.  Technicians who build devices 
  and artifacts of all sorts: Engineers, Computer Programmers.  
  Physicists. Chemists.
  Subcaste: Dreaming Technician.  Those devoted to pure 
  research: Scientists, Astronomers, Designers.
  Technician Caste
  Abilities
  Cost
  Ability
  2
  +2 INT
  6
  +2 DEX
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Total Cost of Template Abilities:  31
  Disadvantages
  -6
  -6 STR
  -12
  -6 BODY
  -4
  Small: -2” Running 
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  -15
  Psychological Limitation: Creative and Competent, 
  But Requires Direction From Leader (Uncommon, 
  Total)
  Total Cost of Template Disadvantages:  -42
  
  Droyne 
  Traveller Hero
  0
  WARRIOR CASTE (AYDIH)
  Trained for combat and possessing comparatively well-
  developed muscles and reflexes, the warrior is the enforcer 
  and protector of Droyne society.  Warriors are more involved 
  with tactics than with strategies, and more with accomplish-
  ing missions than with defining what missions are.  Warriors 
  are larger and stronger than other Droyne castes, sometimes 
  reaching 2 meters and 60 kg in size.
  Subcaste: Battling Warrior.  Actual warriors, used for 
  ordinary surface combat, and as bodyguards, police, and the 
  like.
  Subcaste: Guard Warrior.  Hunters, sentinels, sentries, 
  and the like.  Unlike Sports with similar responsibilities, 
  Guard Warriors work in groups and back up other warriors in 
  time of danger.  Guard Warriors also take up roles that help 
  defend the community: Firemen, Paramedics, Police Enforcers.
  Subcaste: Voyaging Warrior.  Handles jobs or assign-
  ments that call for travel, such as Ship Crew, Ambulance 
  Driver, Pilot.
  Soldier and marine, police and security, and various 
  high-risk occupations such as firefighter and disaster relief, 
  the warrior caste are well-trained combatants with good 
  strength and agility.  They are more common in frontier areas 
  where their services are needed and less common in civilized 
  areas.
  The Droyne warrior should take the caste package and 
  the appropriate skill package (soldier, marine, police, etc.).
  Warrior Caste (Small)
  Abilities
  Cost
  Ability
  9
  +3 DEX
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Total Cost of Template Abilities:  26
  Disadvantages
  -2
  -2 STR
  -6
  -3 BODY
  -4
  Small: -2” Running 
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disadvantages:  -17
  Some members of the warrior caste become human-
  sized.  For human-sized warriors, use the following template:
  Warrior Caste (Medium)
  Abilities
  Cost
  Ability
  9
  +3 DEX
  3
  +3 STR
  4
  +2 BODY
  Total Cost of Template Abilities:  16
  Disadvantages
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disdadvantages:  -5
  WORKER CASTE (AYDIN)
  Manual labor and mundane activity are the province of 
  the worker.  They are the least intelligent of the castes and are 
  temperamentally the most placid and contented of all Droyne.  
  Size varies from 1 to 2 meters, according to the exact nature of 
  the worker’s function.
  Subcaste: Farming.  Involved in farming, herding, gath-
  ering and similar agricultural tasks.
  Subcaste: Laboring.  Involved in heavy, unskilled labor-
  digging, hauling, loading, unloading, and so forth.  Clerk, 
  Miner, Secretary, Receptionist.
  Subcaste: Building.  Involved in various forms of con-
  struction and as assistants to Technicians, Electrician, Carpen-
  ter, Driver.
  Worker Caste (Small)
  Abilities
  Cost
  Ability
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-½)
  4
  Small And Hard To Perceive:  +2 with Stealth
  3
  Choose one of the following: Animal Handling, 
  a Profession skill (e.g. Laborer, Farmer, Industry 
  worker, etc.), or Mechanics (for simple repair work)
  Total Cost of Template Abilities:  20
  Disadvantages
  -10
  -5 BODY
  -4
  Small: -2” Running
  -15
  Psychological Limitation:  Difficulty making 
  decisions, needs direction (Very Common, 
  Moderate)
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disadvantages:  -34
  As with the warrior caste, some members of the worker 
  caste become human-sized.  For them, use the following tem-
  plate:
  Worker Caste (Medium)
  Abilities
  Cost
  Ability
  5
  +5 STR
  3
  Worker Skills: Choose from the following list.  
  Animal Handling, a Profession skill (e.g. Laborer, 
  Farmer, Industry worker, etc.), or Mechanics (for 
  simple repair work)
  Total Cost of Template Abilities:  8
  Disadvantages
  -15
  Psychological Limitation:  Difficulty making 
  decisions, needs direction (Very Common, Moderate)
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Total Cost of Template Disadvantages:  -20
  Droyne Psionics
  The Droyne use psionics as a natural part of their lives.  
  Sufficiently talented youths receive training as a part of their 
  elementary schooling; individuals who show talent during 
  their later lives receive training then.  Nothing comparable to 
  the human Psionics Institute exists among the Droyne; they 
  are open about their talents and automatically train all those 
  who have a reason to be trained.  A certain amount of con-
  
  Traveller Hero 
  Droyne
  1
  cealment of psionic powers from Imperial society has been 
  necessary, due to the nature of anti-psionic prejudice in the 
  Imperium.
  All Droyne possess the following psionics, whether or 
  not they are trained: Invisibility, Homing, and Link.
  Invisibility (Telepathy Branch): Invisibility is a talent 
  open to all Droyne, even casteless individuals.  All Droyne, 
  even those without training, have it.  A defense mechanism, 
  the invisibility ability allows the character to cloud the minds 
  of every living thing within 400 meters of the individual.  The 
  power is voluntary; it can be turned on and off at will.  It is 
  not, however, selective; if in use, no one sees the character; if 
  not, everyone sees it.  The power cannot work against televi-
  sion cameras (including electronic image intensifiers and 
  infra-red scopes), robots, and the like, nor will it work against 
  anyone with a natural or artificial psionic shield.
  Invisibility requires no END to activate.  The activity 
  can last as long as the character wishes it, though it cannot be 
  maintained during sleep or unconsciousness.
  Droyne Invisibility:  Invisibility to Sight Group , No 
  Fringe, Reduced Endurance (0 END; +½) (45 Active Points); 
  Limited Power Only Works Against Organic Minds, No Effect 
  Versus Machines (-½).  Total Cost: 30 points.
  Homing (Clairvoyance): Like Invisibility, this is a 
  Droyne psionic ability common to all characters, regardless of 
  training or other abilities.  It represents the ability to always 
  know in which direction the oytrip lies and how far away it 
  is.  If all members of the oytrip were to die, the homing would 
  no longer be effective, and the character would be aware of the 
  loss.  It is available to all Droyne characters and constantly in 
  effect.
  Droyne Homing:  Mind Scan 4d6 (Droyne class of 
  minds), +5 ECV, Reduced Endurance (0 END; +½), Persistent 
  (+½) (60 Active Points); Character Cannot Attack Through 
  Link (-1 ½), Always On (-½), Limited Class Of Minds Only 
  Members of Clan (-½).  Total Cost: 17 points.
  Link (Clairvoyance): Link is a permanent bond that 
  exists between members of a dreskay.  It functions in much 
  the same way as homing, but it locates individual members 
  of the dreskay.  (A krinaytsyuni loses the link, but may form 
  new ones with other Droyne willing to do so.) Unlike homing, 
  however, it requires specific concentration on one individual 
  to be located.  The character, for 15 seconds, will see and hear 
  everything that the linked character experiences, and will 
  intuitively know direction and distance as well.
  Link costs END for range between the characters in-
  volved only.  Duration is 15 seconds.
  Link:  Mind Link , Specific Group of Minds: Any 
  Member of Dreskay, Any distance, No LOS Needed (25 Active 
  Points); Limited Power 15-Second Duration (-1), Only With 
  Others Who Have Mind Link ((Members of the Dreskay); -1), 
  Costs Endurance (Only Costs END to Activate; -¼).  Total Cost: 
  8 points.
  In addition to the well-known standard psionic abilities, 
  several new ones, specific to the Droyne, are also available as 
  additional psionic skills.
  Boost (Telepathy): The boost ability allows a Droyne 
  character to act as an ‘amplifier’ for other Droyne using 
  psionics.  The boosting character increases the available END 
  of the active character’s psionic Endurance Reserve.  
  Boost:  Succor END (END Reserve) 2d6 (standard effect: 
  6 points), x2 END to Activate, x1 END per 1 Minute to Main-
  tain Constant Power (+0), Ranged (+½), Any 2 Active Psionic 
  Powers Simultaneously (+½) (20 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10x meters) (-¼).  Total 
  Cost: 16 points
  Forgetfulness (Telepathy): This is the ability to cause a 
  target character to suffer amnesia through temporary suppres-
  sion of memories.  The memory loss is only partial; it covers a 
  period of time in hours prior to the ‘attack’ equal to the psionic 
  strength of the character using the ability.  It cannot be used 
  against shielded characters and, even against the unshielded, 
  may not be total.  Medical Skill can unlock the lost memories.  
  Psionic probing can do the same, for the memories are intact, 
  just suppressed.  A successful Mind Control Breakout Roll can 
  also restore memories (see Hero System 5th Edition, Revised, 
  page 203).
  Forgetfulness:  Mind Control 10d6, X2 END to Activate, 
  X1 END per 1 Minute to Maintain Constant Power (+0) (50 
  Active Points); Limited Power Only To Cause Target To Forget 
  Last 1 Hour Per User R-Rating (-1), Extra Time (1 Minute, Only 
  to Activate, -¾), Range-Based Endurance Cost (+x END Cost 
  per 5*10x meters) (-¼), Concentration (½ DCV; -¼).  Total Cost: 
  15 Points.
  Train (Telepathy): The talent central to the education of 
  young Droyne is the training ability.  This is used by Droyne 
  characters to impart knowledge, experience and abilities to 
  others.  In game terms, the training power can be used as a 
  substitute for Instruction skill (the instructor can train a new 
  character to the full level of its own skill, not 1 less, but it still 
  takes the usual amount of time for each level of skill gained).  
  Characters can also use the train ability to pass a complete 
  record of experiences to another individual.
  Train is an R-10 psionic activity.  The activity takes 600 
  seconds to complete per session held.
  Training:  Minor Transform 1d6, X2 END to Activate, X1 
  END per 1 Minute to Maintain Constant Power (+0), Partial 
  Transform (+½), Continuous (+1), Based On EGO Combat 
  Value (Mental Defense applies; +1) (17 Active Points); Limited 
  Power Only Works To Transform Target Without The Skill 
  Into Target With The Skill (-1), Extra Time (1 Minute, Only to 
  Activate, -¾), Range-Based Endurance Cost (+x END Cost per 
  5*10x meters) (-¼).  Total Cost: 12 Points.
  Inward Eye (Awareness): A key to Droyne abilities lies 
  with the Inward Eye, an ability which enables them to ‘look 
  within’ and control various aspects of metabolism and body 
  function.  It is the Inward Eye and the training of elders that 
  enables a young Droyne to awaken the genetic programming of 
  caste.  The inward eye may also be used to temporarily absorb 
  damage against the character.  The character must announce 
  its intention to do this; all BODY damage is applied to the 
  extra BODY of the Inward Eye Aid until it is used up, and each 
  point of BODY lost reduces the psionic R-rating by one point.  
  When all BODY from the Inward Eye Aid has been used, all 
  further BODY damage is applied normally.  The R-Ranking 
  “heals” back to normal at the rate of 1 ranking per 24 minutes.  
  This may permit a character to ignore a certain amount of 
  damage for a time.
  Inward Eye:  Aid BODY 4d6 (standard effect: 12 points), 
  Delayed Return Rate (points return at the rate of 5 per Hour; 
  +1) (80 Active Points); Costs Endurance (-½), Increased 
  Endurance Cost (x2 END; -½), Side Effects, Side Effect occurs 
  automatically whenever Power is used (Each Point of BODY 
  Taken Reduces R-Rating by 1 Point; -½).  Total Cost: 32 Points.
  Droyne Homeworld
  Although the Droyne homeworld is no longer known, 
  
  Droyne 
  Traveller Hero
  2
  scientists, historians and other scholars have established a few 
  facts and a large number of theories concerning the nature of 
  that world.
  The location of the world is, of course, unknown, but it 
  is believed to have been in the Spinward Marches, Deneb Sec-
  tor or the Trojan Reaches, these being the regions in which the 
  largest number of Droyne worlds and Ancients sites have been 
  discovered.
  Casual observers call the Droyne homeworld Droynia; 
  more properly, it is Eskayloyt (meaning Lost Home).  This 
  name appears independently in myths and legends on Andor, 
  Zeen and Auitawry, three scattered Droyne worlds, and is 
  accepted by the majority of scientists researching Droyne 
  origins.
  Characteristics of the homeworld are difficult to deter-
  mine, but some facts are clear.  It is predicted to be a small 
  world with a standard or dense atmosphere and a significant 
  hydrosphere; the range of statistics most frequently given 
  are size 3 to 6, atmosphere 6 or 8 (probably 8), hydrosphere 
  3+.  The data was assembled from an analysis of the Droyne 
  themselves: their flying ability relies on a fairly weak gravity 
  and a reasonably high pressure, thus dictating the size and 
  atmosphere requirements.  Hydrographics are required for the 
  development of life as we know it.
  Eskayloyt probably orbited an F2 V to F7 V star; Droyne 
  seem to prefer that particular spectral range.  Assuming the 
  available data has been interpreted correctly, the Droyne 
  homeworld is a pleasant, Earthlike planet, slightly warmer 
  than Terra, but not significantly so.
  Droyne Society and Culture
  The nature of Droyne society stems from the caste sys-
  tem, which dictates much of the interaction between individu-
  als and groups, and reaches out to embrace such matters as 
  government, warfare and a variety of other factors.
  SOCIAL GROUPINGS
  Tyafelm: The basic family is a group of at least six 
  Droyne, with one drawn from each caste.  Basic families may 
  be balanced, with equal numbers of each caste included, or 
  they may be specialized, with a predominance of one specific 
  caste.  Each tyafelm selects as its emblem one of the 36 coyn 
  symbols; that symbol is used to refer to that specific tyafelm.
  Dreskay: The Droyne extended family is a grouping of 
  several (between three and 18) tyafelmin.  The dreskay is a 
  family, but it is also part school and part grouping of friends; 
  it probably most closely represents the original social unit of 
  pre-civilized Droyne on their lost homeworld.
  Oytrip: The oytrip is a collection of dreskayin, usually 
  geographic in nature.  The oytrip is communal in nature, shar-
  ing resources for the common good, each caste contributing its 
  abilities and services to the overall community’s needs.  Most 
  oytripin are simple, pastoral communities devoted to agricul-
  ture, hunting and gathering, or similar functions.  On more 
  sophisticated Droyne worlds, or in integrated settings with 
  mixed racial habitation, an oytrip may specialize in manufac-
  turing, trade or even in a military role.
  Kroyloss: Droyne society also has a special social insti-
  tution: the kroyloss, or fraternity.  The kroyloss fills a special 
  need for Droyne to set off into the world, but without losing 
  the companionship of other Droyne.
  The kroyloss is a voluntary association of Droyne - a 
  brotherhood, a fraternity.  The purpose of the brotherhood is 
  to provide companionship and mutual support during adult-
  hood, but without the commitment required of a family.  After 
  a period of wandering or mutual endeavor, a fraternity may 
  break up (with its members leaving to join other families), or 
  it may transform into a family as the individuals grow older.  
  They can wander in search of adventure, or they may build a 
  business or enterprise.  A fraternity may be a kind of partner-
  ship which operates a starship in merchant trading, or may 
  form a small military unit for hire.  Although one particular 
  caste may predominate in a fraternity, there is at least one of 
  each caste represented.  Fraternities have a minimum size of 
  six (one of each caste), and may range in size as large as 20 or 
  more.
   Kroyloss may break up as the individuals mature and 
  leave to join families, but more often, they convert into fami-
  lies themselves, occasionally recruiting additional members of 
  the necessary castes.  Excess caste members linger as infor-
  mal family members (auxiliaries), or break off to be on their 
  own (forming broken fraternities).  Droyne fraternities can 
  be thought of as semi-families.  The members are held less 
  strongly than they are in families; the lack of children, the 
  relative youth of the members themselves, and even tradi-
  tion all affect perceptions of the fraternity.  In some ways, the 
  fraternity is a practice at being a family.  But fraternities are 
  also less bound by the standards of society.  They can pursue 
  interests that families might not.  They can explore, prospect, 
  and innovate.  They allow wandering and adventuring and ex-
  citement.  But fraternities also provide something that Droyne 
  need: companionship.  Except for the sport caste, Droyne need 
  the companionship of others in their daily lives.
  COMMUNITY RELATIONS
  Within the individual oytrip, Droyne are extraordinarily 
  cooperative and mutually supportive.  Early researchers felt 
  that the simple, pastoral Droyne were non-aggressive, non-
  combative and placid.  Such an interpretation, however, 
  ignores the fact of the existence of a warrior caste in Droyne 
  society.  Despite their apparent lack of drive, Droyne oytripin 
  (though not individuals) are extremely possessive, and this 
  possessiveness leads to many of the outward signs of aggres-
  sive intelligence everywhere: trade, diplomacy, and war being 
  chief among them.
  Leaders among the Droyne are an exception to the rule 
  that individual Droyne are not possessive.  They are pos-
  sessive for themselves as well as for their group.  A leader 
  associated with a specific dreskay will be strongly motivated 
  to provide for its dreskay; a leader of an oytrip feels the same 
  way about its community as a whole.  On an internal level, the 
  bonds of caste are such that all the leaders work together for 
  the common good.  But such cooperation rarely extends from 
  one oytrip to another, for their leaders are unable to recognize 
  the concept of themselves answering to another.  The oytrip’s 
  needs come first; if a resource is in short supply, a leader will 
  do what it can to secure that resource for its people.
  Sometimes this can be done through trade.  Other times, 
  war may be necessary.  Though seemingly without the tem-
  perament to fight, Droyne can do so, fiercely and efficiently.  
  What distinguishes them from most races is the fact that they 
  fight only to secure the needs of the oytrip.  They do not fight 
  out of greed, or envy, or over points of honor or religion.  They 
  will not continue to fight once they have achieved their own 
  objective, unless their opponents counterattack.  The concept 
  of the pre-emptive strike is nonexistent in Droyne statesman-
  ship.
  
  Traveller Hero 
  Droyne
  
  A TYPICAL DROYNE LIFE
  The following description of the life that a typical 
  Droyne leads provides some insight into their society and 
  culture.
  The Droyne egg, one of a clutch of six laid by the drone, 
  hatches some sixty days later.  Young Droyne have a relatively 
  long adolescence.  The hatchlings develop rapidly; by one 
  year, they can walk; by two years they have an elementary 
  vocabulary; by four years, they can begin an elementary edu-
  cation.
  Education: Between age four and age twelve, the young 
  Droyne undergoes an extensive education, but not in the sense 
  that humans do.  Formal schooling in the classroom sense is 
  minimal.  Instead, each Droyne is provided with a program of 
  individualized education which builds on what has already 
  been learned.  New learning builds on success; when the 
  Droyne fails some educational area, additional instruction 
  directly addresses the problem area.  Droyne with high psionic 
  potential include psionic training in their education.
  Socialization: Socialization ranks equal with education 
  to the Droyne.  During the formative years, young Droyne are 
  constantly exposed to social situations and, in the process, 
  learn what is expected of any individual in any situation.  This 
  socialization is valuable in Droyne caste society: the young 
  learn what is expected and allowed from each caste member.  
  Individuals learn to work and play together, to realize the 
  benefits each gives the other, and to understand the responsi-
  bilities each has to the whole.
  Preparation for Adulthood: At age 10, the young Droyne 
  begins a two year period of preparation for the casting cer-
  emony and the transition to adulthood.  The drones, in their 
  capacity as priests and administrators of the casting ceremony, 
  conduct formal and informal examinations and evaluations.  
  Deficiencies are addressed directly and remedied; the drones 
  form well-informed opinions of the qualities and failings of 
  their charges.
  In addition, it is traditional for small groups of young 
  Droyne to make short expeditions out of the community, col-
  lecting specimens, visiting archeological sites, hunting, or just 
  exploring.  These juvenile expeditions give the youths practi-
  cal experience in working together without adult guidance 
  or control.  Reports and debriefings after such expeditions 
  provide additional information to the drones in preparation for 
  the casting ceremony.
  Determining Castes: At some time during a Droyne’s 
  twelfth year, the drones of the community meet and make 
  arrangements for a casting ceremony for the eligible youth of 
  the community.  The rites of passage for Droyne youth are con-
  trolled by the casting of the coyns.  Theoretically, the coyns 
  are drawn randomly; in practice, the drones are a major influ-
  ence on their outcome and the presence of the entire commu-
  nity reinforces their outcome and its effects on the individual.
  Each drone participating in the ceremony has arrived 
  at her own conclusion as to the best caste assignment for the 
  individual, and the greatest caste needs of the community.  All 
  of the drones sit in a circle, focusing their psionic energies on 
  the coyns as the young Droyne casts them.  Each tries to influ-
  ence them in their vibrating container as the Droyne reaches 
  in; each tries to force a specific coyn highest and into the 
  Droyne’s hand.  The result is an election - the majority will, 
  weighted by psionic power, determines the caste of the young.  
  Even the Droyne being casted can use its own psionic powers 
  to try to influence the coyns being selected.
  Once the ceremony has produced a caste decision for an 
  individual, the assembled community reinforces that decision 
  immediately and continuously.  The present members of the 
  caste welcome their new comrade into their ranks immedi-
  ately; the members of other castes find their perceptions of the 
  youth change in view of the new caste.
  Fraternities (Kroyloss): Those Droyne who do par-
  ticipate in the formation of a fraternity are expected to do 
  so within a year of casting.  For some, the fraternity will be 
  the association of choice for life.  For most, the fraternity is 
  a phase that leads naturally into a family - either through 
  conversion of the fraternity into a family, through the estab-
  lishment of a new family, or (by invitation) through joining an 
  existing family.
  Families (Dreskay and Tyafelm): The primary difference 
  between a family and a fraternity is that the family is commit-
  ted to reproduction.  Families have children, while fraternities 
  do not (sometimes a fraternity turns into a family because of 
  this definition rather than through any conscious decision).
  The Droyne family is essential to procreation.  The pres-
  ence of the different castes helps to make the drone lay eggs 
  and to allow them to be fertilized.  Each of the caste members 
  secretes a variety of pheromones which, in combination, 
  makes the drone fertile.
  But families, like fraternities, provide a structure to sup-
  port the individuals and to which the individuals contribute.
  Old Age: Old age is a luxury available primarily to 
  Sports and leaders.  When the other castes begin to age, they 
  become less efficient and soon see their duty to the commu-
  nity is to open new positions for the young; they accomplish it 
  by voluntary suicide.
  Droyne Character Generation
  Character generation for the Droyne follows the same 
  procedures and concepts as human character generation 
  in Traveller.  There are, however, numerous changes in the 
  details of the system in order to take into account physiologi-
  cal, cultural and other differences between Droyne and human 
  characters.
  Droyne characters undergo casting at an age of roughly 
  12 standard years.  At this point, they are assigned a position 
  in Droyne society and begin working within the oytrip of their 
  birth, gaining skill and experience.  The character participates 
  in ceremonies every four years which renew, end or alter the 
  individual’s role in the oytrip.  Upon ending service, most 
  Droyne decide on voluntary death, but a few may set off on a 
  quest to join or form a new oytrip, or to otherwise seek knowl-
  edge, wisdom or self-understanding.  Characters may receive 
  various end-of-service benefits and may begin an adventuring 
  career.
  DROYNE CHARACTER BASICS
  This section discusses general guidelines for building 
  an Droyne character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided.
  Beginning: Start with the HERO system character sheet 
  and apply the Droyne Racial Template.  Select the character’s 
  Caste and apply that template as well.
  Naming: Pick a Droyne-sounding name.
  Gender: Droyne biology provides for three sexes, des-
  ignated Alpha Male, Beta Male, and Female.  Sex depends 
  strictly on caste and is far less important to the Droyne than it 
  
  Droyne 
  Traveller Hero
  
  is to humans or other races of similar nature.
  Titles: The Droyne caste system does not include titles 
  beyond that of the Leader caste.
  Skills and Professions:  Droyne skills often overlap 
  between castes, but there are some skills which are highly spe-
  cific to a single caste.  Some skills may also be extremely rare, 
  appearing only in very unusual circumstances.
  Gambling is almost unknown to the Droyne and has no 
  equivalent in their culture.
  Bribery, Forgery and Streetwise - skills included in what 
  the Droyne know as Black Skills or criminal skills, are infre-
  quent among the Droyne.
  Mustering Out: Droyne do not retire, as such.  They 
  continue serving the oytrip for as long as the coyns dictate and 
  leave when it is pronounced time to leave.  The oytrip makes 
  no provision for the support of those who no longer serve the 
  group.  There is nothing analogous to retirement pay.
  A Droyne who leaves service of the oytrip and does not 
  commit ritual suicide may select one of the following: Weap-
  on, Ship (Droyne Explorer, complete with crew that serves 
  without pay), Vac Suit, Tool Kit (a droyne tool kit for mechani-
  cal, electronic, and gravitic work), a set of 36 coyns.
  
  Traveller Hero, Book 1 
  Hivers
  
  T
  he most commonly encountered intelligent life 
  forms all follow the same patterns: they are verte-
  brates, with a head on top, a torso, arms extending 
  to the sides, legs below supporting the body.  With few excep-
  tions, intelligent races are some variation of the human ex-
  ample, and there is good reason for this phenomenon.  Where 
  evolution produces many different details in physiology and 
  anatomy, the upright, bilaterally symmetrical human model 
  is efficient at being intelligent and using that intelligence.  
  The Aslan, Vargr, and Droyne can all be seen as variations of 
  the human model (although the Aslan, for example, instead 
  see the Droyne, Vargr, and humans as variations of the Aslan 
  model).  Even the centaur-like K’kree are classifiable as merely 
  an extreme variation of the human model.
  In the diversity of the universe, however, evolutionary 
  pressures have many opportunities to find alternatives to the 
  human model, and explorations have found many intelligent 
  races which use a non-human pattern.  Among the major 
  races, those which have independently developed jump drive 
  (and more importantly, have made a lasting mark on the 
  universe), only one race is truly distinct in its evolutionary 
  pattern: the Hivers.
  Hivers evolved from radially symmetrical non-verte-
  brates, perhaps best described as six-pointed starfish.  Con-
  ditions on their homeworld made it ecologically profitable 
  for these creatures to develop talents which later produced 
  intelligence.  
  Hiver Biology
  Hivers are approximately human-sized, standing ap-
  proximately 1.5 meters in height with a mass of about 150 
  kilograms.
  The Hiver body has a modified six-fold radial symmetry: 
  six limbs radiate from a central body.  The brain and most 
  important organs are contained in the central torso; the six 
  limbs radially extend from the torso and end in manipulat-
  ing tentacles or fingers; the limbs function interchangeably as 
  arms or legs, hands or feet.
  The Skeleton: The internal skeleton is composed of cal-
  cium compound-based bone which is stronger than the human 
  equivalent, and slightly more flexible.  The brain and essential 
  internal organs are protected by a carapace plate.  
  The Skin: Hiver skin is an extremely tough layering of 
  tissue and insulating fat covered with a fine invisible down.  
  The skin’s qualities make clothing unnecessary in ordinary 
  situations; clothes for Hivers are protective or utilitarian, or 
  are purely decorative.
  Hiver skin ranges in color from pink to tan, with oc-
  casional patches of grey or brown.  Aging brings on randomly 
  placed spots of brown.  The fine down which covers a Hiver is 
  a form of hair which emanates from nerves lying beneath the 
  skin.  The hairs are sensitive to air movement, light contact, 
  and even moderate heat and cold; consequently, the large 
  Hiver can feel changes in the immediate environment as well 
  as sense the placement of its limbs and their relationship to 
  nearby objects.  The nerve connections of the down assist in 
  the fine dexterity of the six limbs.
  The Prime Limb: The head (actually a sense-organ 
  cluster) is a modification of one of the limbs and contains six 
  eyestalks and six manipulative tentacles, plus three infrared 
  sensor organs and three ears placed around the circumference 
  of the modified limb.  There is no sound-producing organ.
  The six flexible eyestalks can be turned in any direc-
  tion independently, but are generally used in pairs to provide 
  binocular vision.  The brain can process data from up to three 
  pairs of eyes at one time, and a Hiver can see everything in a 
  360° circle simultaneously.  Hiver vision is equal to that of a 
  human in normal light.  The infrared sensors work in conjunc-
  tion with eyestalk pairs to help vision when underground or 
  without proper illumination.
  Hiver hearing is about equal to the human sense.
  The Tail: Opposite the prime limb is the tail; it contains 
  the reproductive organ.  Hivers have only one sex.  Reproduc-
  tive cells are exchanged each time two Hivers meet, using 
  the modified rear hand; the process has been termed shaking 
  hands by humans (who tend to avoid it).  The cells are kept in 
  a reproductive pouch on the lower body surface, where they 
  conjugate, exchanging genetic material.  Once every forty days 
  or so, a cell will develop into a larva, which then drops from 
  the parent’s body.
  The Limbs: Although the prime limb and the tail are 
  specialized, all six limbs are more alike than different.  Hivers 
  are multidexterous, and use all limbs interchangeably as arms 
  or legs.  Normally, at least three limbs are used as legs at any 
  given time, but any combination is equally possible; some 
  trained runners use all six limbs as legs, while some crafts-
  men sit on a stool and use all six limbs as arms.  Each limb 
  ends in a six-fingered radial hand.  The tentacles or fingers are 
  extremely flexible, with muscular adhesion pads along about 
  half their length.  Hiver arms and hands have less strength 
  than do human limbs, but they are also very tough, showing 
  great endurance and a resistance to injury.
  Each limb is connected directly to the brain, rather than 
  Hiver Template
  Abilities
  Cost
  Ability
  -3
  -3 STR
  5
  Extra Limbs
  10
  Unique Mind: Mental Defense 10 points
  5
  Infrared Vision
  10
  360˚ Sense for all Sight
  10
  Clinging
  1
  Chitin: Damage Resistance (1PD/1ED)
  7
  Hiver Regeneration:  Healing (Regeneration) 1 BODY, 
  Can Heal Limbs, Reduced Endurance (0 END; +½), 
  Persistent (+½) (30 Active Points); Extra Time 
  (Regeneration-Only) 1 Week (-3), Self Only (-½)
  Total Cost of Template Abilities:  45
  Disadvantages
  -5
  Physical Limitation:  Mute, usually fixed using 
  technology (Infrequently, Slightly Impairing)
  -5
  Physical Limitation:  Unusual Form; makes some 
  tasks difficult (Infrequently, Slightly Impairing)
  -15
  Psychological Limitation:  Pacifist regarding personal 
  combat (Common, Strong)
  -15
  Psychological Limitation:  Fascination with 
  Psychological Manipulation of Others (Common, 
  Strong)
  Total Cost of Template Disadvantages:  -40
  Hivers
  
  Hivers 
  Traveller Hero, Book 1
  
  through branches from a central nerve cord.  As a result, each 
  is marginally more responsive than a vertebrate’s; there is 
  little preference between limbs for manipulation.  Hivers seem 
  to choose the arm that is nearest, rather than showing any 
  handedness.
  Limbs are also used as legs.  The fingers are curled up to 
  form a cushioned ball away from the limb tip which serves as 
  a foot.  Some animals have claws at the ends of their fingers; 
  Hivers have a vestigial claw (similar to a human nail) which is 
  little more than a flat spot of firmness which aids in manipula-
  tion.
  The Torso: The central body of the Hiver contains all of 
  the essential organs, from the lungs and respiratory apparatus, 
  to the heart and circulation system, to the stomach and diges-
  tive system.  Surrounding them all is a bony carapace which 
  protects them from injury and climate.  Within the carapace 
  is a separate skull which encloses the brain; it is supported by 
  muscles and cartilage attached to the inside of the carapace.
  Outside the carapace is a system of musculature which 
  helps move the limbs, insulate the body, and cushion blows to 
  the carapace.
  At the center of the lower surface of the body is a single, 
  multipurpose opening called a cloaca.  The cloaca leads to 
  separate channels for the digestive system (the mouth), the 
  excretory system (the anus), and the reproductive system (the 
  pouch).  A system of manipulator organs (analogous to the 
  human tongue) push food, excrement, and reproductive cells 
  around to the proper channels.
  The Hivers’ nose (breathing orifice) is located on the 
  upper body surface and connects to a set of six lungs inside 
  the carapace.  The lungs are driven by the same large internal 
  muscle which pumps the heart.  About half of all Hivers have 
  an acute sense of smell; the olfactory nerves are located in the 
  nose on the upper body surface, and connect through a sepa-
  rate nerve trunk directly to the brain.
  Regeneration: Hivers have a limited ability to regenerate 
  fingers and even limbs.  For all Hivers, severed fingers regrow 
  over a period of about twenty weeks without additional treat-
  ment.
  Stages of Life: Hivers perceive themselves in four basic 
  classes which are based on age: larvae, yearlings, adults, and 
  seniors.
  Larvae are any young which have been dropped by a 
  parent.  They are identified by their small size and the fact 
  that their fingers have not yet developed.  Larvae are recog-
  nized as potential Hivers, but are not accorded any special 
  care or status.
  Once dropped, larvae naturally gravitate to the wilds 
  where they survive instinctually for about a year; during this 
  time, their immature features develop and they grow in size 
  from an initial 30 centimeters radius to about 60 centimeters 
  radius.  The period in the wilds is a natural selection process 
  which eliminates nonviable mutations, physically weak speci-
  mens, and sickly individuals.  Hivers do not know their own 
  young; larvae which survive the wilds are cared for by the nest 
  they wander into.  
  Yearlings are maturing larvae which have emerged from 
  the wilds.  Their fingers are developed to the point that they 
  can grasp and manipulate objects.  Yearlings are accepted into 
  any nest which they find, and they remain in that nest until 
  they reach adulthood.  During this time they receive an educa-
  tion and gradually develop physically.  At age 14, the yearling 
  reaches reproductive age and is considered an adult.
  Adults are any Hivers above the age of 14.  They are 
  fully mature physically and intellectually.
  Seniors are an optional category of Hivers; not all indi-
  viduals attain it.  A senior is a Hiver who has gained special 
  respect or status based on its actions in life.  Nest leaders 
  become seniors after several decades of service; judges of the 
  law usually become seniors after many years in their careers; 
  manipulators who achieve fame for their deeds are usually 
  considered seniors.
  Senior status is a nebulous and unofficial classification.  
  Within a nest (for example), the leader is usually considered a 
  senior by nest members; outside the nest, the leader may not 
  yet be considered a senior.
  Hiver Homeworld
  The original Hiver homeworld was Guaran, located in 
  the Hive subsector of the Ricenden sector of the Hiver Federa-
  tion.  In 410, the capital of the Hive Federation was transferred 
  from Guaran to Glea, in the Liana subsector of the Centrax 
  sector.  The Hive capital is remarkable because it was moved 
  deliberately in an effort to be closer to the newly opened 
  and still developing Young Worlds of Centrax, Lorspane, and 
  Drakken sectors.  In human society, such a move would be op-
  posed by the older worlds on political, economic, and histori-
  cal grounds; Hiver society, however, accepted the move with 
  scarcely a protest.  The justification of the move appealed to a 
  universal Hiver motivation: the parental instinct.  The Young 
  Worlds, a multi-sector cluster of worlds with newly emerged 
  primitive races, could be brought into the mainstream of Hiver 
  culture more easily if they were closer to the Hiver capital.  
  Since the races could not be moved, the capital was.
  GUARAN
  Hivers originated in the evolutionary processes at work 
  on Guaran.  Guaran orbits Primary, a close binary star.
  Stellar Data: Primary is a K1 V star which is dimmer 
  and cooler than Sol.  Luminosity is .35.  Effective temperature 
  is 4740° K.  Radius is .834; mass is .77.
  Primary has a white dwarf companion with a mass of 
  .26 and a radius of .018.  This companion (called the Eyestalk 
  Library Data
  Ancients: Highly intelligent race which gained promi-
  nence approximately 300,000 years ago.  The influence of 
  the Ancients is broadly felt in the universe today. There is 
  no known evidence that the Hivers were ever influenced or 
  dealt with by the Ancients.
  Hivers: Intelligent major race inhabiting a federation 
  located on the trailing edge of the Imperium rimward of the 
  K’kree’s Two Thousand Worlds.
  The Hive Federation: This is the human term for 
  the loose interstellar community dominated by the Hivers. 
  Though the Hivers originated on Guaran, a world in the 
  Hive subsector of the Ricenden sector, the Federation is now 
  coordinated from Glea/Liana in the Centrax sector.
  The Two Thousand Worlds: A region of space oc-
  cupied by the K’kree, an intelligent major race descended 
  from herbivore/ grazer stock. The K’kree and the Hivers are 
  old enemies, though there have been no active hostilities for 
  over three thousand years.
  The Solomani Confederation: Interstellar community 
  controlled by humans. More aggressive and inclined to 
  doctrines of racial superiority, the Solomani Confederation 
  is perceived as a threat by the Hive Federation.
  
  Traveller Hero, Book 1 
  Hivers
  
  because of its resemblance to a Hiver eye) makes a negligible 
  contribution to the overall brightness of Primary.
  Orbital Data: Guaran orbits Primary at .646 AU (orbit 
  number 2) with a period of 187 days.  Guaran rotates on its 
  axis once in about 20 hours.  Orbital eccentricity is negligible.
  World Physical Data: Guaran is 7,900 kilometers in 
  diameter and has a standard atmosphere.  Half of the world is 
  covered with water oceans (divided by the continents into dis-
  tinct six seas); icecaps cover about 10% of the polar regions.  
  The average temperature for Guaran is 27.9° C.
  World Social Data: Guaran has a population of 870 mil-
  lion, of which 90% are Hivers; the remaining 10% are various 
  client races.  Guaran has no formal government; most gov-
  ernmental functions are carried out by Hiver nests.  Effective 
  law level on Guaran is zero; restraints on action exist at the 
  nest level.  Guaran has a technological level of F, which is the 
  general maximum within the Hive Federation.
  Guaran has a trade classification of Rich.  Guaran has a 
  type A starport.  Guaran has no bases established on it.  The 
  system has a gas giant.
  Cultural Notes: Guaran holds no special position of im-
  portance in the Hive Federation; originally the world was the 
  Federation capital, but cosmopolitan influences and a desire 
  to have a non-Hiver world as the seat of government for the 
  combined Hiver and non-Hiver populations of the Federation 
  led to its transfer to Glea.  As the original Hiver homeworld, 
  Guaran is a continuing tourist attraction, and millions of 
  Hivers visit annually.
  GLEA
  In 490, the Hiver capital was moved from Guaran to 
  Glea.  Glea itself was settled by Hivers in -866.  Glea orbits 
  New Primary, a solitary star.
  Stellar Data: New Primary is a G0 V star slightly brighter 
  and hotter than Sol.  Luminosity is 1.21.  Effective tempera-
  ture is 6,000° K.  Radius is 1.03; mass is 1.04.
  Orbital Data: Glea orbits New Primary at 1 AU (orbit 
  number 3) with a period of 358 days.  Glea rotates on its axis 
  once in about 22 hours.  Orbital eccentricity is negligible.
  World Physical Data: Glea is 9,580 kilometers in diam-
  eter and has a standard atmosphere.  Seventy percent of the 
  world is covered with three water oceans; icecaps cover about 
  10% of the polar regions.  There are three continents.  The 
  average temperature for Guaran is 22° C.
  World Social Data: Glea has a population of 670 million, 
  of which about half are Hivers; the other half is composed 
  of members of non-Hiver races of the Federation.  Non-Hiver 
  population on Glea parallels the proportions of non-Hiver 
  population within the Federation itself.
  The Federation maintains its major governmental ap-
  paratus on Glea: the Federation Development Agency, the 
  Federation Navy, and the Embassy Directorate all have major 
  installations on the world.  There is no formal world govern-
  ment, however, and all governmental activities are in the 
  hands of the local nests.
  Non-Hivers either maintain local organizations similar 
  to nests, or are under the control of Hiver nests.  Glea has no 
  law level.
  The technological level of Glea is F, the general maxi-
  mum for the Hive Federation.
  Glea has a trade classification of Rich.  Glea has a type 
  A starport.  Glea has a Federation Embassy Center.  Naval and 
  military bases are not present, although such bases have been 
  established in nearby systems.  Glea has a gas giant in the 
  system.
  Cultural Notes: Glea lies at the heart of the Glean 
  Cluster—sixteen worlds which are all attractive to Hivers (size 
  between 4 and 6, atmosphere between 5 and 9) and which are 
  all accessible by jump-1 shipping.
  Hiver Society and Culture
  SOCIETY
  Hivers organize themselves into cooperative nests 
  which generally center on a common endeavor or interest.  A 
  nest may include as few as five or as many as five hundred 
  individuals, but averages about one hundred.  A nest popula-
  tion of about one hundred has proven efficient to manage, 
  and is about the same size as pre-civilization nests.  They can 
  hold anything from five to five hundred individuals, usually 
  averaging one hundred (the size of most nests in pre-civilized 
  times).  Larger nests are established when there is a need for a 
  greater population (large manufacturing complexes or univer-
  sities); smaller nests are created when a small group is needed 
  (starship crews, small expeditions, small businesses, or small 
  enterprises).
  Yearlings find a nest when they emerge from the wilder-
  ness; they remain in that nest until they reach adulthood.  
  The first years are spent learning basic social and intellectual 
  skills; the later years are spent taking an active role in achiev-
  ing the nest goal.  When the yearling reaches adulthood, it 
  may decide to remain in the nest, or it may leave the nest in 
  search of a nest goal which more fully meets its own desires.
  Above the nest level, Hiver society has a variety of 
  governing organizations.  Many nests may group themselves 
  together to form a city or city-state.  Cities may group together 
  to form a nation-state.  Nations may group together to form a 
  world government.  The worlds of the Hivers have grouped 
  together to form the Hiver Federation.
  In all cases, however, the lines of authority in Hiver 
  society are vague.  There are nests (or organizations) that 
  handle virtually every aspect of Hiver life, but government is 
  determined largely by nests that coordinate activities between 
  various other nests, or by the leaders of various nests working 
  in concert.  Neither has any authority in the sense that hu-
  mans understand the concept; they merely perform a job like 
  any other nest’s job, with no special power or respect being 
  accorded to members of such nests.  Certainly Hiver society is 
  utterly egalitarian; competition for power over others is totally 
  foreign to the Hiver nature.
  THE HIVER PARENTAL INSTINCT
  The strong Hiver parental instinct can be considered an 
  offshoot of the Hiver instinct for racial survival.  To humans, 
  this parental instinct seems somehow warped.  For example, 
  Hivers are horrified by the idea that their larvae might some-
  how find its way to a world where there is no nest to receive 
  it.  To prevent this, Hiver ships are carefully fumigated to kill 
  any hiding larvae before landing or docking, and extreme 
  measures are undertaken to ensure that no Hiver crewmember 
  deposits larvae where there is no nest.  On the other hand, the 
  notion of artificially limiting larvae production is considered 
  barbaric by the Hivers.
  As Hiver culture has grown more sophisticated, Hivers 
  have extended their interpretation of the parental instinct to 
  “child” races—primitive or culturally backward aliens —as 
  well as their own Hiver children.  The Hive Federation has 
  
  Hivers 
  Traveller Hero, Book 1
  
  been influenced by this instinct and it colors Hiver behavior 
  toward races outside the Federation as well.  Humans are seen 
  as being the best candidates for civilization outside the Hiver 
  sphere, though Hivers still regard human cultures as barbaric 
  due to their capacity for violence and the wildly confused 
  welter of genotypes and cultures which are permitted to 
  flourish in human space.  Imperial humans are preferred over 
  the more militant and intolerant inhabitants of the Solomani 
  sphere.  There have been few contacts with the Zhodani or the 
  Vargr: the stability and conformity of Zhodani society would 
  probably appeal to the Hivers; they would have disdain for 
  the confused nature of the Vargr behavior.  The Aslan and the 
  K’kree are seen as being too aggressive to ever reach a truly 
  civilized status.
  The PSychology of The hiverS
  Hivers behave in ways which have been shaped by 
  thousands of years of evolution and culture.  In some ways, 
  their behavior is very similar to the behavior of humans (they 
  struggle to survive; they avoid pain in everyday circumstance; 
  they become hungry and eat; they enjoy such pleasures as 
  comradeship and pleasant surroundings).  In some ways, their 
  behavior is very different (they have no concept of love; they 
  do not consider their young to be people until they are a year 
  old; they abhor personal violence).  But everything the Hivers 
  do has a basis in their culture and their evolution (just as the 
  same is true of humans).
  Psychology endeavors to understand how a being thinks; 
  an understanding of Hiver psychology can help others to 
  predict behavior and motivations, and to evaluate a Hiver’s ac-
  tions.  Hiver psychology has two major areas of study: behav-
  iors and motivations.  Behaviors describe what Hivers do and 
  how they do it; motivations describe why they do what they 
  do.
  Basic Hiver Motivations
  Hivers are living animals, and as such, they are motivat-
  ed to survive, find food, find satisfaction, and reproduce.  The 
  behaviors they show and the reasons that they have for behav-
  ing in the ways they do reflects their psychology, culture, and 
  society.
  Just because the Hivers are intelligent does not make 
  their behavior strictly logical.  Hivers understand that much 
  of their activity is based on instinct or preference born of long 
  years of evolution.  Behavior can be altered or redirected if 
  they see a reason to do so; but they also naturally accommo-
  date basic behavior as a matter of course.
  Humans behave similarly.  On a strictly logical basis, 
  a food substitute can be created for humans which provides 
  everything necessary to support life, but without any flavor.  It 
  could be cheaper, store better, and be easy to eat.  And humans 
  would not stand for it.  Human psychology requires flavor in 
  food; without flavor, the food is unpalatable, inedible.  Similar 
  conditions apply to the Hivers.
  Personal Survival: The Hiver drive for personal survival 
  expresses itself as an aversion to physical violence.  Hivers 
  have no real history of fighting, and they are not suited for it 
  either intellectually or emotionally.
  In their own minds, many Hivers feel that they can 
  handle fighting— they learn to use guns; they study strategy 
  and tactics; they even train for close combat.  But in the final 
  analysis, they always seem to break, unable to respond with 
  the violence that would carry them to a victory at close com-
  bat unless they are in a true survival situation.
  It is fortunate for the Hivers that modern warfare is car-
  ried out at long ranges.  The Hiver urge to run doesn’t apply 
  at ranges where dispassionate thought can intervene.  Hivers 
  operate a navy because they consider naval actions (longer 
  ranges; less immediate consequences) more acceptable.
  Racial Survival: Reproduction is always a function of 
  the drive for racial survival.  With the Hivers, reproduction is 
  a casual act, without consequences or responsibilities.  As a 
  result, the racial survival drive for Hivers is concentrated in 
  the parenting process.
  Reproduction: Hiver reproduction is an instinctual 
  process.  It is totally without emotional overtones; there is no 
  formation of sex-based bonds between individuals, and the 
  reproductive process does not have the emotional importance 
  that it has to humans.
  Without mating bonds, there are no close-knit family 
  feelings common to most human and other such cultures.  
  Hiver larvae are regarded as minor pests, and Hivers have no 
  compunction about eliminating them when the need arises.  
  Yearling Hivers returning to civilization do so at random, 
  so there is little chance that one might be taken by its own 
  parents.
  Hivers do have a strong parental instinct, but it is a 
  generalized one.  Yearlings are adopted and cherished by the 
  entire nest, rather than by specific individuals.  Any Hiver is 
  strongly concerned with the safety of all yearlings.
  Parenting: The parenting instinct expresses itself in two 
  ways:  a drive to teach the young, and a drive to manipulate.
  Teaching the young is a task that all Hivers undertake 
  at some time or another.  It involves relating stories of per-
  sonal experience in an attempt to give the Hiver’s students an 
  advantage in their own dealings with life.  Since all Hivers are 
  naturally curious, such story-telling sessions are an enjoyable 
  and entertaining activity, and the young look forward to them.
  Manipulation is an instinct that the fiercely individual-
  istic Hivers have raised to a fine art.  It seems to be a develop-
  ment of the parenting instinct, except the Hiver is now acting 
  as a parent to other adults— deciding what they need and then 
  convincing, forcing, persuading, or imposing the answer on 
  them.
  Curiosity: One of the greatest forces in the individual 
  Hiver is its curiosity.  Hivers are interested in the world 
  around them, and are often driven to investigate and try to 
  understand events and situations they may encounter.
  Most Hivers have selected one or more topics in which 
  they are interested (typically, a Hiver’s curiosity characteristic 
  indicates the number of general topics which it is routinely 
  curious about, as well as the degree of curiosity the character 
  expresses).
  Individualism: Hivers take great pride in their individu-
  alism.  They enjoy their own abilities to achieve objectives; 
  some of this drive stems from their survival as larvae in the 
  wilderness.  Even as they cooperate in their nests and with 
  the co-workers, they express themselves in individual ways.  
  Differences in tastes, preferences, likes, and dislikes are all ac-
  cepted as ways of expressing Hiver individualism.
  Superiority: Hivers have developed a racial belief that 
  they are superior to most (if not all) other intelligent races.  
  Such a belief is not uncommon among intelligent races: the 
  Vargr, Aslan, Zhodani, K’kree, and Solomani all have similar 
  beliefs.
  The difference is how the Hivers express it: they accept 
  that others may feel themselves superior, but ignore or toler-
  ate such beliefs in the (almost smug) acceptance that they are 
  
  Traveller Hero, Book 1 
  Hivers
  
  truly superior.  Hivers are rarely concerned with changing 
  non-Hivers’ opinions, or convincing non-Hivers of Hiver supe-
  riority.  Instead, the Hiver superiority expresses itself in a calm 
  acceptance of others’ shortcomings.  Even Hivers who are 
  confronted with a smarter or more capable non-Hiver retain 
  their own conviction that Hivers are racially (intellectually, 
  logically, capably) superior to any other race.
  Confrontation: Hivers often use direct confrontation 
  in dealing with a problem.  Since Hivers are cooperative by 
  nature, they have found that stating the relevant factors in 
  a problem and confronting others involved can be an effec-
  tive way of dealing with the problem.  Since confrontation 
  achieves results, it is a preferred method of handling some 
  problems.  Hivers are sometimes surprised (in dealing with 
  non-Hivers) that confrontation can aggravate a problem rather 
  than force a resolution.
  Consensus: Hivers believe in solutions which resolve as 
  many problems as possible.  Their cooperative nature leads 
  them to seek compromise and consensus, rather than absolute 
  victory in most problems.
  Manipulation is an interesting contrast to this drive 
  for consensus.  The individual manipulator adopts a specific 
  course of action (one that conceivably can be adopted) and 
  creates an atmosphere where it is adopted.  The manipula-
  tion procedure outwardly ignores compromise and consensus, 
  but is nevertheless an accepted type of action, and one which 
  gains the manipulator great respect.
  It appears that manipulation is an accepted exception 
  to normal behaviors because it allows necessary actions to be 
  taken even if compromise and consensus have not worked.
  Avoidance: Hivers typically avoid problems that they 
  cannot handle effectively.  If confrontation has not solved the 
  problem, they ignore it.  Hivers will usually go around a threat 
  if they believe the chances of winning are slim.  Avoidance 
  may simply be a refusal to discuss the matter, or (if the prob-
  lem is truly dangerous) it may be actual retreat or flight.
  INSTITUTIONS
  All societies create institutions: established procedures 
  or organizations which are accepted because they make it 
  easier or more efficient for society to function.  In human 
  society, some institutions are the family (which helps stabilize 
  society, encourages reproduction, and assumes responsibility 
  for the young) and the church (which provides moral direction 
  and education, and charity).
  Hivers have created a variety of institutions, each of 
  which has helped shape society.  Four important institutions 
  are the nest, manipulation, the embassy, and topical clubs.
  The neST
  The basic institution of Hiver society is the nest; it is 
  roughly equivalent to the family or the tribe in human society.  
  The nest serves two purposes in Hiver society: it is a place for 
  the education and care of the young, and it gives each Hiver 
  an established place and purpose in the social structure.
  All nests have a nest goal: a statement of purpose for the 
  nest members.  For some, the nest goal is an elaborate state-
  ment, while other nests may decide they exist simply to care 
  for the young and support their members.  There are even 
  nests for those Hivers who want to be independent and alone.
  The nest is headed by a leader— one individual who 
  makes routine decisions and assignments, and who keeps the 
  nest’s records.  Where the rare dispute over the leader’s deci-
  sion occurs, the nest as a whole reconsiders the decision and 
  affirms or changes it.
  maniPulaTion
  Manipulation is a uniquely Hiver phenomenon.  It is an 
  accepted activity which accords the successful manipulator 
  respect and admiration from the population in general.  It is 
  a way for individuals to achieve a lasting sort of fame in their 
  society.
  Manipulation is rigidly defined by the Hivers to include 
  four components: the deed, the manipulator, the consequenc-
  es, and the claim of credit.  Each component has been careful-
  ly refined and defined, and its requirements must be carefully 
  met for it to be accepted.
  The deed itself is the stimulus which sets the manipula-
  tion into motion.  The deed must be premeditated, and it must 
  be the minimum deed necessary.  As such, the deed must be 
  carefully recorded (originally in writing; currently, manipula-
  tors maintain elaborate explanatory video and graphic records) 
  in order to support a later claim of credit.  Premeditation of the 
  deed also includes a prediction of the consequences and their 
  effects.  The finesse of the manipulator is judged by the degree 
  and complexity of the deed; great finesse is assumed when the 
  deed is small and innocuous, and lesser finesse is assumed if 
  the deed is more direct or complex.
  The manipulator is the person who performs the deed.  
  A manipulator may be open and direct, or may work behind 
  the scenes.  In all cases, a true manipulation calls for the 
  manipulator to be a single person, working alone and totally 
  responsible for the act.  If more than one person performs the 
  deed, the act is not a true manipulation.
  The consequences of the deed are the results of the 
  initial act.  There are obvious results of any deed, and evalua-
  tion of any manipulation ignores them; the unobvious effects 
  are the true effects of manipulation.  The manipulator must 
  predict them correctly.
  The claim of credit is the final step in a successful 
  manipulation.  The manipulator must reveal the manipulation 
  and present its evidence of responsibility and its prediction of 
  the consequences.  Upon evaluation, the event is then ac-
  knowledged as a manipulation (or not) and proper records are 
  made.  Acknowledged manipulators are accorded a courtesy 
  title of Manipulator (abbreviated M.) in respect for their deeds.
  embaSSieS
  Embassies are a relatively new institution in Hiver soci-
  ety, coming into being only after spaceflight was achieved.
  Embassies are actually a type of nest.  The nest goal 
  is to help maintain the uniformity of the Hiver genotype by 
  carrying reproductive cells between worlds.  Embassies also 
  foster homogeneity of Hiver culture by sharing news of events, 
  relationships, discoveries, and interests to the many worlds of 
  the Federation.
  Embassies are also involved in legal decisions.  As disin-
  terested parties, they are assumed to be able to make impartial 
  decisions on questions brought before them; they serve as ju-
  ries to decide disputes that have not been otherwise resolved.
  ToPical clubS
  All Hivers have some degree of curiosity.  But just 
  because an individual is curious does not mean that it is intel-
  ligent or even well-educated.  The Hiver institution of topi-
  cal clubs evolved as a response to the unending curiosity of 
  Hivers and a common desire to know more about everything.
  Topical clubs are formal organizations of Hivers with an 
  
  Hivers 
  Traveller Hero, Book 1
  0
  interest or curiosity about a specific subject.  Typical subjects 
  are the sciences (perhaps biology, electromagnetic radiation, 
  mathematics, or gravity), social sciences (perhaps education 
  of yearlings, government, or history)/ or self-improvement 
  (perhaps leadership techniques, physical training, or sports).  
  There are topical clubs established for almost any subject of 
  interest to Hivers; most Hivers belong to at least one such 
  club, and probably several.
  Topical clubs are independent and self-governing.  They 
  each establish their own criteria for membership and may 
  be open to all or only to invited individuals.  They may join 
  with other clubs to share information, or they may stand fully 
  independent.
  Topical clubs have several functions within Hiver 
  society.  They educate individuals.  They conduct beneficial 
  research which may not be funded or encouraged by the nest 
  or the government.  They provide a safe place for Hivers to 
  indulge their curiosity.  They help Hivers avoid duplicating re-
  search which has already been conducted.  In general, topical 
  clubs are an outlet for a major drive within Hiver society, and 
  by providing that outlet, the clubs help stabilize Hiver society.
  There are many topical clubs, and some of those achieve 
  a continuing legitimacy and acceptance; they tend to become 
  semi-official regulatory agencies.  One of the most notable 
  topical clubs is the Manipulations Club of Guaran.
  The Manipulations Club of Guaran was originally or-
  ganized on Guaran about 1,000 years before Hivers achieved 
  spaceflight, and was dedicated to teaching individuals how 
  to perform manipulations.  At about the time spaceflight was 
  achieved, the club changed its emphasis from teaching ma-
  nipulation to studying manipulation.  It currently maintains 
  the official records of manipulations within Hiver society, 
  and ranks them by effect and importance; scholars use these 
  records to analyze trends within Hiver society.  The Manipula-
  tions Club is also the accepted validating agency for manipula-
  tor status.  A manipulation may be filed with the club (along 
  with supporting documentation) and if accepted, the manipu-
  lation is recorded as such within the club’s records.  Such an 
  acceptance and record accords official manipulator status to 
  the responsible individual.
  GOVERNMENT
  The Hivers have only one culture and one language; the 
  Hiver genotype (with individual variations similar in degree 
  to differences between individual humans of the same race) 
  is also constant.  Other member races of the Federation are 
  encouraged to follow cultural standards as close to the Hiver 
  norms as is possible given differences in physiology.  Internal 
  harmony and cultural unity are the chief features of the Pan-
  Federation society that is embraced by all member races.
  The government of the Federation originally had two 
  purposes:  creation and maintenance of embassies (in the 
  Hiver sense), and development of new worlds.  At a later time, 
  it took upon itself the additional task of self defense of the 
  Federation.
  The Embassy Directorate: Hiver embassies are nests or 
  groups of nests which travel between Hiver worlds; their mis-
  sion is maintenance of a uniform Hiver genotype and culture.  
  The central agency responsible for the establishment and sup-
  port of these embassies is the Embassy Directorate.
  The typical embassy is a Hiver nest which has been 
  provided a ship by the Embassy Directorate and assigned a 
  specific sequence of worlds to visit within the Federation.  
  The embassy itself is fairly self-sufficient.  The Directorate’s 
  mission is to assure that all Hiver worlds are visited on a 
  continuing basis, and that the embassies which are created are 
  representative and efficiently run.
  Without the Directorate’s efforts, embassies would natu-
  rally gravitate toward attractive or fascinating worlds, leaving 
  out the dull, the mundane, or the ordinary.  Eventually, some 
  parts of the Federation would become backwaters, discon-
  nected from the mainstream of Hiver culture.  Hivers believe 
  that a divergence of Hiver cultures would be detrimental to all 
  concerned.
  When an embassy sets out, members of many differ-
  ent nests will shake hands with everyone nearby in a sort of 
  farewell party; the embassy then boards its large ship bound 
  for a distant world.  Once they arrive, members of the embassy 
  meet as many local inhabitants as possible, again shaking 
  hands and exchanging news, art, gossip, scientific informa-
  tion, and political ties.  After about a local year, they set out 
  for their homeworld and another year-long round of parties, 
  discussions, and handshaking.
  Embassies also serve as juries in legal matters, and are 
  accepted impartial forums for the resolution of local disputes; 
  their unprejudiced views are eagerly sought out by locals.  
  The local legal system is presided over by judges who are 
  well-versed in Hiver custom and precedent.  These judges can 
  make decisions themselves and often do, but those decisions 
  can be appealed and are not binding.  The decision of an em-
  bassy serving as a jury, however, is accepted as binding.
  There is a considerable body of Hiver common law and 
  custom, and a judge is an individual who has spent years in 
  study of the traditions of Hiver law.
  Other member races participate in the embassies, 
  although in a modified form (usually they are concerned only 
  with cultural exchanges, and not with widespread reproduc-
  tion or maintenance of the gene pool).  All embassies make a 
  contribution as a major cohesive force within the Federation, 
  helping to bind the star-spanning society together.
  ECONOMY
  The Hiver economy has been described as “an econo-
  mist’s nightmare” and “capitalistic communism” by human 
  writers.
  It is very difficult for non-Federation members to under-
  stand, though it seems to work admirably for them.  Basically, 
  Hivers have a strong desire for material comforts, and, hence, 
  the wealth that makes these possible.  But they rely on a sys-
  tem of credit in which the individual has a positive or negative 
  credit balance with its particular nest.  When an individual 
  changes nests, the new nest acquires the individual’s credit 
  balance, either paying to, or being paid by, the previous nest.  
  In the interim, individuals can draw on the nest’s accounts for 
  virtually any amount, whether for simple necessities such as 
  food and shelter, or for large material items.
  Just how this credit system is regulated is a matter of 
  some uncertainty to humans; it seems to be largely a combina-
  tion of honor and ambition on the part of the individual Hiver 
  nestmember which limits unrestrained tapping of resources.  
  Because the Hiver knows he will probably be moving onto 
  another nest, and he also wants to enjoy a certain degree of 
  stability and comfort, Hivers seem to regulate their own desire 
  to tap a nest’s resources so as to end their service with a par-
  ticular nest with a positive credit balance.  They earn credit 
  according to the quality and quantity of work performed, just 
  as humans earn money.
  Thus, a Hiver may require large amounts of expensive 
  
  Traveller Hero, Book 1 
  Hivers
  1
  equipment for a particular task or project, which the nest pro-
  vides.  At the end of the task, the Hiver returns the equipment, 
  and the value of the returned items (less a “depreciation allow-
  ance” of 5%) is used to offset the amount originally charged 
  to the Hiver’s account with the nest.  The balance is made up 
  out of the value of the individual’s labor.  This system is vastly 
  oversimplified in this description, but in essence conforms to 
  these lines.
  SCIENCES
  Communications and electronics technology are the 
  most important industries in interstellar commerce in the Hive 
  Federation; Hiver industry and business excels in these fields.  
  Major exports include artificial and computer languages, 
  translators, computer circuitry and software, and electronic 
  hardware of all types.
  Hiver mathematical systems are much in demand for 
  their power and elegance.
  PSIONIC SKILLS
  Hivers do not have psionic capabilities.  They are unable 
  to acquire psionic skills or talents, and cannot detect them in 
  others.
  Psionics affecting minds do not work directly on Hivers.  
  Their minds cannot be read, for example, and psionic assault 
  does not work against them.  Hivers can be acted on physi-
  cally by psionics; a Hiver could be pushed by telekinesis.
  THE HIVE FEDERATION
  The interstellar empire of the Hivers is technically a 
  federation— a group of states, each internally independent, 
  which have joined together into a union to which they have 
  surrendered certain rights and responsibilities (concerning for-
  eign affairs primarily).  This federation is less centralized than 
  a republic or an empire, but more united than a confederation 
  or casual alliance.
  The Hive Federation, although originally founded by the 
  Hivers, and widely based on their cultural precepts, is, in fact, 
  a true union of many diverse worlds and races.  All member 
  worlds are co-equal in status, in representation in the central 
  government, and in access to the benefits of interstellar com-
  merce and interaction.
  The Hivers, however, do dominate the Hive Federation 
  because of their numbers and their widespread presence.  The 
  Hivers initial expansion into space was into a region which 
  was unsettled; they were the first in the area to discover jump 
  drive, and they used it on a wide scale.  A natural conse-
  quence was the widespread settlement of hospitable worlds 
  in what came to be known as Hiver space.  Naturally enough 
  for an expanding race, some of the intelligences which the 
  Hivers encountered were eliminated, deliberately or by hap-
  penstance.  But many more survived because of a cultural 
  imperative of the Hivers: manipulation, which in Hiver society 
  is both an important art-form and a respected individual 
  pursuit.  Hivers are themselves culturally the product of many 
  succeeding generations of manipulators.  Those centuries of 
  manipulation have made Hivers less susceptible to manipula-
  tion through increased education and awareness of the process 
  (just as sophistication in literature or drama increases as a 
  human culture grows older and more mature).  Non-Hiver 
  populations were soon perceived by Hivers as a target for 
  manipulation: within certain well-defined parameters, appren-
  tice manipulators could practice their art, and even relatively 
  untalented Hivers could have the opportunity to manipulate 
  others for a brief time.  Naturally enough, once a non-Hiver 
  culture reached a certain level of achievement (usually indus-
  trialization and space-travel) and has become familiar with 
  Hiver culture, they are less susceptible to manipulation and 
  become less fertile grounds for the nonexperts.
  All cultures within the Hive Federation are constantly 
  being manipulated by experts in the field.  In some ways, this 
  manipulation is a form of government which achieves ends 
  which cannot be arrived at normally.
  The Hive Federation is a true union of worlds and 
  races, with all members being co-equal in status and power.  
  Because of this fact, any discussion of the Hivers must take 
  into account not only that race, but also the Federation as a 
  whole.  Though Federation culture rises almost exclusively 
  from the Hivers and their view of the universe, other member-
  races make their own contributions to the society of the Hive 
  Federation.
  member raceS
  There are over 170 member races within the Federation 
  dominated by the Hivers.  These races, although extremely 
  diverse in physiology, display fewer differences in culture 
  and behavior than might be expected.  Hiver-imposed cultural 
  standards make the ways of life embraced by these various 
  races somewhat more uniform than, say, the various races 
  included within the Imperium.
  Completely describing all the diverse races of the Fed-
  eration would be impossible here.  There are four Non-Hiver 
  races which play a particularly important part in the affairs of 
  the Federation: Za’tachk, Ithklur, Gurvin, and Human.  These 
  are described later in the chapter.
  Hiver Character Generation
  Hiver characters are created in the same manner as hu-
  man characters.  All Hiver characters begin the game much 
  as their other human counterparts do: untrained and inex-
  perienced; about 14 standard years of age.  At this point, as 
  untrained and inexperienced Hivers, they embark on a career 
  in order to gain skills and experience.  
  HIVER CHARACTER CREATION
  This section discusses general guidelines for building 
  a Hiver character, as pertains to their unique culture.  The 
  guidelines are based on the HERO system’s character point de-
  sign, rather than Traveller’s random die rolls.  In some cases, 
  random die rolls may be provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Hiver Racial Template.
  Naming: Pick a Hiver-sounding name.
  Gender: Hivers have no gender.
  Titles: Hivers do not have titles of nobility as humans 
  do.
  Skills and Professions: There are no significant changes 
  to skills and professions.  Due to the Hiver natural curiosity, 
  Intelligence skills and Background skills are more significant 
  in their development.
  Also due to the Hiver dislike of combat, a Hiver charac-
  ter should rarely ever have more than one combat level in per-
  sonal combat (HTH, knives, rifles, etc.).  This does not apply 
  to long-range combat, such as gunnery and indirect weapons, 
  where the Hiver never sees his victim face-to-face.
  Mustering Out:  Hivers receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  
  Hivers 
  Traveller Hero, Book 1
  2
  the character’s current age in human years, subtract 14, and 
  divide the total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (Nest 
  Credit, 2 points, may only pick three times), Free Passage 
  Ticket (1 High or 2 Medium), Perk: Money (Personal Credit, 
  2 points, may only pick once), One Hiver military personal 
  weapon (e.g.  Hiver Rifle), Starship (Hiver Explorer, may only 
  select once).
  career PreferenceS
  Hiver space careers fall in the following general catego-
  ries.
  Navy: Members of the interstellar space navy which 
  patrols the space between the stars.  The navy has the respon-
  sibility for the protection of the frontiers and interstellar trade 
  routes from foreign powers.
  Explorers: Individuals who concern themselves with the 
  discovery of new information; they are those most driven by 
  the innate Hiver curiosity.  Explorers may be physical explor-
  ers, or they may be inventors, scientists, or investigators.
  Merchants: Individuals who conduct trade and com-
  merce, either for themselves, or for their nests.  Members of 
  various commercial enterprises.
  Story-Tellers: Hivers who have an ability at communica-
  tion.  They fill a multi-purpose role which includes entertainer 
  and teacher in Hiver society.
  Leaders: Individuals who have learned how to lead 
  and direct others toward the accomplishment of basic goals.  
  Leader responsibilities range from military leadership to busi-
  ness management.
  Manipulators: Select individuals who attempt to alter 
  the course of society and history by changing or redirecting 
  events toward a goal of their own choosing.  Manipulators are 
  important figures in Hiver culture: respected and powerful, 
  but constrained by certain basic cultural values.  (Note: Only 
  skilled players should attempt this profession.)
  Other Hiver Federation Species
  Za’tachk
  The Za’tachk: One of the oldest races associated with 
  the Hivers, the Za’tachk are descended from trisexual omni-
  vore/ gatherers.  They are quadrapedal; like the Hivers, they 
  can use their limbs equally well for movement or grasping.  
  They are similar in size and weight to the Hivers.  Even before 
  being discovered by the Hivers, the Za’tachk were similar in 
  many aspects of culture, being nonaggressive, pacifistic, and 
  highly cooperative in all phases of society.  Unlike the Hivers, 
  they are also somewhat timid and lack the burning curiosity 
  that typifies Hiver behavior.
  The race has an obsession with order, loving all aspects 
  of organization and development.  They are frequently found 
  in positions involving administration within the Federation, 
  often encountered as starship pursers, accountants, planning 
  officials, and so forth.  Though members of other races serve 
  in the same capacities as well, the Za’tachk are favored for 
  such work when they are available, and naturally gravitate 
  towards such positions.
  Ithklur
  The Ithklur: The Ithklur were formerly a highly ag-
  gressive race; they represent the first major success of Hiver 
  psychohistorical techniques.  Their society was modified over 
  a period of nearly a thousand years to conform to the Hiver 
  ideal.  Descended from carnivore pouncers, the individual 
  Ithklur averages 2 meters in height and 200 kilograms in mass.  
  They are bipedal, with a short, heavy balancing tail and two 
  arms tipped with blunt, thick fingers which still retain formi-
  dable claws.  Their skin is tough and faintly scaled; their fairly 
  humanlike faces run towards thick brow ridges, heavy jaws, 
  and broad, flat features.  They have two sexes, bearing live 
  young equipped from birth to eat fresh meat.
  Though Ithklur society has been reshaped by the Hivers, 
  they retain a strong internal government (generally, rule by 
  small councils of dominant individuals are favored) and police 
  forces to provide a check on naturally combative tendencies.  
  Within the Federation, the Ithklur are frequently found as 
  members of the navy (and its ground auxiliaries in particular), 
  or as security troops attached to development or scout nests.  
  They are much more comfortable with concepts of combat 
  than are the Hivers, though centuries of civilization has buried 
  their more violent tendencies fairly deep.
  The Ithklur prefer high-gravity worlds with dense atmo-
  sphere, but are found throughout the Federation.
  Gurvin
  The Gurvin: The Gurvin are another race which has 
  long been associated in the Federation.  Derived from hexapo-
  dal omnivore hunter stock, they are equipped with two legs, 
  two arms, and a middle pair of limbs which can be used as 
  either at need.
  They are 1.75 meters in length from muzzle to tail.  
  Their culture adapted fairly readily to Hiver standards; though 
  the Gurvin exhibit aggressive behavior, their aggression has 
  long been channeled into economic pursuits.
  The Gurvin are interesting in that, of the two sexes, the 
  females are roughly twice as intelligent as the males.  Males, 
  though sentient, are decidedly lacking in creativity or reason-
  ing ability.  Traditionally, Gurvin males have been hunters, 
  relying primarily on instinct rather than intelligence; the fe-
  males, handicapped by the problems of carrying, bearing, and 
  raising young, were forced to develop intelligence for security.  
  Civilization was but an extension of this.  Gurvin worlds are 
  generally governed by a matriarchal representative democracy.  
  Gurvin males are rarely found away from Gurvin settlements.  
  The females, however, range far and wide across the Federa-
  tion.  They are most frequently encountered as merchants and 
  business executives, but are also common in the Federation 
  Development Agency serving as explorers.
  Gurvin are stereotypically money-oriented, and seem to 
  have a cash fixation.  They rarely do anything out of altruism, 
  and are famous for demanding what price they will be paid for 
  their efforts.
  Most of the names of subsectors and planets applied to 
  worlds in the Federation are derived from the Gurvin lan-
  guage, which, like the Hiver written language, is ideographic 
  in nature and fairly easy to translate into Hiver language pat-
  terns.  Most other names used in this book are human transla-
  tions of Hiver or Gurvin ideograms.
  
  Traveller Hero, Book 1 
  Hivers
  
  Human
  Humans: Several minor human races inhabit worlds 
  along the spinward border of the Federation’s current sphere 
  of influence and count themselves as part of the Hive Federa-
  tion.  Differences between these races and any of the human 
  races of the Imperium are minor, and can be accounted for by 
  genetic drift.  These human races have adopted Hiver customs 
  and ways of thought (in so much as any human can do so), 
  and are thoroughly unlike humans from outside the Federation 
  in outlook.
  
  K’kree 
  Traveller Hero, Book 1
  
  back of both sexes.  A large fatty hump along the back protects 
  the spine at the crucial juncture between upper and lower tor-
  sos.  The circulatory system has two hearts, but is otherwise 
  similar to that of Terran mammals.  Unlike Terran mammals, 
  however, the young are fed partially-digested regurgitated food 
  instead of milk.  Males average 15 to 20% larger than females 
  (by mass).
  Their eyesight is equal to that of humans in most re-
  spects.  The K’kree cannot see as far into the red portion of the 
  spectrum as humans but are capable of picking up more ultra-
  violet.  They are able to see colors in rocks and plants which 
  humans cannot, and find variation and beauty in materials 
  which humans see as monochromatic.  Their hearing is very 
  acute.
  Smell is the sharpest of the K’kree senses.  Their works 
  of art concentrate upon olfactory rather than visual or auditory 
  elements (although these are often present).  Perfumery is as 
  valid an art for them as sculpture and music are to humans.  
  K’kree differentiate other beings by scent more than by sight 
  or sound, and can detect the approach of enemies at a con-
  siderable distance.  A K’kree with experience in dealing with 
  humans (and/or other races) can detect certain basic emotions 
  (fear, sexual desire, anger, etc.) from the scent given off by 
  the being in question.  Due to their sensitive noses they are 
  uncomfortable on worlds with tainted atmospheres, even with 
  filter masks, but this does not prevent them from operating on 
  such worlds.  
  K’kree Template
  Abilities
  Cost
  Ability
  10
  +10 STR
  12
  +4 DEX
  10
  +5 CON
  10
  +5 BODY
  3
  +3 PRE
  7
  Kick:  Hand-To-Hand Attack +2d6 (10 Active Points); 
  Hand-To-Hand Attack (-½)
  6
  Long Legs:  Running +3” (9” total)
  3
  Heightened Senses: +1 PER with all Sense Groups
  Total Cost of Template Abilities:  61
  Disadvantages
  -5
  Physical Limitation:  Large, 4m, -2 DCV, +2 to PER 
  Rolls to be seen (Infrequently, Slightly Impairing)
  -5
  Physical Limitation:  Unusual Form; makes some 
  tasks difficult (Infrequently, Slightly Impairing)
  -15
  Psychological Limitation:  Gregarious, must stay in 
  groups (Common, Strong)
  -15
  Psychological Limitation:  Claustrophobic (Common, 
  Strong)
  Total Cost of Template Disadvantages:  -40
  Options
  5
  Sensitive Nose: Tracking with Normal Smell
  5
  Smell Emotions:  Detect Emotions (Smell/Taste 
  Group)
  T
  he K’kree are a starfaring culture almost as old as 
  the oldest human starfarers - the Vilani.  K’kree 
  discovered the jump drive about one hundred 
  years after the Vilani created the First Imperium, but they 
  were slow to expand through their part of space for two 
  reasons.  First, K’kree are extremely conservative and slow to 
  accept change, and second, because their own peculiar physi-
  cal and psychological problems made spaceflight difficult.  As 
  a result, and in spite of the fact that the K’kree are one of the 
  two oldest and most stable cultures known, the Two Thousand 
  Worlds are less extensive than the human Third Imperium or 
  even the young but energetic Aslan Hierate.
  The Imperium and the Two Thousand worlds of the 
  K’kree do not touch; the closest approach of the two is slightly 
  more than 60 parsecs.  Some interaction occurs in the normal 
  course of governmental relations, or as each side intervenes 
  in the affairs of lesser governments which lie between the two 
  powers.
  K’kree traders, diplomatic missions, and other groups 
  can also be found throughout the reaches of explored space, 
  in the Imperium (sometimes even as far as the Spinward 
  Marches and beyond), the Solomani Confederation, and the 
  Hive Federation.  (Few K’kree would be encountered in Vargr 
  or Aslan space, however, due to crucial incompatibilities of 
  psychology and thought).
  K’KREE IN THE IMPERIUM
  No K’kree live under the rule of any government except 
  that of the Two Thousand Worlds; though it might be possible 
  to encounter a K’kree lost colony beyond the bounds of their 
  empire - or anyone else’s for that matter (the result of a colony 
  ship’s misjump, for example).  K’kree will never be found 
  owing allegiance to anyone but the Steppelord of the Two 
  Thousand Worlds.
  This does not mean, however, that K’kree are not en-
  countered within the Imperium.  K’kree are frequently found 
  visiting Imperial worlds, and can be found on Imperial worlds 
  from Regina to Terra.  These K’kree, however, are found there 
  in the service of their society, and are never subjects of the 
  Imperium.
  K’kree Biology
  K’kree are descended from six-limbed herbivore grazers.  
  An adult K’kree stands about 1.5 meters at the shoulder and 
  between 2.0 and 2.4 meters tall when standing erect.  Weight 
  averages 550 kilograms.  They are bilaterally symmetrical, 
  hexapedal, and homeothermic.  They bear some resemblance 
  to the centaurs of ancient Terran myth, a trait noted by the 
  earliest explorers who encountered them.
  The arrangement of the manipulative organ (or hand) 
  on the front limb is one of their most interesting features.  A 
  complex arrangement of solid bone, ligaments, and cartilagi-
  nous tubes permits the fingers of the K’kree hand to telescope 
  up out of the way when the hand is used as a weapon.  Fully 
  extended, the fingers are mutually opposable to each other 
  and to the “thumb,” which is in reality a solid, bony exten-
  sion of the ulna.  A K’kree hand is very flexible but somewhat 
  weaker in grasping power than a human hand.
  K’kree are covered with short gray or (rarely) black fur 
  with a dense black mane covering the head, neck, and upper 
  K’kree
  
  Traveller Hero, Book 1 
  K’kree
  
  K’kree Homeworld
   The K’kree homeworld is Kirur/Thirty (0505 B-863A03-
  F).
  K’kree Society and Culture
  SOCIETY
  K’kree society divides the population into castes.  The 
  system is a remnant of ancient times which no longer fits 
  K’kree culture perfectly, but the K’kree stick with it because it 
  is traditional.  There are hundreds of castes, but the distinc-
  tions between them are too faint for most non-K’kree to under-
  stand.  For simplicity, castes can be divided into three general 
  groupings - noble, well-born, and servant - each with shadings 
  of rank and caste within the general group.  It is possible for 
  a family to rise in caste, but it is rare for a family to actually 
  move from one caste grouping to another.
  The lowest caste, the servants, has come to include 
  farmers, factory workers, unskilled laborers, and technical 
  workers, as well as servants for all castes.  Members of the 
  servant caste shave their manes completely as a token of sub-
  mission.
  The next highest caste, the well-born (sometimes called 
  the merchant caste), includes most skilled workers, scientists, 
  engineers, and technicians, scribes, and lower-level govern-
  ment administrators, as well as merchants and businessmen.  
  Well-born shave only the top of the skull as a mark of submis-
  sion.
  Nobles, the highest caste, are the government officials, 
  the highest military officers, diplomats, and heads of trade 
  and manufacturing concerns.  Nobles are allowed to wear the 
  full mane as a mark of distinction, and are usually garbed in a 
  much more ornate fashion than the lower castes.
  Female K’kree are casteless, taking on the caste of their 
  father or husband.  Females have no position in government 
  or society other than the rearing of young.  The female mane 
  is shaved in the same manner as the caste of the husband or 
  father, and braided in a fashion that varies from caste to caste.  
  Families are the smallest social unit, consisting of a patriarch 
  or family leader, his wife or wives (K’kree are polygamous, 
  with the male supporting as many females as his position and 
  power allow), their sons (either those too young for service as 
  Warriors - see The Military, below - or those who have not yet 
  set up separate families), unmarried daughters, any techni-
  cians, scribes, or other assistants the leader may require to 
  fulfill his family’s position in society, servants, and warriors.  
  The word “family” does not mean the same thing for K’kree as 
  it does for humans, since a K’kree family is not a set of parents 
  library DaTa
  The Two Thousand Worlds: The Two Thousand 
  Worlds is the most common name given in the Imperium for 
  the region of space ruled by the K’kree. It is a comparatively 
  tightly-knit empire, with the rulers of the individual worlds 
  answerable to the “Steppelord of the Two Thousand Worlds” 
  on Kirur, the capital and homeworld of the K’Kree.
  The Hive Federation: Human term for the loose inter-
  stellar community dominated by the Hivers, an intelligent 
  major race descended from omnivore gatherer/scavenger 
  stock. The Hivers and the K’kree are old enemies, though 
  there have been no active hostilities for over three thousand 
  years.
  and children; indeed, most of the “family” will not be related.  
  A patriarch’s assistants, warriors, and servants are just as 
  much members of the family as the patriarch’s wives and chil-
  dren, and are trusted accordingly.  It is possible for individuals 
  in a family to have families of their own, which can consist of 
  further families, and so on.
  A family will fulfill a specific function in society, and 
  this function will usually change only with great deliberation 
  over many generations.  Families and groups of families are 
  bound to this role and no other.  Freedom of choice exists in 
  choosing the family to which the individual K’kree belongs (a 
  talented technician will be permitted to join a family engaged 
  in technical work, for instance), but once that choice is made, 
  further options are very limited.
  K’kree are extremely conservative in all aspects of their 
  culture.  Ceremonial military units (such as bodyguards) are 
  armed with equipment which K’kree military technology 
  outdated centuries ago, and (aside from modifications made 
  necessary by the discovery of spaceflight) K’kree government 
  has not changed significantly in centuries.
  This conservatism, and the rigid caste structure, have 
  rendered the K’kree virtually incapable of individuality.  Ser-
  vice to those of superior caste is almost automatic, balanced 
  by the intense feelings of responsibility which bind patriarchs 
  to their families and leaders to their followers.  The good of 
  the family, the herd, and, by extension, the race, outweighs 
  personal considerations.  K’kree are of course thoroughly 
  adapted to this way of life, and have no difficulty accept-
  ing their lot in life.  The ambition and drive for individual 
  achievement so characteristic of humans is conspicuously 
  absent from the K’kree character, though it is replaced by an 
  equally strong drive to do the best possible job to help others 
  of the herd (or the race).  Thus K’kree do not expect or receive 
  rewards, recognition, or other distinctions; they do their given 
  job to the best of their ability, for as long as that job needs to 
  be done.
  Social interaction among K’kree is smooth and uncom-
  plicated, since each individual knows his place and function, 
  and automatically defers to those of superior rank.  Thus, the 
  K’kree have no such formal or ritual procedures for moving in 
  society as are found, for instance, among the Aslan, who are 
  proud, individualistic, combative, and require complex social 
  formulae to avoid constant confrontation with one another 
  over matters of honor.
  GOVERNMENT
  The basis of K’kree government is rooted in the tra-
  ditional structure of the herd.  The herd is the basic unit of 
  government, consisting of hundreds of families and thousands 
  of individuals of all sexes, castes, and ages.  Herds are led by 
  Krurruna (literally, bosses) under a single Ghik’keerlk (steppe-
  lord).  In recent times, most herds have been assigned specific 
  geographic areas (several may be part of a city, or a single herd 
  may range over millions of hectares of farmland).  A number 
  of herds are governed by a single Ghir’ghik’keerlk (“Lord of 
  Steppelords”), usually, the ruler of an entire planet.  An “Over-
  lord of Lords,” or Ghir’k’reek, may oversee the government of 
  a number of planets (the equivalent of an Imperial subsector 
  governor).  The K’kree race as a whole is ruled by a “Steppe-
  lord of the Two Thousand Worlds” (Ghik’keerlk’ak T’t’tkahk 
  Xeng Kirr Tkexirr).
  Government on all levels is nothing more than an exten-
  sion of the original principles that rule individual herds far 
  back in K’kree prehistory.  Each individual and family has a 
  
  K’kree 
  Traveller Hero, Book 1
  
  place in the structure and function of the herd.  The Krurruna 
  oversee individual aspects of the herd’s needs and respon-
  sibilities; similarly, the Krurruna obey the dictates of the 
  Ghik’keerlk, and so forth up the ladder.  K’kree government 
  is one of the most smoothly functioning governments known, 
  with a maximum of obedience by the citizenry and a maxi-
  mum of responsibility on the part of those in control.  Humans 
  would, of course, find it intolerable, due to the rigid nature 
  of the caste structure and the absolute authority of the ruling 
  classes, but it is a system which works, and works well, for the 
  less individualistic K’kree.
  K’kree government is not without its limitations.  In a 
  society so dependent upon decisions from above, interstel-
  lar distances become major obstacles to progress.  Although 
  nobles at various levels can and do display some initiative if 
  necessary, the general impact of increasing distances and the 
  attendant time lags have served to make even more apparent 
  the streak of conservatism and caution which has always been 
  a K’kree trait.
  Justice: Crime has never been a serious problem among 
  the K’kree.  Most crime is by definition an anti-social act, and 
  the K’kree simply do not have the concept of anti-social behav-
  ior - that would be a contradiction in terms.  What remains 
  are the actions of the dangerously insane, occasional crimes of 
  passion, and misunderstandings.
  Insanity is usually dealt with by exile or, in extreme 
  cases, mercy killings.  Exile places the individual on a reserve 
  planet set aside for such individuals, sometimes interdicted 
  to offworld traffic, sometimes open.  Where the individual is 
  truly dangerous to others, death is the usual sentence.
  Crimes of passion do occur.  When such crimes are com-
  mitted, the criminal is generally forced to make restitution.  If, 
  for example, one K’kree killed another in a moment of anger 
  (a fairly rare occurrence), the killer would become responsible 
  for the support of the dead K’kree’s wives and children.  This 
  may even extend (depending on circumstances) to other mem-
  bers of the family as well.  Repeat offenders may be judged 
  insane.  Generally, K’kree justice is merciful; they dislike need-
  less death penalties, and regard any form of imprisonment or 
  exile as “cruel and unusual” punishment.
  Misunderstandings, like all other criminal matters, 
  are judged by the Krurruna or their representatives.  Their 
  decisions are final, and, in the tradition of total obedience 
  to authority, accepted by the parties involved.  Within their 
  own society, the K’kree are a highly moral and ethical people, 
  and corruption, bribery, fraud, and similar crimes are quite 
  unknown to them.
  Towards non-K’kree, however, they are less charitable, 
  for the K’kree are highly chauvinistic.  Non-K’kree are consid-
  ered inferiors, and treated (usually) as servants or worse, and 
  rarely receive the benefit of the doubt in disputes or misunder-
  standings.  K’kree merchants, no matter how ethical, are not 
  above bribery, fraud, or other forms of cheating in their deal-
  ings with non-K’kree.  Most subject races in the Two Thousand 
  Worlds have learned to be very careful in their dealings with 
  their overlords.
  THE MILITARY
  Military service is required of all male K’kree for at least 
  one term (about 7.25 Imperial years, or 6 K’kree years).  War-
  riors provide the K’kree with soldiers, police, firefighters, and 
  bodyguards for diplomatic and mercantile expeditions or the 
  retinues of important patriarchs.  Upon coming of age (the 
  20th birthday), every male K’kree enters the military.  Their 
  caste determines the rank at which they will serve.
  Nobles enter the military as general officer trainees, 
  serving as aides and staff officers to veteran noble general offi-
  cers.  Well-born are junior officers, or, in the case of low-caste 
  well-born, noncoms and warrant officers.  Servants are the 
  rank and file, and can generally rise no higher than noncom 
  status.
  Upon completion of one term of service, most warriors 
  return to their original caste and position.  They may, how-
  ever, choose to remain in the service.  Veterans rise to higher 
  positions, and may in fact remain in the military for their 
  entire career.
  Warriors are the only K’kree permitted to bear weapons 
  of any kind, and are further distinguished by their peculiar 
  flared and horned helmets.  While serving as warriors, K’kree 
  may be assigned to anything from a ground combat unit to 
  duty as part of a noble’s bodyguard.  As with most aspects of 
  K’kree society, a warrior’s place is carefully established and 
  rarely changed.  Advancement is slow or non-existent, and 
  bound rigidly by caste.
  K’kree mercenary units do not exist, at least as humans 
  use the term.  The government will sometimes allow military 
  units to be used by non-K’kree, but this is done only to fulfill 
  some larger purpose of the government or as a source of ad-
  ditional revenue.  The units do not seek tickets on their own.  
  The organization of K’kree military units differs radically 
  from those used by the Imperium.  Basic unit organization 
  works around larger formations that humans are accustomed 
  to: combat troops are generally organized in “platoons” (Ring’r) 
  of about 50 K’kree.
  Smaller formations are rarely adopted except on a 
  strictly ad hoc basis.  Vehicle crews are, of course, smaller, but 
  then the Cavalry branch of the K’kree military breaks many 
  standards.  The cavalry service is regarded with a mixture of 
  scorn and awe; vehicle crewmen are generally thought of as 
  lunatics and permitted eccentricities of all sorts that would be 
  grounds for censure in any other arm of the service.  The same 
  is true of fighter pilots in the Navy; both breeds are extremely 
  rare, and therefore valued even though their mental stability is 
  considered suspect by most.
  In general, the K’kree warrior is an effective fighter 
  and a dangerous opponent, lending support to the concept 
  that a warrior herbivore can be far more dangerous than any 
  carnivore, since the herbivore lacks many of the behavioral 
  compunctions and restraints that may guide his carnivore (or 
  omnivore) counterpart.
  PSYCHOLOGY
  K’kree psychology is dominated by their descent from 
  plains-dwelling herbivores.  Several crucial psychological fac-
  tors stem from these origins which have a strong influence on 
  K’kree behavior and thought.
  First, K’kree are gregarious (extremely so) as befits the 
  descendants of herd animals.  They are rarely (if ever) found 
  alone, and will quickly sicken and die if removed from other 
  K’kree for any length of time (though the time can be extended 
  somewhat through the use of strong scents of other K’kree, 
  which can comfort the solitary K’kree for some time.  A lone 
  K’kree is either deathly ill, and has been exiled by the herd to 
  die, or is dangerously insane.
  Receiving a trade or diplomatic delegation from the 
  K’kree means entertaining the entire family (one or more 
  wives, servants, scribes, assistants, bodyguards, etc.) of the 
  merchant or ambassador.  The K’kree word for “my” refers to 
  
  Traveller Hero, Book 1 
  K’kree
  
  a possession of an individual’s herd or family, not to that of an 
  individual, and the word “K’kree” itself is plural, with the par-
  ticle //-//added in the rare instance when an individual K’kree 
  is being referred to (i.e., “K’kreer!”).  Privacy and individuality 
  are exotic and little-understood concepts for the K’kree.
  A second crucial psychological element of the K’kree is 
  a pronounced tendency towards claustrophobia.  They cannot 
  stand to be enclosed.  K’kree cities are clumps of low, broad, 
  transparent domes, the buildings inside never more than one 
  story in height and open to the sky.  Partitions inside buildings 
  are achieved with curtains or tapestries.  Through train-
  ing, discipline, and some psychological subterfuge (such as 
  holographic images and clever use of olfactory stimulus) some 
  individuals (AFV crews, starship pilots, and so on) are able to 
  overcome this phobia.
  Finally, the K’kree are vegetarians and (understand-
  ably) have an instinctive hatred of meat-eating creatures.  The 
  K’kree are very uneasy anywhere their sensitive noses detect 
  the smell of cooking meat, anyplace where meat has been 
  cooked recently, or in the presence of anyone who has eaten 
  meat within the last two or three days.  (They smell it on the 
  body secretions and breath.) Indeed, the smell of dead or 
  dying animals causes considerable discomfort, both because 
  of the sensitive nature of K’kree olfactory equipment, and 
  because of the unpleasant associations such smells raise in the 
  K’kree ancestral memory.
  K’kree Character Generation
  The creation of characters differs considerably when the 
  characters in question are K’kree.  Where most Traveller races 
  focus on the individual player character, individuality is not 
  so highly prized in the Two Thousand Worlds, and the chanc-
  es of encountering a mere handful of K’kree in the course of an 
  adventure is vanishingly small.
  Because of the gregariousness of the race, the K’kree 
  have special character generation rules to more closely simu-
  late their natures.  In effect, each player will be the patriarch 
  of a K’kree family, and the members of his clan – bodyguards, 
  wives, children, and servants - are followers.  A group of 
  K’kree players together represent a gathering of K’kree which 
  may number 50 or more individuals.
  A player is playing the patriarch of a group of beings 
  when he or she sets out to play K’kree.  It is important to 
  remember that K’kree, though bound by caste and bound to 
  service of those above them, are still individuals.  A player 
  who treats the Patriarch as an independent entity and all other 
  family members as cannon fodder to be sacrificed freely is not 
  correctly grasping the proper play of K’kree characters.
  The K’kree patriarch has a responsibility to his family, a 
  responsibility of extreme importance.  Thus, although the pa-
  triarch may be possessed of “nine lives” in his ability to send 
  out bodyguards and servants to do his bidding, he will keenly 
  feel each loss that his family suffers, particularly through his 
  own mismanagement.
  K’KREE CHARACTER GENERATION
  This section discusses general guidelines for building 
  a K’kree patriarch and his family, as pertains to their unique 
  culture.  The guidelines provided are based on the HERO 
  system’s character point design, rather than Traveller’s ran-
  dom die rolls.  In some cases, random die rolls are provided as 
  an option.
  Beginning: Start with the HERO systems character sheet 
  and apply the K’kree Racial Template.
  Naming: Pick a K’kree-sounding name.
  Gender:  The patriarch of the family is always male.
  Title: K’kree of noble families may have a title.
  Skills and Professions: There are no significant changes 
  to skills and professions.  Due to the K’kree aversion to isola-
  tion, some professions may be unavailable or altered.
  Mustering Out: K’kree who muster out receive certain 
  benefits.  Choose the character’s current age in human years, 
  subtract 18, and divide that total by 7 for the number of terms 
  of service the character has served.  For each full term of ser-
  vice, the character earns one pick from the following list: Perk: 
  Money (3 points, may only pick once), Weapon (choice gives 
  one weapon to each male in family), Starship (x, may only 
  pick once), Tools (choice gives characters and each servant an 
  appropriate toolkit)
  Money: The cash value received is money held collec-
  tively; “my” money, to a K’kree, is the money which belongs to 
  the family as a whole.
  Weapons: Weapons benefits grant one weapon of the 
  indicated type to each warrior/bodyguard in the family.  Ad-
  ditional weapons benefits, when earned, result in the award of 
  an additional weapon.  
  Starships: K’kree Merchant, K’kree Transport and K’kree 
  Courier ships may be granted as benefits.  Possession denotes 
  outright ownership of the vessel, which is necessary to the 
  role the family fills in K’kree society.  A Courier would, for 
  instance, be used by government nobles engaged in diplomatic 
  missions, while the use of the merchant is self-explanatory.  
  Both types of ships must have fuel, maintenance, and other 
  costs paid by the owning family, though the government fre-
  quently subsidizes nobles using Couriers.
  Tools: The receipt of tools by a well-born Technician 
  grants the Technician and each Servant Worker in his fam-
  ily a tool kit or other piece of equipment appropriate to his 
  skills and functions.  For example, a Technician with medical 
  skill might receive a Medical kit for himself and each Servant 
  Worker.  Available tools include: Mechanical Tool Kit, Elec-
  tronics Tool Kit, Carpentry Tool Kit, Metalwork Tool Kit, Medi-
  cal Kit, Hand Computer, Metal Detector, Radiation Counter, 
  Chain Saw, or almost any item which seems appropriate to the 
  referee to bestow.  Additional benefits provide additional tools 
  of a different type (in keeping with available skills).
  family generaTion
  Because of the rigid nature of K’kree society, the referee 
  should already have in mind the type of adventures to be run 
  if a particular group of K’kree player-families is to be created.  
  “Adventuring” K’kree will generally be involved in govern-
  ment, trade, scientific research, or military affairs.  The fami-
  lies generated should be appropriate to the area selected.
  Family Composition: Each K’kree family will contain a 
  patriarch (who may be either noble or well-born), his wife or 
  wives, plus servants and bodyguards, and children of varying 
  ages.  
  A career for the family is determined through selection 
  by a player; the commonly available types are military, govern-
  ment, trade, and scientific.
  The patriarch is considered the “base character” and 
  is required to spend a minimum of 35 points on Follower: 
  Members of Clan (8 individuals, 100 Base Points with 50 points 
  in Disadvantages).  This assumes the smallest typical clan — 2 
  wives, 2 bodyguards, 2 servants, and 2 children.  This as-
  sumes high-born rather than noble.  A noble patriarch is likely 
  
  K’kree 
  Traveller Hero, Book 1
  
  to have 32 individuals as followers, with a cost of 45 points 
  which assumes 3 wives, 3 bodyguards, 3 servants, 3 children, 
  2 wives for each bodyguard, 2 wives for each servant, 2 chil-
  dren for each bodyguard, and 2 other positions.
  Once the overall numbers of the family and the nature of 
  their role in society (diplomatic, mercantile, etc.) are known, 
  character creation begins.
  Naming: Pick a K’kree-sounding name for the family 
  name and then assign names to servants, bodyguards, and 
  females (and any children).
  Titles: The K’kree encountered on an adventuring level 
  are not likely to be government figures (bosses or steppelords).  
  Such individuals have too many responsibilities to be found 
  in an adventuring situation.  
  Females: Females in K’kree society play no part save that 
  of rearing the young.  Female characters receive few skills.
  careerS anD grouP comPoSiTion
  The various types of adventuring group which may be 
  encountered will be composed of varying types of individuals, 
  as outlined below.  Use this information as a guideline when 
  selecting the specific backgrounds of characters within the 
  group.
  Government Parties: Always headed by a noble patri-
  arch with a government background (and his family).  May 
  include lesser nobles of either government or administrative 
  careers, and well-born of either career, and their families.
  Scientific or Technical Parties: Headed by a noble 
  patriarch with an administrative background (and his family) 
  if the mission is important enough to warrant it.  This may be 
  decided by the referee, or established on a roll of 9+ random-
  ly.  Otherwise headed by a well-born of technical background.  
  However, party composition may vary with specific missions; 
  military characters might be involved in a study of weapons or 
  tactics, mercantile characters in commerce or industry, and so 
  forth.  Much will depend upon the specific orientation of the 
  K’kree group.
  Mercantile Parties: Headed by a noble of administrative 
  background only when the mission is extremely important.  
  Roll 11+ if random determination of this fact is to be used.  
  Otherwise, headed by well-born engaged in commerce, but 
  may include other characters or either commercial or techni-
  cal backgrounds (and their families, of course).
  Military Parties: Military parties consist only of charac-
  ters in military service, and do not include females or chil-
  dren.
  The Role of Servants: Servants in diplomatic, technical, 
  and mercantile parties may be either laborers or skilled work-
  ers.  Laborers are, in general, personal servants, and perform 
  a variety of unskilled jobs.  Workers are trained to do various 
  types of technical work.  Both are found in any party, but, gen-
  erally, families of a merchant/ technical patriarch will include 
  a higher proportion of skilled workers than other parties.  All 
  families should have at least one servant laborer; further com-
  position of servant help is up to the needs of the family.
  Girug’kagh
  Within the bounds of the Two Thousand Worlds, there 
  are a number of races subject to the K’kree.  Such races are 
  collectively known as “kr’rrir” - literally “Subjects” - and have 
  been forced to adapt their cultures to conform to standards 
  imposed by their K’kree overlords.  One such race is com-
  monly known as the Girug’kagh, the name applied to them by 
  the K’kree..
  For more detailed information on this race, see Journal of 
  the Travellers Aid Society #21.
  Girug’kagh Biology
  The Girug’kagh originally called themselves the Savezi-
  taisoh.  They are roughly humanoid - upright bipeds, homeo-
  thermic, standing 1.5 meters tall and generally hairless, with a 
  faint scaling always visible.  Scales are dyed in various colors 
  to indicate rank and status through patterns of different sorts, 
  a point of great pride to the Savezitaisoh people and one of 
  their few links with the past.
  The hands have long, delicate fingers; the seven digits 
  include three grasping fingers that are mutually opposable 
  to all the other digits, and four shorter, stubbier, thumb-like 
  members.  Physically, the race is undistinguished; mentally 
  they seem subservient, easily cowed, and almost totally 
  without spirit.  Some have gone so far as to describe them as a 
  slave race.
  Girug’kagh Template
  Abilities
  Cost
  Ability
  -3
  Weaker: -3 STR
  15
  Graceful: +5 DEX
  Total Cost of Template Abilities:  12
  Disadvantages
  -20
  Psychological Limitation: Completely Subservient To 
  The K’kree (Common, Total)
  -15
  Psychological Limitation: Arrogant/Superior To Non-
  K’kree (Common, Strong)
  Total Cost of Template Disadvantages:  -35
  Girug’kagh Homeworld
  The Girug’kagh are native to a world they knew as Saviz-
  tah, but which the K’kree now call Kagh’kir (Kirarurrlka 0809 
  6889(5)(4)-D).  
  Girug’kagh Society and Culture
  HISTORY
  The Girug’kagh are descended from omnivore gatherer 
  stock which lived in the coastal plains of their homeworld.  
  They developed intelligence in the face of changing climate 
  and an increased competition for food collected from shore-
  line tidal pools and the nests of burrowing animals which 
  dwelt along the coastal cliffs.  Cooperation proved essential in 
  the face of threats from several species of amphibian or shore 
  dwelling carnivores, and the combination of intelligence and 
  group cooperation led eventually to the rise of civilization.  
  The race had attained a tech level of 2 when the K’kree first 
  came across them.
  They were only the third non-K’kree race to be contacted 
  by the militant vegetarians of Kirur.  The K’kree interdicted 
  the world for quite some time, while a debate over the fate 
  of the newly discovered primitives was held.  It was eventu-
  ally decided that there was some hope that the Girug’kagh, 
  who foraged for such food as they could find and had already 
  developed a flourishing agricultural base, might not need to be 
  destroyed as meat-eaters, and the K’kree offered them the op-
  tion of adopting new ways or facing certain destruction at the 
  
  Traveller Hero, Book 1 
  K’kree
  
  hand of their technological superiors.
  To the primitive Girug’kagh of that time, the K’kree were 
  little short of gods.  It is doubtful that they understood what 
  was being asked of them at the time, but K’kree dictates on 
  diet, conduct and other modifications in culture were accept-
  ed as teachings from heaven, and widely embraced (a similar 
  development can be seen in “cargo” cults of Melanesia, on 
  Terra).  Those who failed to adapt to the new ways gradually 
  died away in the course of several generations of planetary 
  development under the guidance of K’kree governors.
  The Girug’kagh were eventually deemed ready to enter 
  the mainstream of society in the Two Thousand Worlds, and 
  were granted full subject status nearly four thousand years 
  ago.  Subject status conferred a limited autonomy - self-rule, 
  the right to travel to other worlds and be visited by K’kree 
  ships and/or those of other subject races, and so forth.  By 
  this time, the race had evolved a culture which was highly 
  artificial, forced upon it from above rather than naturally 
  developed from within.  A certain degree of cultural shock had 
  left the Girug’kagh unable to realize their original potential as 
  a civilized people.
  SOCIETY
  There are few remnants now of the pre-K’kree ways of 
  the Girug’kagh.  Their language is all but dead (though there 
  has been, over the past century or so, a definite effort to revive 
  the old tongue and keep it - and the native literature and po-
  etry it was used for - from passing away forever).  Most social 
  customs have arisen out of the K’kree dominance.  Vegetarian-
  ism, of course, is the most essential part of life.
  The Girug’kagh have been instilled with an absolute 
  conviction that they are second-class citizens, utterly inferior 
  in all things to their K’kree overlords.  A Human missionary 
  from the Imperium attempted once to persuade these people 
  to strike off their chains and realize that they were as good as 
  anyone else, and was not only unsuccessful but deported for 
  his efforts; the Girug’kagh simply could not accept the idea 
  that they were not naturally intended as servants to the K’kree.  
  Though they no longer regard their masters as gods, there is 
  still an intense feeling of awe and reverence characterizing all 
  of their attitudes towards the K’kree.
  Equally, the Girug’kagh feel a superiority over other non-
  K’kree races.  They were the first race to attain full subject sta-
  tus, and consider themselves to be a sort of next step down in 
  an interracial caste structure.  The K’kree nobles, merchants, 
  and servants come first, then the Girug’kagh, and then the rest 
  of the universe.  Many of the race’s institutions are colored by 
  this opinion, and the most honorable career to undertake is 
  that of underservant to a K’kree group.
  The Girug’kagh are often found as translators and 
  intermediaries among the K’kree, particularly those K’kree 
  who must deal outside the Two Thousand Worlds.  Less eas-
  ily offended by the smell of meat-eating outsiders, and more 
  capable of racial tolerance and enclosed spaces than their mas-
  ters, they frequently are very useful at conducting negotiations 
  and other functions requiring close contact between K’kree 
  and outsiders.
  GOVERNMENT AND MILITARY
  The Girug’kagh government is a curious amalgamation 
  of pre-contact structure and K’kree-imposed concepts.  It is a 
  loose caste system, in which a hereditary nobility (originally 
  a “priesthood” selected to deal with the K’kree because they 
  were the first who were willing to embrace vegetarianism and 
  obey the K’kree in all things) rules, and various other func-
  tions and services are dominated by a guild structure which, 
  though not completely dependent upon birth, does tend to 
  limit social mobility.  The only exception to the generally stag-
  nant guild structure is the ability of anyone to volunteer for 
  training to serve the K’kree as translators-cum-servants.
  There is no true military.  The K’kree provide defense 
  from space, and the closest thing to a military is the Proctor’s 
  Guild, which is more a police force than anything else.
  Only translators and diplomatic types are typically 
  found off-planet.
  Career Preferences
  Those Girug’kagh traveling off-world are in the service 
  of a K’kree family, and will be in a servant role, whether as 
  diplomat or translator for a government or mercantile family, 
  or as a technician for a scientific family.
  Playing Girug’kagh: Girug’kagh display a peculiar 
  mixture of subservience and arrogance: subservience to their 
  overlords, but a haughty disdain for those below their sta-
  tion.  They might be considered as equivalent to a highly 
  proper English butler, a “gentleman’s gentleman” ... managing 
  to convey an air of contempt while behaving with complete 
  propriety.
  Girug’kagh Character Generation
  Girug’kagh characters are created in much the same 
  manner as humans.
  All Girug’kagh characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Girug’kagh, they embark upon a career in order to gain skills 
  and experience.  
  GIRUG’KAGH CHARACTER CREATION
  This section discusses general guidelines for building a 
  Girug’kagh character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Girug’kagh Racial Template.
  Naming: Pick a Girug’kagh-sounding name.
  Gender: Girug’kagh may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Girug’kagh; 
  4+ indicates a female Girug’kagh.
  Titles: Girug’kagh characters do not receive titles of 
  nobility.  They are a slave race.
  Skills and Professions:  There are no significant changes 
  to skills and professions.  Due to the Girug’kagh psychology 
  and role, Interaction skills (such as Persuasion and Oratory) 
  and Background skills (Languages, Knowledge skills and Sci-
  ence skills) should be significant in creating the Girug’kagh 
  character.
  Mustering Out: Girug’kagh receive no mustering out 
  benefits.  As servant of K’kree clan, they receive cash and 
  benefits as needed.
  
  Vargr 
  Traveller Hero, Book 1
  0
  T
  he Vargr are a race of intelligent beings, gener-
  ally classed as a Major Race.  For many years 
  the Vargr were a puzzle to Imperial xenologists.  
  Their biochemistry and genetic make-up is almost identical 
  with a number of terrestrial animals, but differs radically from 
  most flora and fauna indigenous to Lair, the purported Vargr 
  homeworld.  Researchers during the early years of the Third 
  Imperium concluded them to be the result of genetic manipu-
  lation of a transplanted species, undoubtedly of Terran origin, 
  and most closely related to Terran canines.  A tremendous 
  body of data indicates that the race known as the Ancients 
  were probably responsible.  This background makes the Vargr 
  unique among the major races, and indeed among the ma-
  jority of sophont races of all kinds, in that they are not the 
  product of natural selection, but rather represent, seemingly, 
  an “experiment” in artificial history for purposes unknown to 
  contemporary science.  
  For more extensive information, see Traveller® Alien 
  Module 3: Vargr from Far Future Enterprises (http://www.
  farfuture.net/)
  Vargr Biology
  Physically, contemporary Vargr are not very impres-
  sive.  The typical Vargr is about 1.6 meters in height and 
  weighs approximately 60 kilograms.  They are upright bipedal 
  carnivores, rear limbs digitigrade, and still bear a considerable 
  resemblance to their ancestral canine stock externally, though 
  internally there are many important differences.
  Vargr hands are very similar in size and appearance to 
  human hands, though with significant internal dissimilari-
  ties.  They have approximately the same physical parameters 
  as humans, and are able to use the same equipment without 
  modification or additional restriction.  The hands tend to be 
  somewhat more slender and dexterous than human hands (on 
  the average; there is still considerable variation among indi-
  vidual Vargr).  Their fingers retain sharp pointed, non-retract-
  able nails which can function as claws in some close combat 
  situations.
  The Vargr retain many of the characteristics of their 
  canine ancestors, far more so than humans and their sup-
  posed primate forefathers.  They are covered with a short fur, 
  generally brown, black, or rust colored, though frequently 
  combining shadings of these and other colors.  Their tails are 
  fairly long and generally end in a flaring brush.  The muzzle is 
  much shorter and less pronounced than in Terran canines, but 
  still is quite evident.
  On the average, Vargr reactions are somewhat faster than 
  those of the typical human, but there are still wide variations 
  between individuals.  Vargr eyesight is much sharper than hu-
  man sight, but responds somewhat differently to colors; by hu-
  man standards, Vargr color patterns frequently seem extremely 
  unusual, sometimes rather muddy, at other times garish and 
  clashing.  Hearing is excellent, but again slightly out of phase 
  with human standards.  Sounds which are generally too high-
  pitched for human ears can be detected, but the lower ranges 
  are often inaudible or only vaguely sensed, rather than heard.  
  The Vargr also possess keen noses, as befits their ancestry, but 
  their sense of smell cannot in any respect be considered the 
  equal of the K’kree, the acknowledged masters of olfactory 
  stimuli.
  Vargr Template
  Abilities
  Cost
  Ability
  -2
  Vargr Strength: -2 STR
  6
  Vargr Agility: +2 DEX
  3
  Vargr Senses:  +1 PER with all Sense Groups
  6
  Vargr Nose:  +3 PER with Smell/Taste Group
  10
  Vargr Nose:  Tracking with Smell/Taste Group
  4
  Vargr Claws:  Killing Attack - Hand-To-Hand 1 point 
  (½d6 w/STR) (5 Active Points); Reduced Penetration 
  (-¼)
  6
  Vargr Ears:  +3 PER with Hearing Group
  3
  Vargr Ears:  Ultrasonic Perception (Hearing Group)
  6
  Vargr Legs:  Running +3” (9” total)
  Total Cost of Template Abilities:  42
  Disadvantages
  -5
  Physical Limitation:  Night Blindness (x2 Effect 
  from Night Modifiers) (Infrequently, Slightly 
  Impairing)
  -10
  Vulnerability:  1 ½ x Effect from Interaction Skills 
  and PRE Attacks -- Easily Swayed (Common)
  -10
  Psychological Limitation: Pack Mentality (Common, 
  Moderate)
  Total Cost of Template Disadvantages:  -25
  Vargr Homeworld
  Occasionally, someone forgets that the true homeworld 
  of the Vargr is Terra.  Attention instead focuses on Lair, the 
  world where the Ancients deposited their genetically altered 
  experiments about 300,000 years ago.
  Stellar Data: Lair orbits Kneng, a solitary star.  Kneng is 
  a G5 V star dimmer and smaller than Sol.  Luminosity is 0.67.  
  Effective temperature is 5,500° K.  Radius is 0.91 of Sol.  Mass 
  is 0.94 of Sol.
  World Orbital Data: Lair orbits Kneng at 1 AU with a pe-
  riod of 376.72 days.  It rotates on its axis once every 26 hours.  
  (Lair, 0802, A8859B9-F G, G)
  World Physical Data: Lair is 12,740 kilometers in diam-
  eter and has a dense atmosphere.  Half of the world’s surface 
  is ocean, dividing the land into five major continents.  Ap-
  proximately 10% of the world surface is icecap.
  Lair has no orbital eccentricity, but its axial tilt equals 
  that of Terra: 23.50 (there is some evidence that this tilt was 
  induced approximately 300,000 years ago).  Average tempera-
  ture for the world is 16° C.
  Lair has three natural satellites.  The largest, orbiting at 
  150,000 km, is tidally locked to Lair; the others orbit at 2,000 
  km and 9,000 km respectively.  All have been used for space 
  stations and stepping-off points in space exploration.
  World Social Data: Lair has a population 2.3 billion.  
  Humans classify the local government as a non-charismatic 
  leadership (a term at which the current leader would take 
  offense).  Law level is relatively high and reflects the relative 
  instability of the current government.  Local technology is 
  equivalent to that of the Imperium.
  VARGR EXTENTS AND NEIGHBORS
  The Vargr Extents: The Vargr Extents are those regions of 
  Vargr
  
  Traveller Hero, Book 1 
  Vargr
  1
  space settled by and under the control of various Vargr govern-
  ments and factions.  As a rule, Vargr governments fragment 
  rapidly, and nothing like a unified government has ever been 
  established over the Extents.  Even many Vargr worlds are still 
  highly balkanized as a result.
  The Imperium: The Third Imperium, established over 
  eleven hundred years ago, is a human-dominated interstellar 
  empire which represents the norm around which all Traveller 
  rules have been built.  It is the third in a line of major inter-
  stellar human empires.
  The Zhodani Consulate: A region to spinward of the 
  Imperium and the Vargr Extents, dominated by the Zhodani, 
  a human major race similar in most respects to other human 
  races.  Their primary difference is in their attitude towards 
  psionics, which makes up the major base of their government 
  and society.
  The Gvurrdon Sector: The Gvurrdon sector is located 
  immediately to coreward of the Spinward Marches of the 
  Imperium, and also contains a portion of the frontier between 
  the Vargr Extents and the Zhodani Consulate.  As a result, 
  Vargr states in this region continually interact with adjoining 
  human societies and are frequently aligned with one or the 
  other of them.
  Vargr Society and Culture
  HISTORY
  There is little in the way of accurately established his-
  tory known on the development of the Vargr from the time 
  of their original transplantation to the point when they first 
  began to make their presence known to other spacefaring 
  cultures.  As with so many elements of Vargr society and 
  background, the truth is frequently obscured in a welter of 
  contradictory claims and historical interpretations among 
  Vargr writers; few human scholars have ever been able to sift 
  through the contradictory material of rival Vargr historians to 
  arrive at any concrete determination of what actually hap-
  pened.  Nor have the Vargr been particularly cooperative in 
  permitting first-hand research by non-Vargr groups.  Their 
  normally touchy racial pride has been compounded by a 
  vested interest in keeping information obscure, for many Vargr 
  governments and organizations have founded major portions 
  of their ideology or philosophy on various “accepted” interpre-
  tations of history and archeology which they are reluctant to 
  see examined by outsiders.
  It is known that the development of civilization among 
  the Vargr was turbulent and chaotic.  Their foster homeworld 
  (generally called “Lair” by Imperials, in preference to any of 
  the four most widely accepted names used by the Vargr for 
  the planet, all of which, according to one humorist, can only 
  be pronounced “by an asthmatic dog with severe bronchitis”), 
  the third planet of a G5 star in the Provence sector, was and 
  is a cool world with broad, shallow seas and a number of 
  small continents.  No one is sure which continent marked the 
  original home of the first Vargr transplants (evidence has been 
  advanced for all of them, and some theories have even held 
  that settlements were made on more than one).
  It is certain that the first Vargr bore only distant resem-
  blance to the contemporary Vargr - possibly even less so than 
  the ancestral human stock of the same era (300,000 years 
  ago) does to any of the modern branches of Humaniti.  The 
  manipulation performed by the Ancients would appear to 
  have been directed at developing the potential of the race, 
  as opposed to directly producing a desired result.  This has 
  convinced several scholars who specialize in Ancients’ studies 
  to speculate that the enigmatic race took an incredibly long 
  view of things.  They could actually contemplate watching the 
  history of a species like the Vargr over countless millennia, 
  as early Terran geneticists could experiment with generations 
  of fruit-flies.  It is not known with any degree of certainty 
  whether the Ancients meddled only once with the proto-Vargr 
  stock, or made return visits to guide the continuing history of 
  the developing race in the direction they most desired to see 
  taken.  Most evidence suggests that only a single intervention 
  was made, though the Church of the Chosen Ones (a rather 
  influential Vargr movement of two centuries ago) postulated 
  - and proceeded to prove, albeit not very convincingly - that 
  the Vargr were carefully brought along a particular course, as 
  they were “intended” to take their place as the leaders of all 
  sophont societies in the Ancients’ sphere of influence.  The 
  Church of the Chosen Ones has enjoyed periodic revivals and 
  declines, but is currently not a particularly viable movement, 
  and its findings are now usually discredited.
  Vargr society seems to have developed fairly readily 
  from the social groupings of the pre-civilized Vargr hunting 
  packs.  The pack or group seems always to have remained the 
  central focus of Vargr society; the Vargr as a rule seem inca-
  pable of accepting authority more remote than the number of 
  people a single charismatic individual can personally sway 
  and command.  As the Vargr came to dominate Lair, govern-
  ments rose and fell, but on the whole, Vargr governments were 
  even smaller in scope than even the most divisive periods of 
  Terran history could give rise to.  Much of early Vargr his-
  tory has been likened to the Classical Greek period on Earth 
  - numerous small enclaves, each fiercely independent, rarely 
  unified for more than the most urgent of common causes, were 
  the rule rather than the exception.  Periodically a charismatic 
  and talented leader would unite a number of these mutually 
  hostile groups by persuasiveness or by force, but such a union 
  would last no longer than the individual’s own lifetime (and 
  usually not that long) before disintegrating again.
  As technology and civilization advanced, the number 
  of individuals who could be directly exposed to a leader’s 
  dominion increased, and thus larger states could form.  Even 
  these states, however, were far from the human concept of 
  a “nation,” for groups supposedly within the sphere of that 
  “nation’s” territory could and did act completely without the 
  sanction of the “established government.” To a human, most 
  of Vargr history tends to look like uninterrupted anarchy, 
  though of course to the Vargr these problems were accepted as 
  perfectly normal and reasonable.
  The period following the discovery of the jump drive in 
  -3810 has also been likened by human historians to certain 
  events in terrestrial history - specifically, to the barbarian 
  migrations which destroyed the Roman Empire and to the 
  heyday of the Viking raiders.  These similarities are apt.  Jump 
  drive was first discovered by Vargr researchers looking for a 
  method of winning an edge in the Colonial Rebellion of -3815 
  to -3790.  The colonies set up on two of Lair’s sister worlds 
  declared independence from the nation which had originally 
  established them, leading to a three-way struggle (as other 
  nations stepped in) for dominance in the system).  Jump 
  drive was quickly acquired by every major government on the 
  planet and Vargr began spreading to the stars.
  The Diaspora of the Vargr race was incredibly swift; 
  the natural Vargr tendency to move on when things weren’t 
  to their liking (if a fight were impractical, that is) led them to 
  
  Vargr 
  Traveller Hero, Book 1
  2
  spread quickly, though in the early days colonies were small 
  and spread thin.  On most colony worlds, the history of Lair 
  tended to replay itself time after time.  In all their time in 
  space, the Vargr never have (and perhaps never will) come to 
  terms with the concept of a true interstellar state.  Time and 
  distance reinforce the basic lack of acceptance accorded to re-
  mote authority.  Interstellar states have been established, some 
  of them quite large, but the degree of control exercised by the 
  central government is far more tenuous even than that of the 
  Imperium (which exercises minimal control in local affairs, 
  anyway).  Then, too, half or more of the worlds which may 
  be within the “boundaries” of a given interstellar state may in 
  fact be not only independent, but actively hostile to that state, 
  while, as always, bands functioning quite independently of 
  any government operate in complete autonomy even on plan-
  ets nominally answerable to that government.  It has always 
  been a confusing state of affairs, to say the least.
  Vargr expansion was stopped in the trailing direction by 
  the Windhorn Rift, a region where stellar density is insuf-
  ficient to permit easy travel.  This was probably a lucky thing 
  for the Vargr, for, beyond the Windhorn, the Vilani Imperium 
  held sway at this time.  Dedicated to maintaining the status 
  quo of the Pax Vilanica, the Vilani emperors would most likely 
  have attempted to subdue the Vargr had they been aware of 
  their existence, for it was accepted Imperial policy at that time 
  that no race possessing the secret of the jump drive should be 
  allowed to exist independently.
  As the First Imperium declined, various provincial 
  governors with ambitions of personal advancement took to 
  arming and outfitting “barbarian” mercenaries from beyond 
  the boundaries.  One such governor, who controlled the area 
  now comprising portions of Deneb, Corridor, and Provence 
  sectors, is believed to have been the first human to have had 
  dealings with the Vargr, probably after Vargr corsairs raided 
  a world at the edge of his province.  This governor supplied 
  arms and equipment to a large corsair group who were em-
  ployed in his bid for power.  Though he was defeated, he had 
  set a precedent; the Vargr knew about the First Imperium and 
  were interested in the wealth of that decadent civilization.  By 
  this point in time, Vilani troubles were such that there was no 
  question of imposing the Pax Vilanica over these “barbarians” 
  from beyond the Windhorn.
  It will never be known just how much impact the Vargr 
  had on the decline and fall of the First Imperium.  The more 
  obvious military victories of the Terran Confederation are 
  generally considered to be the main force in bringing down 
  the Vilani empire, but inroads by the Vargr surely accounted 
  for much of the collapse.  It was during this period, in the 
  era of -2400 through -1700, when Vargr migrations around 
  either end of the Windhorn became common.  Bands follow-
  ing some charismatic leader would set off to raid and plun-
  der, settle on some inviting world, and found a new colony.  
  Dissidents would inevitably spin-off new groups and travel 
  onward.  When the Second Imperium, that outgrowth of the 
  victorious Terran Confederation which filled the vacuum left 
  by the Vilani collapse, tottered to its own end with the fall of 
  the Long Night (-1776), much of human space was no better 
  organized than the Vargr had ever been, and Vargr raids and 
  colonization around the Windhorn became even more com-
  mon.
  It was at this time that Vargr corsairs became a byword 
  for pillage and violence, as the Sack of Gashikan (-1658) 
  demonstrated.  Those Vargr who reached into the human-
  dominated reaches of Gashikan and Mendan moved onward, 
  and ultimately settled in areas trailing off these human worlds 
  - in the Vargr Enclaves near K’kree space.  These enclaves have 
  continued to exist in isolation to this day, though few Vargr 
  are left in the Second Empire of Gashikan, after the fierce 
  wars which accompanied the unification of the region several 
  hundred years ago.
  Unfortunately, few specifics can be given on Vargr histo-
  ry, even comparatively recent history, since in fact, it is impos-
  sible to talk of “Vargr” history and speak of any single group 
  or body.  For instance, Imperials often speak of the Vargr who 
  joined in the Out-world Coalitions against the Imperium, and 
  think of “the Vargr” as Zhodani allies or clients.  In actual fact, 
  of course, some Vargr have done just that.  Other Vargr states 
  and groups have worked with the Imperium and still others 
  are completely neutral, or opposed to both states, or hostile to 
  one without necessarily feeling any friendship for the other.  
  In discussing Vargr history, it is evident that no generalizations 
  can be characterized as true a statement which, in fact, sums 
  up the Vargr as a race rather well.
  SOCIETY
  Just as they physically continue to exhibit many of the 
  features which are derived from their ancestral stock, so, too, 
  do Vargr show a number of mental and behavioral traits which 
  bear a fairly obvious relationship to the instinctive behavior of 
  the social carnivores of Earth.  Although sentient, the Vargr are 
  still very much like the pack-oriented canines who are their 
  Terrestrial cousins.
  Vargr are frequently characterized as “inconsistent” by 
  outsiders, who see many of their behavior patterns as contra-
  dictory and strange.  In actual fact, this seeming inconsistency 
  is no more pervasive than in human cultures, but because 
  these “contradictory” actions and ways of thought crop up in 
  areas where humans are accustomed to a greater degree of uni-
  formity of thought and behavior, the label has stuck.  In many 
  parts of the Imperium, humor based on the perceived Vargr 
  traits of inconsistency, confusion, mercurial temperament, 
  and disloyalty is common, and has often led to bad feelings on 
  both sides when this humor becomes a symptom of prejudice 
  (as is all too often the case).
  These contradictions are, in fact, based upon the most 
  basic instincts of the Vargr race.  For example, the Vargr are 
  a rather gregarious people, taking joy in the company of one 
  another and seeking the security and comfort of fellowship 
  with others of their own kind.  This is a natural offshoot of the 
  instincts which kept the hunting packs of pre-sentient Vargr 
  canines together.  Yet at the same time Vargr within a group 
  are engaged in nearly constant struggles to achieve prestige 
  and dominance, which frequently gives the appearance of a 
  quarrelsome, sometimes even treacherous nature.  Indeed, 
  Vargr move from one group or association to another with 
  great regularity, and seemingly have no loyalty to any specific 
  institution or purpose.
  This, too, is a function of the pack mentality.  Domi-
  nance and prestige play important parts in Vargr society, and a 
  Vargr is rarely content with the status quo for long.  His chief 
  driving motivation is generally to achieve a higher place in the 
  structure of the social group, or to find a group in which such 
  a higher position can be achieved.  Much of this is tied in with 
  the concept of charisma, a general, human-applied term often 
  used to characterize the individual Vargr’s ability to dominate 
  others of his kind.  The social group is generally united in 
  respect for a single individual whose charisma is higher than 
  theirs.  Such an individual means much, much more to Vargr 
  
  Traveller Hero, Book 1 
  Vargr
  
  than does a distant, impersonal government or similar institu-
  tion.  Thus, though gregarious, Vargr tend to be united on a 
  low level, in bands or small groups (the equivalent of packs in 
  the society of sentient Vargr).
  For the same reasons, these groups tend to be unstable.  
  Though a Vargr may give his loyalty to a charismatic leader, 
  and be willing to follow that leader over the dictates of higher 
  authority if necessary, each Vargr in the group will seek to 
  improve his own position within the group, or will be suscep-
  tible to the attractions of some other group where advance-
  ment looks faster or the charisma of the leader is superior.  It 
  is this aspect of Vargr psychology which has given rise to the 
  notion of disloyalty and indecision as characteristics of the 
  race.  To a Vargr, loyalties are temporary, but no less strong for 
  all of that.  A Vargr will do his best for the group for as long 
  as he remains with that group, but does not expect to remain 
  in that group forever...  nor do others expect him to do so.  In 
  time, that Vargr may move on to join another group, possibly 
  with diametrically opposed objectives and ideals; or the Vargr 
  might become a loner for a time.  Always, however, he is seek-
  ing to improve his own lot by moving on to a position which 
  enhances his own charisma and dominance.
  As with other facets of the Vargr, it is very difficult to 
  characterize any one social order as “typical.” Knowledge of 
  Vargr social institutions is limited, based solely on intercourse 
  with the Vargr states and groups found along the Imperial 
  frontiers, but it can generally be said that the Vargr have a 
  society, or more properly a group of societies, characterized by 
  endemic and rapid social change.  The key elements in shap-
  ing Vargr societies are very strong centrifugal forces resulting 
  from an emphasis on consensus and informal lines of author-
  ity, and an equally strong centripetal force resulting from 
  ingrained family-clan-tribe-nation loyalty.
  Centralized authority is extremely limited at the up-
  per levels of Vargr society, and actions are based on broad 
  coalitional concerns, with a constant splitting and rejoining 
  of dissident factions.  Traditionally, this has made it very dif-
  ficult for more centralized and organized societies (such as the 
  Imperium) to deal on a meaningful basis with what passes for 
  Vargr states.
  The Vargr have little respect for formal authority, de-
  creasing as that authority becomes more remote.  Vargr gener-
  ally have more respect for more informal authority figures, 
  and are more likely to obey superiors who are better known to 
  them.
  Although they are gregarious, the group behavior of 
  Vargr is characterized by a constant struggle for dominance 
  within the group.  The ability to exert personal authority 
  over others derives from an individual’s prestige and force of 
  personality.  The Vargr have various words to describe this 
  important personal characteristic, but humans call it cha-
  risma.  Individuals with high charisma are likely to become 
  leaders in groups, even if they do not have the talent or skill 
  to lead properly.  The result is often a charismatic leader who 
  is not truly suited to lead, and a constant splintering of groups 
  as rivals exert their influence over parts of the group and draw 
  them away from the larger whole.
  Charisma and the struggle for dominance play an 
  important, indeed a crucial, role in Vargr society.  Although 
  charisma is in part an integral characteristic of individual 
  Vargr - some have it, some don’t - this native talent for exerting 
  dominance over others does fluctuate.  Success and failure in 
  various endeavors will add or subtract from an individual’s 
  charisma, not only as a leader’s reputation waxes or wanes, 
  but also in that leader’s whole bearing.  A successful Vargr 
  radiates confidence and ability, and naturally attracts others.  
  Failure has a profound negative impact on the individual’s 
  bearing and conduct, and so tells others that he has failed.
  Because of this, the Vargr are never content to rest upon 
  their laurels.  Much of Vargr behavior is based on a need to 
  continually reaffirm one’s abilities, to win the approval and 
  support of others, to prove, over and over, that one is in-
  deed the dominant member of the group.  Those with lower 
  abilities, aware of their own lack of the qualities they see in 
  charismatic leaders, attach themselves to such a leader in the 
  hopes that a little bit of his or her reflected glory will help 
  them.  By extension from the basic struggle to prove that he 
  is better than everyone around him, the Vargr follower tends 
  to transfer his attention to proving that his group is better 
  than other groups.  This is one of the strongest forces in Vargr 
  society; it has allowed what little social cooperation that does 
  exist among Vargr.
  But the transference of individual- to group-dominance 
  is inherently unstable of course.  Individuals within the group 
  are each seeking their own niche, and will always be striv-
  ing to achieve more and better things to improve their own 
  charisma.  As leaders make mistakes or go off in a direction 
  others disagree with, factions emerge and cause considerable 
  upheaval as members of the original group are drawn in differ-
  ent directions.  Often factions are just individuals who want 
  to go a different way; without enough charisma to sway others 
  of the group, they end up on their own, either by deserting 
  their erstwhile comrades, or by being driven out for refusing to 
  recognize the group’s accepted leader’s authority.
  Social interactions are understandably complex as a 
  result of these many factors.  In fact, the problems of obtaining 
  a consensus of opinion between disparate groups has given 
  rise to a vast body of Vargr - known as Emissaries - whose 
  whole function is to mediate between various parties and 
  help groups come to terms enough to permit mutual action 
  for mutual benefit.  Emissaries bear a resemblance not only to 
  the diplomatic services of other races, but also, most vividly, 
  to the Heralds of medieval Earth.  They are go-betweens who 
  arrange all manner of agreements, in politics, business, and 
  other areas of life, thus enabling the society to function de-
  spite the inherent instability of the system.
  Another important characteristic which binds the Vargr 
  together is a fierce racial pride.  Vargr are easily insulted, 
  and are prone to enter into fights without regard for possible 
  consequences.  This strong feeling of pride finds many outlets; 
  for many Vargr, there is an outspoken attitude that they alone, 
  of the sophont races in known space, have been chosen for a 
  special place in the scheme of things.  They see the genetic 
  manipulation of the Ancients as being an essentially selective 
  attempt to develop a special, superior breed - the Vargr.
  Some xenologists, however, tend to discount this feeling 
  as stemming from a massive racial inferiority complex - an 
  apologia aimed at disarming those who might say that they 
  are somewhat less worthy of their sentience and their civiliza-
  tion because of their unique origins.  Like so many aspects of 
  Vargr culture, this question is one which evokes no consensus 
  of opinion whatsoever; attitudes and opinions vary widely 
  among individual Vargr.
  Vargr social organization is not easily comprehended by 
  human minds.  Analogies from Terrestrial history are prone 
  to be easily misinterpreted.  Perhaps the closest Earth culture 
  which might provide a good model for Vargr social structures 
  is that of the Dakota Sioux of North America in the 19th cen-
  
  Vargr 
  Traveller Hero, Book 1
  
  tury, but it is unwise to press the comparison too far.
  GOVERNMENT
  There is no central Vargr government; indeed, there is 
  no governmental type that can be said to be “typically Vargr.” 
  Every conceivable form of governmental organization can be 
  found somewhere in the Vargr Extents; oftentimes several 
  radically different governments can be found on the same 
  world.  The only cohesive force in the Extents is the fierce 
  feeling of racial pride, which, on occasion, does bring about a 
  slight tendency towards racial cooperation.  Such tendencies, 
  however, usually break down quickly in the wake of struggles 
  for dominance among the cooperating groups.
  The higher the level of government, the more unstable it 
  usually becomes, because of the impossibility of gaining con-
  sent from all Vargr involved.  Since there is little respect given 
  to formal authority figures who do not derive their authority 
  from a high charisma, respect decreases rapidly as authority 
  becomes more remote.  It can basically be said that Vargr at-
  tach little importance to a title, office, or position, and a great 
  deal of importance to the essential character of the individual 
  occupying that position.  A distant leader, no matter how 
  personally able or charismatic, cannot exercise his charisma to 
  win others to his standard, and thus is considered less worthy 
  of respect than someone on the spot who has the charisma to 
  influence his neighbors directly.
  Vargr Character Generation
  Vargr characters are created in much the same manner 
  as humans, and are perhaps closest to human characters of all 
  the Major Races.  Still, despite the similarities, a number of 
  differences are imposed on the character creation process by 
  the nature of Vargr psychology and society.
  Thus, the Vargr character creation process stresses the 
  workings of charisma and the individual’s struggle to achieve 
  greater dominance among his peers.  This aspect of Vargr cul-
  ture adds several new concepts to the basic Traveller character 
  creation process.
  All Vargr characters begin the game much as their hu-
  man counterparts do: untrained, inexperienced, and about 18 
  years of age.  At this point, as untrained and inexperienced 
  Vargr, they embark upon a career in order to gain skills and 
  experience.  
  VARGR CHARACTER CREATION
  This section discusses general guidelines for building 
  a Vargr character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Vargr Racial Template.
  Naming: Pick a Vargr-sounding name.
  Gender: Vargr may be either male or female.  Males and 
  females occur in approximately equal numbers, and both gen-
  ders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Vargr; 4+ 
  indicates a female Vargr.
  Titles: Vargr characters do not receive titles of nobility 
  in the same fashion as with humans of high social standing.  
  There is no consistent system for the assignment of such titles.  
  However, any Vargr character with a PRE of 15 or greater has 
  enough dominance within a group of Vargr to allow selection 
  (or assignment to anyone else) of an appropriate title, and 
  the ability to make that title stick.  Acceptance of such a title 
  depends entirely on the PRE of the individual using it.
  Skills and Professions:  There are no significant changes 
  to skills and professions.  Due to the Vargr psychology, Interac-
  tion skills (such as Persuasion and Oratory) should be signifi-
  cant in creating the Vargr character.
  Mustering Out: Vargr receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  may only pick twice), One Military personal weapon (e.g.  Ac-
  celerator Rifle), Starship (Raider, Free Trader, or Prospecting 
  ship, may only select once), Free Passage Ticket (1 High or 2 
  Medium).
  Hlanssai
  The Hlanssai are a humanoid minor race, originating in 
  the Vargr Extents but now to be encountered throughout much 
  of the Imperium and other areas.  They are widely admired for 
  their artistic talents, grace, and dexterity, but many members 
  of other races distrust the Hlanssai because of their reputation 
  for emotional instability.  Nonetheless, sheer wanderlust and 
  versatility has carried the species far.
  For more detailed information on this race, see Journal of 
  the Travellers Aid Society #22.
  Hlanssai Biology
  Hlanssai are tall, averaging about 2.1 m, but very light 
  and slender of build, rarely massing more than 55-60 kg.  The 
  race is homeothermic, bisexual, and viviparous, produc-
  ing one or two young after an eight month gestation period.  
  Hlanssai bodies are about 50% covered with a silky, glossy yel-
  low fur, and the race seldom bothers with clothing; the most 
  striking visual feature is the head, with its two large eyes and 
  two even larger ears.  The former are sensitive to a range of 
  frequencies extending into the ultra-violet; the external flaps 
  of the latter serve to detect thermal radiation and air currents 
  with considerable efficiency, as well as focusing sound in-to a 
  highly efficient inner ear.  The race’s hands have three three-
  jointed fingers and a stubby, unjointed “thumb” each; their 
  feet are similar, and can provide some grip, especially when 
  climbing.
  Hlanssai Homeworld
  Hlanssai appeared on Vrirhlanz, in the Vargr Extents (B-
  657721-7), a planet not totally unlike Terra.
  Hlanssai Society and Culture
  SOCIETY
  Hlanssai culture had achieved a kind of static equilib-
  rium when the race was first contacted by the Vargr, and the 
  systems then used have changed only slightly since.  Hlanssai 
  psychology dictates that complex, rigid social systems and 
  long-range planning are impossible, and even familial or tribal 
  bonds are weak; balancing this, the species’ drive to coopera-
  tion in the face of immediate danger is quite powerful.  The 
  
  Traveller Hero, Book 1 
  Vargr
  
  result is a system of administration by a system of self-inter-
  ested cliques and participant democracy, anarchic to most 
  non-human eyes but acceptable to most Hlanssai.  (A Hlans-
  sai who finds it unacceptable usually either forms his own 
  clique or takes to demagogic politics.) Personal violence and 
  theft are quite common, but represent a sufficient immediate 
  personal danger to Hlanssai in general to trigger the coopera-
  tion instinct.  Larger scale organization for long-term aims is 
  rare, generally only occurring when an unusually capable and 
  charismatic Hlanssai perceives a particularly strong racial 
  need, and persuades his people to work together to meet it.
  Normally, the Vargr have poor relations with minor races 
  within their territory, but the Hlanssai are an exception to this 
  rule.  The species’ immense versatility, subtlety, and talent for 
  empathy enable them to persuade most other races of their 
  usefulness, and Hlanssai social scientists, servants, traders 
  and spies have traveled virtually everywhere that the Vargr 
  have gone (and sometimes beyond).  The Vargr generally re-
  gard the Hlanssai as useful, dangerous, and fortunately weak; 
  the Hlanssai regard the Vargr as graceless and unsubtle, but 
  interesting and useful.  Beyond the Vargr Extents, Hlanssai are 
  widely seen as enigmatic, unstable, intelligent and interest-
  ing; Hlanssai attitudes toward other races vary, but generally 
  involve curiosity mixed with ironic humor.
  A final important concept to note when dealing 
  with Hlanssai is that of “N’tarronth”, and its converse, 
  “N’tarronchii’a”-a further consequence of Hlanssai sensuality.  
  “N’tarronth” is usually translated as “shaping” or “manufactur-
  ing,” but it can best be expressed in human terms as “impos-
  ing arbitrary form upon the universe”.  Hlanssai are acutely 
  aware of the distinction between the natural and the artificial, 
  and regard one of the most important aspects of individual 
  behavior to be the extent to which a being accepts external 
  reality and acts within existing limitations.  A being who re-
  jects things-as-they-are and seeks to shape reality to his or her 
  will is N’tarronth and displays N’tarronth; a being who takes 
  a passive, accepting view is N’tarronchii’a.  Despite the fact 
  that other races view them as mercurial and unstable, Hlans-
  sai tend - by their own terms - to be highly consistent in being 
  either N’tarronchii’a or N’tarronth, and regard an inability to 
  choose between the two modes of behavior as decidedly odd, 
  perhaps comparable with a refusal to eat or drink.  This does 
  not imply any question of good or evil in Hlanssai terms; sim-
  ply a matter of normal sentient behavior.
  It should be noted that - in general - music, applied 
  science, law, manufacturing industry and exploration are 
  classed as N’tarronth, whereas mathematics, figurative art and 
  hedonism are N’tarronchii’a.  To the Hlanssai, therefore, most 
  other races tend to N’tarronth - which is, the Hlanssai would 
  say, their business - but display an odd tendency to mix in ele-
  ments of N’tarronchii’a.  In other words, Hlanssai understand 
  other species as little as other races understand Hlanssai.
  Career Preferences
  Hlanssai characters may be encountered throughout 
  the Traveller universe, particularly in spinward and coreward 
  regions, and in a wide variety of circumstances.  Many of 
  the race, afflicted with wanderlust, become roving artists, 
  entertainers, animal-handlers or adventurers, and a strong 
  disinclination to settle anywhere for long-and a matching 
  inability to remain on perfect terms with one employer for 
  extended periods-generally keeps these beings on the move.  
  Some Hlanssai become “liaison specialists” in the employ of 
  organizations of merchant starships engaged in exploratory 
  work, in which function their immense capacity for empathy 
  is extremely useful, but Hlanssai cannot accept discipline, and 
  so rarely find work in large, formal organizations, and never in 
  military service.  
  Hlanssai Character Generation
  Hlanssai characters are created in much the same man-
  ner as humans.  However the Hlanssai concept of N’tarronth 
  or N’tarrochii’a has an impact on the profession of the Hlans-
  sai character.
  All Hlanssai characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Hlanssai, they embark upon a career in order to gain skills and 
  experience.  
  HLANSSAI CHARACTER CREATION
  This section discusses general guidelines for building 
  a Hlanssai character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Hlanssai Racial Template.
  Naming: Pick a Hlanssai-sounding name.
  Gender: Hlanssai may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Hlanssai; 
  4+ indicates a female Hlanssai.
  Titles: Hlanssai characters do not receive titles of nobil-
  ity.
  Skills and Professions:  There are no significant changes 
  Hlanssai Template
  Abilities
  Cost
  Ability
  -3
  Weaker: -3 STR
  -4
  Light-weight: -2 BODY
  9
  Graceful: +3 DEX
  5
  Hlanssai Eyes: Ultraviolet Perception (Sight Group)
  5
  Hlanssai Eyes: Infrared Perception (Sight Group)
  4
  Hlanssai Ears: +2 PER with Hearing Group
  5
  Gripping Feet: Extra Limbs (2), Inherent (+¼) (6 
  Active Points); Limited Manipulation (-¼)
  Total Cost of Template Abilities:  21
  Disadvantages
  -15
  Psychological Limitation: Does Not Plan Ahead / 
  Lives For The Moment (Common, Strong)
  -15
  Psychological Limitation: Wanderlust (Common, 
  Strong)
  -25
  Psychological Limitation: Cannot Accept Discipline 
  (Very Common, Total)
  -5
  Reputation: Unstable, Overly Dramatic, Artistic, 8-
  0
  Social Limitation: Considered Unstable and 
  Untrustworthy by Humans (Occasionally, Minor, 
  Not Limiting In Some Cultures)
  Total Cost of Template Disadvantages:  -60
  
  Vargr 
  Traveller Hero, Book 1
  
  to skills and professions.  Due to the Hlanssai psychology, 
  Interaction skills (such as Persuasion and Oratory) should be 
  significant in creating the Hlanssai character.
  Once a Hlanssai character has been created, it must be 
  determined to be either N’tarronth or N’tarrochii’a.  Hlanssai 
  are equally likely to be either, although some jobs are more 
  likely to be taken up by adherents of one attitude than those of 
  the other.  Hlanssai must always act in accordance with their 
  choice.
  A player may select the philosophy of a character, or 
  may depend on chance.  Throw 1D: 3- indicates a N’tarronth 
  philosophy; 4+ indicates a N’tarrochii’a philosophy.
  Mustering Out: Hlanssai receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  may only pick twice), One Military personal weapon (e.g. Ac-
  celerator Rifle), Free Passage Ticket (1 High or 2 Medium).
  
  Traveller Hero, Book 1 
  Zhodani
  
  H
  uman beings appeared and have developed on 
  Terra over the past several million years.  It thus 
  came as a surprise to Terrans when they traveled 
  to the stars and found that humans were already out there, 
  ruling vast empires among the stars.  It took many centuries 
  before it could be established that all of those humans had 
  indeed originated on Terra, and had been transported to many 
  different worlds by another starfaring race many thousands of 
  years ago.
  Of the three major starfaring human races, the Zhodani 
  are the most alien.  Their culture early on developed the 
  science of psionics and integrated it into their society.  The 
  result was radical differences between what Terrans consider 
  normal, and what Zhodani consider normal.
  Zhodani are a human-variant; their society is heavily 
  based on psionics.  For more extensive information on this hu-
  man race, see Alien Module 4: Zhodani.
  Zhodani Biology
  Though human in all respects, the Zhodani differ 
  slightly in appearance from humans of the more commonly 
  encountered Solomani or Vilani ancestry.  They tend to be tall 
  and lithe, averaging close to 2.0 meters in height, and mass-
  ing roughly 90 kilograms.  Complexions are predominantly 
  swarthy and hair-color is usually black or brown.  Blonde 
  hair is uncommon; a mutation which occurred on Zhdant in 
  the last 10,000 years has made prematurely grey hair twice as 
  common as red hair.
  Zhodani have 28 teeth (as opposed to the Solomani and 
  Vilani 32), and the teeth tend to be marginally larger.
  Zhodani Template
  Abilities
  Cost
  Ability
  6
  +3 EGO
  3
  +1 DEX
  Total Cost of Template Abilities:  9
  Disadvantages
  -15
  Psychological Limitation: Honest and Truthful 
  (Common, Irrational)*
  -5
  Social Limitation: Racial Enemy of Imperium 
  (Occasional, Major, Not Limiting In Zhodani)
  Total Cost of Template Disadvantages:  -20
  Options
  40
  Psionics (Usually at R5; Choose)
  All of the physiological characteristics of Zhodani are 
  the result of two factors: the original gene pool of the humans 
  who first inhabited Zhdant, and minor mutations or develop-
  ments which have taken place during the 300,000 years that 
  they have lived on their planet.  Their height and physical 
  build are both consequences of Zhdant’s 0.85G surface gravity.  
  Basic complexion has been shaped by environmental fac-
  tors which selected specific traits during evolution while on 
  Zhdant.  The ability to digest certain proteins which are native 
  to Zhdant but indigestible to off-world humans is likewise an 
  evolutionary adaptation.  There is little doubt that conditions 
  on Zhdant were responsible for much of the physical changes 
  which took place on pre-civilized Zhodane.
  Because the original Zhodani came from a rather small 
  gene pool (probably fewer than 5,000 persons originally), there 
  are rather fewer differences between individuals in terms of 
  appearance and physique.  Because the Zhodani are homoge-
  neous in appearance, they are slow to accept other humans 
  who are strange or unusual in appearance.  They are by no 
  means xenophobic, but they open up to strangers only slowly.  
  By the same token, any human who looks outwardly Zhodani 
  (tall, lithe, swarthy complexion, dark or grey hair) is initially 
  welcomed as a friend.  Later experience with individuals 
  shapes future attitudes, of course.
  Zhodani Homeworld
  The star system that holds Zhdant (as the Zhodani call 
  their homeworld) lies far spinward of the Imperium in the 
  center of their own empire.
  Stellar Data:  Zhdant orbits Pliebr, a solitary star.  Pliebr 
  is a KO V star which is smaller and dimmer than Sol.  Lumi-
  nosity is 0.42.  Effective temperature is 4,9000 K.  Radius is 
  0.908 Sol.  Mass is 0.811 of Sol.
  World Orbital Data: Zhdant orbits Pliebr at 0.769 AU 
  (orbit number 2) with a period of 273.44 standard days.  It 
  rotates on its axis once every 27.02 standard hours.
  World Planetary Data:  Zhdant is 9,620 kilometers in 
  diameter and has a thin atmosphere.  Forty percent of the 
  world is covered by water, primarily in two seas which divide 
  the world into a large and a small continent.  Polar icecaps are 
  minimal, amounting to about 2% of the world’s surface.
  Zhdant has an axial tilt of 18º and an orbital eccentricity 
  of 0.05.  Neither creates any appreciable extremes of climate or 
  HUMANS IN TRAVELLER
  Humanity: Mankind began on Terra, a planet orbiting 
  Sol,. About 300,000 years ago, Terra was visited by members 
  of a technologically-advanced race known as the Ancients. 
  These Ancients gathered specimens of humanity from 
  Asia and Africa and took them with them to other worlds. 
  At some time later, the Ancients fought a devastating war 
  among themselves and virtually destroyed their civilization 
  and culture. Left behind on more than forty worlds were 
  human beings plucked from Terra. Those humans each sepa-
  rately progressed toward civilization. The Zhodani were one 
  of those human races.
  The Imperium: The Third Imperium, established over 
  eleven hundred years ago, is a human-dominated interstellar 
  empire encompassing more than 11,000 worlds in about 21 
  sectors. It is a neighbor of the Zhodani Consulate.
  Solomani: Humans who developed on Terra. The 
  Solomani were responsible for the defeat of the Vilani Em-
  pire (-2219) and establishment of the Rule of Man ( 2204 to 
  -1776) in its place. More recently, Solomani humans have 
  governed a large region of space under the name Solomani 
  Confederation (since 990).
  Vilani: Humans who developed on Vland after being 
  transported there from Terra by the Ancients. The Vilani 
  founded the Vilani Empire in -4045.
  Zhodani: Humans who developed on Zhodane after 
  being transported there from Terra by the Ancients. The 
  Zhodani founded the Zhodani Consulate in -5823.
  Zhodani
  
  Zhodani 
  Traveller Hero, Book 1
  
  temperature.  The average temperature for Zhdant is 15.9º C.
  World Social Data: Zhdant has a population of 83 mil-
  lion, of whom more than 90% are racial Zhodani.  Significant 
  non-Zhodani population is primarily Addaxur.
  Zhdant is governed by a charismatic oligarchy - the 
  supreme council of the Zhodani Consulate, elected from Zho-
  dani nobility throughout the Consulate.  The world has a law 
  level of 8, banning guns in public.  The tech level of Zhdant is 
  F, the highest in the Consulate (nearly all other worlds do not 
  exceed E).
  Zhdant has a type A starport with excellent facilities and 
  a naval base.
  Zhdant has two continents: the extensive Dleqiats and 
  the smaller Qiknavra.
  Dleqiats girdles nearly seven-tenths of the globe and 
  is divided naturally into three regions: western Dleqiats, the 
  Dleqiats Desert, and eastern Dleqiats.  Of the three, the west is 
  the oldest and most settled, with a few cities more than 18,000 
  years old.  The east, rich in minerals and soil, was settled in 
  earnest only after the development of the railroad and the 
  laying of track across the desert.  The desert remains undevel-
  oped except for the arable land along the northern shore.
  Qiknavra is a much smaller continent (about one-sev-
  enth the size of Dleqiats) with thick jungles at the equator 
  and mixed broad plains and forests in the temperate regions.  
  A chain of mountains stretches from the north to the south 
  through the center of the continent.
  A stretch of the western shore of Qiknavra was originally 
  the site of the Ancient Zhdant City.  Destroyed in the final war, 
  its ruins have been excavated and explored by the Zhodani for 
  centuries.
  Climate: Zhdant has a succession of seasons just like 
  most other habitable worlds.  In the extreme northern and 
  southern latitudes, temperatures reach lows of 0º to -20º C in 
  winter, and range as high is 35 to 40º C in summer.  Average 
  temperature worldwide is about 15.5º C.
  Zhdant’s short year helps to temper extremes of temper-
  ature, and partially counteracts the relatively low proportion 
  of water on the world.  On Terra, the oceans act as a heat-sink, 
  retaining heat in winter, and giving it off in summer.  On 
  Zhdant, the lower proportion of water has a correspondingly 
  smaller effect.  As a result, the most extreme temperatures are 
  in the northern desert of Dleqiats, where recorded low tem-
  peratures reach - 35º C.
  Satellites: Zhdant has one satellite - Viepchakl - a large 
  tidally locked moon with a very thin atmosphere and no water. 
  Viepchakl orbits Zhdant with a period of 40.7 local days at a 
  distance of about 379,500 kilometers.  There are no other natu-
  ral satellites.
  Viepchakl is a large and dominating satellite.  Natural 
  coloration makes the moon a reddish pink with dark shadows 
  across its face.  Wind-blown dust storms rage across its face 
  from time to time, a phenomenon which was often perceived 
  as portending future events.
  ZHODANI CONSULATE AND NEIGHBORS
  The Zhodani Consulate: A region to spinward of the 
  Imperium and the Vargr Extents, dominated by the Zhodani, 
  a human major race similar in most respects to other human 
  races.  Their primary difference is in their attitude towards 
  psionics, which makes up the major base of their government 
  and society.
  The Vargr Extents: The Vargr Extents are those regions of 
  space settled by and under the control of various Vargr govern-
  ments and factions.  As a rule, Vargr governments fragment 
  rapidly, and nothing like a unified government has ever been 
  established over the Extents.  Even many Vargr worlds are still 
  highly balkanized as a result.
  The Imperium: The Third Imperium, established over 
  eleven hundred years ago, is a human-dominated interstellar 
  empire which represents the norm around which all Traveller 
  rules have been built.  It is the third in a line of major inter-
  stellar human empires.
  The Gvurrdon Sector: The Gvurrdon sector is located 
  immediately to coreward of the Spinward Marches of the 
  Imperium, and also contains a portion of the frontier between 
  the Vargr Extents and the Zhodani Consulate.  As a result, 
  Vargr states in this region continually interact with adjoining 
  human societies and are frequently aligned with one or the 
  other of them.
  Zhodani Society and Culture
  HISTORY
  The history of the Zhodani people begins with their ar-
  rival on Zhdant in approximately -302,000 Imperial.
  In -302,000, a fleet of Droyne starships arrived in the Zh-
  dant system and within the space of a year or two established 
  two settlements or bases.  One sprawled along the western 
  coast of Qiknavra (the smaller of Zhdant’s two continents), 
  creating large networks of rail-guided grav transports, sky-
  scrapers in the western mountain ranges, and undersea dome 
  cities off-shore.  The other settlement occupied a wind-swept 
  desert plain on the eastern limb of Zhdant’s tidally locked 
  moon - Viepchakl.
  Once the bases were established, the fleet of ships left; 
  their further adventures are unknown.
  Zhdant City bred humans over the next century until 
  the local human population approached 500,000.  The uses 
  they were put to remain unclear, although evidence indicates 
  that they were a sort of trained servant or pet.  Known Ancient 
  robots or automatons could have been better servants, but the 
  Ancients are not known for their understandable or reasonable 
  behavior.
  The Final War: Elsewhere in known space, evidence 
  exists that a devastating final war of destruction against the 
  Ancients began in about -300,000 and continued for about 
  2,000 years.  The war was late in touching Zhdant.  Radio-
  active dating methods place the first nuclear detonation on 
  Zhdant at 299,700.  Unfortunately, that first detonation was 
  swiftly followed by a rain of nearly 500 megatons within the 
  space of a few days.  Zhdant City and Viepchakl City were 
  both destroyed: their structures flattened, their landscaping 
  crushed and burned, their mechanisms destroyed.  The orbit-
  ing asteroid station was knocked from orbit, to crash into the 
  ocean and bury itself in the sea floor.
  Zhdant was devastated.  Dust thrown into the atmo-
  sphere by the megatons of nuclear detonations gave rise to 
  the well-known phenomenon of nuclear winter, which in turn 
  triggered a Zhdant-wide ice age.  Yet even in the face of this 
  destruction, there were survivors.  The humans in the city 
  scattered, taking to the wild.  Gene analysis performed in mod-
  ern times indicates that the total number of human refugees 
  who survived was on the order of 50,000.  Some Ancients also 
  survived, likewise fleeing the city for the wilds of the forest 
  and the jungle.
  Primitive Man On Zhdant:  Over many millennia, the 
  
  Traveller Hero, Book 1 
  Zhodani
  
  primitive humans weathered two ice ages, roamed across 
  Delquiats, and evolved into an agrarian society, a task made 
  more difficult by the few plants edible to the non-native hu-
  mans.
  Primitive Chirpers In Qiknavra:  While humans de-
  veloped in Dleqiats, the few surviving Ancients in Qiknavra 
  remained on that continent.  The devastation of the war was 
  enough to drive them back to the stone age.  Without their 
  technological marvels, they were even more helpless than the 
  humans, but some of them did manage to survive.
  The Ancients were Droyne - a small race of winged rep-
  tiles.  Their society included a series of six castes, with mem-
  bership decided when an individual reached maturity.  The 
  Ancients who fled the devastation of the Final War quickly 
  lost the traditions that established and maintained castes, and 
  became Chirpers -uncasted Droyne.  The phenomenon has 
  been observed on many worlds where Droyne survived the 
  destruction of the Final War.
  Space Exploration: After the rise to an Industrial age 
  and many wars, the governments began the exploration of 
  space, starting with the moon.
  Exploration Of Viepchakl: In -7,980, the first orbital 
  flights were made by the air force of eastern Dleqiats, followed 
  quickly by flights from Qiknavra.  By -7,959 the first expedi-
  tion to Viepchakl was mounted by eastern Dleqiats, and a base 
  was permanently on the moon by -7,950.
  There, they found more Chirpers.  These Chirpers 
  (called Viepchaklts - people of Viepchakl) were the remnants 
  of the Droyne who had inhabited Viepchakl City and some-
  how survived in the underground tunnels.  Some were in cold 
  sleep for thousands of years, while others simply wandered 
  the tunnels, tending hydroponics troughs, or eating from auto-
  mated food producers.
  A Second Dark Age:  When the Zdant Chirpers met the 
  Vipechaklts Chirpers, bacteriological warfare from the Final 
  War kicked in.  It was a bacteriological time bomb waiting for 
  the two branches of the same race to make contact.  It was a 
  deadly plague.
  The plague also affected humans.  On Viepchakl, most 
  humans died within two weeks.  Within a year, the plague’s 
  first effects were being felt on humans on Zhdant.  Within two 
  years, the human population was reduced by a third.  Within 
  ten years, population had been reduced by two-thirds.  The 
  human death toll ruined many of the gains of the past centu-
  ries.  Vast areas of the plains of eastern Dleqiats were aban-
  doned, as were the Qiknavrats settlements in Qiknavra.  Cities 
  were abandoned.  Attention turned to survival.  By -7,940, 
  Zhdant had entered a second Dark Age.
  Embracing Psionics:  Through the thousand years of the 
  Second Dark Age, the population of Zhdant slowly recovered.  
  Strides in medicine reduced the plague (over hundreds of 
  years) to just another serious illness.  Some knowledge was 
  lost, but enough was retained to allow advances in science 
  once they were needed.
  The lessons of history were not ignored either.  The 
  nobles of western Dleqiats instituted limited democratic prin-
  ciples while retaining most power for themselves.  By -6,800, 
  the nobles of western Dleqiats were firmly in charge not only 
  of their own countries, but also were establishing colonies and 
  expansion territories in eastern Dleqiats and in Qiknavra.
  From its earliest time, the noble classes had held the 
  right to raise a limited number of lower-ranked individuals to 
  the next higher noble rank.  For example, a viestlas (highborn; 
  Social Standing 13) could elevate a pranatl (aspirant; Social 
  Standing 11) to jdistebr (wellborn; Social Standing 12).  It was 
  also possible to raise non-nobles to noble rank.  Abuses of 
  this power had created an overabundance of nobles as well as 
  dissension among the commoners.  Several revolutions had to 
  be put down with great force, but the basic problem remained.  
  At the same time, psionically trained nobles had gained the 
  upper hand over technologically-oriented nobles and moved 
  to maintain their superiority.
  In -6,731, the first Psionic Games were held, in Dlol-
  prikl, at the start of Atkazdievl.  The first games were poorly 
  organized and poorly attended, but they did give participants 
  an opportunity to win a place in the nobility.  Successor games 
  were held every three local years (2.25 standard years), and by 
  -6,650 they were an established institution.
  The psionic nobles’ plan resolved many problems.  It 
  defused the problem of favoritism in granting new nobilities 
  (now Psionic Games winners entered the ranks of the nobility 
  along with hereditary nobles, and those elevated for service).  
  It also increased the ranks of the psionic nobles, and guaran-
  teed that they would have the majority in any struggle against 
  technologically-oriented nobles.  Finally, it established an 
  event for the public that entertained them, and defused any 
  latent jealousy or fear; it made psionics part of public life.
  At the same time, the non-psionic nobles could not be 
  ignored.  Technology provided many of the same things that 
  psionics could, and technology was accessible to the entire 
  population.  An emphasis on technology could provide jobs, 
  an expanding economy, and a better life for everyone; it also 
  would help assure that the psionic nobles would stay in pow-
  er.  Technology marched forward hand in hand with psionics.
  Eastern Dleqiats was again settled.  A transcontinental 
  railroad was laid, in many places on the same roadbed which 
  had crossed the continent more than a thousand years before.  
  Qiknavra was resettled.  Expeditions were mounted to find 
  surviving Chirpers, but they were definitely extinct.
  By -6,400, the Zhodani had reacquired space travel, and 
  with suitable precautions ventured to Viepchakl, where the 
  Chirpers there were also extinct.  Planetary missions followed, 
  with several colonies in the Pliebr system (the asteroid belt, a 
  few outer planets) by -6,200.
  The lure of the stars was as great as the lure of the plan-
  ets.  Between -6,200 and -5,415 some fifty interstellar missions 
  were mounted; colonies were established in six star systems 
  within four parsecs, and trade in research, information, and 
  very valuable or novel goods was carried on.  Sublight ships 
  traveled established routes, calling at each colony and return-
  ing to Zhodane over a fifty year period.  Exploratory missions 
  went farther out, often on twenty or thirty year expeditions.  In 
  -5,823, a union of all Zhodani was established as the Zhodani 
  Consulate, formalizing a de facto union which had existed 
  for some time.  During all of their explorations, no intelligent 
  races were encountered, and the universe seemed to be empty 
  except for the Zhodani.
  In -5,415, a breakthrough changed everything.  A de-
  velopment company working on fusion power sources in the 
  asteroid belt had chanced on the principles of jump drive and 
  produced a working prototype.  Within ten years, Zhdant was 
  operating a fleet of jump ships and exploring space within fifty 
  parsecs.
  Expansion into Space:  With jump drive, the Zho-
  dani could see a truer picture of the universe.  Just beyond 
  their previous limits were systems harboring intelligent life, 
  although still at a rather low technological level.  On other 
  worlds, exotic native life provided improved drugs, flavors, 
  
  Zhodani 
  Traveller Hero, Book 1
  0
  and fibers.  Minerals from new worlds helped shape better 
  structures, better vehicles, and better communications.
  In -5,120, Zhodani ships encountered the Addaxur, an 
  intelligent race of six-legged carnivores from a high gravity 
  world about 40 parsecs from Zhodane.  The Addaxur had 
  established their own interstellar empire of 37 systems with 
  communications maintained by sublight ships.  The Zhodani 
  observed the fringes of the Addaxur empire for about ten years 
  before making open contact.  Carefully planned overtures 
  established friendly relations and reserved 10 of the Addaxur’s 
  37 worlds for the Addaxur without restricting Zhodani expan-
  sion.
  Zhodani expansion was the result of a natural curiosity 
  and economic forces within Zhodani society; expansion and 
  production made for a better standard of living.  Worlds were 
  explored; colonies established; industries created.  Expeditions 
  were mounted to explore the core of the galaxy, to reach other 
  spiral arms, and even to the edges of the galaxy.  Zhodani 
  traders traveled the frontiers of the Consulate.  They encoun-
  tered Vargr in Gvurrdon sector in -2,800.  They traded with 
  the Vilani in Provence and Corridor sectors in around -2,000.  
  They traded with Aslan in the Trojan Reach around 460.
  The Frontier Wars:  The Consulate first came into solid 
  contact with the expanding Third Imperium in the 6th century 
  of Imperial expansion.  The First Frontier War followed almost 
  immediately (589-604 Imperial).  Lasting for 15 years, the war 
  involved all eight of the coreward subsectors of the Spinward 
  Marches.  The Zhodani rallied to their side certain Vargr of 
  the neighboring Gvurrdon Sector, forming the First Outworld 
  Coalition.  The initial attacks caught the Imperium largely 
  unprepared, quickly expelling Imperial settlements from the 
  Chiqrdlans Sector.  The continued fighting was characterized 
  by raids against high-population worlds in the Marches by 
  Outworld forces.  A massive defeat of such an incursion at 
  the battle of Zivije/Rhylanor crippled the Zhodani war effort, 
  though at tremendous cost to the fleet of Grand Admiral Olav 
  hault-Plankwell, the Imperial commander.  The negotiated 
  armistice left the Zhodani in control of the Cronor subsector 
  of the Marches, but established extensive Imperial claims else-
  where in the sector, and was acclaimed an Imperial victory.
  Admiral hault-Plankwell followed his victory by launch-
  ing an expedition against the Imperial Core, where he assassi-
  nated the Empress Jacqueline and proclaimed himself Em-
  peror.  This ignited a series of Civil Wars within the Imperium; 
  in the midst of this turmoil, the Zhodani formed the Second 
  Outworld Coalition and renewed their attack in the Second 
  Frontier War (615-620 Imperial).  After a long holding action, 
  the Imperium assembled large forces and again forced a stale-
  mate situation.  The Imperial Admiral on the spot, Arbellatra 
  Alkhalikoi, (later Empress Arbellatra, whose actions ended the 
  Civil Wars), ceded more territory but won a shaky peace that 
  lasted nearly 350 years.
  The Third Frontier War (979-986) was characterized 
  more by commerce raiding than by great planetary sieges, and 
  led to severe public sentiment against the high command and 
  the Imperial government.  An armistice, heavily favoring the 
  Zhodani, was agreed to; the political repercussions forced the 
  abdication of the Emperor Styryx.
  One hundred years later, the Fourth Frontier War (1082-
  1084) broke out.  Sometimes called the False War, this conflict 
  involved a series of naval battles triggered by a border inci-
  dent.  An armistice was concluded before either side actually 
  got word from the capital with instructions, plans, or rein-
  forcements.  The Imperium lost some ground, but the war was 
  for the most part a stalemate.
  The Fifth Frontier War erupted in 1107, when Zho-
  dani forces launched a sneak attack on Regina/Regina in the 
  Spinward Marches.  Like the previous wars, initial Outworld 
  Coalition success faded as Imperial resistance stiffened, and, 
  by the end of the war less than a year ago (1111), the situation 
  bogged down into a stalemate with a negotiated settlement.
  The Zhodani have been at odds with the Imperium since 
  initial contact was established, largely because of the radi-
  cal dissimilarities in culture between these two branches of 
  humaniti.  Zhodani morality is repelled by the deviousness 
  of non-psionic human minds, while Imperial distrust of the 
  Zhodani is bound up in the general anti-psionic prejudice that 
  has long characterized the Imperium.  (The prejudice against 
  psionics feeds opposition to the Zhodani, and vice-versa.) 
  Thus, recent Zhodani history has been dominated by their en-
  mity towards the Imperium, with personal distaste reinforced 
  by a feeling that the Imperium seeks to hamper Zhodane’s 
  slow, conservative expansion by pre-empting the best planets 
  and otherwise limiting growth.
  THE CORE EXPEDITIONS
  Most cultures around the Imperium (and including the 
  Imperium) have had their hands full exploring and exploit-
  ing the worlds and systems in space within or near their own 
  territories.  The Zhodani, however, are driven by a variety 
  of circumstances and stimuli which have made the galactic 
  core (and the route to the core) of extreme interest.  Two basic 
  data produce this effect: Ancient artifacts and certain rare but 
  recurring psionic effects.
  The Ancient artifacts were the initial key to curiosity 
  about the galactic core.  In the ruins of Zhdant City, explor-
  ers found a small device which could project a three-dimen-
  sional starmap, a starmap which extended along a corridor 30 
  parsecs in diameter and more than 8,000 parsecs long - aimed 
  at the galactic core.  Initial investigation of the artifact’s map 
  showed it to be accurate, even to showing stellar spectra, gas 
  giants, and worlds.  The artifact also proved to be a powerful 
  psionic focus; most psionically talented individuals found 
  the device to produce an undefined and unexplained sense of 
  hilarity (possibly caused by differences between human and 
  Ancient brain thought path connections).  A very few (fewer 
  than one in ten thousand) found that the device produced 
  clear, readable images, usually of ships and star patterns some-
  where along the route of the map.
  For more than two hundred years, the images remained 
  unexplained.  In -4,074, the Zhodani Heavy Cruiser Lienjqiets 
  (Swift Wind) misjumped and was presumed lost; forty years 
  later, it returned to Consulate space.  It had spent 38 years on 
  a tech level 3 world fabricating an important component of 
  its jump drive.  The story of its exploits were filed as routine 
  reports and would have been ignored but for a few interesting 
  facts.  First, a previous vision from a use of the Ancient projec-
  tor decades before had been recorded.  Second, the clear image 
  from the projector proved to be fact during the voyage.
  The Ancient device was transformed from a museum 
  piece to a state secret overnight, to be used and examined only 
  under very strictly controlled circumstances.  All of its visions 
  or premonitions were carefully noted and recorded.
  The Zhodani supreme council was faced with a dilem-
  ma.  The Ancient map device clearly had the ability to foretell 
  the future, although only under limited circumstances.  It had 
  also been proven a reliable map of the star systems coreward 
  (at least by expeditions which had reached the first hundred 
  
  Traveller Hero, Book 1 
  Zhodani
  1
  parsecs of the route).  They could ignore the device, hiding it 
  away in the archives and never investigating its potential.  Or, 
  they could analyze its map and use its potential to explore 
  coreward.
  They chose to use the projector.  Seven major core 
  expeditions were mounted to travel the route shown in the 
  projector.  Hundreds of minor expeditions checking out sys-
  tems off the main route, or even beyond the map’s data, were 
  also mounted.
  The Third Expedition met armed resistance - a xeno-
  phobic culture encompassing seven systems (but without 
  jump drive) reacted violently when the Zhodani arrived.  The 
  Zhodani were prepared; the projector’s images had included 
  space battles.  The xenophobes’ resistance was crushed and 
  their worlds bypassed.
  The most recent major expedition was 350 years ago (in 
  750).  The supreme council has been planning a new expedi-
  tion.
  GOVERNMENT
  The Zhodani give the name Driantia Zhdantia to their 
  interstellar community.  The name is commonly translated in 
  Galanglic as the Zhodani Consulate.  The term Driantia means 
  government by consuls which is sometimes translated as gov-
  ernment by elected leaders and even just as government.
  Within the scope of Driantia Zhdantia are all worlds 
  colonized by the Zhodani and all worlds effectively admin-
  istered by the Zhodani government (even though the local 
  population is not Zhodani).  They total approximately 6,500 
  systems spread through more than 175 subsectors.  More than 
  70% of the worlds lie within 100 parsecs of Zhdant, the Zho-
  dani homeworld.
  The Zhodani Consulate is a democracy.  Representatives 
  (called consuls) are elected to ruling councils for a specific 
  period of time, with those councils responsible for specific 
  responsibilities within the government.  Members of the coun-
  cils are also given the authority to carry out their programs 
  and orders.
  Citizenship (and thus the right to vote) in Zhodani soci-
  ety is restricted to the Nobility.  Proles and Intendants cannot 
  vote, although they can express their opinions to the Nobility 
  and attempt to lobby or persuade consuls to specific courses of 
  action.
  Councils are established at every level of Zhodani so-
  ciety, and all are linked in terms of input and authority.  The 
  lowest council is established at the community level - within 
  a municipality of 50,000 or fewer citizens, a council of ten 
  members is elected by the approximately 2,800 Nobles who 
  are part of the community.  Consuls are each elected for a term 
  of one olympiad.
  Each of the lowest councils elects two of its members to 
  the next highest council, usually conducting the election at 
  the end of a term.  Consuls thus elected begin a new term serv-
  ing on that next highest council.
  A hierarchy of councils extends all the way from the 
  local community council to the Supreme Council responsible 
  for ultimately shaping Consulate policy.  Local community 
  councils elect members to higher councils.  Depending on 
  the population of a world, there may be one, two, five, ten, or 
  more intermediate councils before the ultimate world coun-
  cil is elected.  World councils each elect two consuls to a 
  subsector council.  Subsector councils each elect two consuls 
  to a province council (sectors are not a part of the hierarchy 
  of councils).  Province councils each elect two consuls to the 
  Supreme Council which meets on Zhdant.
  Councils may elect any of their number to the next high-
  er council.  Any member of who is elected to a higher council 
  technically remains a member of the original council as well.  
  Consequently, a council can continue to re-elect the same 
  member to the higher council for extended periods of time.
  Local councils are extremely responsive to local pres-
  sures.  They deal with the structure of the education system, 
  the support of local improvements (roads, public utilities, 
  etc) through taxation, and the implementation of projects to 
  accomplish specific goals (raising education levels, improving 
  crop harvest rates, flood control projects, etc).  Consuls elected 
  from local councils carry their preferences and a knowledge 
  of their community’s preferences with them, and work for the 
  benefit of their constituency.  As a consul rises to higher and 
  higher councils, he or she becomes more and more distant 
  from local pressures; typically, each period of service on a 
  council teaches the consul about the needs and preferences of 
  the entire constituency of the specific council.
  Intendants: The Intendant class is approximately three 
  times the size of the Noble class (the actual ratio is 8 Inten-
  dants to 3 Nobles).  The distribution of Intendants, however, 
  is not carried out in a direct ratio.  Typically, each Noble has 
  one Intendant who is specifically assigned to him; this direct 
  relationship provides the Intendant with a mentor and advisor, 
  and provides the Noble with a capable secretary and assistant.  
  Such positions are avidly sought after by ambitious Inten-
  dants, since much of the fame and power of a strong Noble 
  rubs off on his personal Intendant.
  Some Intendants take positions with corporations, with 
  public service agencies, with the military, or as secondary 
  personal Intendants with specific duties or assignments for 
  Nobles.  The remainder of the Intendant population works for 
  the generalized bureaucracy that helps the various levels of 
  councils function.
  Each council, when it approves an order, implements 
  it through its Intendant administrative staff.  Intendants are 
  often the source of recommendations to the council; they are 
  equally often the individuals who see that the order is carried 
  out.
  Taking Office: At the lowest level of councils, consuls 
  take office almost immediately after being elected.  At the 
  higher levels of councils, a problem arises by way of travel 
  time; often a year or more may be spent just traveling to the 
  site where the council meets.  As a result, the accepted con-
  vention is that a consul serves until his or her replacement 
  arrives.
  THE SUPREME COUNCIL
  The ultimate ruling authority of the Zhodani Consul-
  ate is the Qlomdlabr; the Supreme Council.  Unlike the other 
  councils, where newly elected members replace incumbents, 
  the Supreme Council consists of two groups - the standing 
  council (composed of conventionally elected consuls), and se-
  nior members (composed automatically of all former members 
  of the standing council).
  Senior members of the council are an advisory body; 
  they provide experience and advice to the standing council.  
  Senior members are often offered specific projects to oversee 
  to completion.  They originate projects for presentation to the 
  council and sometimes shepherd the project to completion 
  after approval by the council.
  One reason for the existence of the senior members of 
  the council is that wide ranging projects of importance to the 
  
  Zhodani 
  Traveller Hero, Book 1
  2
  entire Consulate sometimes need the authority of a Noble to 
  help ensure its completion.
  REVENUE
  The Zhodani Consulate maintains itself through a 
  variety of taxes on goods and services.  Each council has the 
  authority to levy a tax on gross income to support its activities.  
  A special corps of Intendants administers the tax laws, audit-
  ing records and levying taxes.
  In addition, basic public utilities (energy supply compa-
  nies, air and environment maintenance companies, computer 
  network companies) are publicly owned and provide govern-
  ment income.
  PSYCHOLOGY
  The fact that psionics makes up a major part of everyday 
  life within the Consulate has had a profound effect upon the 
  mental and emotional make-up of its people.  Their way of 
  looking at life is quite at variance with that found in non-
  psionic human cultures.  It has been said that psionics has 
  made the Zhodani Consulate the most powerful, effective, and 
  absolute tyranny in human history - and also the happiest and 
  most stable.  Both statements are quite true.
  Many motivations and circumstances affect the psy-
  chology of the Zhodani, but three are of special interest when 
  trying to understand the Zhodani: ambitions, respect, and 
  conformity.
  Ambition: The advanced educational tools available to 
  the Zhodani make it possible for nearly all members of society 
  to see their own potential and to see the paths they can take 
  toward realizing it.  Ambition exists in varying degrees; some 
  individuals might pursue physical conditioning, while oth-
  ers can form long-range plans for the advancement of their 
  careers.  The individual ambition differs for each person, 
  but ambition is more commonly accepted as part of Zhodani 
  society.
  Ambition is accepted in all areas of society except one: 
  major social advancement.  Advancement in Social Standing 
  depends on Psionic Strength, and without it, advancement to 
  Intendant or Noble status is impossible.  Consequently, ambi-
  tion for Social Standing is transferred by parents to their chil-
  dren.  Because Psionic strength is not inherited (it seems to be 
  random within the population), it is possible for two parents 
  with low Psionic Strength to have a child with high Psionic 
  Strength.  Much of the social ambition of Proles is sublimated 
  into ambition for their children - hopes that their children will 
  have a high enough Psionic Strength to warrant training and 
  elevation into the Intendant class.
  Intendants’ ambition centers around elevation to the 
  Noble class, through participation in the Psionic Games (about 
  one Intendant in seven is elevated to the Nobility in this way), 
  or as a reward for faithful service in later life (about two Inten-
  dants in seven are elevated at the end of their careers).
  Nobles are already at the high end of the social ladder, 
  but ambition is a cultural norm and is common in the Nobility 
  as well as the other social classes.  Some channel their ambi-
  tion into seeking further increases in Social Standing; other 
  seek positions in which they can wield their power: as Con-
  suls, government officials, or military officers.  Some Nobles, 
  however, are discouraged.  Some hereditary Nobles have low 
  Psionic Strengths and (even though they have psionic train-
  ing) their abilities are low.  Others see the actual workings 
  of Zhodani government and become disillusioned with the 
  compromises that are constantly made, or the discrepancy 
  between theory and reality.  For these individuals, ambition 
  is not enough.  The weary disillusionment that pervades their 
  outlook sabotages their effectiveness as members of the gov-
  ernment, and they turn their attention to other areas: explora-
  tion, research, teaching, or just a search for purpose in life.
  Respect: Respect for social superiors is a natural part of 
  Zhodani society.  It is ingrained into everyone in the schools 
  and the community.  Required respect can remain for a while, 
  but for true respect to exist, the Nobles must earn it.  They 
  earn it in a round about way; their Intendants make sure that 
  they receive credit for a great many worthy activities.
  The hard-working Intendant class does almost every-
  thing in the name of the Nobility.  Noble receive credit for a 
  great many efforts and deeds, some of which they are person-
  ally responsible for, but many more are handled by Intendants 
  with little or no supervision.  It is in the best interest of an In-
  tendant to make his or her superior Noble look good, because 
  that Noble is responsible for promotions and advancement.  
  But the credit to the Nobility helps ensure that the Nobility is 
  perceived as hard-working and worthy of their positions.
  Conformity: Zhodani are conformists.  The relatively 
  narrow band of activities which all members of society 
  understand and approve of is known to everyone, and every-
  one strives to act within that range.  The range of acceptable 
  dress (while wide) is rarely exceeded.  Interests rarely involve 
  strange or unsuitable subjects.  Too much deviation from the 
  norm is considered an aberration and subject to reeducation.
  SOCIETY
  Zhodani society instills its values in its members.  
  One of the foremost values (the one that humans from the 
  Imperium notice most quickly) is the basic honesty that per-
  vades everything.  Trust is an assumption.  Locks are rare and 
  more likely safety devices to protect children than anti-theft 
  devices.  Walls protect from the elements rather than from 
  intruders.  Laws deal more with appropriate action than with 
  crimes.
  Zhodani society also helps direct individuals to the most 
  productive and satisfying pursuit available.  Psionically based 
  techniques help each person understand his or her needs and 
  motivations.  These techniques are further used to place that 
  person where ability and aptitude can contribute most to per-
  sonal well-being and to the community as a whole.
  THE LEGAL SYSTEM
  The character of crime in the Consulate is markedly dif-
  ferent from that of other human societies.  Three broad catego-
  ries of crime are recognized among the Zhodani: inadvertent, 
  incited, and insane offenses.  The concept of premeditated 
  crime for personal gain fits under the insane heading.
  Inadvertent crime is an unintentional violation or infrac-
  tion of the law.  It results from inattention or distraction and 
  generally calls for a small monetary penalty.  Violations of traf-
  fic or parking regulations, failure to return borrowed materials 
  to a lender, and forgetting an appointment with a Noble are all 
  inadvertent violations which people try to avoid, but are not 
  very serious if they occur.
  Incited crime is an infraction of a law brought about by 
  another.  When an individual is led to believe that an action 
  is acceptable, the violation is reduced in severity in the eyes 
  of the law.  The solution is reeducation - a retraining of the 
  individual to recognize potential situations and to avoid or 
  properly handle them.  Often, the incited individual is seen 
  as weak-willed, someone who is vulnerable to being incited 
  
  Traveller Hero, Book 1 
  Zhodani
  
  to crime because of a character flaw or subconscious fault.  
  Reeducation uses psychological and psionic techniques to 
  remedy the flaw.
  Insane crime is a general heading for most major crimes 
  against property or individuals, including theft, robbery, or 
  murder.  The general concept is that any individual who com-
  mits such a crime must be insane.
  Justice: Technically, all Nobles are empowered to sit in 
  judgment of any accused criminal.  In practice, Nobles who do 
  not know telepathy will usually refuse to judge a case, defer-
  ring judgment to a telepath.
  Procedures are informal; the Noble listens to the basic 
  case and considers the facts presented by both sides.  Addi-
  tional facts are gathered by reading the minds of those individ-
  uals involved.  A judgment is made and the decision recorded 
  (usually being sent telepathically to a local record center).
  Most sentences for insane crimes call for reeducation 
  until the insanity has been cured.  Occasionally, an execution 
  can be ordered if the individual appears incurable.  Prison 
  sentences simply for confinement are not used.  Incited crimes 
  are dealt with by quick reeducation to avoid being incited 
  again; inadvertent crimes are usually dealt with by fines or 
  forfeitures.
  Crimes by Nobles and Intendants are a special case, 
  since they must be judged by a Noble higher in rank than any 
  of the accused.  Inadvertent crimes are handled with a warn-
  ing or an admonition; Nobles are believed under the law to be 
  incapable of incited crimes.  Insane crimes reflect a break-
  down in a Noble’s personality (commonly portrayed to the 
  Proles as a result of overwork and the demands of responsibil-
  ity).  Minor violations are let off with a warning, while major 
  crimes call for reeducation.  For the good of all concerned, a 
  convicted Noble is usually transferred to another location or 
  world rather than returned to his or her original position after 
  reeducation.  Intendants are also reeducated, but usually lose 
  their Intendant status and are reduced to Social Standing 6 or 
  less.
  SOME ASPECTS OF ZHODANI SOCIETY
  To better understand Zhodani society, the following 
  examples of how it functions are especially illustrative.
  Bargaining: At first glance, the idea of bargaining in a 
  psionic society would appear impossible.  Looking deeper 
  shows the practice is alive and well.  Bargaining occurs when 
  market pressures produce varying prices for goods, and each 
  side in a bargaining encounter tries to obtain the most advan-
  tageous price for the transaction.
  A bargainer with psionics might be able to read the 
  mind of the other bargainer, determine the best price he will 
  accept, and then offer that.  Obviously, a psionic bargainer has 
  a tremendous advantage.  But this model is simplistic.  Any 
  bargainer whose mind is read is being taken advantage of - and 
  in the face of such mind reading, a bargainer can easily change 
  his mind and ask for a higher price, if only as a penalty for the 
  other’s unfair advantage.
  Bargaining is, in any case, not a case of two people 
  trying to find out the real price for goods, but an adversary 
  situation where each side is trying to achieve the best price for 
  himself.  As a result, the use of psionics in a bargaining situa-
  tion is considered unfair, much like reading a teacher’s mind 
  for answers to a test question.
  The Thought Police: Perhaps the most misunderstood 
  of Zhodani institutions is what Imperials call the infamous 
  Zhodani Though Police, the Tavrchedl’.  The Thought Police 
  are a branch of the government charged with maintaining right 
  thought by the population.  To non-Zhodani, they are seen 
  as a secret police constantly spying on the population with 
  psionics.  Their mission is to catch anyone who is discontent 
  with the system, their lot in life, or their superiors, and to 
  brainwash them into acceptance of the system.  To the Zho-
  dani, the view is completely different.  The term Tavrchedl’ 
  literally means Guardians of Our Morality; the organization is 
  seen as filling a role much closer to fireman than policeman.
  Zhodani society is a happy one, but even in a happy 
  society, individual members can fall prey to depression, frus-
  tration, or disillusionment.  They can still suffer from mental 
  illness or imbalances.  Individuals can find themselves losing 
  trust or confidence in the system.  And it is for these people 
  that the Tavrchedl’ exist.
  Thought Police monitor all of Zhodani society, conduct-
  ing periodic examinations of individuals in order to ensure 
  that everyone’s mental health is at acceptable levels.  But the 
  Thought Police also conduct random sweeps of the commu-
  nity, looking for signs of unacceptable behavior or deviant 
  thought patterns.  When they find such patterns, they seek 
  them out, find their source, and remedy the situation.
  Reeducation: The cure for any aberrant behavior is 
  reeducation.  The Zhodani psionic society is excellent at 
  reeducation; psionics has made possible extremely efficient 
  reeducation.  Long ago, psionics made possible studies which 
  confirmed what educational techniques worked and how ef-
  ficiently.  They allowed academics to plan out lessons which 
  could be learned to any degree of efficiency.  Psionics also 
  makes possible tests and examinations which can confirm that 
  learning has taken place.
  The result is excellent diagnosis and careful treatment in 
  reeducation centers.  When treatment is completed, the indi-
  vidual rejoins society without any stigma or blot on his record; 
  the period of reeducation is much like a period of recovery 
  from an illness.
  The end result is that occasionally a Prole will sit awake 
  late at night, depressed and angry.  Some aspect of society has 
  affected him adversely, and he has been unable to cope with 
  it.  Perhaps he lost his old job and is unhappy with his new 
  one; perhaps he is jealous of a neighbor who is more success-
  ful than he is.  The thought patterns spell deviance, and rov-
  ing Thought Police patrols pick them up.  Late at night, there 
  is a knock at the door.  The Prole knows the Thought Police 
  have arrived; he invites them in.  They enter, talking quietly 
  or loudly depending on what their quick diagnosis indicates.  
  After a few minutes, the Prole leaves with the Thought Police.  
  A note is left behind telling where they have gone.  Already, 
  the Prole feels slightly better knowing that someone cares.
  A few days or weeks later, the Prole returns home, much 
  happier.  His new job is exactly what he needs and wants; 
  a perfect outlet for his ambitions.  His successful neighbor, 
  he now knows, leads a shallow life without the enjoyment 
  and fulfillment that it should have.  The world itself seems 
  brighter and clearer.
  Tavrchedl’ Hierarchy: The Thought Police is organized 
  into levels of authority which parallel the various ruling 
  councils.  Thought Police precincts are organized to cover 
  the same population which is governed by the ruling council.  
  Higher levels of Thought Police organization are responsible 
  for reeducation and are supported by higher level councils.  
  At the planetary level, the Thought Police command structure 
  is responsible for training and is supported by the planetary 
  council level.  Higher level councils support Thought Police 
  
  Zhodani 
  Traveller Hero, Book 1
  
  research and development, usually of refined techniques 
  for determination of or treatment of aberrant behavior.  The 
  supreme council is responsible for ultimate policy decisions 
  concerning Thought Police.
  A special branch of the Thought Police operates in the 
  military under the control of the Consular Guard.  This mili-
  tary Thought Police has a twofold purpose: it maintains the 
  moral and mental health of the Consulate’s troops, and it oper-
  ates in enemy, disputed, or occupied territory to protect the 
  Consulate and its citizens.  The military Thought Police is less 
  delicate than the forces which deal with Zhodani; its methods 
  (because it often deals with large populations of discontent 
  individuals) are coarser or harsher than most Zhodani would 
  prefer.  For example, during the Frontier Wars, the military 
  Thought Police is responsible for the administration of occu-
  pied Imperial worlds.  The military government is concerned 
  primarily with maintaining a safe and docile population and 
  proven methods of achieving such a condition include some 
  brutal exploits to prove they are serious, followed by inclu-
  sion of locals into the governing process.  The people that are 
  included often receive a quick reeducation and then take their 
  position with sincerity and dedication to the Zhodani cause.  
  To the rest of the population, the individual appears to be 
  brainwashed or coerced.
  Zhodani Character Generation
  Because of the different culture and psychology of the 
  Zhodani, the basic Traveller rules (written to apply to the typi-
  cally human Imperium) need certain alterations and changes 
  to accommodate the alien Zhodani.
  All Zhodani characters begin the game much as their 
  other human counterparts do: untrained and inexperienced; 
  about 18 standard years of age.  At this point, as untrained and 
  inexperienced Zhodani, they embark upon a career in order to 
  gain skills and experience.
  ZHODANI CHARACTER CREATION
  This section discusses general guidelines for building 
  a Zhodani character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Zhodani Racial Template.
  Naming: Pick a Zhodani-sounding name.
  Gender: Zhodani may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Zhodani; 
  4+ indicates a female Zhodani.
  Titles: Zhodani society has three broad social classes.  
  Social Standing determines which of these classes an individ-
  ual is in.  Nobles have Social Standing B+.  Intendants have 
  Social Standing A.  Proles have Social Standing 9-.  The player 
  should determine and note which social class the character is 
  in.
  Skills and Professions:  There are no significant changes 
  to skills and professions.  
  Mustering Out: Zhodani receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  may only pick twice), One Military personal weapon (e.g.  
  Accelerator Rifle), Starship (Zhodani merchant or scout, may 
  only select once), Free Passage Ticket (1 High or 2 Medium).
  
  Traveller Hero, Book 1 
  Minor Races
  
  T
  hese are races found in independent or client 
  states in the galaxy.
  Darrians
  The Darrian Confederation is a loose organization of 
  worlds in the Darrian subsector of the Spinward Marches, cur-
  rently neutral with respect to the conflicts of the Fifth Frontier 
  War.  Some 20% of the Darrian Confederation is of Solomani 
  extraction, 12% of other human races (mostly Vilani) and 8% 
  Aslan.  The 60% majority is a minor human race, called the 
  Darrians (a minor human race from Darrian).
  For more detailed information on this race, see Journal of 
  the Travellers Aid Society #14.
  Darrian Biology
  Darrians average 1.6m in height and weigh about 50 kg.  
  They are thin and wispy in build, with sharp facial features.  
  Skin tones range from orange-tan to pale yellow-tan; Darrians 
  have silky grey or white hair and usually have brown eyes.  
  While slightly smaller than the average human, they are 
  in all other physical and mental aspects human.
  Ethnic Darrian Template
  Abilities
  Cost
  Ability
  -3
  -3 STR
  -4
  -2 CON
  -4
  -2 BODY
  3
  +3 INT
  Total Cost of Template Abilities:  -8
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Tolerance of Others 
  (Common, Moderate)
  Darrian Homeworld
  The original Darrian homeworld, known as Darrian 
  (0607-A463A55- G), suffered from solar instability which de-
  stroyed 80% of the population in system in -541IY.  
  Other member worlds (colonies) of the Darrian Confed-
  eracy include Zamine, Ilium, Mire, Roget, and Engrange.
  Darrian Society and Culture
  Because of the variety of races within the Darrian Con-
  federation, the Darrians are a tolerant people who emphasize 
  scholastic and technological areas.  They tend to be peaceful 
  and friendly, with only the Aslan segment of the population 
  preferring expansion.
  Many customs of the ethnic Darrians (Homo darrianus) 
  contain a good deal of old (precontact) ritual and can be quite 
  formal, but not all Darrians adhere to these fashions.  A stoic 
  element seems to underlie many societies.  Whether one’s 
  fortune is good or bad is often held less important than one’s 
  attitude toward life and fellow beings, as fate is not within 
  one’s control.
  Aslan citizens of the Darrian Confederation have 
  distinctly different attitudes from the rest of their neighbors, 
  particularly towards military and defensive matters.  They 
  tend to encourage expansionism and a more aggressive stance 
  in general, especially towards the Sword Worlds.
  The Confederation government allows member worlds 
  to manage themselves for the most part, as the Confederation 
  is more concerned with strategic naval defense, maintenance 
  of trade lanes, and formal diplomatic relations with other 
  stellar communities and worlds.  The Confederation Congress 
  resides on Mire, whose senators are elected from their home-
  worlds by a variety of means.
  The Darrians have their own styles of art and music, 
  and elements of the past are highly valued.  The export of art 
  objects from Darrian is heavily controlled by the Confedera-
  tion government, to maintain a hold on the past achievements 
  of the society and to preserve their unique cultural identity.
  Darrians are highly advanced in the sciences, especially 
  in astrophysics.  Most are suspicious of psionics because of 
  the past threats from Zhodani.
  Though Darrian is listed as TL 16, in truth it more 
  closely approximates TL 12 for most commonly available 
  goods.  There are still a number of stations and facilities able 
  to maintain themselves at TL 16, but many of them are in poor 
  repair at best, and have thus far defied attempts to duplicate 
  them.  Some TL 16 weapons systems and engineering systems 
  have apparently been maintained on a few naval vessels.
  Career Preferences
  Confederation citizens cannot enter Imperial military 
  services, but the Darrians maintain their own Navy, Army, and 
  Marines.  However, the Darrians have no Scout Service, so 
  that is not an option.  Cutlass skill is not required in the Dar-
  rian marines.
  Darrian Confederation citizens of any race who travel 
  through the Spinward Marches are most likely to be mer-
  chants, common adventurers, retired military personnel, or 
  diplomats.
  Darrian Character Generation
  All Darrian characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Darrian, they embark upon a career in order to gain skills and 
  experience.  
  DARRIAN CHARACTER CREATION
  This section discusses general guidelines for building 
  a Darrian character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Darrian Racial Template.
  Naming: Pick a Darrian-sounding name.
  Gender: Darrian may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  Independent Races
  
  Minor Races 
  Traveller Hero, Book 1
  
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Darrian; 4+ 
  indicates a female Darrian.
  Titles: Darrian characters may receive titles of nobility 
  in the same fashion as with humans of high social standing.
  Skills and Professions:  There are no significant changes 
  to skills and professions.  
  Mustering Out: Darrians receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  may only pick twice), One Military personal weapon (e.g.  Ac-
  celerator Rifle), Starship (may only select once), Free Passage 
  Ticket (1 High or 2 Medium).
  Dynchia 
  Trailing the Old Expanses, among the various client 
  states, is the Comitia of the Dynchia (pronounced DINchee-
  ah), a power that stretches across five subsectors.  The Dyn-
  chia are a warrior race genetically engineered by the Ancients.
  For more detailed information on this race, see Journal of 
  the Travellers Aid Society #24.
  Dynchia Biology
  Dynchia (the same word is used as both singular and 
  plural) are about 2.2m in height and weigh about 100 kg.  
  They are slender and long-limbed.  Skin tones range from pale 
  to bronze-tan; hair color is usually brown or black, but snowy 
  white hair is not uncommon.  Hair fibers are soft and silky, 
  and hair runs in a bushy mane down to the small of the back.  
  Facial hair is non-existent.
  The Dynchia have six fingers on each hand, and six toes 
  on each foot.
  Finally, the Dynchia’s teeth differ notably from other 
  similar species, in that instead of separate teeth, their dental 
  batteries consist of two bony “jaws” (as if the teeth had been 
  fused into one upper and one lower “jaw”), with fang-like 
  extrusions.  Obviously, the Dynchia prefer plenty of meat in 
  their diet.
  Dynchia Template
  Abilities
  Cost
  Ability
  6
  Graceful: +2 DEX
  -2
  Weaker: -2 STR
  -2
  Low-gravity build: -1 BODY
  Total Cost of Template Abilities:  2
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -20
  Psychological Limitation:  Dynchia Code of Honor 
  (Common, Total)
  -15
  Psychological Limitation:  Stoic (Common, Strong)
  4
  Warrior Ethic: Choose one weapon familiarity and 1 
  3-point CSL with that weapon
  Dynchian reproduction and child-rearing mirrors that 
  of other human races.  Dynchian children who come of age 
  are not considered adults until they have passed the trials of 
  adulthood, a series of warrior and survival trials.  Seven per-
  cent of the Dynchians who go through the trials fail and die.  
  Dynchia Homeworld
  The Dynchian homeworld is Melantris/Melantris (0603-
  A6669C7-C).
  Dynchia Society and Culture
  The major difference between the Dynchia and the rest 
  of Humaniti (other than their radical physical divergence, a 
  result of genetic engineering by the Ancients) lies in the realm 
  of psychology.  Two of the most common culture-shaping ele-
  ments of human psychology (the instinct to protect females 
  from danger, and the instinct to possess territory) seem to have 
  been left out of or modified in the Dynchia.  The Dynchia 
  have absolute equality of the sexes; prejudice or protection is 
  psychologically impossible.  Being gallant to a Dynchia female 
  (who is as likely to be an admiral as a male) will earn you only 
  a blank stare.
  The instinct to possess territory has also been modi-
  fied in the Dynchia.  A Dynchia is not a citizen of a particular 
  world; he is a member of a clan (which in turn is a member 
  of a tribe).  It doesn’t matter where the tribe rules, as territory 
  is unimportant.  There has not been an actual war within the 
  Dynchia race since prehistory, only minor squabbles.  Wars are 
  fought with outsiders, for survival instead of territory.
  SOCIETY
  The Dynchia have a rare and unusual quality: they are 
  warrior individualists in an unwarlike culture.  This is to say 
  that the Dynchia never make war upon their race, though 
  fights, duels and challenges are common, as is a warrior ethic.
  Their culture is completely independent of territory.  
  Each Dynchia is a member of a clan, which in turn holds a 
  particular rank and position in one of the twelve tribes.  One’s 
  position within the clan, and the clan’s position within the 
  tribe, determines one’s degree of status in the tribe.  Each tribe 
  is partly a non-territorial nation, partly a sort of “clan” in the 
  greater “tribe” of the Dynchia race itself.  This strong sense of 
  racial and tribal unity is what keeps war from being an issue 
  in the Comitia (except versus outsiders, as a matter of sur-
  vival).
  The social basis of Dynchia mentality is a deep-felt 
  sense of honor (both personal, and as part of a clan or tribe).  It 
  would be unthinkable for a Dynchia to compromise his or her 
  personal, clan, or tribal honor - especially since the general re-
  ligion of the Dynchia is reverence for ancestors and worship of 
  tribal heroes.  To be false to one’s honor is to forfeit a chance 
  to become a revered ancestor.
  Solomani citizens of the Dynchia Comitia have adopted 
  all of the mores and customs of the Dynchia.  They are regard-
  ed as being a sort of “thirteenth tribe” and have representation 
  at all levels of government.  Even in the ruling council, the so-
  called “Council of the Twelve,” the Solomani are represented 
  by a delegate, the Voice of the Thirteenth Tribe, who has the 
  right to speak before the council, though he has no vote.
  GOVERNMENT AND MILITARY
  The government of a Dynchia world is always type C, 
  charismatic oligarchy, regardless of the other statistics of the 
  world.  At each successive level of government, the leaders 
  
  Traveller Hero, Book 1 
  Minor Races
  
  are a council consisting of the top ranking members of each 
  tribe present.  The highest of these councils is the Council of 
  the Twelve, which rules all of the Comitia, and speaks for all 
  the tribes.  The highest ranking member of the highest ranking 
  clan of each tribe is the Prince of that tribe and sits on the 
  Council.
  For reasons of organization, the military is subject only 
  to the Council of the Twelve, and exempt from responsibility 
  to clan or tribe.  Note that the Dynchia culture emphasizes the 
  warrior ethic.  At coming-of-age, all individuals go through an 
  extensive series of trials, to determine their right to the status 
  of adulthood.  Seven percent fail and die.  Thus, all adults 
  are skilled warriors.  The military are merely the cream of the 
  crop, specializing in combat arts.  For this reason, most of the 
  Comitia’s budget is used on the navy and marines.  Army units 
  aren’t really necessary.
  It is generally considered impossible to conquer a Dyn-
  chia world.  Though it might be possible to destroy the entire 
  Dynchia race, it would not be possible to make them surren-
  der, even in the face of racial extinction.
  The Comitia controls much of the trade in the region, 
  though the Harodar Hegemony to coreward has been trying to 
  capture the market.  A few short wars have been fought with 
  the Harodari.  All have been won by the Dynchia.
  While the Dynchia have a low tech level (TL-12), they 
  are not really hampered by this.  Not only is it higher than 
  most TLs in the region, but the Dynchia have an added advan-
  tage - they have refined, even revolutionized, design theory, to 
  the point where everything is designed for maximum effi-
  ciency and beauty.  They may not have fusion guns, but they 
  have the best laser rifles in all of known space, and the same 
  applies to all of their industry.  A low rate of population ex-
  pansion gives them time to fully develop a world before they 
  are forced to expand by population pressure.  As an example 
  of the degree of perfection Dynchia designers have achieved, 
  it may be mentioned that Melantris, with a population of over 
  four billion, has little or no pollution problem; all wastes are 
  recycled and made use of.  What’s more, the Dynchia archi-
  tecture is famous for its beauty and perfection.  So, while the 
  Dynchia technology progresses slowly, at best, they can do 
  more with that technology than any other race.
  Career Preferences
  Comitia citizens, whether Dynchia or Solomani, can en-
  ter the Comitia Navy, Marines or Scouts.  Army service is rare 
  on the Dynchia worlds.  All Dynchia and Solomani citizens 
  of the Comitia should have at least one CSL with their chosen 
  weapon because of the society’s warrior ethic.  
  Dynchia should be played as warriors, very touchy of 
  their honor, willing to stoically bear impossible burdens for 
  the sake of their personal/ clan/ tribal/ racial honor.  
  Dynchia is free of sexist prejudice - the thought simply 
  does not occur to them.  Dynchia engineers know a lot about 
  good design and can usually improve a device, if it can be 
  improved at all.
  Dynchia Character Generation
  All Dynchia characters begin the game much as their 
  human counterparts do: untrained, inexperienced, and about 
  18 years of age.  At this point, as untrained and inexperienced 
  Dynchia, they embark upon a career in order to gain skills and 
  experience.  
  DYNCHIA CHARACTER CREATION
  This section discusses general guidelines for building 
  a Dynchia character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Dynchia Racial Template.
  Naming: Pick a Dynchia-sounding name.  A Dynchia 
  name follows a simple pattern: “xx of yy, called zz,” where 
  xx is the personal name, yy is the current place of residence, 
  and zz is an honorific name, bestowed at coming-of-age, and 
  describing his or her personality succinctly.
  The tribe of the individual is noted by the ending of the 
  personal name; thus, Astolian is a member of the Lian Tribe, 
  Estravel is of the Avel Tribe, and so on.  The Twelve Tribes of 
  the Dynchia are: Lian, Avel, Erol, Kirest, Nast, Otir, Kila, Sirne, 
  Tros, Rhes, Saro, and Dera.
  Gender: Dynchia may be either male or female.  Males 
  and females occur in approximately equal numbers, and both 
  genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Dynchia; 
  4+ indicates a female Dynchia.
  Titles: Dynchia characters do receive titles of nobility in 
  the same fashion as with humans of high social standing.  
  Skills and Professions:  There are no significant changes 
  to skills and professions.  Comitia citizens, whether Dynchia 
  or Solomani, can enter the Comitia Navy, Marines or Scouts.  
  All Dynchia and Solomani citizens of the Comitia should have 
  at least one level in any one combat skill of choice because 
  of the warrior ethic.  No skills of TL 13+ may be acquired by 
  characters.
  Dynchia are occasionally encountered in the worlds 
  near the Comitia, and sometimes travel as far as the Solomani 
  Sphere, the Imperial Old Expanses Sector, or the Hive Federa-
  tion.  Such characters are either scouts, merchants or adven-
  turers.
  Mustering Out: Dynchia receive mustering out benefits 
  when they leave one of the space or military services.  Choose 
  the character’s current age in human years, subtract 18, and 
  divide that total by 4 for the number of terms of service the 
  character served.  For each full term of service, the character 
  earns one pick from the following list: Perk: Money (2 points, 
  may only pick twice), One Military personal weapon (e.g.  Ac-
  celerator Rifle), Starship (may only select once), Free Passage 
  Ticket (1 High or 2 Medium).
  Jgd-Ll-Jagd
  The Jgd-Ll-Jagd are a gas-giant dwelling intelligent 
  species originating on a world on the coreward edge of the 
  Imperium.  Although technically a minor race, they possessed 
  very advanced technology even before they were first con-
  tacted by Vilani explorers in about -4200.  In the period since, 
  for obscure reasons, they have never employed jump drives, 
  although their slower-than-light ships have ventured several 
  parsecs from Jagd, and Jgdi colonies are spread across three 
  subsectors.  Jgd have very occasionally traveled further afield 
  than this in heavy life support units carried by bulk transport-
  ers, and Jgd travelers have even collaborated with humaniti in 
  exploration and exploitation problems.  The Jgd are the most 
  advanced gas-giant dwellers in the Imperium.
  
  Minor Races 
  Traveller Hero, Book 1
  
  For more detailed information on this group, see Journal 
  of the Travellers Aid Society #17.
  Jgd-Ll-Jagd Biology
  The Jgd have roughly spherical bodies, about 3m in 
  diameter, dotted with clusters of sensory cells, and with three 
  long manipulative tendrils distributed regularly round the 
  “equator”.  The densest mass of sensory organs, plus a large 
  number of manipulative “feelers” and feeding structures, are 
  sited on the lowest point of the body.  The species’ internal 
  structures are based on a number of thin-walled compart-
  ments, one of which (near the body center) houses the brain 
  (or at least the largest neural nexus), but most of which are 
  empty but for gases secreted by the body chemistry.  Control 
  of secretion rates and partially-directed release of the gases 
  (mostly hydrogen) give the Jgd considerable control over 
  their atmospheric buoyancy and direction of flight, but these 
  “living balloons” are still rather susceptible to atmospheric 
  currents; it is generally believed that accidental population 
  redistributions were common in primitive Jgdi society, leading 
  to loosely-bonded communal organization and exceptional 
  homogeneity in Jgdi culture.
  In so far as such terms have meaning in this context, the 
  Jgd seem to spring from omnivore intermittent stock.  There 
  is only one sex; genetic interchange is achieved by air-borne 
  spores, and reproduction is achieved by a sophisticated form 
  of binary fission.  Senses are based on extreme awareness of 
  atmospheric vibration, plus very limited response to a very 
  wide range of electromagnetic waves.  Jgd can communicate 
  limited information over long (20km +) distances, using 
  pitch-modulated ultrasonic “whistling”, but the primary form 
  of “speech” involves electrical impulses transmitted by direct 
  physical contact.  It is thought that this allows the transfer of 
  very large quantities of information at the semi-subconscious 
  as well as the conscious level, further enhancing the homoge-
  neity of Jgd culture.
  The Jgd live extremely long lives; apparently, no condi-
  tion of “old age” exists, although eventually a fissioning Jgd 
  undergoes division of the parent brain, rather than generating 
  a new “child” cerebrum.  Average life of an identifiable Jgd in-
  dividual, barring accident, is approximately 630 plus standard 
  Imperial years.
  Jgd-Ll-Jagd Homeworld
  Jagd is a gas-giant, slightly smaller than Sol’s Saturn 
  (110,000 km diameter); its surface is covered by ammonia 
  “seas” which are usually not far below their boiling point; con-
  ditions at sea level are, therefore, somewhat unstable, as minor 
  changes in local weather conditions can lead to spectacular 
  evaporation and precipitation effects.  Life appeared in the 
  depths of these oceans (probably when the planet was slightly 
  cooler for some reason), but progress beyond simple multicel-
  lular organisms only occurred when various forms adapted to 
  life in the upper atmosphere.  
  Jgd-Ll-Jagd Society and Culture
  The Jgd developed a mechanistic civilization when they 
  learned to manipulate crystalline matter from the Jagd “ice-
  bergs”; thus crystallography is as central to their technological 
  history as metallurgy is to mankind’s.  They developed activi-
  ties akin to farming rather late, but their social systems are 
  immensely refined, and spring from the need to organize for 
  food-gathering and hunting.  The basic social unit is termed 
  the “hunt” by human sociologists, and consists of a coopera-
  tive body formed for a specific purpose - not always anything 
  as short-lived as a hunt for food.  Many “hunts” are millennia 
  old, but even disregarding natural mortality, the membership 
  is extremely flexible, with individuals leaving and joining 
  quite frequently in most cases.  Hunts to some extent resemble 
  human businesses, trusts, or colleges, or Hiver nests, but 
  each hunt actually holds a rather deeper role in Jgdi culture 
  than this implies, in a way that only the Jgd themselves really 
  comprehend.  The crew of a short-range spaceship will usually 
  comprise one hunt, while an interstellar craft will have three 
  or four ‘active’ hunts aboard, plus the social nucleus of several 
  more that become active as and when the ship establishes a 
  colony or base on a new world.  The system is remarkably 
  flexible but robust.
  The other key element in Jgdi psychology is an obses-
  sion with balanced exchanges, apparently running at least as 
  deep as human curiosity, Aslan land-hunger, or Newt orderli-
  ness.  A Jgd is literally incapable of “unilateral behavior.” For 
  example, the Jgd never initiate exploration for its own sake, 
  but only send ships where there is a very high probability of 
  finding exploitable resources, or of establishing a colony that 
  might eventually send vessels back to Jagd.  This obsession, 
  apparently linked to the inherently bilateral nature of Jgdi con-
  versation, has resulted in almost all contact between Jgd and 
  Jgd-Ll-Jagd Template
  Abilities
  Cost
  Ability
  10
  +5 BODY
  3
  +3 INT
  20
  Hydrogen Jet: Flight 10”
  -12
  Only Flies: Running -6” 
  25
  Sensory Organs All Around The Body: Increased Arc 
  Of Perception (360 Degrees) with all Sense Groups
  5
  Numerous Limbs/Tentacles: Extra Limb (1)
  8
  Jgd Senses: Radio Perception
  3
  Jgd Senses: Ultrasonic Perception (Hearing Group)
  5
  Jgd Senses: Ultraviolet Perception (Sight Group)
  5
  Jgd Senses: Infrared Perception (Sight Group)
  14
  Jgd Senses: +4 versus Range Modifier for Sight 
  Group, Hearing Group and Radio Perception
  3
  Long-Lived: Life Support (Longevity: 800 Years)
  5
  Adapted To Live On A Gas Giant: Life Support (Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold)
  12
  Tough Hide: Armor (4 PD/4 ED)
  13
  Highly Competent: +2 Overall (20 Active Points); 
  Limited Power Only with Jgd Technology (-½)
  Total Cost of Template Abilities:  124
  Disadvantages
  -5
  Physical Limitation: Large, up to twice human size 
  (4m, or 2”; -2 DCV, +2 to PER Rolls to perceive) 
  Infrequently, Slightly Impairing
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls Frequently, Greatly Impairing
  -10
  Physical Limitation: Poor Hearing, suffers -2 to all 
  Hearing PER Rolls Frequently, Slightly Impairing
  -25
  Psychological Limitation: Obsessed With Balanced 
  Exchange / Incapable of Unilateral Action (Very 
  Common, Total)
  Total Cost of Template Disadvantages:  -55
  
  Traveller Hero, Book 1 
  Minor Races
  
  other races taking the form of trade.  It also causes the Jgd to 
  operate a peculiar (and slightly brutal-seeming) legal system; 
  theft is always punished by fines, violence by violence, and so 
  on (in short, “an eye for an eye”).  It is even hypothesized that 
  the Jgd commenced interstellar travel when and only when 
  they were first contacted by humaniti because only then was a 
  degree of symmetry implied by the activity.
  The homogeneity of Jgdi culture is a major factor in Jgd 
  society, but it must not be overstated.  Jgd are discrete and 
  independent individuals, with distinct personalities and pow-
  erful personal drives; they have an idea of private property; 
  they have personal violence, if not wars.  Nonetheless, it is 
  important to note that education - in the sense of a transmit-
  tal of data - is extremely easy for them; hence almost any Jgd 
  can employ almost any Jgdi device or technique with at least 
  minimal competence.  This does not imply that the race lacks 
  individuals specializing in particular fields of competence, 
  merely that total incompetence in any field is rare.
  Jgd In Interstellar Society
  Jgdi thought is alien to all other races’ intelligence; 
  hence communication is a persistent problem.  The obvious 
  difficulty of simply conversing is generally solved by use of 
  powerful human or Jgdi computer translators, but even these 
  tend to struggle with many concepts; nor is pronunciation of 
  synthesized phonemes always easy (the race name is a human 
  corruption of something produced by an early Jgdi machine).  
  In general, relations with humaniti and other races are re-
  stricted to trade and informational exchanges.
  The Imperium classifies the Jgd as a friendly associate 
  species with autonomous government; actually, no formal 
  pacts exist, although relations are in a state of stable equilib-
  rium.  Jgd-inhabited systems will always be “patrolled” by a 
  number of large and powerful vessels (see below); these rarely 
  take much interest in human affairs unless Jgdi interests are 
  threatened.  The chief point to note in such systems is that 
  fuel-skimming a Jgd world is extremely unwise; shock waves 
  from the pass will cause severe damage to the beings and their 
  environment, and their response is certain to involve high-
  energy weapons fire.  For this reason, Jgd systems are well-
  marked with navigational beacons.
  Other races get on with the Jgd even less well than does 
  humaniti (although there are Jgd colonies in the K’kree em-
  pire); mankind at least has long experience with the race, and 
  the Jgdi exchange-obsession corresponds effectively to the hu-
  man tradition of mercantile economics.  There are no records 
  of the Jgd hiring alien mercenaries for any but short-term jobs, 
  or of small Jgd groups or individuals settling for long with 
  other races save out of necessity.
  The Jgd failure to construct jump drives is a mystery (the 
  task could easily be performed by Jgd technology).  One theory 
  is that the race actually refuses to do so because it is impos-
  sible to enter into an exchange relationship with hyperspace, 
  making the subject anathema to them.  More plausible theories 
  hold that jump travel is dangerous to them.  Certainly, the Jgd 
  travel units occasionally loaded onto human jump ships carry 
  extremely heavy insulation.
  Jgd Character Generation
  Jgd are utterly alien beings, and may be quite tricky to 
  referee.  (Jgd player characters are out of the question, unless 
  the entire campaign is Jgd characters).  The main problem is 
  their obsession with balanced exchange in all relationships, 
  although practical environmental factors must also always be 
  borne in mind.  Nonetheless, the race is neither irrational nor 
  erratic, and basic impulses such as self-preservation are com-
  mon to men and Jgd alike.
  All Jgd characters begin the game much as their human 
  counterparts do: untrained, inexperienced, and about 18 years 
  of age.  At this point, as untrained and inexperienced Jgd, they 
  embark upon a career in order to gain skills and experience.  
  JGD CHARACTER CREATION
  This section discusses general guidelines for build-
  ing a Jgd character, as pertains to their unique culture.  The 
  guidelines provided are based on the HERO system’s character 
  point design, rather than Traveller’s random die rolls.  In some 
  cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet 
  and apply the Jgd Racial Template.
  Naming: Pick a Jgd-sounding name.
  Gender: Jgd have no gender.
  Titles: Jgd characters do not receive titles of nobility.
  Skills and Professions:  Human social skills are of little 
  use when dealing with Jgd.  Jgd cannot travel in jump ships 
  without special insulated pods, and so few have Navigation 
  skills regarding Jumpspace.  
  Mustering Out: Jgd receive no mustering out benefits.
  The Sword Worlders
  The inhabitants of the various planets of the Sword 
  Worlds Confederation (collectively called Sword Worlders) are 
  a major presence in the Spinward Marches.  Although they are 
  not a separate race, they are sociologically and culturally dif-
  ferent enough to warrant treatment.
  For more detailed information on this group, see Journal 
  of the Travellers Aid Society #18.
  Sword Worlder Biology
  The original settlers of the Sword Worlds were derived 
  from Terrans of Germanic and Nordic stock.  They are fully 
  human.
  Sword Worlder Homeworld
  The Sword Worlds are a confederation, and there is no 
  true homeworld.  The first settled world was Gramm; the colo-
  nists originated from Terra.
  Sword Worlder Society and Culture
  HISTORY
  The inhabitants of the Sword Worlds are descended 
  from Solomani exiles which arrived in the subsector in -400.  
  The first settlement in the region was on Gramm in -399.  By 
  -200 the settlement of the area was largely complete, and the 
  first interstellar government in the region, the Sacnoth Domi-
  nate, was formed in -186.  Consisting of the twenty worlds 
  settled up to that point, the Dominate lasted until -102, when 
  rebellion split the region into several smaller governmental 
  bodies.
  During the ensuing centuries, various Sword World 
  governments rose and fell, sometimes coalescing all the 
  worlds under a single world’s domination, sometimes splinter-
  
  Minor Races 
  Traveller Hero, Book 1
  0
  ing into several small states.  Contact with Imperial traders 
  in 73 brought increased trade and had a stabilizing influence 
  on the region, but this stability was short-lived.  During this 
  period, Imperial alliances with the Darrians provoked Sword 
  Worlds suspicion and paranoia, leading to the participation of 
  the Sword Worlds in the Outworld Coalition, and to the long 
  standing opposition to the Imperium which prevails to the 
  present time.
  The First Frontier War brought a desire for cooperation 
  among the various squabbling worlds, and the end of the war 
  saw the formation of the first unified confederation in centu-
  ries, centered on Sacnoth, and referred to as the Second Domi-
  nate.  After the war, the Second Dominate annexed Terant 340, 
  Torment, Trifuge, and Cunnonic, all in the Darrian subsector.  
  The conflict between the Darrian and Sword Worlds confed-
  erations can be traced to this annexation.
  At the end of the Second Frontier War, the Imperial 
  military occupied the worlds of Margesi, Hrunting, Mjolnir, 
  Gungnir, Tizon, Colada, Joyeuse, Dyrwyn, Durendal, Hofud 
  and Biter.  This occupation continued for 5 years, and only 
  served to aggravate the anti-Imperial feeling of these worlds.
  The Second Dominate held power until 698, when it 
  was overthrown by a coalition headed by Gram.  The Gram 
  Coalition ruled until 788, when a short war with the Darrian 
  Confederation resulted in the loss of the four worlds gained 
  during the First Frontier War.  Public outrage at the mis-
  handling of the war caused the subsequent fall of the Gram 
  government.  The replacement for the Gram Coalition was the 
  Trilateral Alliance, a decentralized organization headed by 
  Narsil, Sacnoth, and Durendal.  The Alliance broke up in 848, 
  due in large part to the inherent weakness of its organization, 
  and an interregnum of independent worlds and small clusters 
  of two or three worlds lasted until Gram reasserted its influ-
  ence (helped substantially by Zhodani money and advisors, 
  rumor has it) in 852.  This government has remained in con-
  trol down to the present.
  In 1098, a civil war broke out on Joyeuse, balkanizing 
  the planet.  The Confederation government blockaded the 
  world in order to allow local forces to settle the question free 
  from outside influences, and the fighting has continued, off-
  and-on, ever since.
  In 1107, war again erupted between the Imperium and 
  the Outworld Coalition.  The Sword Worlds commenced mili-
  tary action against the Vilis and Lanth subsectors attacking 
  or occupying Vilis, Garda Vilis, Saurus, Tavonni, Choleosti, 
  Lanth, and D’ganzio.  The war has not yet been concluded, al-
  though as of 241-1109 the Sword Worlds’ incursions had been 
  stopped and their forces dealt several severe defeats.
  SOCIETY
  The original settlers of the Sword Worlds were derived 
  from Germanic and Nordic stock (old Terran cultural groups), 
  but these terms had only linguistic meaning by this time.  The 
  peculiar culture of the Sword Worlds developed out of local 
  conditions, heavily influenced by Solomani culture.
  Language: The official language of the Sword Worlds is a 
  variant of Icelandic, borrowing heavily from other Nordic lan-
  guages as well as from Germanic tongues and from Vilani.  All 
  confederation business is conducted in the official language.  
  Individual planets have their own dialects or languages.  
  Galanglic is widely understood in governmental and mercan-
  tile circles, and Zhodani is spoken by some officials.
  Culture: Each world of the Sword Worlds has its own 
  specific culture, but the differences are almost indistinguish-
  able to outsiders, and there is considerable common ground.  
  Sword Worlds society is militaristic and male-dominated, 
  women having a much more subordinate position than in the 
  Imperium.  Almost without exception, men fill important pub-
  lic offices, business positions, and high military commands.  
  While women are not legally or culturally prohibited from any 
  occupation, any woman in a “male” profession is expected to 
  exhibit male rather than female behavior (at least in public).  
  The reverse, however, is not true.  Men may never exhibit 
  female behaviors (in public at least) without losing face.  In 
  addition, men and women share a good many behavioral 
  characteristics.
  Direct action is the primary male characteristic.  Men are 
  expected to be taciturn, stern, and strong-willed.
  Passivity is the primary female characteristic.  Women 
  are expected to remain in the background, unless they are in 
  a “male” occupation (as noted above).  This aspect of their 
  culture has led one Imperial wag to describe the Sword Worlds 
  as “where men are men and women are men, too…”
  Both sexes are expected to be honorable and stoic in the 
  face of pain and adversity.  Obedience to superiors and respect 
  for authority are instilled at an early age, and those who feel 
  they have not received the respect due to them will probably 
  react violently (men especially).  Sword Worlders are often 
  characterized by outsiders as vain, easily provoked braggarts, 
  for this reason.  Sword Worlders view outsiders as mewling 
  cowards until shown otherwise.
  PSIONICS
  The Sword Worlds do not suppress psionic talents, but 
  neither have they made them an integral part of their culture 
  as the Zhodani have.  Psionic powers are viewed with distaste 
  by Sword World men, and any male possessing them will be 
  reluctant to admit to them or use them in public.  There is a 
  degree of paranoia among the non-psionic population, which 
  keeps those with psionic talents from openly using them.  A 
  third factor (and in many ways the most significant) is the fact 
  that the only psionics institute in the Sword Worlds is located 
  on Sacnoth.  Even though the planetary government does not 
  make overt use of psionics (because of the social and cultural 
  pressures mentioned above), the omnipresent interworld 
  rivalry reinforces the latent anti-psionic prejudice among the 
  inhabitants (and governments) of those worlds not politically 
  dominated by Sacnoth.
  This public prejudice against psionics has been the ma-
  jor element in limiting Zhodani influence in the region.
  GOVERNMENT
  The government of the Sword Worlds Confederation 
  allows almost complete local autonomy.  Individual worlds 
  maintain separate military forces, pass their own laws, and 
  completely regulate their own internal affairs.  A Confedera-
  tion Council, made up of representatives from all worlds, 
  regulates interworld trade, handles diplomatic relations with 
  outside powers, and adjudicates interworld disputes.
  The so-called “metal worlds” (Iron, Bronze, Mithril, and 
  Steel) have been designated resource worlds, and placed un-
  der the direct administration of the Confederation government 
  for further development.  There are no permanent residents, 
  and the only inhabitants are the Confederation Patrol and the 
  various mining and resource exploitation personnel (employ-
  ees of firms which are licensed to conduct operations by the 
  Confederation government.
  
  Traveller Hero, Book 1 
  Minor Races
  1
  MILITARY
  In peacetime, the Confederation government maintains 
  a pool of high-ranking military officers (selected from the mili-
  tary forces of all worlds) who are trained in large unit com-
  mand and staff operations.
  During time of war, all military forces are confeder-
  ate and placed under a single unified command.  For ground 
  forces, units up to division size are commanded by officers 
  from the individual worlds, corps and higher organizations by 
  Confederation officers.  The component forces of a division 
  are from the same world whenever possible (in the case of 
  mixed divisions, the commanding officers are from the major-
  ity world of the division).
  For naval forces, individual ships are commanded by lo-
  cal officers, and squadrons or higher organizations by Confed-
  eration officers.
  The Confederation also maintains an interplanetary 
  patrol which suppresses piracy, operates the starports, and 
  administers customs and tariff regulations in non-planetary 
  space.
  The SworD worlDS & The war
  As a part of the Outworld Coalition, the Sword Worlds 
  attacked the Imperium in 1107, meeting with some initial 
  success, but rapidly bogging down.  Despite this, the Sword 
  World’s military forces did not suffer a major defeat until the 
  battles for Lanth from 096 to 241-1109.  The Sword World 
  squadrons, accompanying troop transports for the conquest 
  and occupation of Lanth, were surprised by the Imperial 193rd 
  fleet and severely mauled.  The ground forces, consisting of 
  troops from Gram, Sacnoth, and Narsil, had been able to land 
  and secure the system (despite fierce local resistance), but 
  were stranded by the defeat of their fleet, and eventually sur-
  rendered after a long and hard-fought struggle.
  This seems to have been the turning point in the war, 
  because the Sword Worlds conducted no more major offensive 
  operations.
  Sword Worlders Career Preferences
  The main thing to remember is their extreme pride and 
  demand for personal respect.  Their low opinion of non-Sword 
  Worlders (especially the Zhodani, because of their use of 
  psionics) will cause much friction between them and outsiders 
  (until the outsiders have proven themselves worthy of friend-
  ship).  Bear in mind, however, that they are not fools and will 
  not enter into fights they cannot win.  
  SworD worlDS PaTrol Service
  Use the Scout Service template.  Only open to members 
  of the Sword Worlds.
  Sword Worlder Character 
  Generation
  All Sword Worlder characters begin the game untrained, 
  inexperienced, and about 18 years of age.  At this point, as 
  an untrained and inexperienced Sword Worlder, they embark 
  upon a career in order to gain skills and experience.  
  SWORD WORLDER CHARACTER CREATION
  This section discusses general guidelines for building a 
  Sword Worlder character, as pertains to their unique culture.  
  The guidelines provided are based on the HERO system’s char-
  acter point design, rather than Traveller’s random die rolls.  In 
  some cases, random die rolls are provided as an option.
  Beginning: Start with the HERO system character sheet.  
  There is no Sword Worlder Racial Template.
  Naming: Pick a Sword Worlder-sounding name.
  Gender: Sword Worlders may be either male or female.  
  Males and females occur in approximately equal numbers, and 
  both genders participate actively in society.
  A player may select the gender of a character, or may 
  depend on chance.  Throw 1D: 3- indicates a male Sword 
  Worlder; 4+ indicates a female Sword Worlder.
  Titles: Sword Worlder characters do receive titles of 
  nobility in the same fashion as with humans of high social 
  standing.  
  Skills and Professions:  There are no changes to skills 
  and professions.  
  Mustering Out: Sword Worlder receive mustering out 
  benefits when they leave one of the space or military services.  
  Choose the character’s current age in human years, subtract 
  18, and divide that total by 4 for the number of terms of 
  service the character served.  For each full term of service, the 
  character earns one pick from the following list: Perk: Money 
  (2 points, may only pick twice), One Military personal weapon 
  (e.g.  Accelerator Rifle), Starship (may only select once), Free 
  Passage Ticket (1 High or 2 Medium).
  
  The New Era Races 
  Traveller Hero, Book 1
  2
  I
  n 1030-1190 IY, the technological weapon known 
  as Virus brought about the fall of the Shattered 
  Imperium.  Billions of people, including entire 
  worlds, died from the destruction caused by Virus.
  In 1200 IY, there are pockets who are trying to rebuild 
  from the devastation.  There are four regions of human 
  space that can be the basis of New Era campaigns: Regency 
  (Spinward Marches), Reformation Coalition (Old Expanses), 
  Pocket Empires (small independent coalitions), and The Wilds.
  Regency
  The Regency is the pocket of highest technology remain-
  ing in human space.  Shunted from the majority of Virus by 
  the Great Rift, it has survived as a living monument to what 
  was the Imperium.
  Technology and space travel are common in the region, 
  along with contact with five other interstellar governments: 
  the Zhodani Consulate, the Sword Worlds, the Darrian Con-
  federation, and the remnants of the Aslan Hierate and Vargr 
  splinter groups.
  The majority of the Regency member races are humans, 
  but Droyne, Aslan, Vargr, and some minor races can also be 
  found within.
  One change instituted by Archduke Norris was the re-
  peal of the anti-psionic laws.  The new psionic programs have 
  led to Regency Psions — non-Zhodani humans with varying 
  degrees of psionic skill and powers.
  For more information, see Traveller: The New Era.
  Reformation Coalition
  On the opposite side of the old Imperium, the Old 
  Expanses was hard hit by Virus.  Being near the Solomani 
  Confederation and the Hivers, aid from the Hivers has helped 
  rebuild the area.
  In 1192 IY, the Hivers, who had been relatively unaf-
  fected by Virus, began contacting human worlds in the Old 
  Expanses.  Over the next ten years, they set up technical acad-
  emies and assisted the world in recovery from the isolation 
  and damage wrought by Virus.  By 1201 IY, the twelve worlds 
  of what become known as the Reformation Coalition began 
  the plan of expansion, searching out other human worlds who 
  had yet to recover from Virus and help bring them into the 
  Coalition.  
  The majority of Coalition member races in The Reforma-
  tion Coalition are humans, although there is one non-human 
  member — the Schalli.  The Hivers are not members of the Co-
  alition, but are assisting the humans in rebuilding themselves 
  into an interstellar community.
  For more information on these races, see Path of Tears: 
  The Star Viking Sourcebook.
  Reformation Coalition Humans
  Information concerning the members of the Reformation 
  Coalition is somewhat sparse at the time of this writing.  Look 
  for more in-depth treatments in future publications.
  Aubani
  The Aubani are one of the founding members of the 
  Coalition.
  Aubani Biology
  The Aubani humans are human in all respects.  They are 
  highly intelligent and value education.
  Aubani Template
  Abilities
  Cost
  Ability
  3
  Highly Intelligent:  +3 INT
  Total Cost of Template Abilities:  3
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Coalition Federalist 
  (Common, Moderate)
  Aubani Homeworld
  Aubaine: A78A884-C S Wa Ri Cp G5 V
  The Aubani homeworld is now called Aubaine, but prior 
  to the New Era it was known as Vras.  The name was changed 
  to Aubaine (“Windfall”) after the first Hiver technical academy 
  was set up there.  
  Aubaine is a water world, with all of the human settle-
  ments and government on a series of archipelagos.  The native 
  Schalli are spread throughout the oceans of Aubaine.  There 
  are 150 million humans and 650 million Schalli living on 
  Aubaine.
  Aubaine is the seat of the Coalition government, and 
  the Assembly of Worlds is located on the largest island group.  
  Representatives from each Coalition world attend the Assem-
  bly, with the number of representatives based on the popula-
  tion of the member world.  Aubaine is also site of the Hiver 
  Technical Academy.
  Aubani Society and Culture
  The Aubani are members of the Coalition.  They have 
  a racial pride that many call arrogance.  The Aubani have a 
  strong kinship of heart with the Schalli.
  Aubani’s technology level is Average Stellar.
  The New Era Races
  
  Traveller Hero, Book 1 
  The New Era Races
  
  Balduri
  The Balduri are a human race used to the struggle to 
  survive.
  Balduri Biology
  Balduri Template
  Abilities
  Cost
  Ability
  2
  High Gravity Native:  +2 STR
  2
  +2 INT
  1
  Used to High Gravity: Armor (2PD/0ED); Only To 
  Protect Against G Forces (-1)
  4
  Environmental Movement: High-G
  Total Cost of Template Abilities:  9
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Stubborn (Common, 
  Moderate)
  -9
  Low Tech: TL9 native
  Balduri Homeworld
  Baldur: CAAA756-9 S Fl Wa K4 V
  Formerly called Heppling, this water world was origi-
  nally colonized by several nations from the world of L’steich.  
  It is a water world with an exotic (poisonous) atmosphere and 
  high gravity (1.5G).  Most habitation is in enclosed floating 
  habitats or underwater cities.  Baldur has a population of 30 
  million people.
  Balduri Society and Culture
  The struggle for survival on Baldur after Virus shut 
  down most computerized machinery, along with Baldur’s high 
  gravity and poisonous atmosphere, has produced a determined 
  (some would say stubborn) people who value cooperation and 
  action above contemplation.  They tend to be Centrist in their 
  politics.
  Baldur’s technology level is Early Stellar.
  Fijans
  The Fijans are practical and orderly.
  Fijan Biology
  The Fijans are eminently practical, logical, and re-
  strained in their emotions.  
  Fijan Template
  Abilities
  Cost
  Ability
  -2
  Low Gravity Native: -2 STR
  -2
  Tainted Atmosphere: -1 CON
  2
  Practical and Logical: +2 INT
  2
  Environmental Movement: Low-G
  3
  Disciplined Mind: Scholar, Scientist, or +1 with any 
  3 related skills (choose)
  Total Cost of Template Abilities:  3
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Practical and Restrained 
  (Common, Moderate)
  -6
  Low Tech: TL10 native
  Fijan Homeworld
  Fija: D553754-A S Po K1 V Mo D
  Fija is a low-gravity world (0.45G).
  Fijan Society and Culture
  The Fijans have an extremely stable government and 
  society, and weathered Virus and the Collapse without much 
  civil disorder or violence.  The Fijan culture favors order and 
  discipline, planning well and executing efficiently.  It is a 
  member of the Centrist bloc.
  The Fijan technology level is Early Stellar.
  
  The New Era Races 
  Traveller Hero, Book 1
  
  Luhtalans
   A world of Free-thinkers.
  Luhtalan Biology
  The Luhtalans tend toward independent thought, priz-
  ing individuality over appearance.  Their world has a tainted 
  atmosphere, although it is not fatally poisonous.
  Luhtalan Template
  Abilities
  Cost
  Ability
  1
  +1 INT
  Total Cost of Template Abilities:  1
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Free-thinker or Anarchist 
  (Common, Moderate)
  -12
  Low Tech: TL8 Native
   Luhtalan Homeworld
  Luhtala: D474784-8 Ag M0 V
  Originally called Luhtala, the native government 
  renamed the world Lucifer.  Outworlders still refer to it as 
  Luhtala.  The current population is 30 million people.
  Luhtala has normal gravity, but a tainted atmosphere.  
  Luhtalan Society and Culture
  Notorious as free-thinkers, their culture prior to the Col-
  lapse was a low law level anarchy.  Since then, they have had 
  to adopt a more formal system of laws and social behavior.  
  They are the most vocal of the Federalist bloc.
  Nimbans
  The Nimbans are firm believers in cooperation as the 
  way to rebuild society.  Their world has a tainted atmosphere.
  Nimban Biology
  Nimban Template
  Cost
  Ability
  -2
  Tainted Atmosphere:  -1 CON
  Total Cost of Template Abilities:  -2
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Cooperative (Common, 
  Moderate)
  -9
  Low Tech: TL9 Society
  Nimban Homeworld
  Formerly called Hite, Nike Nimbus is a world still try-
  ing to recover.  Nike Nimbus has a population of 70 million 
  people.
  Nike Nimbus has a tainted atmosphere.
  The Nimban technology level is Early Stellar)
  Nimban Society and Culture
  Mostly Federalist.  
  
  Traveller Hero, Book 1 
  The New Era Races
  
  Oriflamme
  Oriflammers are willing to fight for what they believe in, 
  a stance that worries other members of the Reformation Coali-
  tion.  It’s a belief that has also led to an internal resistance 
  movement against the planet’s feudal technocracy.
  Oriflamme Biology
  Oriflamme Template
  Abilities
  Cost
  Ability
  -2
  Tainted Atmosphere:  -1 CON
  2
  Technocracy:  +2 INT
  Total Cost of Template Abilities:  0
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Resentful (Common, 
  Moderate)
  -9
  Low Tech: TL9 Society
  Oriflamme Homeworld
  Formerly called Nemyer.  Oriflamme has 800 million 
  people.  Oriflamme has a tainted atmosphere.
  Oriflamme Society and Culture
  The Collapse caused death for a large portion of the 
  population, as the high-tech agricultural and transportation 
  systems failed.  That loss has left its mark on the psyche of the 
  inhabitants.  The people have a strong need for security and 
  the knowledge that it’s necessary to fight and make sacrifices 
  to achieve that security is deeply ingrained.
  Oriflamme is a feudal technocracy with fairly strict laws 
  and a central authority.  They are strong supporters of the 
  Centrist bloc of the Coalition.
   The Oriflamme have the “life sucks...deal with it” atti-
  tude.  They come from a world with a tainted atmosphere, and 
  value education.  Titles exist.
  The Oriflamme technology level is Early Stellar.
  Spiri
  The Spiri distrust tools and machines, and look at things 
  from a spiritual point of view.  They live on a world with a 
  tainted atmosphere and live in a pre-Industrial society.
  Spiri Biology
  Spiri Template
  Abilities
  Cost
  Ability
  0
  None
  Total Cost of Template Abilities:  0
  Disadvantages
  0
  None
  Total Cost of Template Disadvantages:  0
  Options
  -10
  Psychological Limitation:  Coalition Federalist 
  (Common, Moderate)
  -15
  Low Tech: TL2 Society (circa 1600 AD)
  Spiri Homeworld
  Spiri has a tainted atmosphere.  
  It’s populations is a modest 40 million people.  
  Spiri Society and Culture
  Prior to the Collapse, this was a primitive world under 
  Imperial Interdict as a world to observe primitive culture and 
  social development.  Lacking sizable amounts of fuel and 
  metals, technological advances stalled quickly but arts and 
  philosophy thrived.
  Since the Collapse, the Coalition is working to employ 
  solar power and imported metals and synthetic materials to 
  raise the world’s tech level.  Spiri who are interested in star 
  travel are encouraged to attend one of the off-world acad-
  emies, and many have done so.  The world remains a simple 
  and pastoral world.  They are overwhelmingly Federalist.
  
  The New Era Races 
  Traveller Hero, Book 1
  
  Reformation Coalition 
  Nonhumans
  Schalli
  The native race of the planet now called Aubaine, they 
  were at one time thought non-sentient.  They have since 
  proven that assumption wrong.
  Schalli Biology
  The Schalli are an intelligent aquatic species resembling 
  a dolphin, but with extended eyestalks, four manipulative 
  limbs, and whiskers like those of a Terran catfish.  
  Schalli Template
  Abilities
  Cost
  Ability
  5
  +5 STR
  15
  +5 DEX
  10
  +5 CON
  3
  +3 PD
  2
  +2 ED
  5
  Breathe Water Or Air: Life Support
  10
  Swimmer: Swimming +10” (12” Total)
  -12
  Swims Only: -6” Running
  1
  Tough Skin: Damage Resistance (1 PD/1 ED)
  15
  Underwater Senses: Active Sonar
  5
  Extra Limbs: 4 manipulative flippers
  Total Cost of Template Abilities:  59
  Disadvantages
  -5
  Physical Limitation: -15 STR when not in water 
  -5
  Physical Limitation: Skin is extremely sensitive to 
  drying
  Total Cost of Template Disadvantages:  -10
  Options
  6
  Natural Navigators: Bump of Direction and 
  Navigation (Sky)
  6
  Naturally Ordered Thinking: Lightning Calculator 
  and Detect Computer Malfunctions/Viruses (INT)
  10
  Natural Underwater Engineers: SS Underwater 
  Engineering (INT) and Find Weakness 11-; 
  Underwater objects only (-¼)
  The Schalli have a unique lung/gill system that enables 
  them to breathe both air and water.  They have a mass of about 
  twice that of humans.
  Schalli Homeworld
  For more information on Aubaine, see Aubaine.
  There are about 650 million on Aubaine, the Schalli 
  homeworld, and 6 million Schalli on Schall.
  Schalli Society and Culture
  One of the central aspects of Schalli culture is choral 
  singing.  Originally part of communicating dangers, hunts, and 
  so forth, it evolved into a sophisticated art form.  Schalli group 
  songs can be heard for hundreds of kilometers underwater.
  The average Schalli has little interaction with humans.  
  Only those promising students are selected for “dry study” 
  as assisted students at human universities.  Schalli are very 
  talented at mathematics, navigation, and have an instinctive 
  grasp of computer operations and programming.  They are 
  some of the best “Virus busters” in the RCES.
  Most Schalli are engaged in aquatic pursuits, such as sea 
  farming, underwater mining, and engineering.  They also excel 
  at underwater construction.
  Schalli are capable of possessing psionics, and those 
  who do always have Computer Empathy as one of their 
  psionic talents.
  Those Schalli who have integrated into spaceflight are 
  well-known for three occupations: Astrogator, Virus Blaster 
  (computer technician), and Aquatic Engineer.  
  Schalli astrogators can be found on many RCES vessels, 
  so much so that its rare not to find a Schalli astrogator on a 
  spaceship or starship.  
  Schalli Virus Busters are so in tune with computers that 
  they can sense the presence of Virus long before anyone has 
  started running diagnostics on them.
  Schalli aquatic engineers are the best in Coalition space, 
  and have taken contracts on many of the water worlds in the 
  Coalition.
  Pocket Empires
  Pocket Empires is a term for various small coalitions of 
  a dozen or less worlds that have banded together.  One such 
  pocket empire discussed in Traveller: The New Era is The 
  Hubworlds.
  For more information on additional pocket empires, see 
  the books Traveller 1248: Out of the Darkness and Traveller 
  1248: Bearers of the Flame from ComStar.
  The Wilds
  The Wilds is the majority of what had been Imperial 
  space.  It is full of vast regions of decimated worlds who have 
  lost touch with other worlds and are concentrating on rebuild-
  ing.  Most of these worlds have fallen under despotic rulers, 
  forcing the inhabitants into medieval-style livelihoods.
  
  Traveller Hero, Book 1 
  Introduction
  
  T
  his section contains Profession Templates (a.k.a. 
  Package Deals) for a Traveller Hero campaign.  The 
  HERO System calls these Package Deals, but there 
  are no “deals” or discounts for taking these packages.  They 
  are actually templates, representing the minimum skills a 
  character must have to be a member of that profession.  The 
  purpose of these templates is ease and consistency.  
  As with Terran Empire, it is broken into Imperial & 
  Government Templates, and Civilian Templates.  In addition to 
  these packages, see Star Hero, Terran Empire, and Alien Wars 
  for other packages that may be appropriate.
  Imperial and Government 
  Templates
  These templates represent government officials and 
  members of the Imperial Military services.  If the GM is run-
  ning a military campaign, characters should take the entire 
  template.  If the characters are ex-military, they should take all 
  of the skills in the template, but not the disadvantages, since 
  they are no longer under military control.
  Government and Bureaucracies
  These templates represent jobs and positions in govern-
  ment, whether the Third Imperium or a backwater planet.  
  These templates are designed to be easily adapted to other 
  governments.
  BUREAUCRAT
  Bureaucrats are the low-level officials who do the day-
  to-day work within the government, whether that government 
  is Imperial or local.  See also the Bureaucrat Package Deal in 
  Terran Empire, page 106.
  Bureaucrat Template
  Cost
  Ability
  3
  Bureaucratics
  2
  KS: Governmental Law 11- (choose)
  2
  PS: Bureaucratic profession (such as Clerk, 
  Inspector, etc.) 11-
  6
  6 points worth of skills from the following 
  list:  Acting, Bribery, Computer Programming, 
  Conversation, Deduction, Disguise, High Society, 
  Persuasion, Systems Operation, Streetwise, 
  Tracking, Weapon Familiarity, Transport 
  Familiarity, any Background Skill, Computer Access 
  to Governmental Database
  6
  Contact: Government Agency 11-
  1
  Fringe Benefit: Security Clearance Level 1
  Total Cost Of Abilities: 20
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Typical Goals and Motivations:  Most bureaucrats want to 
  make sure the laws and policies set forth are followed.  Some 
  are in the job so they can make a difference, others so they can 
  make a credit or two.
  Typical Abilities: Heroic bureaucrats are adept at dealing 
  with others, finding missing information, and so are likely to 
  have higher INT and PRE than their non-heroic counterparts.
  Suggested Disadvantages: Stereotypical clerks will likely 
  have either Psychological Limitation: Helpful for those whose 
  responsibility is to help the public, or Psychological Limitation: 
  Austere Gatekeeper for those whose job is to maintain control.  
  Inspectors and Caseworkers may have Psychological Limita-
  tion: Driven To Right Wrongs or similar limitations representing 
  their need to protect the public.
  Progression: Becoming a researcher, analyst, or detective 
  are a few of the logical progressions beyond bureaucrat.
  Other Notes
  For Bureaucrats in a pre-Industrial society, remove 
  Computer Programming and Computer Access as options.  Ad-
  ditional options are shown below.
  Value
  Options
  2
  Observant: +1 with Sight Perception group
  5
  Researcher: +1 with INT Rolls
  -10
  Corrupt Official: select Bribery from the skill 
  list, and add Psychological Limitation: Corrupt 
  (Common, Moderate)
  Vehicle Registration Clerk: Useful for Industrial tech 
  levels and higher, the Registration clerk can be altered slightly 
  for other types of registration, such as Starships or Property.  
  Value
  Options
  0
  Vehicle Registration Clerk: select PS: Application 
  Clerk 11-, KS: Current Vehicles 11-, Deduction, 
  Systems Operation: Computers 8-
  Health Inspector: Can be modified to inspect other 
  things, such as Restaurants, Housing, or any other matter that 
  requires inspection for quality or safety.
  Value
  Options
  +3
  Health Inspector: select PS: Health Inspector 11-, KS: 
  Public Health Principles 11-, Deduction, SS: Biology 
  8-; for higher TL, add Systems Operation: Sensors
  Protective Services Caseworker: Protective Services 
  provide investigation and refuge for those who are typically 
  unable to help themselves, such as children, abused spouses, 
  animals, and perhaps even AIs in 1248.
  Value
  Options
  0
  Protective Services Caseworker: select PS: Protective 
  Services Caseworker 11- (choose child, abused 
  spouse, or animal), Conversation, SS: Psychology 
  11-, Fringe Benefit: Custodial Removal Powers (1 
  point)
  Profession Templates
  
  Introduction 
  Traveller Hero, Book 1
  
  COURTIER
  Courtiers have little in the way of personal power, but 
  what they do have is influence and access to powerful or in-
  fluential figures.  Courtiers can represent Heralds in Medieval 
  or Renaissance Tech Levels, or simply messengers and “fix-it” 
  people at higher Tech Levels.  See also the Courtier package in 
  Terran Empire, page 106.
  Courtier Template
  Cost
  Ability
  7
  High Society +2
  2
  KS: Court Figures 11-
  6
  6 points worth of skills from the following list: 
  Bribery, Conversation, Gambling, Lipreading, 
  Oratory, Persuasion, Seduction, Shadowing, 
  Streetwise, any Background Skill
  5
  Contact: Important Figure at Court 11- (Contact has 
  extremely useful resources)
  2
  Fringe Benefit: Lower Nobility
  Total Cost Of Abilities: 22
  Value
  Disadvantages
  -5
  Hunted:  Various Members Of Court 8- (As Pow, 
  NCI, Watching)
  Total Cost of Disadvantages: 
  Typical Goals and Motivations: Courtiers seek to extend 
  their own influence and that of their benefactor(s) at court.
  Typical Abilities: Courtiers tend to be socially savvy, 
  creating and maintaining contact and influence with people at 
  court and those who can be of future use to the courtier or his 
  benefactors.  Persuasion, Conversation, and Seduction skills 
  are among the most commonly possessed and used skills.  
  Other skills to aid them, such as Gambling and various enter-
  tainment and sporting skills (Golf, anyone) are important.
  Suggested Disadvantages: In addition to being watched 
  by various members of court, they may have developed a 
  Professional Rivalry with one or more Courtiers.  They may 
  also have Psychological Limitations concerning loyalty to their 
  benefactor or their desire for greater money or power.
  Progression: As courtiers progress in influence, they may 
  seek out greater challenges, perhaps entering into politics.  
  They may also find the life of adventuring to have a great al-
  lure.
  Other Notes
  For Courtiers in a Medieval society, add WF: Swords.  
  Additional options are shown below.
  Value
  Options
  3
  Helpful: +1 with PRE-Based skills
  3
  Many Friends: Well Connected
  Go Between: This lower noble acts as a go-between for a 
  higher noble and those he is employing in secret missions.  
  Value
  Options
  0
  Go-Between: select Conversation, Persuasion
  Fly On The Wall: This lower noble keeps an eye on the 
  goings on, and reports them back.
  Value
  Options
  0
  Fly On The Wall: select Lipreading, Shadowing
  DIPLOMAT
  Diplomats are representatives of one government ap-
  pointed to another government, such as ambassadors, colonial 
  administrators, embassy officials, and the like.  Diplomats can 
  operate in the espionage realm or the political realm.  See also 
  the Diplomat package in Terran Empire, page 107.
  Diplomat Template
  Cost
  Ability
  3
  High Society
  3
  Bureaucratics
  4
  Language (local alien language, completely fluent)
  2
  AK or CK: Current Posting 11-
  9
  9 points worth of Skills from the following list:  
  Acting, Bribery, Conversation, Disguise, Gambling, 
  Oratory, Persuasion, Seduction, Shadowing, Skill 
  Levels, Streetwise, Survival, Tracking, Trading, 
  Weapon Familiarities, any Background Skill, 
  additional Contacts
  6
  Contact: Diplomats or foreign officials (6 points 
  worth)
  5
  Fringe Benefit: Diplomatic Immunity
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -10
  Hunted:  By Own Government 8- (Mo Pow, NCI, 
  Watching)
  -10
  Hunted: By Local Government 8- (Mo Pow, NCI, 
  Watching)
  Total Cost of Disadvantages: 20
  Typical Goals and Motivations: Represent the wishes of 
  his government with dignity and integrity, while maintaining 
  friendly relations with the local government.
  Typical Abilities: Diplomats are skilled negotiators and 
  situation handlers.  Diplomats posted to some areas may learn 
  interesting skills or other survival skills.
  Suggested Disadvantages: Psychological Limitations such 
  as Honorable or Integrity; Watched by espionage agencies or 
  rival governments; DNPCs.
  Progression: The espionage world is logical for some 
  campaigns.  Others may find the Scout Service a logical exten-
  sion.
  
  Traveller Hero, Book 1 
  Introduction
  
  NOBLE
  For planetary nobles (like the ruler of Leedor in The 
  Traveller Adventure), use the Noble Template.  See also the 
  Noble package in Terran Empire, page 107.
  Noble Template
  Cost
  Ability
  7
  High Society +2
  6
  6 points worth of Skills from the following list:  
  Acting, Bribery, Conversation, Gambling, Oratory, 
  Persuasion, Seduction, Skill Levels, Transport 
  Familiarity, Weapon Familiarity, any Background 
  Skill, additional Contacts
  3
  Contact: Court officials (3 points worth)
  5
  Fringe Benefit: Noble Rank
  5
  Money: Well Off (500,000 Cr per year)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -5
  Hunted:  Other Nobles 8- (As Pow, NCI, Watching)
  -10
  Social Limitation: Famous (Frequently, Minor)
  Total Cost of Disadvantages: 11
  Typical Goals and Motivations: Nobles have a wide 
  variety of goals and motivations.  Heroic nobles seek to help 
  the citizens they are responsible for; corrupt nobles seek only 
  power and the opportunity to line their pockets.
  Typical Abilities: Nobles tend to be learned in the arts 
  and sometimes the sciences.  They usually have a higher than 
  average INT and PRE.  Nobles are well-schooled, and tend to 
  have a broad range of Background skills.
  Suggested Disadvantages: The life of a noble can be a 
  posh and easy one (Psychological Limitations such as Bored, 
  Lazy, or Unable To Take Care Of Self), or one with many politi-
  cal challenges (Psychological Limitations, Hunteds/Watcheds, 
  and Professional Rivalries).
  Progression: Nobles who take an active role in helping 
  their people may fall naturally into the life of an adventurer.  
  Nobles who are scientifically adept may become well-known 
  in fields of scientific research (Field Scientist).
  Other Notes
  Additional options are shown below.
  Crusader: This represents the Richard The Lionheart 
  style of crusading noble.  
  Value
  Options
  0
  Crusader: select Oratory and Weapon Familiarity; 
  add KS: The Enemy 12-, CSL (5 point), AK: Enemy 
  Territory 11- and Psychological Limitation: Crusader 
  (Common, Moderate)
  Prince John Complex: This represents the corrupt Prince 
  John style of evil noble.  
  Value
  Options
  -14
  Prince John Complex: select Persuasion and KS: 
  Art 12-; add Psychological Limitation: Greedy and 
  Psychological Limitation: Cares Only About Self
  SENATOR
  For Senators and Representatives, use the Senator pack-
  age in Terran Empire, page 108, but change the major contact 
  to the appropriate leader.
  Typical Goals and Motivations: Heroic senators are out to 
  make the empire a good place for its people to live, and may 
  have to fight corruption along the way.  Most intend to have a 
  long and fruitful career in public service.  Corrupt senators use 
  their political power to serve their own ambitions, whether 
  through illegal finances or other forms of power.
  Typical Abilities: Caricatured for their ability to kiss 
  babies and tell lies, higher than average INT and PRE are 
  required (those with only average INT don’t survive politics 
  for long).  They often have background skills in their specialty, 
  such as Tobacco companies, Military expenditures, or Intel-
  ligence operations.
  Suggested Disadvantages: A senator’s life can be simple 
  and opulent in easy times, or harsh and dangerous in trying 
  times.  Psychological Limitations such as Driven/Has A Cause 
  or Corrupt; Hunteds or Watcheds, depending on political cli-
  mate; Professional Rivalries.
  Progression: Senators in times of Rebellion may find 
  life adventurous as did Leia in Star Wars.  Senators in times 
  of peaceful corruption may find the need to travel to places 
  they’ve only heard about to rectify issues, and may also be-
  come detectives or adventurers in their mission to make things 
  right.
  
  Introduction 
  Traveller Hero, Book 1
  0
  Law Enforcement
  Law enforcement is something that many Traveller Hero 
  characters will encounter, either because they are part of Law 
  Enforcement, or because some of their adventures will involve 
  actions that may not be completely legal.
  POLICE OFFICER
  The police officer, whether Pre-Industrial constabulary 
  or Imperial police, has the job of protecting the public and 
  catching criminals.
  Police Officer Template
  Cost
  Ability
  3
  Bureaucratics
  3
  Criminology
  3
  KS: Government Law (Int Roll)
  2
  KS: The Law Enforcement World 11-
  2
  PS: Police Officer 11-
  3
  Streetwise
  2
  WF: Small Arms
  9
  9 points worth of Skills from the following list:  
  Acting, Animal Handler (Canines or Equines for 
  example), Bribery, Bugging, Climbing, Combat 
  Driving, Combat Skill Levels, Concealment, 
  Conversation, Deduction, Demolitions, Disguise, 
  Electronics, Fast Draw, Forensic Medicine, 
  Gambling, Interrogation, Lockpicking, Martial Arts, 
  Paramedics, Persuasion, Riding, Security Systems, 
  Shadowing, Stealth, Tactics, Tracking, Weapon 
  Familiarity, additional Contacts, Deep Cover, any 
  Background Skill
  4
  Contact: (4 points worth)
  1
  Fringe Benefit: Law Enforcement Rank
  2
  Fringe Benefit: Local Police Powers
  1
  Fringe Benefit: Weapons Permit
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -5
  Distinctive Features: Uniform (Easily Concealed; 
  Noticed and Recognizable)
  -10
  Hunted: Department 8- (Mo Pow, NCI, Watching)
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  Total Cost of Disadvantages: 
  Value
  Options
  +3
  Detective: +1 PER with Sight Group, Choose 
  Deduction and Shadowing, increase Law 
  Enforcement Rank by 1
  0
  Undercover: Choose Acting and Disguise
  +2
  Patrol Officer: AK: His patrol area 11-
  -10
  Dedicated: Devotion To Duty (Common, Strong)
  -5
  On The Take: Social Limitation: Harmful Secret 
  (Occasionally, Minor)
  0
  Mounted Police: Select Animal Handler (Equines) 
  and Riding for horseback; Select Combat Driving 
  (Motorcycles) and Mechanics for motorcycle police; 
  Select Combat Driving (hovercars) and Mechanics for 
  hovercraft police
  Typical Goals and Motivations: The heroic police officer 
  is someone who catches criminals and enforces the law.  He 
  works to protect the public, to expose corruption, and make 
  the environment safe.
  Typical Abilities: Backed by his training and resources, 
  he knows what’s happening in his environment.  He’s trained 
  in the use of his weapons.  As a hero, he’s usually stronger and 
  smarter than the average officer.
  Suggested Disadvantages: As part of an organization, he 
  has to answer to his superiors and is usually identifiable as a 
  police officer.  Other motivations may include Psychological 
  Limitations about why he became a police officer, or why he’s 
  working in the current unit, Rivalry with another officer or 
  unit, DNPC relative who gets into trouble, and so forth.
  Progression: Police Officers may decide to go it alone as 
  Detectives, work for others as Mercenaries (bodyguards or se-
  curity), or enter one of the military services.  Some may have 
  had too much of the life style and pick something completely 
  different, such as business or adventuring.
  PlaneTary Police officer
  Operating at the planetary level, these officers have re-
  sponsibility for crime fighting on their world.  Crimes commit-
  ted on their world are usually their jurisdiction, but occasion-
  ally a criminal may be guilty of Imperial crimes (or whatever 
  the multiplanet government may be).  Imperial versus Plan-
  etary extradition can be a source of irritation.
  See also the Planetary Law Enforcement package in 
  Terran Empire, page 109.
  Planetary Police Officer Template
  Cost
  Ability
  0
  KS: Planetary Law (INT Roll)
  7
  Computer Link: Planetary Law Enforcement 
  database
  +3
  Fringe Benefit: Planetary Police Powers
  Total Cost Of Abilities: 10
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  -5
  Rivalry: Professional (with Imperial Police)
  imPerial Police officer
  The Imperial (or other multiplanetary government) po-
  lice work to enforce the Imperial Law in space.  There tends to 
  be an unspoken rivalry between Imperial and Planetary police 
  where the two are involved in the same case.  See also the ISP 
  Officer package in Terran Empire, page 108.
  Imperial Police Officer Template
  Cost
  Ability
  0
  KS: Imperial Law (INT Roll)
  8
  Computer Link: Imperial Law Enforcement database
  +6
  Fringe Benefit: Imperial Police Powers
  Total Cost Of Abilities: 1
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  -5
  Rivalry: Professional (with Planetary Police)
  
  Traveller Hero, Book 1 
  Introduction
  1
  Intelligence
  The Intelligence templates are for character who cur-
  rently or previously worked for Imperial Intelligence.  With 
  minor alterations, these templates are suitable for other intel-
  ligence agencies.
  IMPERIAL INTELLIGENCE FIELD AGENT
  Field agents split their time between their “real job” and 
  their field assignments: recruiting informants, obtaining infor-
  mation from undercover agents and informants, and handling 
  various undercover ops.  See also the TIC Field Agent from 
  Terran Empire, page 109.
  Field Agent Template
  Cost
  Ability
  3
  Bureaucratics
  3
  Streetwise
  3
  High Society
  2
  KS: Espionage World 11- (choose)
  2
  PS: Cover profession 11-
  2
  WF: Small Arms
  6
  6 points worth of skills from the following list:  
  Acting, Bribery, Bugging, Climbing, Computer 
  Programming, Conversation, Combat Driving, 
  Combat Piloting, Deduction, Disguise, Lockpicking, 
  Persuasion, Security Systems, Seduction, 
  Systems Operation, Streetwise, Tracking, Weapon 
  Familiarity, Transport Familiarity, any Background 
  Skill, Computer Access to Agency Database
  6
  Contact: (Other intelligence operatives, friendly 
  foreign agents, informers, etc.)
  3
  Fringe Benefit: Security Clearance Level 3
  Total Cost Of Abilities: 30
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Typical Goals and Motivations: Most field agents are 
  motivated by loyalty to and support of their home, whether 
  that be the Third Imperium or another homeland.  Others are 
  motivated by money, adventure, or just being able to do some-
  thing no one else can.
  Typical Abilities: They typically have a wide variety of 
  background skills (Knowledges and Languages) related to 
  a specialty, such as the Sword Worlds.  They may have the 
  Expert skill adder to reinforce that expertise.  They often have 
  contacts among the target population as well.
  Suggested Disadvantages: Obviously they are Hunted by 
  “the enemy”, or at least Watched if “the enemy” is a current 
  ally.  They are also Watched by their organization (i.e. Impe-
  rial Intelligence).  Field Agents who were recruited rather than 
  volunteering may have a Secret.
  Progression: Broadening his skills makes the field agent 
  a better adventurer.
  Red Team Option: Red Team, or psionic agents, should 
  add the following.
  Value
  Powers
  7
  Psionics Skill Roll +2
  11
  Psionic END Reserve: 30 END, 8 REC
  15
  Psionic Group (choose) Talent (50-point VPP)
  3
  Choose 3 powers from the psionic group
  IMPERIAL INTELLIGENCE ANALYST
  Intelligence analysts take the information provided by a 
  variety of sources, analyze it for patterns and exceptions, and 
  extract whatever may be useful to the intelligence community.
  See also the Analyst Package Deal from Dark Champions, 
  page 39.
  Intelligence Analyst Template
  Cost
  Ability
  5
  Analyst: +1 with INT-Based Skills
  3
  Bureaucratics
  3
  Deduction
  2
  KS: Espionage World 11- (choose)
  9
  9 points of Knowledge Skills or Science Skills
  6
  6 points worth of skills from the following list:  
  Acting, Bribery, Bugging, Computer Programming, 
  Conversation, Cramming, Cryptography, Disguise, 
  Lipreading, Security Systems, Skill Levels, 
  Systems Operation, Weapon Familiarity, Transport 
  Familiarity, any Background Skill, Computer Access 
  to Agency Database
  4
  Contact: (Other intelligence operatives or analysts, 
  friends with “interesting” but useful hobbies, etc.)
  3
  Fringe Benefit: Security Clearance Level 3
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Typical Goals and Motivations: On the whole, analysts 
  are not agents or undercover operatives; they’re researchers 
  for an organization, which happens to be the government.  
  They love their homeland, like their paycheck, and enjoy their 
  research.
  Typical Abilities: The quintessential researcher, they have 
  a vast array of knowledge and science skills, usually being an 
  expert in a subject area such as Sword Worlds.  
  Suggested Disadvantages: As far as being an agent, they 
  are Watched by their organization (i.e. Imperial Intelligence).  
  Other disadvantages would be personal disadvantages, such 
  as Psychological Limitation: Focused Researcher or Gambler, 
  DNPCs, and the like.
  Progression: Analysts grow in their knowledge and ex-
  pertise, and those who venture into adventuring spend experi-
  ence on additional skills to help them survive adventuring.
  
  Introduction 
  Traveller Hero, Book 1
  2
  IMPERIAL INTELLIGENCE OPERATIVE
  Intelligence Operatives (undercover agents) are like 
  undercover police, living in a world of pretend alliances and 
  shadow.  They gather information for Imperial Intelligence, at 
  the risk of arrest or even their lives.
   See also the TIC Undercover package from Terran Em-
  pire, page 110.
  Undercover Operative Template
  Cost
  Ability
  5
  Acting +1
  2
  KS: Espionage World 11- 
  3
  WF: Small Arms, Beam Weapons
  2
  PS: Cover profession 11-
  2
  WF: Small Arms
  12
  12 points worth of skills from the following 
  list:  Bribery, Bugging, Climbing, Computer 
  Programming, Conversation, Combat Driving, 
  Combat Piloting, Demolitions, Disguise, 
  Lockpicking, Mimicry, Persuasion, Security 
  Systems, Seduction, Systems Operation, Streetwise, 
  Tracking, Weapon Familiarity, Transport 
  Familiarity, any Background Skill, Computer Access 
  to Agency Database
  6
  Contact: (people in useful jobs, informers, etc.)
  2
  Deep Cover
  3
  Fringe Benefit: Security Clearance Level 3
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Typical Goals and Motivations: The motives of under-
  cover agents vary greatly: loyalty to empire or cause; the rather 
  nice paycheck; the excitement and adrenaline rush of danger; 
  or being blackmailed into working for the agency.
  Typical Abilities: Undercover agents rely on themselves, 
  more so than analysts and others within a typical organization 
  structure.  Interaction skills are important for their work and 
  their survival, talking themselves into and out of situations.  
  Other skills for performing their cover profession, for perform-
  ing appropriate sabotage, and so forth are important.
  Suggested Disadvantages: Obviously they are Hunted by 
  “the enemy”, or at least Watched if “the enemy” is a current 
  ally.  They are also Watched by their organization (i.e. Impe-
  rial Intelligence).  Undercover Agents who were blackmailed 
  rather than volunteering may have a Secret.
  Progression: The agent should spend experience on 
  broadening his skills, as well as enhancing his skills that keep 
  him alive.
  Military Services
  The Imperium has four services: Imperial Navy (Space 
  Navy), Imperial Marines, Imperial Army, and Imperial Scouts.
  These packages are for characters who are serving or 
  have served in the military service, whether at the Imperial 
  level or the Planetary level.  
  Each package includes a perk pertaining to the char-
  acter’s Military Rank, a Distinctive Feature (uniform), and so 
  forth.  Characters who have left or retired from the military 
  should adjust or ignore these from the Package Deal if they are 
  no longer applicable.
  Imperial Navy
  The Imperial Navy (based on Traveller Book 5: High 
  Guard) is the primary star-faring armed force of the Third 
  Imperium.  Its duties include keeping peace and order across 
  the spacelanes of the Imperium.
  The Imperial Navy is divided into three general cat-
  egories: Imperial Forces, who are directed by and responsible 
  to the central ruling Imperium authority; Subsector Forces, 
  who patrol their specific subsectors; and Planetary Forces, 
  who are assigned to or raised from an individual world in the 
  Imperium.
  Each Term of Service, or Enlistment Period, is a four-year 
  hitch.
  The Imperial Navy has six branches of service: Flight, 
  Engineering, Medical, Gunnery, Technical, and The Line 
  (Command).
  
  Traveller Hero, Book 1 
  Introduction
  
  NAVY BASICS
  The Navy Basics Template represents the core knowl-
  edge and restrictions possessed by all Star Navy personnel.  
  Characters must take the Navy Basics template, and then add 
  on the proper template for their specialty (Flight, Command, 
  Gunnery, and so forth).
  Navy Basics Template
  Cost
  Ability
  2
  AK: Milky Way Galaxy 11- (see options)
  2
  KS: Navy 11- (see options)
  2
  PS: Navy 11-
  2
  PS: Vac Suit 11-
  1
  SS: Astronomy 8-
  1
  SS: Physics 8-
  1
  TF: Ship’s Boat
  3
  WF: Human Advanced Small Arms, Blades
  4
  Contact: (navy shipmates, starport barkeeps, or 
  similar)
  3
  Fringe Benefit: Membership (Petty Officer)
  4
  Environmental Movement (Zero-G)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -5
  Distinctive Features: Navy Uniform (Easily 
  Concealed; Noticed and Recognizable)
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  Total Cost of Disadvantages: 2
  Options
  +0
  Planetary Navy: AK: Planetary Solar System (select) 
  11-; KS: Planetary Navy (select) 11-; 
  +0
  Subsector Navy: AK: Subsector (select) 11-; KS: 
  Subsector Navy (select) 11-;
  +0
  Imperial Navy: AK: Milky Way galaxy 11-; KS: 
  Imperial Navy 11-
  +0
  TL6-8 Navy: Replace WF: Human Advanced Small 
  Arms with WF: Human Small Arms
  IMPERIAL NAVY COMMAND
  Known also as “The Line”, Command personnel are 
  responsible for directing and leading the navy.
  See also the Imperial Navy Command package deal in 
  Terran Empire, page 114.
  Navy Command Template
  Cost
  Ability
  3
  Bureaucratics
  3
  Computer Programming
  3
  High Society
  2
  KS: Military / Mercenary World 11-
  2
  KS: Fleet Tactics 11-
  2
  PS: Leadership 11-
  +1
  SS: Astronomy 11-
  +1
  SS: Physics 11-
  5
  Tactics +1
  2
  TF: Human Space Vehicles
  +2
  WF: Vehicle Weapons (for two Vehicles)
  +2
  Fringe Benefit: Membership (Ensign)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  1
  Decorated Officer: Reputation: Awarded Navy Medal 
  of Valor (Medium Group) 11-
  Typical Goals and Motivations: Navy command personnel 
  are the organizers, directors, and decision-makers in the fleet.  
  Some of the stereotypical motivations include patriotism or 
  loyalty to the service, the need to lead others for the greater 
  good, and being driven to succeed.
  Typical Abilities: Command personnel tend toward high-
  er than average PRE, especially the good ones.  A high INT is 
  helpful in making good decisions.  Navy officers tend to have 
  good tactical and deductive skills, and breadth of knowledge 
  is encouraged.
  Suggested Disadvantages: Psychological Limitations like 
  Protective of Crew, Confident, Courageous/Fearless; or Profes-
  sional Rivalry with another officer.
  Progression: For a military campaign where the char-
  acters are still in the Navy, progression includes promotion 
  (spending character points on Rank) and expanding appropri-
  ate skills.  For characters who are retired, economic manage-
  ment and mercenaries are two common fields of endeavor.
  
  Introduction 
  Traveller Hero, Book 1
  
  IMPERIAL NAVY FLIGHT SCHOOL
  Imperial Navy Flight School personnel are the pilots 
  who operate starships, small craft, and aircraft on behalf of the 
  Navy.  Navy pilots are officers, so the Fringe Benefit will vary 
  by rank.
  See also the Imperial Navy Flight package deal in Terran 
  Empire, page 115.
  Navy Flight School Template
  Cost
  Ability
  5
  Combat Piloting +1
  3
  Navigation (Air, Space, Hyperspace)
  +1
  SS: Astronomy 11-
  +1
  SS: Physics 11-
  2
  Systems Operation (choose one category)
  2
  TF: Human Space Vehicles
  +2
  WF: Vehicle Weapons (for two Vehicles)
  +2
  Fringe Benefit: Membership (Ensign)
  Total Cost Of Abilities: 1
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  1
  Decorated Officer: Reputation: Awarded Navy Medal 
  of Valor (Medium Group) 11-
  Typical Goals and Motivations: Navy pilots love to fly, 
  some obsessively so.  Fighter pilots tend to be daredevils, 
  usually trying to outfly their peers, while capital ship pilots 
  are less about daredevil maneuvers and more about combat 
  preparedness.  
  Typical Abilities: Navy pilots tend to have higher than av-
  erage DEX, and the better ones have a high INT as well.  They 
  all possess Combat Piloting, and some possess the skill with 
  a large variety of craft.  Other skills include historic craft and 
  tactics, navigational and geographic knowledges, and combat 
  flight tactics.  
  Suggested Disadvantages: Psychological Limitations like 
  Protective of Daredevil, Overconfident, Courageous/Fearless; 
  and Professional Rivalry with another pilot.
  Progression: Those pilots still in the military will tend 
  to spend experience on improving their piloting, navigation, 
  and combat skills.  Navy pilots who muster out often take jobs 
  with commercial or mercenary groups, and those who become 
  adventurers tend to broaden their skills as well.
  IMPERIAL NAVY ENGINEERING
  Traveller/High Guard doesn’t differentiate between 
  Lifesystems and Propulsion — it’s all part of the engineering 
  branch.  
  Navy Engineering Template
  Cost
  Ability
  3
  Computer Programming
  3
  Electronics
  14
  14 points worth of skills from the following list: 
  Mechanics, Paramedic, Systems Operation, Security 
  Systems, additional SSs, additional Skill Levels with 
  package skills
  2
  KS: Emergency Damage Control 11-
  2
  SS: Gravitics 11-
  +2
  SS: Physics (INT)
  3
  SS: Starship Engineering (INT)
  2
  SS: Naval Architecture 11-
  2
  TF: Human Space Vehicles
  +2
  Fringe Benefit: Membership (Ensign)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  +0
  Life Support Engineer: Select Paramedic, Systems 
  Operation (Environmental Systems, Medical 
  Systems) +2; SS: Biology (INT)
  +0
  Propulsion Engineer: Select Mechanics +1, +1 to 
  Computer Programming, +1 to Electronics, Security 
  Systems, Systems Operation (Sensors)
  Typical Goals and Motivations: Navy engineers conduct 
  maintenance and repairs, and keep the vessels running in 
  top shape.  Stereotypical goals include being perfectionists or 
  pride in their work and knowledge, the knowledge they can 
  fix anything, and passions related to their work.
  Typical Abilities: Navy engineers have a higher than 
  average INT and good technical skills.  All will have some 
  degree of Mechanics and Electronics skills, and any number of 
  related sciences and background skills.  Skill Enhancers such 
  as Scientist and Expert are not uncommon.
  Suggested Disadvantages: Psychological Limitations like 
  Protective of Ship, Tinkerer, Perfectionist; and Professional 
  Rivalry with another officer.
  Progression: In military campaigns, progression may 
  include increase in rank, with additional responsibility to 
  administer and train young engineers, as well as repairing the 
  vessel after battles.  In non-military campaigns, progression 
  usually means research, hiring on with a merchant or merce-
  nary crew, or leading the life of an adventurer.
  
  Traveller Hero, Book 1 
  Introduction
  
  IMPERIAL NAVY TECHNICAL
  Science and Sensors is considered part of the Command 
  Branch.  
  Navy Technical Template
  Cost
  Ability
  5
  Computer Programming +1
  3
  Deduction
  3
  Electronics
  +2
  SS: Astronomy (INT)
  +2
  SS: Physics (INT)
  6
  6 points worth of additional SSs
  8
  Systems Operation (Communications, Sensors) +2
  2
  TF: Human Space Vehicles
  +2
  Fringe Benefit: Membership (Ensign)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  1
  Decorated Officer: Reputation: Awarded Navy Medal 
  of Valor (Medium Group) 11-
  Typical Goals and Motivations: Navy technical personnel 
  are the eyes, ears, and mind of the ship.  They run sensors and 
  communications, analyze data and compare with what’s in 
  the computer library, and provide the data and opinions that 
  command uses.
  Typical Abilities: Technical personnel are highly intelli-
  gent (high INT), and well versed in numerous scientific fields.  
  Most have a specialty and a good grasp of related fields.  They 
  often have the ability to learn quickly (e.g. Cramming) and 
  have Skill Enhancers such as Scientist or Expert.
  Suggested Disadvantages: Psychological Limitations like 
  Curious, Geeky, or Logical; Professional Rivalry with another 
  officer.
  Progression: Those technical personnel in a military 
  campaign will often learn additional skills as they go on more 
  missions that require the use of their intellect.  Once they 
  muster out, many go into research for megacorporations, hire 
  on as part of commercial vessels with a need, or may become 
  part of freelance adventuring teams.
  IMPERIAL NAVY GUNNERY OFFICER
  The Imperial Navy Gunnery Officer handles all the 
  weapons used by fighters and capital ships.  
  See also the Imperial Navy Tactical package deal in 
  Terran Empire, page 115.
  Navy Gunnery Officer Template
  Cost
  Ability
  3
  Computer Programming
  3
  Electronics
  3
  Mechanics
  3
  Navigation (Space, Hyperspace)
  2
  KS: Enemy Military Tactics 11-
  1
  TF: Human Small Military Spacecraft
  2
  WF: Vehicle Weapons (choose 2 from Lasers, High 
  Energy, Meson, or Particle)
  1
  WF: Ships Screens
  6
  Systems Operation (Weapon Systems) +2
  +2
  Fringe Benefit: Membership (Ensign)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  1
  Decorated Officer: Reputation: Awarded Navy Medal 
  of Valor (Medium Group) 11-
  Typical Goals and Motivations: Navy gunnery officers are 
  the offense and defense of their ship, firing the lasers, mis-
  siles, and sandcasters necessary to defeat the enemy and keep 
  their ship and crewmates alive.  They otherwise have the same 
  motivations as any naval crewman or officer.
  Typical Abilities: Navy gunners have a higher than aver-
  age DEX and good combat skills with the ship’s weapons.  
  Many will learn some degree of Mechanics and Electronics 
  skills for emergency repairs.  
  Suggested Disadvantages: Psychological Limitations like 
  Protective of Ship, or One Shot One Kill; Professional Rivalry 
  with another officer.
  Progression: In military campaigns, progression may 
  include increase in rank, with additional responsibility to 
  administer and train young gunners, as well as maintaining 
  the vessel armaments after battles.  In non-military campaigns, 
  progression usually means research, hiring on with a mer-
  chant or mercenary crew, or leading the life of an adventurer.
  IMPERIAL NAVY SECURITY
  Most Security Duties are handled by the ship’s Marine 
  contingent.  See Imperial Marine (Enlisted) below.
  
  Introduction 
  Traveller Hero, Book 1
  
  Imperial Marines
  The Imperial Marines (based on Traveller Book 4: Mer-
  cenary) are the combat arm of the Imperial Navy.  They excel 
  at ship boarding, space combat, orbit-to-surface assaults, and 
  commando missions. They are often sent on special missions, 
  made up of squads of elite commando and black ops individu-
  als.
  Each Term of Service, or Enlistment Period, is a four-year 
  hitch.
  The Imperial Marines do not have special branches of 
  service like the Imperial Navy does, but they may apply for 
  specialized training such as Commando Training, Protected 
  Forces Training, Intelligence School, and Special Forces Recon.
  IMPERIAL MARINE
  See also the Imperial Marine (Enlisted) package deal 
  from Terran Empire, page 114.
  Imperial Marine Template
  Cost
  Ability
  16
  +2 with all Combat
  3
  Breakfall
  3
  Demolitions
  2
  KS: Imperial Marines 11-
  3
  PS: Battledress (DEX)
  2
  KS: Emergency Damage Control 11-
  2
  KS: Military World 11-
  2
  PS: Marine 11-
  2
  Survival (choose category)
  3
  Stealth
  2
  Systems Operation (choose category)
  3
  Tactics
  4
  WF: Cutlass (Blades), WF: Small Arms, WF: Beam 
  Weapons
  12
  12 points worth of skills from the following list: 
  Bugging, Climbing, Combat Driving, Combat 
  Piloting, Computer Programming, Concealment, 
  Electronics, Lockpicking, Mechanics, Security 
  Systems, Shadowing, Tracking, WF (any), any 
  Background Skill, additional categories for Survival 
  or Systems Operation, +1” Running, +1” Swimming
  3
  Contact: Marine buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  4
  Environmental Movement (Zero-G)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealed; 
  Noticed and Recognizable)
  Total Cost of Disadvantages: 2
  Options
  -15
  Psychological Limitation:  Marine’s Code: Never 
  Leave A Man Behind (Common, Strong)
  0
  RCES Marines: Change KS: Imperial Marines to KS: 
  RCES Marines
  Typical Goals and Motivations: Imperial Marines are the 
  one sent in for special missions, and they know the risks. Im-
  perial Marines are motivated by the pride of a job well done, 
  the marine’s code, and by patriotism. 
  Typical Abilities: Marines face rigorous training beyond 
  that of any of the other services. Marines are very hardy 
  (higher than average CON) and well-skilled in combat (CSLs 
  with their weapons).  Many take the additional trainings of-
  fered when possible, such as Commando School.
  Suggested Disadvantages: Psychological Limitations like 
  Pride In Job Well Done, or Semper Fi; Professional Rivalry 
  with another officer.
  Progression: In military campaigns, progression may 
  include increase in rank, with additional training to become 
  Special Ops.  In non-military campaigns, progression usually 
  means hiring on with a merchant or mercenary crew, or lead-
  ing the life of an adventurer.
  IMPERIAL MARINE OFFICER
  See also the Imperial Marine (Officer) package deal from 
  Terran Empire, page 114.
  Imperial Marine Officer Template
  Cost
  Ability
  3
  Bureaucratics
  3
  Navigation (Land, Space)
  3
  High Society
  4
  +2 with Tactics
  +2
  Fringe Benefit: Membership (Lieutenant)
  Total Cost Of Abilities: 15
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  commanDo School
  Commando School teaches commando basic training.  
  Those successfully completing Commando School may trans-
  fer to the Commando branch of service.
  Commando School
  Cost
  Ability
  10
  Martial Arts: Commando Training (10 points worth 
  of maneuvers)
  5
  +1 CSL: Ranged Combat
  3
  +1 CSL: Blades
  3
  Demolitions
  2
  Survival (choose)
  3
  Concealment
  3
  Stealth
  3
  Tracking
  2
  KS: Recon Techniques 11-
  2
  PS: Vac Suit
  2
  KS: Instruction
  Total Cost of Abilities: 
  ProTecTeD forceS Training
  Protected Forces Training teaches how to operate in a 
  naturally hostile environment, such as vacuum.
  Protected Forces Training
  Cost
  Ability
  2
  PS: Vac Suit
  4
  Environmental Movement (Zero-G)
  3
  +1 with Zero-G Combat
  3
  Breakfall
  Total Cost of Abilities: 12
  
  Traveller Hero, Book 1 
  Introduction
  
  miliTary inTelligence School
  Military Intelligence School teaches the basics of Mili-
  tary Intelligence.
  Military Intelligence School
  Cost
  Ability
  3
  Forgery
  3
  Bribery
  3
  Streetwise
  3
  Interrogation
  2
  KS: Intelligence Analysis 11-
  2
  Language: (2 points of fluency; choose)
  Total Cost of Abilities: 1
  commanD college
  Command College teaches the basics of command in the 
  field.
  Command College
  Cost
  Ability
  3
  Tactics
  3
  Oratory
  3
  PS: Leadership (PRE-Based)
  3
  Concealment
  3
  Stealth
  3
  Tracking
  2
  KS: Recon Techniques 11-
  Total Cost of Abilities: 20
  STaff college
  Staff College teaches administration and logistics.
  Staff College
  Cost
  Ability
  3
  Bureaucratics
  3
  Computer Programming
  2
  KS: Combat Engineering
  2
  KS: Logistics
  Total Cost of Abilities: 10
  recruiTing DuTy
  Recruiting Duty represents an officer who has been 
  posted to a recruiting station for a year, and has been taught 
  the basics of recruiting.
  Recruiting Duty
  Cost
  Ability
  3
  Bureaucratics
  3
  Persuasion
  2
  KS: Recruiting
  Total Cost of Abilities: 
  miliTary aTTaché/aiDe
  Military Attaché/Aide represents an officer who has 
  been assigned as a military aide to a general officer.
  Military Attaché/Aide
  Cost
  Ability
  3
  Bureaucratics
  3
  Computer Programming
  3
  High Society
  1
  TF: Grav or Wheeled or Grav
  Total Cost of Abilities: 10
  marine embaSSy DuTy
  This template represents the additional skills of Marines 
  who have been assigned to embassy duty during one or more 
  of their terms.
  Marine Embassy Duty
  Cost
  Ability
  3
  High Society
  2
  KS: Culture of World/Race Stationed on
  2
  KS: Riot Control Tactics
  3
  Streetwise
  3
  Security Systems
  Total Cost of Abilities: 1
  ShiPS TrooPS
  This template represents the additional skills of Marines 
  stationed on a Navy vessel as ship’s troops during one or more 
  of their terms.
  Ship’s Troops
  Cost
  Ability
  2
  PS: Vac Suit
  2
  KS: Emergency Damage Control
  1
  WF: Ships Weapons
  2
  KS: Imperial Navy Procedures and Protocols
  2
  KS: Boarding Actions
  Total Cost of Abilities: 
  SPecial force recon
  Marine Special Force Recon is responsible for scouting 
  and intelligence gathering into and beyond the battle zone.  
  They are the Marine’s elite force.  The skills below are in addi-
  tion to those in the Imperial Marine template.
  Special Force Recon
  Cost
  Ability
  16
  +2 with all Combat
  4
  +2” Running
  2
  +2” Swimming
  3
  Climbing
  3
  Concealment
  10
  Martial Arts: Commando Training
  4
  Navigation (Land, Marine)
  3
  Paramedics
  10
  Survival (Desert, Marine, Mountains, Temperate, 
  Tropical)
  3
  Tracking
  4
  TF: Basic Parachuting, Advanced Parachuting, 
  SCUBA, AntiGrav Harness
  3
  WF: Grenade Launcher, Heavy Machine Guns, 
  Shoulder Fired
  Total Cost of Abilities: 
  
  Introduction 
  Traveller Hero, Book 1
  
  Imperial Army
  The Imperial Army (based on Traveller Book 4: Mer-
  cenary) are members of the planetary armed fighting forces. 
  Army soldiers deal with planetary surface actions, battles, and 
  campaigns. 
  Each Term of Service, or Enlistment Period, is a four-year 
  hitch. 
  The Imperial Army is divided into four major branches: 
  Close Orbit and Airspace Control Command (COACC), Nauti-
  cal Forces Command (Wet Navy and SEALs), Ground Force 
  Command (Armor/Cavalry, Artillery, Infantry, Ranger, and 
  Special Forces), and Support (Medical). 
  COACC - IMPERIAL ARMY AIR CORP
  The Imperial COACC provides air and suborbital sup-
  port for planetary army forces.  Support may be in the form of 
  transports of troops and supplies, air cover in ground fire-
  fights, and suborbital defense systems.
  See also the Imperial Army (Air Force) package deal in 
  Terran Empire, page 111.
  Army COACC Template
  Cost
  Ability
  5
  Combat Piloting +1
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  4
  Navigation (Air) +1
  2
  PS: Soldier 11-
  2
  Survival (choose category)
  2
  Systems Operation (choose category)
  3
  Tactics
  1
  TF: Combat Aircraft
  4
  WF: Small Arms, WF: Beam Weapons, WF: Aircraft 
  Weapons
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Concealment, Demolitions, 
  Electronics, Mechanics, Paramedics, Persuasion, 
  Security Systems, Skill Levels, Stealth, Weapon 
  Familiarity, Weaponsmith, additional categories 
  for Survival, additional categories for Systems 
  Operation, additional categories for Navigation, any 
  Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  Total Cost Of Abilities: 0
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  IMPERIAL ARMY CAVALRY - ARMOR
  The Imperial Armor soldiers are those who maneuver 
  the heavy combat vehicles, such as tanks, armored personnel 
  carriers, and other heavy mobile vehicles.
  See also the Imperial Army (Armor) package deal from 
  Terran Empire, page 111.
  Army Cavalry Template
  Cost
  Ability
  5
  Combat Driving +1
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  4
  Navigation (Land) +1
  2
  PS: Soldier 11-
  2
  Survival (choose category)
  2
  Systems Operation (choose Communications or 
  Sensors)
  3
  Tactics
  1
  TF: Grav Vehicles
  4
  WF: Small Arms, WF: Beam Weapons, WF: Vehicle 
  Weapons
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Concealment, Demolitions, 
  Electronics, Mechanics, Paramedics, Persuasion, 
  Security Systems, Skill Levels, Stealth, Transport 
  Familiarity, Weapon Familiarity, Weaponsmith, 
  additional categories for Survival, additional 
  categories for Systems Operation, additional 
  categories for Navigation, any Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  Total Cost Of Abilities: 0
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  
  Traveller Hero, Book 1 
  Introduction
  
  IMPERIAL ARMY ARTILLERY
  Imperial Artillery soldiers handle and fire the heavy 
  artillery (such as howitzers) in battles and campaigns.  
  See also the Imperial Army (Artillery) package deal from 
  Terran Empire, page 111.
  Army Artillery Template
  Cost
  Ability
  5
  Combat Piloting +1
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  4
  Navigation (Land) +1
  2
  PS: Soldier 11-
  2
  PS: Forward Observer 11-
  2
  Survival (choose category)
  2
  Systems Operation (choose Communications or 
  Sensors)
  3
  Tactics
  1
  TF: Grav Vehicles
  4
  WF: Small Arms, WF: Beam Weapons, WF: Artillery 
  Weapons
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Concealment, Demolitions, 
  Electronics, Mechanics, Paramedics, Persuasion, 
  Security Systems, Skill Levels, Stealth, Weapon 
  Familiarity, Weaponsmith, additional categories 
  for Survival, additional categories for Systems 
  Operation, additional categories for Navigation, any 
  Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  IMPERIAL ARMY INFANTRY
  The Imperial Infantry are the footsoldiers in the thick of 
  things, although mechanized infantry includes light vehicles 
  such as armed jeeps and support vehicles.
  See also the Imperial Army (Infantry) package deal from 
  Terran Empire, page 112.
  Army Infantry Template
  Cost
  Ability
  3
  +1 OCV with Small Arms
  3
  Concealment
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  1
  Navigation (Land) 8-
  3
  Paramedics
  2
  PS: Soldier 11-
  2
  Survival (choose category)
  2
  Systems Operation (choose category)
  3
  Tactics
  1
  TF: Grav Vehicles
  6
  WF: Small Arms, WF: Beam Weapons, WF: GP MG, 
  GL, and Shoulder Fired
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Demolitions, Electronics, Mechanics, 
  Persuasion, Security Systems, Skill Levels, Stealth, 
  Weapon Familiarity, Weaponsmith, additional 
  categories for Survival, additional categories 
  for Systems Operation, additional categories for 
  Navigation, any Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  
  Introduction 
  Traveller Hero, Book 1
  0
  IMPERIAL ARMY MEDICAL
  Army Medical provides the medical care for soldiers, 
  whether as line corpmen, in MASH units, or in static Army 
  hospitals.
  See also the Imperial Army (Medical) package deal from 
  Terran Empire, page 112.
  Army Medical Template
  Cost
  Ability
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  7
  Paramedics +2
  2
  PS: Combat Medic 11-
  2
  PS: Soldier 11-
  2
  SS: Biology 11-
  3
  SS: Medicine (INT)
  2
  Survival (choose category)
  2
  Systems Operation (Medical Systems)
  1
  TF: Grav Vehicles
  2
  WF: Small Arms
  6
  6 points worth of skills from the following list: 
  Bureaucratics, Climbing, Computer Programming, 
  Concealment, Electronics, Persuasion, Skill Levels, 
  Stealth, Transport Familiarity, additional categories 
  for Survival, additional categories for Systems 
  Operation, any Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  5
  Fringe Benefit: Membership (Lieutenant)
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  IMPERIAL ARMY OFFICER
  Imperial Army Officer is an add-on to any of the other 
  Imperial Army packages.  See also Terran Empire, page 112.
  Imperial Army Officer Template
  Cost
  Ability
  3
  +3 PRE
  3
  Bureaucratics
  3
  High Society
  3
  Persuasion
  +2
  Fringe Benefit: Membership (Lieutenant)
  Total Cost Of Abilities: 1
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  IMPERIAL ARMY WET NAVY
  The Imperial Wet Navy consists of sailors and submari-
  ners, handling warfare on the waterways of the planet.
  See also the Imperial Army (Sea Forces) package deal in 
  Terran Empire, page 113.
  Army Wet Navy Template
  Cost
  Ability
  1
  +1” Swimming
  3
  Combat Driving OR Combat Piloting
  3
  Concealment
  2
  KS: Imperial Army 11-
  2
  KS: Military World 11-
  3
  Mechanics
  2
  Navigation (Marine)
  2
  PS: Sailor 11-
  2
  Survival (Marine)
  2
  Systems Operation (choose category)
  3
  TF: Large Military Ships, Small Military Ships, 
  Submarines
  4
  WF: Small Arms, Beam Weapons, Vehicle Weapons
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Demolitions, Electronics, Mechanics, 
  Persuasion, Security Systems, Skill Levels, Stealth, 
  Weapon Familiarity, Weaponsmith, additional 
  categories for Survival, additional categories 
  for Systems Operation, additional categories for 
  Navigation, any Background skills
  4
  Contact: Army buddy, Port barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  3
  Environmental Movement (Underwater)
  Total Cost Of Abilities: 0
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  WET NAVY SEALS
  The Wet Navy SEALs are the special forces of the Wet 
  Navy, and are responsible for reconnaissance, sabotage, un-
  conventional warfare, and counterterrorism.
  Wet Navy SEALS Template
  Cost
  Ability
  16
  +2 with all Combat
  4
  +2” Running
  2
  +2” Swimming
  3
  Climbing
  3
  Concealment
  7
  Demolitions +2
  10
  Martial Arts: Commando Training
  4
  Navigation (Land, Marine)
  3
  Paramedics
  10
  Survival (Desert, Marine, Mountains, Temperate, 
  Tropical)
  3
  Tracking
  3
  TF: Small Boats, SCUBA, AntiGrav Harness
  3
  WF: Grenade Launcher, Heavy Machine Guns, 
  Shoulder Fired
  Total Cost of Abilities: 1
  
  Traveller Hero, Book 1 
  Introduction
  1
  IMPERIAL ARMY SPECIAL FORCES
  Imperial Army Special Forces are the highly trained 
  army forces responsible for reconnaissance, strategic targeting, 
  infiltration and rescue, counterterrorism and counterinsur-
  gency missions. 
  See also the Imperial Army (Special Forces) package deal 
  from Terran Empire, page 113.
  Army Special Forces Template
  Cost
  Ability
  2
  +2 STR
  3
  +1 DEX
  4
  +2 CON
  2
  +2 INT
  2
  +2 PRE
  2
  Running +1”
  1
  Swimming +1”
  8
  +1 with all Combat
  4
  +2 OCV with weapon group of choice
  3
  Computer Programming
  5
  Concealment +1
  3
  Demolitions
  2
  KS: Military World 11-
  10
  Martial Arts: Commando Training (10 points worth 
  of maneuvers)
  2
  Navigation (Land) 
  3
  Paramedic
  2
  PS: Soldier 11-
  3
  PS: Battledress (DEX)
  8
  Survival (Desert, Mountains, Temperate/
  Subtropical, Tropical)
  5
  Stealth +1
  4
  Systems Operation (choose 2 categories)
  5
  Tracking +1
  1
  TF: Grav Vehicles
  5
  WF: Small Arms, WF: Beam Weapons, WF: Common 
  Melee Weapons
  6
  6 points worth of skills from the following 
  list: Autofire Skills, Bureaucratics, Climbing, 
  Combat Driving, Combat Skill Levels, Computer 
  Programming, Concealment, Demolitions, 
  Electronics, Mechanics, Paramedics, Persuasion, 
  Security Systems, Skill Levels, Stealth, Transport 
  Familiarity, Weapon Familiarity, Weaponsmith, 
  additional categories for Survival, additional 
  categories for Systems Operation, additional 
  categories for Navigation, any Background skills
  4
  Contact: Army buddy, Starport barkeeps, etc.
  3
  Fringe Benefit: Membership (Corporal)
  4
  Environmental Movement (Zero-G)
  Total Cost Of Abilities: 10
  Value
  Disadvantages
  -20
  Social Limitation: Subject To Orders (Very 
  Frequently, Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 2
  Training caDre
  More common to Army and Special Forces, such as the 
  Green Berets.
  Training Cadre
  Cost
  Ability
  2
  KS: Instruction
  2
  Language: 2 pt varying on where stationed
  2
  KS: Culture of world/race 
  3
  Leadership
  3
  Tactics
  Total Cost of Abilities: 12
  
  Introduction 
  Traveller Hero, Book 1
  2
  Scout Service
  The Imperial Interstellar Scout Service is a major service 
  within the Imperium, equal in stature to the Imperial Army 
  and the Imperial Navy, although assigned a variety of unique, 
  primarily non-military missions.  Its missions include explora-
  tion of the Imperial frontiers, ongoing mapping and surveying 
  of Imperial territory. and the maintenance of interstellar com-
  municatlons through its express boat network.
  SCOUT SERVICE
  The Scout Service template below represents the basic 
  training provided by the Scout Service. After taking the Scout 
  Service template, select which specialty school the character 
  attended.
  Scout Service Template
  Cost
  Ability
  3
  Computer Programming
  3
  Electronics
  2
  AK: Milky Way Galaxy 11-
  2
  KS: Imperial Scout Service 11-
  4
  Navigation (Space, Hyperspace)
  2
  PS: Scout 11-
  4
  Systems Operation (choose 2 categories)
  2
  TF: Small Military Spacecraft, TF: Large Military 
  Spacecraft
  3
  WF: Small Arms, Beam Weapons
  15
  15 points worth of skills from the following list: 
  Bureaucratics, Combat Piloting, Mechanics, 
  Navigation, Persuasion, Science Skills, Trading, 
  Transport Familiarities, Weapon Familiarities, any 
  Background Skill, Cramming
  4
  Contact: Scout Service buddy, Starport barkeeps, 
  First Contact friend, etc.
  3
  Fringe Benefit: Membership (Petty Officer)
  3
  Environmental Movement (Zero-G)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -15
  Social Limitation: Subject To Orders (Frequently, 
  Major)
  -5
  Distinctive Features: Uniform (Easily Concealable; 
  Noticed and Recognized)
  Total Cost of Disadvantages: 20
  Options
  0
  Survey Scout: Combat Piloting, Mechanics, WF: 
  Vehicle Weapons, 5 points worth of Science Skills
  0
  Contact Specialist:  Bureaucratics, Navigation (Land, 
  Marine), Persuasion, Trading, WF: Common Melee 
  Weapons
  0
  Communications Specialist:  KS: Linguistics 11-, 
  Cramming
  SCOUT SERVICE SCHOOLS
  The Scout Service has specialty schools just as the Mili-
  tary Branches do.
  Survey School
  Characters attending the Survey School are trained for 
  survey duty.
  Survey School
  Cost
  Ability
  3
  PS: Survey (INT)
  3
  SS: Astronomy (INT)
  3
  SS: Cartography (INT)
  3
  Concealment
  3
  Stealth
  3
  Tracking
  2
  KS: Recon Techniques 11-
  2
  Systems Ops (RPV) 
  1
  TF: Grav Vehicle
  Total Cost of Abilities: 2
  conTacT School
  Characters attending Contact School are trained in first 
  contact techniques.
  Contact School
  Cost
  Ability
  3
  Trading
  3
  Streetwise
  3
  High Society
  3
  Bureaucratics
  2
  Survival (choose)
  1
  WF: Small Arms OR WF: Beams
  1
  TF: Choose
  Total Cost of Abilities: 1
  X-boaT School
  Characters attending X-Boat School are trained in the 
  use of X-Boats, acting as the “pony express” of the Imperium.
  X-Boat School
  Cost
  Ability
  2
  TF: Small Starships
  3
  Navigation (Space, Jump Space)
  2
  Systems Operation: Communications
  3
  Electronics
  Total Cost of Abilities: 10
  
  Traveller Hero, Book 1 
  Introduction
  
  Civilian Templates
  Classic Traveller had four military/government services, 
  and only two other options: merchant and other.  However, 
  with the other three versions of Traveller, there are many more 
  civilian options.
  ARTIST/ENTERTAINER
  Use the Artist/Entertainer package from Terran Empire, 
  page 121.
  ASSASSIN
  Use the Assassin package deal from Terran Empire, page 
  117.
  ATHLETE
  This package represents a professional athlete involved 
  in competitive and/or entertainment sports.
  Athlete Template
  Cost
  Ability
  3
  PS: Athlete (choose sport) 12-
  12
  Choose 12 points in appropriate skills from the 
  following list: Acrobatics, Animal Handler, 
  Breakfall, Climbing, Combat Driving, Combat 
  Piloting, Defense Maneuver, Martial Art (choose), 
  Navigation, Teamwork, +1” Running, +1” 
  Swimming, +1” Leaping, increased STR, increased 
  DEX, increased CON
  3
  Paramedic
  3
  +1 CSL
  1
  Transport Familiarity (choose)
  3
  Pick one: Trading, Persuasion, Streetwise, +1 PER
  3
  Contact: (business, journalist, medical, or fellow 
  athlete)
  Total Cost of Abilities: 2
  Value
  Disadvantage
  15
  Psychological Limitation: Competitive Athlete 
  (Common, Strong)
  Total Cost of Disadvantages: 1
  Options
  20
  Wrestler: 20 points’ worth of Martial Arts: 
  Wrestling and related Skills
  6
  Quarterback’s Arm: +2 OCV with Thrown Objects
  6
  Sports Commentator: +3 PRE and Oratory
  Typical Goals and Motivations: Athletes are born compet-
  itors, always striving to win and be better than other athletes 
  or themselves.  Team athletes of heroic nature are loyal to 
  the team, usually putting the team before themselves.  Team 
  athletes of non-heroic nature may be willing to cheat or to put 
  themselves above the team in order to win.
  Typical Abilities: Athletes are strong, agile, and hardy.  
  They excel in their sport or sports of choice.
  Suggested Disadvantages: Rivalries with other athletes or 
  teams are not uncommon.  Psychological Limitations like Must 
  Be The Best At Sport, or Driven To Beat The Record.  In cul-
  tures with media coverage, Distinctive Features: Sports Star.
  Progression: Athletes who become PCs generally have to 
  move on to other careers to fit the adventuring lifestyle.  They 
  can become bodyguards, businessmen, or various other profes-
  sions.
  ATTORNEY
  This package represents someone who has graduated 
  law school, passed the bar, and is a practicing attorney.
  Attorney Template
  Cost
  Ability
  3
  Conversation
  3
  Deduction
  3
  KS: Law (choose type) 12-
  3
  Persuasion
  3
  PS: Attorney 12-
  3
  Trading
  4
  Contact: (government, criminal, or fellow attorney)
  1
  Fringe Benefit: License To Practice Law
  Total Cost of Abilities: 2
  Value
  Disadvantage
  0
  None
  Total Value of Disadvantages: 0
  Options
  +3
  Trial Attorney: Add Oratory
  +3
  Criminal Law Attorney: Add Criminology
  Typical Goals and Motivations: Attorneys are generally 
  out to provide the best representation for their client, although 
  some use their clients to further their own political agenda.  
  Heroic defense attorneys protect the downtrodden and falsely 
  accused; heroic prosecutors work to ensure the guilty are pun-
  ished and the innocent are set free.  
  Typical Abilities: Attorneys have a good head for law and 
  reasoning (high INT and KS: Law), and those who try cases in 
  court have good persuasive skills (Oratory, Persuasion).  Really 
  good lawyers like Perry Mason have good investigative skills.
  Suggested Disadvantages: Lawyers may have psycho-
  logical limitations around why they became a lawyer, or their 
  drive as a lawyer (such as Protects The Underdog).  They 
  may also have Rivalries with other law firms or the opposing 
  council (such as Rivalry with Prosecuting Attorneys).  Corrupt 
  lawyers working for organized crime may have a Secret.
  Progression: Lawyers may progress to other professions, 
  becoming more like a Detective.  Others may use the law as a 
  stepping stone in their political career, becoming a Senator or 
  higher.  Still others may choose a completely different profes-
  sion, such as freelance adventurer or game company owner.
  
  Introduction 
  Traveller Hero, Book 1
  
  BELTER
  Industrial societies require minerals, and asteroid belts 
  contain rich reserves of minerals, gases, and other potentially 
  valuable resources.  This package represents a typical aster-
  oid belter, an independent or freelancer mining asteroids for 
  profitable materials.
  Belter Template
  Cost
  Ability
  3
  Choose one of the following: Electronics, 
  Mechanics, Systems Operation (choose)
  3
  3 points worth from the following list:  WF: Small 
  Arms, WF: Common Melee, Brawling, Persuasion, 
  Streetwise
  2
  PS: Miner/Belter 11-
  3
  PS: Ship’s Engineer (INT)
  3
  PS: Vac Suit (DEX)
  3
  SS: Geology (INT)
  3
  Trading
  1
  TF: Human Personal Space Vessel
  4
  Contact: (other belters, purchasing agents, 
  suppliers, criminal, businesses, law enforcement)
  4
  Environmental Movement (Zero-G)
  Total Cost of Abilities: 2
  Cost
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Typical Goals and Motivations: Like the 49ers of old, the 
  belter is motivated to find that lucky strike that will set him up 
  for life.  Other belters enjoy the solitude of being a belter.
  Typical Abilities: Belters tend to be a hardy bunch, sur-
  viving the rigors and solitude of asteroid mining (increased 
  STR, CON, or BODY).  Successful belters tend to be knowl-
  edgeable and perceptive (spending points in INT and SSs).
  Suggested Disadvantages: Most belters tend to like 
  solitude, so Psychological Limitations such as Likes Solitude 
  or Dislikes People fit.  Some may have a Rivalry with other 
  belters, seeing who can find that lucky strike first.  If they are 
  freelancers, they may be watched by the company they are 
  contracted to.
  Progression: Belters who decide to move on may choose 
  to become Explorers (or enter the Scout Service), or even 
  Merchant Traders.
  BOUNTY HUNTER
  This package represents the New Era Bounty Hunter.  
  See also the Bounty Hunter from Terran Empire, page 122.
  In the TNE era, there is a demand for bounty hunters.  
  Although governments offer bounties on escaped criminals, 
  other organizations are willing to pay a bounty for the return 
  of goods, such as stolen vessels, technological artifacts, and 
  other high value items.
  Bounty Hunter Template
  Cost
  Ability
  2
  KS: Criminal Law 11-
  3
  Streetwise
  3
  Tracking
  3
  PS: Vac Suit (DEX)
  3
  PS: Bounty Hunter 12-
  9
  Choose 9 points in appropriate skills from the 
  following list: Bribery, Combat Driving, Combat 
  Piloting, Combat Skill Levels, Conversation, 
  Deduction, Disguise, Gambling, Martial Arts, 
  Persuasion, Weapon Familiarities, Transport 
  Familiarities, any Background Skill
  4
  Contact: (government, patrons, informants)
  1
  Fringe Benefit: License To Bounty Hunt
  Total Cost of Abilities: 2
  Value
  Disadvantage
  0
  None
  Total Value of Disadvantages: 0
  Options
  +3
  Criminal Investigator: Add Criminology
  +3
  Theft Investigator: Add Security Systems
  +0
  Pre-Industrial Bounty Hunter: substitute Riding for 
  Combat Driving/Piloting in the skill list; substitute 
  Survival for PS: Vac Suit
  Typical Goals and Motivations: Bounty Hunters bring 
  the target in for a price, and may be motivated solely by the 
  bounty or by performing a public service.  
  Typical Abilities:  Those bounty hunters who have sur-
  vived long enough are a wily bunch, adept at investigating and 
  tracking down their targets (high INT, as well as Deduction 
  and Tracking).  They have good combat skills, and good skills 
  for capturing a target (Stealth, Concealment, and so forth).
  Suggested Disadvantages: Psychological limitations like 
  Ruthless or Compassionate (e.g. “Dog, The Bounty Hunter”); 
  Reputation; or Professional Rivalries.
  Progression: Progression as a detective type means 
  spending experience points on investigative and background 
  skills.  Progression as an adventurer opens the door to a wide 
  variety of skills.
  
  Traveller Hero, Book 1 
  Introduction
  
  CIVIL ENGINEER
  In the New Era, the whole of civilization is being 
  rebuilt, city by city and world by world.  That means towns 
  and structures on hundreds of worlds need someone with the 
  experience and vision to restore them - whether that world is 
  civilized and not.
  Civil Engineer Template
  Cost
  Ability
  3
  PS: Civil Engineer 12-
  3
  SS: Civil Engineering (INT) +1
  3
  Choose one of the following: Climbing, Navigation, 
  Survival
  3
  Choose one of the following INT-Based Science 
  Skills: Biology, Chemistry, Geology, Meteorology, 
  Physics, Robotics
  3
  Choose one of the following: Demolitions, 
  Electronics, Mechanics, Systems Operation
  2
  Transport Familiarity (choose)
  3
  Contact: (government, influential civilian, or 
  fellow engineer)
  1
  Fringe Benefit: Licensed Engineer
  Total Cost of Abilities: 21
  Value
  Disadvantage
  0
  None
  Total Value of Disadvantages: 0
  Options
  Typical Goals and Motivations: The Civil Engineer is 
  building (or rebuilding) the future, through the buildings and 
  structures he creates.  It takes a certain amount of vision to 
  look at the rubble and see a new home complex or commercial 
  facility in its place.
  Typical Abilities: Heroic civil engineers don’t sit around 
  in comfortable offices daydreaming; they go out to where 
  they are needed, surveying, planning, and directing the effort 
  to rebuild.  It requires a bit of intelligence and confidence to 
  get things done (INT and PRE).  Those who are more active 
  in dangerous areas may have higher DEX, and some survival 
  skills as well.
  Suggested Disadvantages: Psychological Limitations 
  like I Have A Vision or Daredevil would not be uncommon 
  for heroic types; non-heroic types would have limitations like 
  Greedy or Arrogant.  Rivalries with other firms or individuals 
  around finance or style.  Watched by paranoid local govern-
  ments is possible.
  Progression: Various progressions are possible, some as 
  civilian extensions of the RCES or Exploration teams, some as 
  freelance adventurers who are Civil Engineers “on the side”.
  COLONIST
  Use the Colonist package deal from Alien Wars, page 84 
  or from Star Hero, page 33.
  Typical Goals and Motivations: Colonists head out into 
  the great untamed frontier to build a home and a legacy based 
  on their own sweat and vision.  Colonists may be fleeing an 
  oppressive land for a land of opportunity or they may be look-
  ing toward the future and what they can make of it. 
  Typical Abilities: Colonists may be farmers or ranchers, 
  craftsmen or soldiers, but they all share the ability to use their 
  skill and learn new skills to build a new life for themselves 
  and their family. Those colonists who survive are hardy and 
  have the willpower to make their dreams come true (higher 
  than average CON, EGO, and PRE). They will have the skills to 
  build their new life (PS: Farming for example).
  Suggested Disadvantages: Colonists may have Psycho-
  logical Limitations like Driven, Visionary, Protective of Family, 
  Protective of Colony, or Single-Minded. They may have family 
  or friends to watch over (DNPC). Older colonists may have 
  Age, and Colonists could potentially have a Secret in their 
  past.
  Progression: Colonists in a dangerous world may progess 
  to soldiers or adventurers to make their new home safe.  Colo-
  nists in a safer world that has political intrigue may progress 
  to senator, diplomat, or other similar professions.
  
  Introduction 
  Traveller Hero, Book 1
  
  COMPUTER PROGRAMMER
  Computer Programmers serve an important technical 
  function, developing the software that runs business and 
  military applications, including starships and robots.  In the 
  New Era, they are also the first line of defense against hacking 
  and Virus.
  Computer Programmer Template
  Cost
  Ability
  7
  Computer Programming +2
  3
  Bureaucratics
  9
  Choose from the following: Electronics, 
  Mechanics, System Operations (choose, include 
  Computer), SS: Computer Science, KS: Computer 
  Security
  3
  Expertise: +1 with 3 related computer skills
  3
  Contact: (typically programmers, technicians)
  Total Cost of Abilities: 2
  Typical Goals and Motivations: Most programmers com-
  bine the joy of creating something new with something that 
  makes life easier, although the money helps as well.  Some 
  programmers are little more than electronic vandals, produc-
  ing code to compromise or alter systems for illicit commercial 
  use or to recklessly prove they’re better than anyone else.  Pro-
  grammers often have a specialty, such as certain programming 
  languages, security and cryptography, information systems, 
  automation systems, and so forth.
  Typical Abilities: Programmers are highly intelligent, 
  using problem solving and deductive skills to create applica-
  tions.  Stereotypical programmers are lone wolves, preferring 
  the company of their computer to human company.  Corporate 
  and business programmers are more likely to be team play-
  ers, and those who lead teams will have good personal skills 
  as well for interacting with users (Conversation, Persuasion, 
  Oratory).  
  Suggested Disadvantages: Common stereotypical disad-
  vantages includes Psychological Limitations such as Geek/
  Nerd, Reserved, Arrogant, as well as the more reliable Confi-
  dent, Direct, and Nonemotional.  They may have Professional 
  Rivalries with other programmers or companies, and they may 
  be Hunted (Watched) if their work involves Security Clear-
  ance.
  Progression: Programmers may progress into Scientist 
  and Professor, spending experience on increasing existing 
  skills and adding a few extra ones.  Those who progress into 
  some type of adventuring life may become the technical sup-
  port of the team, requiring them to spend experience on skills 
  to better support life as an adventurer.
  CONSTRUCTION WORKER
  Standard construction workers are just as important 
  as the designers and engineers in building and maintaining 
  civilization.  With strength and skill, they work to rebuild the 
  New Era worlds.
  Construction Worker Template
  Cost
  Ability
  3
  +3 STR
  3
  Climbing
  3
  PS: Construction 12-
  2
  Transport Familiarity (choose)
  12
  Choose 12 points from the following: PS: Zero 
  G, Breakfall, Mechanics, Electronics, Systems 
  Operation, Bribery, Gambling, WF (choose), CSLs
  3
  Contact: (construction workers, technicians)
  Total Cost of Abilities: 2
  Typical Goals and Motivations: The typical construction 
  worker is happy to get a paycheck for his work, little else.  The 
  heroic construction worker of the TNE era is honored and 
  happy to use his strength and expertise to rebuild the pieces of 
  civilization destroyed by decades of civil war and by the wrath 
  of Virus.
  Typical Abilities: Construction workers are a strong and 
  hardy bunch, maneuvering steel beams and jackhammers.  
  The talented ones have a variety of skills related to their work, 
  and may even have leadership skills (Interaction skills and 
  PRE) to lead teams of workers.
  Suggested Disadvantages: Heroic construction work-
  ers may have Psychological Limitations such as Womanizer, 
  Perfectionist, Confident, or Overconfident; others may have 
  Psychological Limitations such as Corrupt, Abusive, Lazy, and 
  others.  Many have families to support (DNPCs).  As they work 
  to rebuild worlds recaptured from despots, they may have 
  Hunteds by “disgruntled locals” loyal to the former despots.  
  To a lesser degree, Rivalries and Secrets may occur.
  Progression: Construction workers may easily fall into 
  the life of an adventurer, depending on their family situation 
  and the need.  This means spending experience in skills to 
  become a more rounded adventurer.
  DATA/IDENTITY THIEF
  Use the Jacker package deal from Terran Empire, page 
  118.
  DOCTOR
  Use the Doctor package deal from Star Hero, page 34.
  
  Traveller Hero, Book 1 
  Introduction
  
  EXPLORER
  Use the Explorer package deal from Terran Empire, page 
  120.
  Typical Goals and Motivations: Explorers seek new 
  worlds, new cultures, and typically that which has never been 
  seen before.  They may be driven only by the need to experi-
  ence the unknown, or they may have a profit motive.
  Typical Abilities: Like Hunter/Guides, they adapt to many 
  new environments, so Survival, Navigation, and related KSs 
  are key.  Other skills related to the type of exploring they do 
  are important: space travel or underwater travel or the like.
  Suggested Disadvantages: A Psychological Limitation 
  like Curious, Driven To Explore, or Wanderlust is appropriate.  
  Watched or Hunted can be appropriate, depending on the loca-
  tions or environments the Explorer likes to travel.  
  Progression: Anything is possible, such as a guide for the 
  new area he has found, or assistant to a Professor who’s seek-
  ing discoveries.
  EX-CON
  This package represents the ex-con who is now a free 
  man (or woman), and is starting a new life.  (Think James 
  Rockford from the Rockford Files.)
  Ex-Con Template
  Cost
  Ability
  3
  Streetwise, Conversation or Persuasion
  3
  Type of crime: Forgery, Sleight of Hand, 
  Lockpicking, etc.
  3
  Streetwise
  3
  Trading
  3
  Bribery, Disguise, or Gambling
  6
  Combat skills: Weapon Familiarity, Brawling, 
  Combat Skill Levels
  3
  Contact: (criminal)
  Total Cost of Abilities: 2
  Typical Goals and Motivations: The heroic Ex-Con served 
  his time, either justly or unjustly, and now uses his skills to do 
  the right thing.  His unorthodox abilities provide a means to 
  do the right thing by bending the rules the bad guys rely on.
  Typical Abilities: The Ex-Con has a variety of skills, de-
  pending on the type of crime he committed (like theft of cons) 
  or where he served his time.  Prisons are not a place for the 
  weak, so he’ll usually have good STR and CON, and probably 
  high INT and PRE as well.
  Suggested Disadvantages: Watched by law enforcement 
  or the government.  DNPCs of friends he did time with that 
  are now released.  Rivalries with other ex-cons or law enforce-
  ment.  Psychological Limitations such as Driven To Find The 
  Real Criminal or that relate to why he went to jail in the first 
  place.  Social Limitations depending on whether the Ex-Con 
  remains in one location or whether his identification as an Ex-
  Con travels with him.
  Progression: Anything is possible.
  FARMER
  Farming isn’t an easy life, but those who enjoy it find 
  something rewarding in raising food from earth and feeding a 
  world.
  Farmer Template
  Cost
  Ability
  3
  Animal Handling (choose)
  2
  PS: Farmer (choose) 11-
  2
  SS: Biology 11-
  9
  Any appropriate background skills
  2
  Transport Familiarity (choose)
  3
  Contact: (farmers, technicians)
  Total Cost of Abilities: 21
  Typical Goals and Motivations: Pre-industrial age farmer 
  are typically motivated simply by the need to feed their 
  families, and by whatever allegiance they owe to their “liege.” 
  Farmers in a modern age tend to be more interested in the 
  money they can earn, and in the pride of honest labor for hon-
  est profit.  Farmers in the TNE Era may have a blend of both 
  motivations, depending on the amount of damage brought on 
  by the civil wars and by Virus.
  Typical Abilities: Farmers tend to be very skilled in the 
  kind of farming they specialize in (food crops, cotton, milk, 
  ranching, and so forth).  Farmers with large spreads will have 
  additional skills in some type of transportation (Riding, Driv-
  ing, and for forth).  Farmers who raise specialty crops (such 
  as grapes or other fruit for wines) may have High Society and 
  Contacts among their special customers.
  Suggested Disadvantages: Pre-industrial and isolated 
  farmers may have Hunteds or Watcheds of local bandits or 
  greedy lieges.  Various psychological limitations around pride 
  in their farm and stubborn are stereotypical.  
  Progression: A stereotypical progression is the farmboy 
  who leaves his farm, by choice or not, to become an adven-
  turer.  The choices are limitless.
  
  Introduction 
  Traveller Hero, Book 1
  
  FREE TRADER
  Free Traders travel the spacelanes, looking for the right 
  opportunity or the next job.  In the time of Classic Traveller, 
  Free Traders are an independent breed, looking for the right 
  deals. In the time of the New Era, with only decrepit and 
  obsolete tramp merchant vessels available, the crews of Free 
  Traders are stubbornly self-reliant.
  Free Trader Template
  Cost
  Ability
  2
  AK: Working Subsector of Space 11-
  2
  PS: Free Trader 11-
  1
  PS: Vac Suit 8-
  2
  Systems Operation (Communications)
  1
  TF: Ship’s Boat
  2
  WF: Human Small Arms
  15
  15 points worth of skills from the following list:  
  Acting, Bribery, Bureaucratics, Combat Driving, 
  Combat Piloting, CSLs, Computer Programming, 
  Disguise, Electronics, Gambling, Mechanics, 
  Navigation, Paramedics, Persuasion, PS: Steward, 
  Science Skills, Streetwise, Systems Operation, 
  Trading, Transport Familiarities, Weapon 
  Familiarities, any Background Skill
  4
  Contact: (4 points worth)
  1
  Fringe Benefit: Starship License
  Total Cost Of Abilities: 0
  Value
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Options
  +0
  Ship’s Captain: Combat Piloting (Human Merchant 
  Vessels); Streetwise; Trading +3 
  +0
  Ship’s Pilot: Combat Piloting (Human Merchant 
  Vessels) +2; Navigation (Space, Hyperspace) +1; SS: 
  Starship Engineering 11-
  +0
  Ship’s Gunner: WF: Ship’s Weapons; +2 CSLs with 
  Ship’s Weapons; Electronics 8-; Mechanics 8-;  
  Weaponsmith 8- (choose)
  +0
  Ship’s Medic: Paramedic +2; SS: Medicine (INT) +1; 
  SS: Surgery 11-; SS: Pharmacology 11-
  +0
  Ship’s Engineer:  Computer Programming; 
  Electronics; Mechanics; SS: Starship Engineering 
  (INT); Systems Operation (choose)
  +0
  Ship’s Steward:  Conversation; Persuasion; PS: 
  Steward +1; Systems Operation (choose)
  +0
  Ship’s Security: Concealment; +1 CSL with Small 
  Arms; Security Systems; Stealth; Systems Operation 
  (Sensors); 
  Typical Goals and Motivations: Free Traders seek out 
  opportunities, legal or not, to make money and maintain their 
  independence.  
  Typical Abilities: Free Traders spend a lot of time travel-
  ing from place to place, so Area Knowledges, Languages, and 
  Contacts for the next job are common.  Most of their work 
  is done in frontier areas, so Survival and combat skills are 
  useful.  Being stubborn and self-reliant, a higher than average 
  EGO and PRE are typical, and those who survive the frontier 
  usually have a higher than average INT as well.
  Suggested Disadvantages: Psychological Limitations like 
  Self-Reliant, Opportunity Seeker, or Wanderlust are appropri-
  ate.  Watched or Hunted can be appropriate, depending on 
  those with whom the Free Trader has business dealings, and 
  their relationship with the authorities.  
  Progression: Most Free Traders remain Free Traders, 
  increasing their existing skills and adding other skills that 
  increase their ability to survive as Free Traders.
  HUNTER/GUIDE
  This package represents the experienced hunter and 
  guide, trained in survival and travel in dangerous areas.
  Hunter/Guide Template
  Cost
  Ability
  5
  Survival (choose terrains) +1
  3
  Tracking
  3
  Climbing
  2
  Navigation (ground)
  4
  WF: Small Arms, Beam Weapons, Blades OR Bows
  3
  Combat Driving OR Riding
  6
  Choose from: Animal Handling, Running, +1 PER, 
  CSLs, Breakfall, Area Knowledges
  3
  Contact: (friendly natives, trading post owners, 
  happy customers, other guides)
  Total Cost of Abilities: 2
  Typical Goals and Motivations: The hunter/guide en-
  joys the beauty of the environment, or the thrill of the more 
  dangerous environments.  He survives amidst the dangerous 
  terrains, animals, and plants that he encounters, and does so 
  with enjoyment.  Heroic guides make sure that neither animal 
  nor man take advantage; non-heroic guides will bring clients 
  to areas where they can slaughter helpless animals, all in the 
  name of money.
  Typical Abilities: The hunter/guide is an outdoorsman, 
  more at home in the wilderness than in civilization.  He may 
  drive a jeep instead of riding a horse, and carry a pistol as a 
  backup to his bow, but he’s in the wilds.  His STR, CON, INT, 
  and PRE should be higher than average, since he’s hardy, 
  savvy, and not afraid.  
  Suggested Disadvantages: Psychological limitations like 
  Self-Confident, or Protective Of Nature’s Ways.  Rivalries with 
  other hunters/guides (especially if the character is Heroic, and 
  the rival isn’t).  DNPCs representing customers or friends that 
  periodically have to be protected.  
  Progression: Expanding on his knowledge to become an 
  Explorer, learning the ways of other worlds habitats and fauna 
  is one logical progression.  Becoming a professor for natives 
  and visitors about the local wildlife is another possibility.  
  Becoming a freelance adventurer who handles animal “prob-
  lems” is a third possibility.
  
  Traveller Hero, Book 1 
  Introduction
  
  JOURNALIST
  The roving journalist is always looking for a good story 
  to report.  Crusading journalists are looking for wrongs to right 
  by revealing the truth in their stories.  Muckrakers are after 
  their own fame by looking for anything they can reveal that 
  makes them famous.  
  A journalist from Traveller is Akidda Laagir from the 
  Travelers’ Digest series of adventures.
  Journalist Template
  Cost
  Ability
  3
  Conversation
  3
  Persuasion
  3
  PS: Journalist 12-
  15
  15 points worth from the following: Acting, 
  Bribery, Concealment, Cramming, Deduction, 
  High Society, Lockpicking, Seduction, Skill 
  Levels, Shadowing, Streetwise, Systems Operation, 
  Transport Familiarities, Weapon Familiarities, +1 
  PER, any Background Skill
  6
  Contact: (criminal, government, law enforcement, 
  celebrity)
  1
  Perk: Press Pass
  Total Cost of Abilities: 1
  Value
  Disadvantage
  15
  Psychological Limitation: Curious (Common, 
  Strong)
  15
  Psychological Limitation: Must Get Story 
  (Common, Strong)
  Total Value of Disadvantages: 0
  Typical Goals and Motivations: Reporters are by their 
  very nature curious.  Getting the story is worth any risk, even 
  their own lives in some cases.
  Typical Abilities: Reporters deal with people constantly, 
  so they must possess good interaction skills, and a high PRE 
  doesn’t hurt.  They also have to investigate and research, so 
  background skills, high INT, and investigative skills like De-
  duction are very useful.  Journalists may also have a specialty, 
  like court reporter, war reporter, or celebrity reporter, in which 
  case they would have corresponding background skills on 
  those specialties.  Those journalists traveling to distant lands 
  will find languages quite useful.
  Suggested Disadvantages: Reporters can have any variety 
  of disadvantages.  Rivalries with other reporters or news 
  services, Watcheds (bosses or paranoid citizens), Hunteds 
  (criminals or corrupt officials), and others are possible.
  Progression: A journalist is all about detective work and 
  discovery, so Detective and Explorer are logical progressions.
  MARTIAL ARTIST
  This package represents martial arts specialists, such as 
  instructors and assassins.
  Martial Artist Template
  Cost
  Ability
  10
  Martial Arts Maneuvers (choose)
  6
  +2 CSLs with Martial Art
  9
  Choose 9 points from the following: Acrobatics, 
  Breakfall, Climbing, Concealment, Contortionist, 
  Gambling, High Society, Sleight of Hand, Stealth, 
  Streetwise
  3
  KS: Martial Art 12- (choose)
  6
  Choose 6 points from the following: any relevant 
  PS, Survival, WF (choose)
  3
  Contact: (business, criminal, other martial arts 
  specialists)
  Total Cost Of Abilities: 
  Typical Goals and Motivations: Martial Artists vary 
  from the Old Mentor who teaches his skills to those worthy 
  students to modern Ninja or professional bodyguards adept at 
  protecting their charges.  They can even include quiet priests 
  who only fight when absolutely necessary, and fate seems to 
  make it very necessary lately.
  Typical Abilities: Martial Artists are quick, relying on 
  speed and experience to deliver blows fast and dodge damage.  
  Suggested Disadvantages: Many are possible, depending 
  on the stereotype the player has in mind.
  Progression: The martial artist makes a find addition to 
  any adventuring team.  He should spend experience not only 
  in his martial skills, but in other skills to round out his useful-
  ness.
  
  Introduction 
  Traveller Hero, Book 1
  100
  MECHANIC
  This package represents the trained mechanic, good at 
  fixing all sorts of machines and vehicles.
  Mechanic Template
  Cost
  Ability
  7
  Mechanics +2
  2
  Transport Familiarity (choose)
  9
  Choose from the following: Trading, Conversation, 
  Persuasion, Bureaucratics, Systems Operation, 
  Electronics
  3
  KS: Specialty (choose)
  3
  Choose one of the following: PS: Zero G, Climbing, 
  Navigation, Tracking, Bribery, Gambling, PS: Ship 
  Engineering
  3
  Contact: (mechanics, customers)
  Total Cost of Abilities: 2
  Typical Goals and Motivations: The mechanic’s job is to 
  keep the vehicles in good shape, and repair them when they 
  get damaged.  That job may be back at base where it’s safe or 
  in the middle of a dangerous journey.
  Typical Abilities: The Mechanic has lots of skills to main-
  tain and repair vehicles, which may include tinkering (Inven-
  tor) and other sciences and knowledges to aid in his work.  
  He’s also able to fly, drive, or otherwise handle the vehicles he 
  works on.
  Suggested Disadvantages: Psychological Limitations 
  around his “babies” being at their best, or around optimal 
  efficiency of the engines (Perfectionist).  Rivalries with other 
  mechanics is possible.  Watched by the military or others in 
  wartime.
  Progression: Following along as an Explorer, or becoming 
  a Detective regarding vehicle clues to crimes (noise, markings, 
  residue).  Being part of a freelance adventuring crew, main-
  taining the vehicles.
  MERCENARY
  Use the Mercenary package from Terran Empire, page 
  122.
  Typical Goals and Motivations: Mercenary motivations 
  can vary greatly, from fighting for the underdog to selfish louts 
  who only care about money.  Some mercenaries enjoy killing 
  and combat, others prefer to be the force in “show of force” 
  diplomacy.  
  Typical Abilities: Mercenaries should have extensive mili-
  tary experience and combat skill.  They are in good physical 
  shape, have an understanding of combat and tactics, and may 
  have any number of other useful skills depending on their 
  military or paramilitary background.
  Suggested Disadvantages: Mercenaries often have a repu-
  tation, either personally or through their mercenary company.  
  Psychological limitations like Devotion To Duty, Greedy, and 
  others are not uncommon.  Some may have a Secret that made 
  them become a mercenary.
  Progression: Mercenary adventurers are a common Trav-
  eller element.
  PILOT
  Civilian pilots, flying light aircraft into the local outback 
  or shuttles to the local starport fulfill a crucial profession.  
  Commercial pilots tend to be planet or system-bound, but may 
  also work for megacorporations moving passengers or cargo 
  along normal routes.
  Some civilian pilots may actually be retired military, in 
  which case the character should use the appropriate military 
  pilot template, modified for retirement.
  See also the Pilot package deal from Terran Empire, page 
  120.
  Pilot Template
  Cost
  Ability
  7
  Combat Piloting +2
  3
  Navigation (Air, Space)
  3
  +1 PER Rolls
  3
  TF: Aircraft and Commercial Space Vehicles
  3
  PS: Commercial Pilot 12-
  6
  6 points of Skills from the following list: 
  Concealment, Electronics, Mechanics, Systems 
  Operation, any background skills
  4
  Contacts (choose)
  1
  Fringe Benefit: License to Practice Commercial 
  Piloting
  Total Cost of Abilities: 0
  Cost
  Disadvantages
  0
  None
  Total Cost of Disadvantages: 0
  Typical Goals and Motivations: The single common moti-
  vation among pilots is a desire to fly.  Others enjoy the ability 
  to travel to unseen areas, to do their job well, and to make 
  money doing their job.
  Typical Abilities: Pilots tend to have good reflexes (high 
  DEX), good vision (PER Rolls), and good direction abilities 
  (Navigation or even Bump of Direction).  
  Suggested Disadvantages: Many pilots have a reputation 
  for daredevil or thrillseeking (Psychological Limitations and/or 
  Reputation).  This may also lead to rivalries with other pilots 
  (Professional Rivalries).
  Progression: Professional Pilots may grow into various 
  roles, becoming Explorers or Adventurers, either of which 
  means spending experience points to broaden their skill set.
  
  Traveller Hero, Book 1 
  Introduction
  101
  PIRATE
  One government’s privateer is another’s pirate scum.  
  The template below works for various types of pirates.
  See also the Pirate package deal from Terran Empire, 
  page 118.
  Pirate Template
  Cost
  Ability
  3
  Combat Piloting
  2
  AK: Imperial Space 11-
  3
  Navigation (Space, Hyperspace)
  3
  PS: Vac Suit (DEX)
  3
  WF: Small Arms, Beam Weapons
  3
  Mechanics
  12
  12 points worth of skills from the following list:  
  Acting, Bribery, Combat Skill Levels, Computer 
  Programming, Disguise, Electronics, Gambling, 
  Interrogation, Martial Arts, Oratory, Persuasion, 
  Streetwise, Systems Operation, Trading, WF: 
  Common Melee Weapons, WF: Starship Weapons, 
  any Background skill, Environmental Movement 
  (Zero-G)
  3
  Contacts: choose
  Total Cost Of Abilities: 2
  Value
  Disadvantages
  -15
  Hunted (Police organization, player’s choice)
  Total Cost of Disadvantages: 1
  Other Notes
  Gentleman Pirate: Gentleman pirates take the cargo and 
  leave the ship’s crew and passenger alive and well, so that 
  future merchants will give up easily knowing their crew will 
  be safe.  They have a code of chivalry (of sorts), and they also 
  realize that bloodthirsty pirates are hunted with a vengeance 
  by Naval armadas, and there’s no money in that... 
  Value
  Options
  +3
  Gentleman Pirate: select Oratory, Trading, Common 
  Melee Weapons, +1 CSL; add High Society
  System Raider: System raiders target stations and 
  worlds rather than ships, in the Viking fashion.  They make a 
  sudden appearance, take everything they can from the station 
  or world, and head back home to a hidden base.
  Value
  Options
  +0
  Raider: select WF: Starship Weapons, +1 CSL 
  with Small Arms or Common Melee Weapons, 
  Concealment, Systems Operations 
  Hijacker: Hijackers infiltrate a vessel by posing as pas-
  sengers or crew, working from within the target ship instead of 
  from outside.  Of all the types of pirates, hijackers tend to be 
  the most bloodthirsty, making sure there are no witnesses left 
  alive.  
  Value
  Options
  +3
  Hijacker: select +1 CSL with Small Arms or 
  Common Melee Weapons, Concealment, Disguise, 
  Persuasion; add Security Systems 
  PROFESSOR
  This package represents the Indiana Jones type of adven-
  turing professor, splitting his time between university teaching 
  and the search for new knowledge.
  Professor Template
  Cost
  Ability
  6
  Specialty - pick a SS at +3
  6
  Pick two related Background skills
  2
  Language (choose)
  6
  Choose 6 points from the following: Trading, 
  Conversation, Persuasion, Acting, Seduction, 
  Streetwise
  9
  Choose 9 points from the following: Climbing, 
  Navigation, Survival, Environmental Movement, 
  Tracking, Deduction, Forensic Medicine, Weapon 
  Familiarity, Transport Familiarity, any Background 
  skill
  3
  Contact: (academic or government)
  1
  Fringe Benefit: Licensed Practitioner/Instructor
  Total Cost of Abilities: 
  Typical Goals and Motivations: Learn and discover, 
  discover and learn, then teach to those with an open mind.  
  That’s the creed of the adventurous professor.  New discov-
  eries don’t take place in a dusty classroom, so the professor 
  spends a great deal of time traveling to exotic locations to 
  make new discoveries.
  Typical Abilities: Professors are well-educated, hav-
  ing various background skills and a higher than normal INT.  
  Those who travel a lot may also have Well Traveled and many 
  Contacts and languages.  Those adventurous types will have 
  higher than normal STR and CON to survive the many harsh 
  conditions they face in search of discoveries.
  Suggested Disadvantages: Those who are old or out of 
  shape may have the Age disadvantage to represent their frailty.  
  They may have Rivalries with other professors in search of 
  valuable knowledge.  Watched by the University is possible, as 
  the professor’s successes and failures reflect directly on them.  
  Progression: Anything is possible.
  PROSPECTOR/SALVAGER
  Use the Prospector/Salvager package deal from Terran 
  Empire, page 120.
  
  Introduction 
  Traveller Hero, Book 1
  102
  PSION, REGENCY
  This package represents an individual trained as a psion 
  (psionic individual) at one of the psionic training houses in 
  the Regency of the New Era.
  Regency Psion Template
  Cost
  Ability
  3
  Analyze Psionics
  3
  KS: Psionics +1
  3
  Power: Psionics
  9
  Choose 3 from the following: +1 with PER, Acting, 
  Persuasion, Conversation, Oratory, a Science Skill, 
  a Weapon Familiarity, Streetwise, 
  30
  Psionics powers
  3
  Contact: (a fellow psionic, member of training 
  house, academic, government, or intelligence 
  communities)
  1
  Fringe Benefit: Licensed Psionic
  Total Cost of Abilities: 2
  Option
  -5
  Distinctive Features: Bald Head OR Clan tattoo on 
  forehead
  -5
  Psychological Limitation: Regency-Trained Psionic
  Typical Goals and Motivations: Regency psions are 
  motivated to enhance their psionic abilities and to further the 
  prestige of their training houses.  The heroic psions watch for 
  opportunities to aid those in need and provide that aid.
  Typical Abilities: A high willpower and psionic ability 
  (high EGO) are typical, as well as a higher than average PRE.  
  Background skills related to their interests and hobbies is typi-
  cal.  They often have a set of contacts in their training house 
  or with other psionic individuals.
  Suggested Disadvantages: Those who are physically 
  inactive or simply older may take the Age disadvantage to rep-
  resent their lack of physical resilience.  They may have Profes-
  sional Rivalries with other psions, and they may be Watched 
  by their own training house or by other psionic groups or 
  governments.
  Progression: Anything is possible.
  PSIONICS INSTITUTE MEMBER
  Use the Adept package deal from Terran Empire, page 
  121, but remove the Fringe Benefit if the campaign occurs after 
  the closure of the Psionic Institutes.
  PSIONIC RESEARCHER
  This package represents the psionic researcher that be-
  came legal after the fall of the Third Imperium.  With the need 
  to understand the Zhodani neighbors, controlled research of 
  psionics is allowed in the time of the New Era.
  Psionic Researcher Template
  Cost
  Ability
  4
  SS: Medicine +1
  4
  SS: Biology +1
  3
  KS: Psionics +1
  3
  Choose one of the following: Deduction, PS: 
  Research (INT), SS: Psychology (INT), +1 PER
  3
  Conversation or Persuasion
  3
  Contact: (medical, administrative, or a psionic)
  1
  Fringe Benefit: Licensed Psionic Researcher
  Total Cost of Abilities: 21
  Option
  10
  Psionics
  Typical Goals and Motivations: The psionic researcher is 
  fascinated by (or sometimes fearful of) the powers of the mind, 
  and he is dedicated to understanding how psionics works.  
  Some researchers are motivated to understand their own 
  psionics, others are motivated to extend or control psionics in 
  others.
  Typical Abilities: Intelligence and discipline (high INT 
  and EGO) are typical, as well as a higher than average PRE.  
  They have many Science Skills and Background skills regard-
  ing their research.  Those who interact with others may have 
  a set of contacts in their field or psionic individuals they deal 
  with.
  Suggested Disadvantages: Those who have been re-
  searchers for a long time may have the Age disadvantage to 
  represent their lack of physical resilience.  They may have 
  Professional Rivalries with other researchers who have differ-
  ent beliefs, and they may be Watched by their own research 
  organization or by psionic groups.
  Progression: Anything is possible.
  REBEL
  Use the Rebel package deal from Terran Empire, page 
  119.
  ROGUE
  Use the Rogue package deal from Terran Empire, page 
  119.  For more specific types of Rogues, see the Cat Burglar, 
  Grifter, and Hacker templates from Dark Champions, pages 
  34-37.
  SCIENTIST (FIELD SCIENTIST)
  For the independent Field Scientist, use the Scientist 
  package from Terran Empire, page 122.
  Typical Goals and Motivations: The field scientist is inter-
  ested in finding revealing information about his latest research 
  interest, seeking funding or collaborating as necessary to 
  further his progress.  When others with similar interests have 
  a need, field scientists are often hired to help with research.
  Typical Abilities: Scientist, by their natures, are skilled 
  in a variety of sciences and technical skills.  They often have 
  a higher than average INT, and the more self-confident ones 
  have a higher than average EGO.
  Suggested Disadvantages: Some scientists may be overly 
  focused (obsessed) with a given topic, and may be out of their 
  
  Traveller Hero, Book 1 
  Introduction
  10
  element in “the real world.” Others may have controversial 
  theories, professional rivalries, or secrets derived from failed 
  research.  More heroic scientists may be overly logical and less 
  emotional, be driven to find a cure, and other psychological 
  limitations that define why they research their specialty.
  Progression: xxx
  SMUGGLER
  Use the Smuggler package deal from Terran Empire, page 
  119, but with the following modifications:
  • Change WF: Advanced Small Arms to WF: Beam Weap-
  ons
  TECHNICIAN
  Use the Technician package from Terran Empire, page 
  123.
  TRADER
  Use the Trader package deal from Terran Empire, page 
  121.
  WEALTHY TRAVELLER
  This package represents the rich character with wander-
  lust and adventure in his/her heart.
  Wealthy Traveller Template
  Cost
  Ability
  3
  Streetwise, Conversation or Persuasion
  3
  +1 PER, Deduction, or Shadowing
  3
  Trading or Bureaucratics
  3
  Language(s)
  3
  Riding or Animal Handling
  9
  Choose from the following: Transport Familiarity, 
  Combat Driving, Combat Piloting, Navigation, PS: 
  Zero G, Weapon Familiarity (choose)
  10
  Perk: Money
  3
  Contact: (business or government)
  Total Cost of Abilities: 
  Typical Goals and Motivations: The Wealthy Traveller is 
  bored by his life back home, and so uses his money to travel 
  to where things are “more interesting.” He may have simple 
  interests such as rare art and artists, or may be out for thrill 
  seeking adventure of any type.
  Typical Abilities: Usually from Rank and Privilege (High 
  Society), although some may have gained wealth recently and 
  lack the social graces (Streetwise instead).  
  Suggested Disadvantages: He may have rivalries with 
  a sibling or another Wealthy Traveler around whose latest 
  adventure was the most dangerous or exciting.  Various Psy-
  chological Limitations like Thrillseeker or Overconfidence are 
  possible.
  Progression: The Wealthy Traveller may truly be a thrill 
  seeker, or use that as an excuse to help others.
  Hiver Professions
  These professions are taken from Traveller: The New Era.
  HIVER TECHNICAL REPRESENTATIVE
  These are the Hivers assigned as technicians and sup-
  port staff to the Humans.
  Hiver Tech Rep
  Cost
  Ability
  2
  WF: Small Arms OR WF: Beam Weapons
  7
  Computer Programming +2
  5
  Language: Galanglic (completely fluent, literate)
  14
  Specialty Skills - Choose 2 skills from the 
  following: Systems Operations (Communications, 
  Sensors, or Computers) +2, Mechanics +2, 
  Electronics +2, Analyze (Technology) +2
  12
  Supporting Skills - choose 4 INT-Based sciences 
  or professional skills, such as the following list: 
  SS: Biology, SS: Chemistry, SS: Agriculture, 
  SS: Genetics, SS: Geology, SS: Meteorology, 
  SS: Physics, SS: Robotics, SS: Xenobiology, SS: 
  Gravitics, SS: Starship Engineering, 
  Total Cost of Abilities: 0
  HIVER INSTRUCTORS
  These are the Hivers who teach at the Universities, al-
  though some take extended leave to explore with the humans.
  Hiver Instructor
  Cost
  Ability
  11
  Computer Programming +4
  5
  Language: Galanglic (completely fluent, literate)
  7
  Specialty Skill - Choose 1 skill from the following: 
  Systems Operations (Communications, Sensors, 
  or Computers) +2, Mechanics +2, Electronics +2, 
  Analyze (Technology) +2
  12
  Supporting Skills - choose 3 INT-Based sciences 
  or professional skills at +1, such as from the 
  following list: SS: Biology +1, SS: Chemistry +1, SS: 
  Agriculture +1, SS: Genetics +1, SS: Geology +1, 
  SS: Meteorology +1, SS: Physics +1, SS: Robotics 
  +1, SS: Xenobiology +1, SS: Gravitics +1, SS: 
  Starship Engineering +1
  Total Cost of Abilities: 
  HIVER MERCHANT
  Use either the Free Trader template or the Trader 
  package deal from Terran Empire page 121, but change High 
  Society/Streetwise to Systems Operation: Computer, and add 
  Language: Galanglic (fluent, literate).
  
  Introduction 
  Traveller Hero, Book 1
  10
  Vargr Professions
  VARGR MERCHANT
  Use the Trader package deal from Terran Empire, page 
  121, but add the following:
  Cost
  Ability
  2
  WF: Small Arms OR WF: Beam Weapons
  3
  Brawling (+1d6 HA)
  3
  PS: Zero-G (DEX)
  4
  Environmental Movement (Zero-G)
  Total Cost of Abilites: 12
  Option
  9
  Group Leader: Persuasion +1 and PS: Leader (PRE) 
  +1
  VARGR RAIDER
  Use the Pirate package deal from Terran Empire, page 
  118, but change AK: Milky Way to AK: Vargr/Imperium Border, 
  change WF: Advanced Small Arms to WF: Beam Weapons, add 
  Brawling, PS: Zero G, Tactics (Ground), and Tactics (Starship).
  And for the group leader, add:
  Persuasion +1
  PS: Leader (PRE) +1
  Aslan Professions
  ASLAN MERCENARY
  Aslan mercenaries are typically male, although members 
  of a mercenary team may be male or female since the females 
  handle the logical and tactical aspects.  
  For mercenaries who are NOT ex-military, use the Mer-
  cenary package deal from Terran Empire, page 122.
  For mercenaries who are ex-military, use the appropriate 
  Army, Navy, or Marines package, but add Fringe Benefit: Mer-
  cenary License (1 point) and TF: Grav Belt (1 point).  For males, 
  add Leadership and Ground Tactics.  For females, add choice of 
  Logistics, Tactics, Gravitics, Paramedic, or Science Skills.
  ASLAN ASSASSIN
  Not really an assassin, more of a professional duelist, the 
  Aslan assassin finds those who have dishonored themselves 
  and the Aslan race, and challenges them to one-on-one mortal 
  combat.  All Aslan assassins are male.
  Use the Assassin package deal from Terran Empire page 
  117, but change the Disadvantage to Psychological Limitation: 
  Aslan Code Of Honor (Common, Strong).
  Zhodani Professions
  ZHODANI NOBLE
  Zhodani nobles are the leaders of their society.
  Zhodani Noble Template
  Cost
  Ability
  7
  High Society +2
  6
  6 points worth of Skills from the following list:  
  Acting, Bribery, Conversation, Gambling, Oratory, 
  Persuasion, Seduction, Skill Levels, Transport 
  Familiarity, Weapon Familiarity, any Background 
  Skill, additional Contacts
  5
  Psionics Skill Roll +1
  11
  Psionic END Reserve: 30 END, 8 REC
  10
  Any one of the following psionic Talents: Telepathy, 
  Telephysics, Teleportation, Teleperception, Self, or 
  Arcana [25-point VPP]
  1
  One known psionic specialty (such as Telempathy)
  2
  WF: Small Arms OR WF: Beam Weapons
  3
  Contact: Court officials (3 points worth)
  5
  Fringe Benefit: Noble Rank
  5
  Money: Well Off (500,000 Cr per year)
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -5
  Hunted:  Other Nobles 8- (As Pow, NCI, Watching)
  -10
  Social Limitation: Famous (Frequently, Minor)
  Total Cost of Disadvantages: 11
  Typical Goals and Motivations: Nobles have a wide vari-
  ety of goals and motivations.  Heroic nobles seek to help the 
  citizens they are responsible for; corrupt nobles rehabilitated 
  by the Psionic Police are returned to good leadership.
  Typical Abilities: Nobles tend to be learned in the arts 
  and sometimes the sciences.  They usually have a higher than 
  average INT and PRE.  Nobles are well-schooled, and tend to 
  have a broad range of Background skills.
  Suggested Disadvantages: The life of a noble can be a 
  posh and easy one (Psychological Limitations such as Little 
  Ambition or Unable To Take Care Of Self), or one with many 
  challenges (Psychological Limitations, Hunteds/Watcheds, and 
  Professional Rivalries during wartime).
  Progression: Nobles who take an active role in helping 
  their people may fall naturally into the life of an adventurer.  
  Nobles who are scientifically adept may become well-known 
  in fields of scientific research (Field Scientist).
  
  Traveller Hero, Book 1 
  Introduction
  10
  ZHODANI INTENDANT
  Zhodani intendants are middle-management aides to 
  Nobles.
  Zhodani Intendant Template
  Cost
  Ability
  3
  Bureaucratics
  2
  KS: Zhodani Civil Service 11- (choose)
  2
  PS: Civil Service or Management Profession (such as 
  Clerk, Inspector, etc.) 11-
  6
  6 points worth of skills from the following list:  
  Computer Programming, Deduction, High Society, 
  Persuasion, Systems Operation, Streetwise, 
  Tracking, Trading, Transport Familiarity, Weapon 
  Familiarity, any Background Skill, Computer Access 
  to Governmental Database
  5
  Psionics Skill Roll +1
  11
  Psionic END Reserve: 30 END, 8 REC
  10
  Any one of the following psionic Talents: Telepathy, 
  Telephysics, Teleportation, Teleperception, Self, or 
  Arcana [25-point VPP]
  1
  One known psionic specialty (such as Telempathy)
  2
  WF: Small Arms OR WF: Beam Weapons
  6
  Contact: Government Agency 11-
  1
  Fringe Benefit: Security Clearance Level 1
  Total Cost Of Abilities: 
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Typical Goals and Motivations: Zhodani intendants are 
  the middle level attendants to nobles, and therefore part of the 
  Zhodani civil service.  Intendants have been chosen based on 
  their psionic nature, but they will deal with both psionic and 
  non-psionic Zhodani.  
  Typical Abilities: High EGO, above average INT and EGO.
  Suggested Disadvantages: Difficult to say, with the 
  psionic police watching people’s thoughts...
  Progression: Open.
  ZHODANI GUARD
  The Zhodani Guard are psionic combat troops, and usu-
  ally are organized in battle groups ranging in size from a squad 
  up to the size of a battalion.  There are three types: scramblers, 
  directors, and teleporters.  
  Scramblers use Telephysics to disrupt enemy forces; di-
  rectors use Telepathy or Teleperception to locate enemy forces; 
  teleporters use their abilities to move swiftly to the battlefield 
  and take advantage of the elements of surprise and position.  
  Zhodani Guard have psionics of Rank 5 or greater.
  Zhodani Guard Template
  Cost
  Ability
  3
  +1 CSL with Weapon Group
  3
  Concealment
  3
  Demolitions
  2
  KS: Zhodani Guard 11-
  2
  PS: Soldier 11-
  3
  Navigation (Land) 8-
  3
  Paramedics
  3
  Survival
  3
  Tactics
  1
  TF: Grav Belt
  5
  WF: Small Arms, Beam Weapons, Blades
  6
  6 points worth of skills from the following list:  
  Bugging, Climbing, Combat Driving, Combat 
  Piloting, Cryptography, Electronics, Lockpicking, 
  Security Systems, Shadowing, Stealth, Survival, 
  Systems Operation, Tracking
  3
  Contact: 3 points worth
  3
  Fringe Benefit: Corporal
  38
  Psionic Option: Scrambler, Director, or Teleporter
  Total Cost Of Abilities: 20
  Value
  Disadvantages
  -10
  Social Limitation: Subject To Orders (Frequently, 
  Minor)
  Total Cost of Disadvantages: 10
  Scrambler Option: Scramblers are adept at using Tele-
  physics (telekinesis, pyrokinesis, cryokinesis, and others) to 
  scramble personnel and systems.  
  Value
  Powers
  7
  Psionics Skill Roll +2
  11
  Psionic END Reserve: 30 END, 8 REC
  15
  Telephysics Talent (50-point VPP)
  5
  Choose 5 specialties from the following list: 
  Telekinesis, Change Environment (cold), Energy 
  Blast (cold), Ranged Killing Attack (cold), 
  Transformation (after-effects of extreme cold), 
  Change Environment (heat), Energy Blast (heat), 
  Ranged Killing Attack (heat), Transformation (after-
  effects of extreme heat)
  Director Option: Directors are adept at either Telepathy 
  or Teleperception to find and analyze the enemy and direct 
  their forces (or misdirect the enemy).
  Value
  Powers
  7
  Psionics Skill Roll +2
  11
  Psionic END Reserve: 30 END, 8 REC
  15
  Telepathy or Teleperception Talent (50-point VPP)
  
  Introduction 
  Traveller Hero, Book 1
  10
  5/1
  Choose 5 specialties from the following Telepathy 
  list: Telepathy (Emotions only; -1/2), Mind Control 
  (Emotions only; -1/2), Telepathy (full), Mind Control 
  (full), Drain (EGO), Mind Scan, Ego Attack (Does 
  BODY; +1)
  or select Clairsentience (sight and/or sound) for 
  Teleperception
  Teleporter Option: Teleporters, like snipers, rely on the 
  element of surprise to give them an edge.
  Value
  Powers
  7
  Psionics Skill Roll +2
  11
  Psionic END Reserve: 30 END, 8 REC
  15
  Teleportation Talent (50-point VPP)
  3
  Choose the following specialties: Teleportation, 
  Teleportation (MegaScale range), Teleportation 
  (Usable Against Others)
  Typical Goals and Motivations: Zhodani Guard are the 
  elite combat troops, and are extremely loyal to the Zhodani 
  cause.  Beyond their strong will, they have the normal motiva-
  tions of any (psionic) soldier – protecting their homeland and 
  families, making a name for themselves, and so forth.
  Typical Abilities: As soldiers, they have above average 
  STR and CON, and as psions they have a high EGO.  
  Suggested Disadvantages: Psychological Limitations such 
  as Loyalty to Zhodani, Brave, and similar; Hunted (Watched) 
  by Psionic Police; Professional Rivalry with other members of 
  their squad or other squads
  Progression: In the right environment, they can become 
  adventurers or mercenaries after they muster out.
  Droyne Professions
  DROYNE SPORT
  Droyne Sports may take any package which serves the 
  need of their clan: Explorer, Pilot, Diplomat, Belter, etc.
  
  Traveller Hero, Book 1 
  Game Elements
  10
  C
  haracters created for a Traveller Hero campaign 
  use most of the game elements – Skills, Perks, 
  Talents, Powers, and Disadvantages – as they are 
  given in the HERO System rulebook, with some of the modifi-
  cations given in Star Hero.  Some special notes are necessary 
  for the Traveller Hero setting.
  Characteristics
  Characteristics are important for all HERO settings, but 
  here are some notes on their use in a Traveller Hero game.
  Traveller Hero characters tend to be more “realistic” 
  characters rather than movie-style characters, and are based 
  on either 100 Base Points +50 Disadvantage Points, or 150 
  Base Points+50 Disadvantage Points.  Characters with more 
  than 50 points in disadvantages tend to have more of a movie 
  or superhero feel.
  Characters in a Traveller Hero setting that have been 
  converted from Traveller usually have primary characteristics 
  in the 8-13 range, with some rare 15’s.  But most converted 
  characters have aged through the military service route, and 
  have had most of their characteristics lowered through aging 
  (Age 40+ and Age 60+).  GMs wishing to maintain this feel 
  should set a campaign rule for no more than one or two char-
  acteristics in the 15 range, and most in the 8-13 range.  This is 
  simply a suggestion, and by no means required of all Traveller 
  Hero campaigns.
  STRENGTH
  Except for HTH Combat and STR Min for weapons, STR 
  is less important in a Traveller Hero game.  With cargo-load-
  ing robots and heavy-work machinery, most humans in the 
  Imperium will have STR in the 8-13 range.
  However, geneering (genetic engineering) was practiced 
  by the Ancients (See the Vargr) and even by other human 
  races in the past.  The GM may design genetically engineered 
  humans (such as the Heavyworlders, Martians, and Selkies) 
  on far off worlds with enhanced characteristics.
  DEXTERITY
  As with STR, DEX in the Imperium is not usually impor-
  tant except in combat and certain skills.  
  If the GM wishes to keep the DEX in the 8-13 range, he 
  should encourage characters to buy 5-point levels with DEX-
  Based Skills, 3-point levels with a cluster of skills (e.g.  Light 
  On His Feet: +1 with Acrobatics, Breakfall, and PS: Dance ), 
  Lightning Reflexes, or additional DEX with the limitation Only 
  For DEX Rolls (-1) instead of high DEX.  This keeps character’s 
  CV within the norm, but allows the DEX-Based skills to be-
  come heroic.
  INTELLIGENCE
  In a high-tech universe like Traveller, INT is very im-
  portant, since so many tech skills are INT-Based.  If the GM 
  wishes to allow higher rolls but not have everyone running 
  around with an 18+ INT, he should encourage the character to 
  buy 5-point levels with INT-Based Skills, or 3-point skill levels 
  with clusters of skills (e.g. Specialist: +1 with Electronics, Me-
  chanics, and Computer Programming) instead of a high INT.
  Skills
  Star Hero discusses some special rules for Skills in a Sci-
  ence Fiction campaign (see Star Hero, pages 39-48).  Some of 
  these rules apply to Traveller Hero.
  For information on skill roll penalties in dealing with 
  alien or obsolete/advanced technologies, see Star Hero, pages 
  143-144.
  BREAKFALL
  See Star Hero, page 40 for using Breakfall in Zero-G.
  COMPUTER PROGRAMMING
  Use Computer Programming to create, program, and 
  modify computer systems; use Systems Operation: Computers 
  to operate computers and computer-based applications.  Note 
  that Traveller Hero uses the single Computer Programming 
  skill, without subcategories.
  ELECTRONICS
  Traveller Hero uses Electronics to fix electric and elec-
  tronic devices, and does not use subcategories.
  HIGH SOCIETY
  High Society applies as a default to Imperial Society, 
  except for those societies with no connection to the Imperium.  
  Appropriate Culture Knowledges can be used as complemen-
  tary skills for other cultures.
  INVENTOR
  See Star Hero, page 42 for using Inventor to create ap-
  propriate devices.
  LANGUAGES
  There are translation computers for some of the well-
  known languages, but no Universal Translators like Star Trek, 
  so languages are important.
  In Traveller, the Imperial language is Galanglic, a 
  descendant of the English language.  But various sectors and 
  worlds have their own languages, and so building a language 
  tree would be a daunting task.  Assume that any alien lan-
  guage from a different world (alien to the speaker) costs +1 
  point if the communication mode is the same (e.g. speaking), 
  but costs more if there are differences in the methods.  See 
  Star Hero, pages 43-44 for appropriate cost modifiers.
  MARTIAL ARTS
  Within the Imperium, there are innumerable martial arts 
  styles.  With so many styles, it is recommended to abolish the 
  Martial Arts Style disadvantage, as it wouldn’t be truly limit-
  ing.
  Brawling is simulated in Traveller Hero with one or two 
  dice of Hand-To-Hand Attack, and one or two levels with HTH 
  Combat.
  It’s recommended that for Imperial forces (Army, Navy, 
  Marines, Intelligence, etc.) with advanced Martial Arts train-
  ing, the GM select a particular style of Martial Arts learned by 
  that Imperial Force.  It could be, for example, that all Imperial 
  Marines learn Zero Gravity Combat from The Ultimate Martial 
  Artist, page 87, while all Imperial Intelligence personnel learn 
  Game Elements
  
  Game Elements 
  Traveller Hero, Book 1
  10
  Krav Maga from The Ultimate Martial Artist page 37.
  MECHANICS
  Use Mechanics to repair engines, power plants, vehicles, 
  and such other devices.  Most of these devices require ad-
  vanced tools to work on them.
  NAVIGATION
  Navigation (Space) and Navigation (Hyperspace) are 
  required for travel with Maneuver drives and Jump drives, 
  respectively.
  PARAMEDICS
  Paramedic in Traveller applies regardless of species, but 
  the GM should apply modifiers based on the alienness of the 
  target species.  See Terran Empire, page 124 for appropriate 
  modifiers.
  PROFESSIONAL SKILL: ZERO-G OPERATIONS
  Professional Skill: Zero-G Operations is a DEX-Based 
  professional skill.  For more details, see Star Hero, pages 45-46.
  SURVIVAL
  See the Planetary Similarity table in Star Hero, page 47 
  in regards to terrains on divergent worlds.
  SYSTEMS OPERATIONS
  In Traveller Hero, Systems Operation is broken out as 
  follows:
  Communications
  Telephone Communications
  Radio
  Broadcast Communications
  Satellite Communications
  Communications Jamming Equipment
  Light Wave
  Environmental
  Life Support
  Personnel Support
  Recreational Support
  Medical
  Medical Sensors
  Medical Systems and AutoMed
  Sensors
  Medical Sensors
  Passive Detector Sensors
  Radar
  Sonar
  Sensor Jammers
  Lidar
  Weapon Systems
  RCM (Remote Controlled Missiles)
  RCV (Remote Controlled Vehicles)
  TRANSPORT FAMILIARITY
  Transport Familiarities for Traveller Hero slightly dif-
  ferent from those of Star Hero.  Sci-Fi Vehicles and Mecha 
  are completely removed.  Categories with additions and new 
  categories are broken out as follows:
  Recreational
  Antigrav Harness (added to list)
  Hovercraft (added)
  Civilian Hovercraft
  Military Hovercraft
  Antigrav (added)
  Civilian Antigrav (includes Air Raft)
  Military Antigrav (includes AG Tank)
  Early Spacecraft
  Rockets
  Spaceplanes
  Personal Use Spacecraft
  Small (under 100 Displacement Tons)
  Large (over 100 Displacement Tons)
  Commercial Spacecraft
  Small (under 100 Displacement Tons)
  Large (over 100 Displacement Tons)
  Industrial Spacecraft
  Small (under 100 Displacement Tons)
  Large (over 100 Displacement Tons)
  Military Spacecraft
  Small (under 100 Displacement Tons)
  Large (over 100 Displacement Tons)
  Mobile Space Stations
  Small (under 100 Displacement Tons)
  Large (over 100 Displacement Tons)
  Note that the Transport Familiarities are purchased by 
  Race or Government.  Being able to fly an Imperial Scout Ship 
  is a lot different from flying a Hiver Scout Ship.
  WEAPON FAMILIARITY
  Weapon Familiarities in Traveller Hero are broken out as 
  follows for weapons of contemporary and future tech levels:
  Small Arms (aka Slugthrowers)
  (May be purchased as a group)
  Assault Rifles/LMGs
  Pistols/Handguns
  Rifles
  Shotguns
  SMGs
  Thrown Grenades
  Gauss Weapons
  Mini Rocket/Missile Guns
  Tranquilizer Guns
  Uncommon Military Arms
  (Must be purchased separately)
  Flamethrowers
  Grenade Launchers
  Heavy Machine Guns
  Shoulder-Fired Weapons
  Emplaced Weapons
  (May be purchased as a group)
  Anti-Aircraft Guns
  Anti-Tank Guns
  Artillery
  Howitzer
  Mortar
  Recoilless Guns
  Vehicle Weapons
  (Must buy per vehicle)
  Hovertank weapons (for example)
  Beam Weapons
  
  Traveller Hero, Book 1 
  Game Elements
  10
  (May be purchased as a group)
  Laser Pistols
  Laser Rifles (includes Carbines)
  Laser Assault Rifles
  Energy Weapons
  (May be purchased as a group)
  Plasma Guns
  Fusion Guns
  WEAPONSMITH
  Weaponsmith is broken out into the same subcategories 
  as the Weapon Familiarities.
  Perks
  Most perks apply normally in a Traveller Hero campaign.
  ACCESS
  Access can also represent a safe haven for a ship, such 
  as a hidden base for a pirate ship or merchant ship.  At this 
  level, the cost is 5 points.  Each -1 to find the safe haven is +1 
  point to the cost.
  ADVANCED TECH
  Advanced Tech represents a character whose homeworld 
  or technological know-how gives him access to equipment at a 
  higher tech level than the norm.  The Standard Tech Level in 
  Traveller Hero is TL12, although certain areas have TL15.  
  Note that a character could also take Low Tech to repre-
  sent a character from a lower technology world or culture.
  For more information, see Star Hero, page 48.  
  high Tech
  +3 points per TL above 12 
  The standard starting Tech Level in Traveller is TL12.  A 
  character with high-tech training may buy Advanced (High) 
  Tech at 3 points per higher TL, up to a maximum of TL15.  
  The character must be able to justify this purchase to the 
  GM.  Note that the usual modifiers apply as far as obsolete/ad-
  vanced tech usage for others trying to use such equipment.
  low Tech 
  -3 points per TL below 12; max -15 points
  A character from a low-tech world may buy this dis-
  advantage to represent coming from a backward world or 
  culture.  Low Tech as a disadvantage is worth 3 points per 
  TL below 12, with a maximum value of 15 points (5 levels).  
  A low tech character is penalized when using or opposing 
  high tech equipment, with -1 per TL difference to the follow-
  ing skills: Bugging, Computer Programming, Criminology, 
  Cryptography, Electronics, Forgery, Lockpicking, Mechanics, 
  Security Systems, Systems Operation, and Weaponsmith.  In 
  addition, certain skills may simply be unavailable.  
  COMPUTER LINK
  Computer Link can represent access to Imperial Army or 
  Navy databases, Imperial Intelligence database, Imperial Law 
  Enforcement databases, etc.
  CONTACT
  Contacts can be very important.  Characters usually 
  gain 1 contact for every term in service, and these contacts are 
  related in some way to the career (buddies from the unit for 
  armed forces, agents or government officials for spies, and so 
  forth).
  FRINGE BENEFITS
  imPerial DaTa acceSS carD
  Cost: 1 point
  This permit allows the ship to download the latest non-
  sensitive information from a world’s Imperial datanet, and 
  costs 1 point.
  Note that such information is only as current as the 
  updates from the latest Xboat run.
  STarShiP maSTer licenSe
  Cost: 2 points
  This is appropriate for most Traveller campaigns, where 
  the characters are traveling around in their own starship.
  licenSeD PSionic
  Cost: 1 point
  This may apply during certain periods of Traveller.
  Traveller’S aiD SocieTy (TaS) memberShiP
  Cost: 5 points
  You are a member of the Traveller’s Aid Society.  This 
  gives you one middle passage per month, and any reasonable 
  access and aid from the Traveller’s Aid Society.  This perk 
  costs 5 points.
  Police Power
  See Star Hero, page 49 for costs of Planetary Police Pow-
  ers versus Imperium Police Powers.
  miliTary rank
  See Terran Empire, page 126.
  Solomani ParTy memberShiP
  You are a member of the Solomani Party.  This perk is 
  only available to Solomani humans.
  Points
  Level
  Notes
  1
  Member
  Rank and file member
  2
  Supervisor
  Leader of a cell
  3-4
  Intermediary
  Leader of multiple cells in a 
  faction
  5
  Director
  Head of a faction
  6
  Administrator
  7
  8
  Associate
  9
  10
  Deputy
  Oversees group of factions
  11
  12
  Deputy Councilman
  13
  14
  High Councilman
  Member of the High Council
  15
  Chairman
  Chairman of High Council
  heaD of STaTe
  Cost: 10-25 points
  For characters who are the head of state of a nation up 
  through an interstellar society, use the values in Star Hero, 
  page 49.
  
  Game Elements 
  Traveller Hero, Book 1
  110
  STaTuS
  Cost: 5 points per level 
  You are politically important.  For one level, you govern 
  1-10 thousand people, and have a personal staff of one.  Each 
  additional level increases the number of people by a factor of 
  ten, and doubles staff.  You should also take as many levels 
  of wealth as you have levels of status.  Note that while status 
  indirectly gives you control over a lot of money and people, it 
  also seriously restricts what you can do with those resources, 
  which is why it is so cheap.  In order to govern a world, you 
  need (pop digit - 3) levels of this advantage; a subsector duke 
  usually has 7 levels, sector dukes usually have 8, grand dukes 
  9, the emperor has 10.  PCs should rarely have significant 
  levels of status.  
  MONEY
  Money and commerce are big deals in Traveller Hero, 
  especially since equipment is purchased with money.  Charac-
  ters can buy Money to represent investments, a trust fund, or 
  other source of income.  The table below is broken out for the 
  Raw CR per year, what that translates to for Monthly income, 
  and the MAT (Monthly After Taxes) income.  The GM should 
  consider the MAT to be the character’s “disposable” income 
  - that is, what he has available to spend each month after nor-
  mal expenses – taxes, food and equipment upkeep, etc.
  Points
  Raw CR/year
  Monthly After Taxes & Expenses
  0
  75,000
  1,875
  1
  100,000
  2,500
  2
  200,000
  5,000
  3
  300,000
  7,500
  4
  400,000
  10,000
  5
  500,000
  12,500
  6
  1,000,000
  25,000
  7
  2,000,000
  50,000
  8
  3,000,000
  75,000
  9
  4,000,000
  100,000
  10
  5,000,000
  125,000
  Because so much of Traveller has to do with commerce 
  and making money, the GM should be careful about letting 
  characters buy the money perk.  Those characters who have 
  mustered out of the military after many years and rank could 
  have up to 2 points of Money, but rarely more.
  REPUTATION
  Decorations received for valor under fire are treated as 
  positive Reputation (8-, Small Group).  It is treated as Small 
  Group as far as the entire Imperium is concerned.
  DecoraTionS
  Meritorious Conduct under Fire (MCUF)
  Medal for Conspicuous Gallantry.
  Starburst for Extreme Heroism.
  VEHICLES AND BASES
  Normally in heroic campaigns vessels and bases are 
  purchased with cash.  However in Traveller Hero, characters 
  pay points to start out with a vessel.
  ScouT ShiP
  Cost: 15 points
  You are an ex-scout, and have a scout ship.  This is 
  yours to use within limits; you may not sell it, half of any prof-
  its must be turned over to the Imperium, and you are subject 
  to having your service re-activated if the Imperium needs you 
  (assume normally 8- to occur).  Note that this is vastly lower 
  than the point cost of a scout.  
  merchanT veSSel
  Cost: 10-30 points
  You have the down payment on a merchant ship, plus 
  personal wealth of 500,000 credits.  This can also apply to a 
  Yacht or Safari ship.
  Points
  Years of Payments Left
  10
  40 years
  15
  30 years
  20
  20 years
  25
  10 years
  30
  Clear Title
  Alternately, you have the down payment on a used mer-
  chant ship, yacht, or safari ship plus 500,000 credits.  Regard-
  less of its age, you have a standard 40-year loan on its current 
  value.  For example, if you buy a 40-year old vessel with a new 
  Value of 4 MCr, its loan amount is 800,000 Cr.
  Points
  Age
  % of Value
  10
  10 years
  80%
  15
  20 years
  60%
  20
  30 years
  40%
  25
  40 years
  20%
  30
  Clear Title
  0%
  
  Traveller Hero, Book 1 
  Game Elements
  111
  Talents
  ABSOLUTE TIME SENSE
  May represent a psionic ability or simply a facet of a 
  highly structured intellect.  May also be used with android or 
  robotic characters, if such are allowed by the GM.
  DANGER SENSE
  May represent a psionic ability of some type.
  EIDETIC MEMORY
  May represent psionics or simply a person with a well-
  regimented mind.  May also be used with android or robotic 
  characters, if such are allowed by the GM.
  ENVIRONMENTAL MOVEMENT
  See Star Hero, page 51 for information on the three 
  space-faring types: Zero-G, High-G, and Low-G.
  HOTSHOT PILOT
  May apply, but use with caution.
  LATENT PSIONIC
  Latent Psionic is available for 5 points, for characters 
  who want to later learn psionics.  Characters who do not start 
  with either this talent or with psionics should not normally be 
  allowed to buy psionics later.
  SIMULATE DEATH
  Applies to monkish types, and may also represent a 
  psionic ability.  It can also be used to represent “powerdown 
  mode” in some android or robotic characters.
  UNIVERSAL TRANSLATOR
  May represent an unusual psionic ability.  With proper 
  limitations, may also represent an android or robotic charac-
  ter’s array of learned languages and linguist skill.
  Super-Skills
  Super-skills represent skills that are better than normal, 
  often with a more cinematic feel.  Many of those found in Dark 
  Champions and Pulp Hero are suitable, especially for GMs run-
  ning a military, mercenary, or espionage-style campaign.
  The psionic Super-skills found in Pulp Hero (Aura Read-
  ing, Medium, and so forth) may be useful as well.
  Disadvantages
  Most disadvantages apply normally, although Traveller 
  Hero characters tend to have fewer disadvantages not directly 
  related to a race or profession (typically 50 points in Disadvan-
  tages is the maximum).
  AGE
  The Traveller character generation system takes great 
  pains to modify characteristics at various physical ages.  Age 
  40+ and Age 60+ disadvantages apply in those cases.
  DEPENDENCE
  Not typical to a Traveller campaign.
  DEPENDENT NPC
  Not typical, although could apply to an Aslan male with 
  a female at his side not purchased as a follower.
  DISTINCTIVE FEATURES
  Distinctive Features can be used normally, although 
  Distinctive Features used to represent only racial difference 
  should be worth 5 points less.  
  Walking into a room with 20 Aslan and 20 humans, 
  passing an Aslan is only notable.  Passing an Aslan with a fiery 
  red mane and a deep voice is distinctive.
  ENRAGED/BERSERK
  Not typical, but may apply based on concept.
  PHYSICAL LIMITATION
  Usually applies to size or to gravity differentials.  See 
  Star Hero, pages 63-64 for size and gravity related costs.
  PSYCHOLOGICAL LIMITATION
  By far the most common character limitation.
  Some sample psychological limitations include: Code of 
  Honor, Cowardly, Generous, Greedy, Compassionate, Selfish, 
  Brave, Cowardly, Friendly, Distrustful, Ambitious, Ruthless, 
  Confident, Arrogant, Protective Of Others, Violent/Killer, Loyal 
  To Friends, Out For Self Only, and so forth.
  REPUTATION
  Somewhat rare, but may apply based on background.
  SOCIAL LIMITATION
  Various social limitations may apply, such as Subject To 
  Orders or Second-Class Citizen, as appropriate.
  SUSCEPTIBILITY/VULNERABILITY
  Not typical, although may apply to non-human races 
  such as an aquatic race that dries out when not in water and 
  may eventually die if not returned to the water.
  Psionics
  Characters can only purchase psionics with the GM’s 
  permission.  See the chapter on Psionics and the Psionics Insti-
  tute for powers and costs.
  Conversion Notes
  CONVERTING TRAVELLER CHARACTERISTICS
  When converting Traveller characters to HERO, use the 
  following:
  HERO Cha
  Traveller Cha
  STR
  = STR * 1.5
  DEX
  = DEX * 1.5
  CON
  = END * 1.5
  BODY
  =((STR + DEX + END)/3) 
  * 1.5
  INT
  = INT * 1.5
  EGO
  = ((INT + END)/2) * 1.5
  PRE
  = INT * 1.5
  
  Game Elements 
  Traveller Hero, Book 1
  112
  COM
  = choose
  PD
  = Figured
  ED
  = Figured
  SPD
  = Figured, rounded up
  REC
  = Figured
  END
  = Figured
  STUN
  = Figured
  Two characteristics in Traveller don’t convert to HERO: 
  EDU and SS.  EDU (Education) is how well educated, or high-
  tech, the character’s training is.  
  One method of “translation” for EDU is to add 3 to the 
  EDU, and that’s the TL the character was trained in; that 
  means a character with an EDU of 7 was trained in a TL10 
  army or society.  
  Another way to “translate” EDU is to allow the EDU to 
  be the number of bonus Background skills the character may 
  take after translation of the other skills.  
  A third way is to turn EDU into a Knowledge Skill: Gen-
  eral Education, with a converted skill roll of 9 + (EDU * 1.5 
  / 5).  For example a Traveller EDU of 7 becomes KS: General 
  Education 11- (2 points) and can be used in situations where 
  general knowledge should be able to answer the question.
  Of course, the GM may simply ignore the EDU charac-
  teristic completely.  
  For SS (Social Standing), anything above 10 should be 
  treated as the Perk Fringe Benefit: Nobility, with appropriate 
  costs.
  CONVERTING TRAVELLER SKILLS
  When converting Traveller leveled skills, such as Car-
  bine-2 or Administration-3, the first level is the skill itself, and 
  additional skill levels are pluses.  So Carbine-2 becomes WF: 
  Carbines and +1 with Carbines; Administration-3 becomes 
  Bureaucratics +2.
  Traveller Skill
  HERO Skill or Talent
  Acrobatics
  Acrobatics
  Act/Bluff
  Acting
  Admin/Legal
  Bureaucratics and PS: Law
  Administration
  Bureaucratics
  Advanced Combat Rifle
  WF: Assault Rifles
  Air/Raft
  TF: Air/Raft OR Combat 
  Piloting (Air/Raft)
  Animal Handling
  Animal Handling
  Archaic Artillery
  WF: Siege Engines (e.g. 
  Catapults)
  Archaic Weapons
  WF: Early Firearms
  Archery
  WF: Bows, Crossbows, OR 
  Blowguns
  Armed Martial Arts
  WF: Common Martial Arts 
  Melee Weapons
  Armed Martial Arts, Club
  WF: Club
  Armory
  ???
  Art
  PS: Art (choose)
  Artillery
  WF: Type of Artillery
  Artisan
  PS of choice
  Assault Rifle
  WF: Assault Rifles
  Astrogation
  Navigation (Space, 
  Hyperspace)
  Traveller Skill
  HERO Skill or Talent
  Athletics
  Running
  ATV
  TF: Ground Vehicles (Wheeled 
  and Tracked); Combat Driving 
  at Level 2+
  ATV, Tracked
  Combat Driving (ATV, 
  Tracked)
  ATV, Wheeled
  Combat Driving (ATV, 
  Wheeled)
  Autocannon
  WF: Autocannon
  Autogun
  WF with Heavy Machineguns, 
  Autocannon, and VRF Gauss 
  Guns
  Automatic Pistol
  WF: Small Arms (Pistols)
  Automatic Rifle
  WF: Small Arms (Rifles)
  Autorifle
  WF: Small Arms (Assault 
  Rifles)
  Axe
  WF: Axes, Maces, and Picks
  Axe, Battle
  WF: Axes, Maces, and Picks
  Bargain
  Trading
  Battle Dress
  PS: Battle Dress (Dex Based, 
  also gives Vac Suit at one level 
  less)
  Biology
  SS: Biology
  Blade Combat
  WF: Blades (includes Knives 
  through 2H Swords); levels 
  above 1 convert to 1 HTH CSL
  Blade, Long
  WF: Blades (includes Knives 
  through 2H Swords); levels 
  above 1 convert to 1 HTH CSL
  Blade, Large
  WF: Blades (includes Knives 
  through 2H Swords); levels 
  above 1 convert to 1 HTH CSL
  Blade, Short
  WF: Blades (includes Knives 
  through 2H Swords); levels 
  above 1 convert to 1 HTH CSL
  Blade, Small
  WF: Blades (includes Knives 
  through 2H Swords); levels 
  above 1 convert to 1 HTH CSL
  Blowgun
  WF: Blowgun
  Body Pistol
  WF: Small Arms (Pistols)
  Brawling
  +1d6 HA and +1 HTH CSL
  Bribery
  Bribery
  Broker
  KS: Marketing or PS: Broker
  Carousing
  KS: Carousing (PRE-Based) 
  and Conversation
  Carpenter
  PS: Carpenter
  Chemistry
  SS: Chemistry
  Climbing
  Climbing
  Clusters
  HERO Choose From list
  Combat Engineer
  SS: Combat Engineering
  Communications
  Systems Ops: 
  Communications + 
  Electronics
  Computer
  Computer Programming
  Construction
  PS: Architect + PS: 
  Construction Worker
  
  Traveller Hero, Book 1 
  Game Elements
  11
  Traveller Skill
  HERO Skill or Talent
  Dance
  PS: Dance
  Demolitions
  Demolitions
  Disguise
  Disguise
  Early Firearms
  WF: Early Firearms
  Electronics
  Electronics
  Energy Artillery
  WF: Energy Artillery (Meson 
  guns, fusion guns, plasma 
  guns)
  Energy Weapon
  WF: Beam (Laser) or WF: 
  Energy (Fusion, Plasma)
  Engineering
  PS: Starship Engineer; also 
  KS: Jump Drive, KS: Maneuver 
  Drive, KS: Powerplants
  Environment Suit
  PS: Environment Suit (DEX)
  Equestrian
  TF: Appropriate Animal and 
  Riding
  Excavation
  PS: Excavation
  Farming
  PS: Farmer + Animal Handler 
  (choose)
  Field Artillery Gunner
  WF: Field Artillery
  Fleet Tactics
  Tactics (Fleet)
  Forensics
  Deduction and Forensics
  Forgery
  Forgery
  Forward Observer
  PS: Forward Observer (INT)
  Gambling
  Gambling
  Genetics
  SS: Genetics
  Geology
  SS: Geology
  Grav Belt
  TF: Grav Belt
  Gravitics
  SS: Gravitics
  Grenade Launcher
  WF: Grenade Launcher
  Ground Tactics
  Tactics (Ground)
  Ground Vehicle
  Combat Driving (choose 
  Wheeled or Tracked)
  Guard/Hunting Beasts
  Animal Handling (choose)
  Gun Combat
  WF: Small Arms (choose 
  Pistol, Carbine, Rifle, 
  Shotgun, SMG) or WF: Beam 
  Weapons (Laser Pistol, Laser 
  Rifle, etc.) and 1 CSL per 
  weapon SL; can convert 2 
  specific weapon levels to 1 
  range combat SL
  Gunnery
  WF: Starship Weapons
  Gunnery (Naval)
  WF: Ship’s Lasers, WF: Ship’s 
  Energy Weapons (Plasma, 
  Fusion), WF: Ship’s Particle 
  Accelerators, WF: Ship’s 
  Missiles, WF: Meson Weapons
  Gunnery, Energy
  WF: Ship’s Lasers, WF: Ship’s 
  Energy Weapons (Plasma, 
  Fusion)
  Gunnery, Grav
  WF: Tractor/Repulsor Beams
  Gunnery, Missiles
  Sys Op: Missiles (choose)
  Heavy Artillery
  WF: Howitzers, Mortars, etc.
  Heavy Guns
  WF: Mass Drivers, etc.
  Heavy Weapons
  WF: Heavy Weapons
  Traveller Skill
  HERO Skill or Talent
  Herding
  Animal Handling
  High G Environment
  Environmental Movement: 
  High G
  History
  SS: History (choose)
  Hovercraft
  Combat Driving: Hovercraft
  Hunting
  Tracking and Stealth and 
  Concealment
  Instruction
  PS: Instructor (INT)
  Interrogation
  Interrogation
  Intrusion
  Lockpicking + Security 
  Systems
  Investigation
  Criminology + Forensics
  Jack Of All Trades
  Jack Of All Trades: Overall 
  skill level (8 points); Only 
  to negate skill penalties (-1). 
  Cost: 4 points per level
  Jeweler
  PS: Jeweler
  Language
  Language (choose)
  Large Watercraft
  Sailing OR TF: Large 
  Watercraft
  Leader
  Persuasion and Oratory and 
  PS: Leadership (PRE); adds +1 
  to PRE per Traveller Level 
  Legal
  Bureaucatics and KS: Law
  Liaison
  PS: Liaison (PRE)
  Machinist
  PS: Machinist
  Map
  PS: Cartographer + Bump Of 
  Direction
  Marketing
  PS: Marketer + Trading
  Mason
  PS: Mason
  Mechanic
  Mechanics
  Medical
  Paramedics
  Medical, Diagnosis
  SS: Medicine
  Medical, Surgery
  SS: Surgery
  Medical, Trauma Aid
  Paramedics
  Metallurgy
  SS: Metallurgy
  Muscle Transport
  TF: Skate, Skis, Bicycles, etc. 
  (choose)
  Music
  PS: Musician (choose)
  Naval Architect
  KS: Naval Architecture
  Navigation
  Navigation (choose)
  Observation
  Concealment and +1-3 PER 
  Roll
  Painting
  PS: Painting
  Parachute
  TF: Parachute
  Persuasion
  Persuasion
  Physics
  SS: Physics
  Pickpocket
  Sleight of Hand
  Pilot
  Combat Piloting (choose)
  Psychology
  SS: Psychology
  RCV (Remotely Controlled 
  Vehicle)
  Systems Operation: RCV
  Recon
  Tracking and Concealment 
  and Stealth
  Recruiting
  KS: Recruiting and Persuasion
  
  Game Elements 
  Traveller Hero, Book 1
  11
  Traveller Skill
  HERO Skill or Talent
  Research
  PS: Research (INT)
  Riding
  Riding (choose)
  Robot Ops
  TF: Remotely Piloted Vehicles
  Robotics
  SS: Robotics + Electronics 
  + Mechanics + Computer 
  Programming
  Screens
  Systems Operations: Screens 
  (Nuclear Dampers, Meson 
  Screens, Sandcaster, Black 
  Globe)
  Scrounging
  KS: Scrounging and 
  Persuasion
  Sculpture
  PS: Sculpture
  Sensor Ops
  System Ops: Sensors
  Sensors
  Systems Operation: Sensors + 
  Electronics
  Service
  PS: Service/Steward
  Ship Tactics
  Tactics (Starship)
  Ship’s Boat
  TF: Ship’s Boat or Combat 
  Piloting (Ship’s Boat)
  Ship’s Engineering
  SS: Starship Drives and 
  Powerplants
  Ships Boat
  TF: Small Craft; also Combat 
  Piloting with Small Craft 
  Only
  Slug Weapon
  WF: Small Arms
  Small Watercraft
  TF: Small Watercraft
  Song
  PS: Singer
  Starship Architecture
  PS: Starship Architect
  Stealth
  Stealth
  Steward
  PS: Steward and High Society
  Streetwise
  Streetwise
  Survey
  SS: Planetary Surveying
  Survival
  Survival (choose)
  Swimming
  +1-3” Swimming
  TAC Missile
  Systems Operations: TAC 
  Missile
  Tactics
  Tactics
  Thrown Weapons
  WF: Thrown Weapons
  Tracking
  Tracking
  Trader
  Trading
  Unarmed Martial Arts
  pick an Unarmed Martial Art 
  (10 points minimum)
  Vac Suit
  PS: Vac Suit (DEX-Based)
  Vehicle
  Combat Driving (choose)
  Willpower
  Resistance Talent
  Xenobiology
  SS: Xenobiology
  Zero-G Combat
  Environmental Movement: 
  Zero-G and PS: Zero-G 
  Combat (DEX)
  CONVERTING T20 CHARACTERISTICS
  When converting T20 Characteristics, use the following:
  HERO Cha
  T20 Cha
  STR
  = STR
  DEX
  = DEX
  CON
  = CON
  BODY
  = 8 + (Hit Points/10)
  INT
  = INT
  EGO
  = WIS
  PRE
  = CHA
  COM
  = choose
  PD
  = Figured
  ED
  = Figured
  SPD
  = Figured, rounded up
  REC
  = Figured
  END
  = Figured
  STUN
  = Figured
  CONVERTING T20 SKILLS
  T20 Skill
  Hero Skill or Talent
  Administration
  Bureaucratics
  Appraise
  PS: Appraise
  Astrogation
  Navigation (Space)
  Balance
  Acrobatics
  Bribery
  Bribery
  Broker
  PS: Broker
  Bluff
  Persuasion
  Climb
  Climbing
  Combat Engineering
  SS: Combat Engineering
  Concentration
  Concentration (EGO-Based)
  Craft
  Select the appropriate PS or 
  KS
  Decipher Script
  Cryptography
  Demolitions
  Demolitions
  Diplomacy
  Persuasion and Oratory
  Disable Device
  Security Systems
  Disguise
  Disguise
  Driving
  Combat Driving (choose)
  Escape Artist
  Contortionist
  Entertain (choose)
  PS: Entertainer (choose)
  Forgery
  Forgery
  Forward Observer
  PS: Forward Observer
  Gambling
  Gambling
  Gather Information
  Conversation
  Gunnery
  WF: Emplaced Weapons
  Handle Animal
  Animal Handling
  Heal
  Paramedic
  Hide
  Concealment
  Intimidate
  Interrogation
  Intuit Direction
  Bump Of Direction
  Innuendo
  Conversation
  Jump
  +1” Superleap
  Knowledge (choose)
  Knowledge Skill (choose)
  Leader
  PS: Leader
  Liaison
  PS: Liaison
  Listen
  +1 Hearing Perception
  Move Silently
  Stealth
  Open Lock
  Lockpicking
  Pilot
  Combat Piloting (choose)
  Perform
  Profession (choose)
  Professional Skill (choose)
  Read/Write Language
  Literacy (choose language)
  Recruiting
  PS: Recruiting
  Ride
  Riding
  Search
  Concealment
  
  Traveller Hero, Book 1 
  Game Elements
  11
  T20 Skill
  Hero Skill or Talent
  Sense Motive
  +1 to EGO Rolls versus 
  Persuasion
  Sleight of Hand
  Sleight of Hand
  Speak Language
  Language (choose)
  Spot
  Concealment
  Survival
  Survival
  Swim
  +1” Swimming
  Technical
  Science Skill (choose)
  Trader
  Trading
  Tumble
  Breakfall and Acrobatics
  Use Alien Devices
  Systems Operation (choose)
  CONVERTING T20 FEATS
  T20 Feat
  Hero Skill or Talent
  3D Spatial Awareness
  +2 with DEX-Based Rolls; 
  Only In Zero-G Environments; 
  Prereq is Zero-G Adaptation
  Academic Lecture
  +2 with Persuasion using a 
  Complementary Knowledge or 
  Science skill
  Acrobatic
  +2 with Acrobatics
  Acting Prodigy
  +2 with Acting, Disguise, PS: 
  Performer
  Advanced Knowledge
  +2 with one Intelligence-
  based or Knowledge-based 
  skill
  Advanced Research
  +2 with Intelligence skills 
  using a Complementary 
  Knowledge or Science skill
  Alertness
  +2 PER with Normal Sight 
  and Normal Hearing
  Ambidexterity
  Ambidexterity
  Animal Whisperer
  +2 with Animal Handling
  Armor Proficiency 
  (Battledress)
  +2 PSL to offset DEX Penalties 
  in Battledress
  Armor Proficiency (Light)
  +2 PSL to offset DEX Penalties 
  in Light Armor
  Armor Proficiency 
  (Medium)
  +2 PSL to offset DEX Penalties 
  in Medium Armor
  Armor Proficiency (Vac 
  Suit)
  +2 PSL to offset DEX Penalties 
  in Vac Suit
  Assassin
  +4 PSLs versus Location 
  Modifiers; Limited [Opponent 
  is Unaware or Unable to 
  Defend Self] (-1)
  Athletic
  +2 with Climbing
  Barter
  +2 with Trading, KS: Broker, 
  KS: Merchant
  Brawling
  +1d6 HA
  Calculating Eye
  +2 with PS: Appraise skill
  Carousing
  KS: Carousing
  Chief Steward
  3d6 Luck; Only To Increase 
  Number Of Paying High-Class 
  and Middle-Class Passengers 
  (-1), Prereq: Steward
  Command Presence
  +5 PRE: Offensive Only
  Connections
  Contacts
  Contact Specialist
  +2 with all PRE-Based Skills; 
  Only For First-Time Contact 
  (-1)
  Credit Line
  Perk: Money; Must Be Repaid 
  With Interest (-1)
  T20 Feat
  Hero Skill or Talent
  Cross Training
  N/A
  Damage Control
  +2 with Mechanics, 
  Electronics, and Computer 
  Programming; Only For In-
  Combat Ship Repairs (-1)
  Defensive Roll
  +2 with Roll With Punch 
  maneuver; 1 charge (-2)
  Dodge
  +2 DCV with Dodge 
  maneuver
  Dumb Luck
  Luck 3d6 (15 Active Points); 1 
  Charge (-2)
  Endurance
  +10 END
  Evasion
  +2 with Dive For Cover 
  maneuver
  EW Specialist
  +2 with Systems Operation 
  (Communications) and 
  Systems Operations 
  (Sensors); Only For Jamming/
  Unjamming (-1)
  Far Shot
  +2 PSLs to Offset Range 
  Modifiers
  Fast Talk
  +2 with Persuasion and 
  Conversation skills
  Fence Stolen Goods
  +2 with Streetwise, Trading, 
  and PS: Appraisal; Only To 
  Sell Stolen Goods (-1)
  Gearhead
  +2 with Mechanics, 
  Electronics, Invention
  Geological Survey
  +2 with PS: Survey, SS: 
  Geology, and PS: Prospecting
  Great Fortitude
  +2 CON
  Hacker
  +2 with Security Systems,
  Computer Programming, 
  Systems Operation
  Heavy Gravity Adaptation
  Environmental Movement: 
  Heavy Gravity
  Heavy Metal
  +2 PSLs with Heavy Weapons
  Improved Critical (choose)
  Deadly Blow: +1d6; Only 
  With Chosen Weapon; Only If 
  Attack Roll Succeeds By 5 or 
  more
  Improved Initiative
  Lightning Reflexes: +4 DEX 
  for All Actions
  Improved Two Weapon 
  Fighting
  Two Weapon Fighting
  Improved Search
  +2 with Concealment and 
  Sight PER Rolls; Only To Find 
  Hidden (-1)
  Improved Unarmed Strike
  +2 PSLs versus Attacks Of 
  Opportunity
  Interrogation
  +2 with Interrogation and 
  Sense Motives
  Iron Will
  +2 to EGO Rolls
  Jack Of All Trades
  +2 Levels with All Non-
  Combat Skills; Only To Offset 
  Negative Modifiers (-1)
  Junkyard Dog
  +2 with three related skills: 
  PS: Appraise, Trading, and 
  KS: Salvage
  
  Game Elements 
  Traveller Hero, Book 1
  11
  T20 Feat
  Hero Skill or Talent
  Jury Rig
  +2 with a group of similar 
  Skills (10 Active Points);
  Custom Modifier (Only one 
  attempt, gives 11- activation 
  roll until fully
  repaired; -½) [Notes: Any 
  Technical/Repair Skills]
  Legal Eagle
  +2 with Bureaucratics,
  KS: Law, Trading
  Linguist
  Linguist
  Lightning Reflexes
  Lightning Reflexes: +4 DEX to 
  act first with All Actions
  Market Analyst
  +2 with Trading, PS: 
  Appraise, and PS: Broker 
  Skills; Only To Predict Future 
  Sale Price
  Martial Training
  +2d6 HA or 10 points in a 
  Martial Art
  Medicine Specialization 
  (choose)
  +2 with a SS related to 
  medicine (choose)
  Mental Discipline
  +2 with Intelligence Skills
  Midas Touch
  3d6 Luck; Only To Find Rich 
  Strike (-1)
  Miracle Worker
  Healing BODY 2d6 (20 Active 
  Points); Requires A Skill Roll 
  (Active Point penalty to Skill 
  Roll is -1 per 5 Active Points; 
  skill depends on job at hand; 
  -1), Custom Modifier (Cannot
  restore system to full value, 
  will be at 14- Activation until 
  a full repair; -½), Custom 
  Modifier (Prereq: Jury Rig 
  Feat; -½) Powers Cost: 16
  Mobility
  +2 with DCV; Prereq Dodge 
  Feat (-½)
  Mounted Combat
  +2 PSLs to Offset firing from 
  a moving vehicle
  Narrow Escape
  3d6 Luck; Only To Avoid 
  Danger (-1)
  Natural Born Leader
  +2 with Persuasion, Oratory, 
  Conversation
  Natural Compass
  Bump Of Direction
  Natural Medicine
  +2 with Paramedic
  Natural Talent
  Latent Psionic
  Naval Architect
  PS: Naval Architect +2
  Negotiator
  +2 with Persuasion, 
  Bureaucratics, and PS: Liaison
  Nerves Of Steel
  +2 with Demolitions, Security 
  Systems, Electronics;
  Custom Modifier (only for 
  disarming or bypassing 
  devices; -1)
  Noble Indignance
  +2 with Persuasion, Bribery, 
  and Interrogation; Prereq 
  Perk: Noble Title (-½)
  Noble Presence
  +2 with Persuasion, Oratory, 
  and PS: Leadership; Prereq 
  Perk: Noble Title (-½)
  Obscure Knowledge
  +2 Levels with All Non-
  Combat Skills; Only For 
  Obscure Information (-1)
  T20 Feat
  Hero Skill or Talent
  Opportunist
  +2 OCV; Only Against 
  Opponents That Have Already 
  Taken Body In This Phase (-1)
  Override Ship Security
  +2 with Security Systems 
  and Computer Programming 
  (Hacking and Security)
  Patronage (Arts)
  +2 Levels with all Arts-
  related skills
  Patronage (Sciences)
  +2 Levels with all Technical 
  Skills
  Point Blank Shot
  +1 OCV with all Ranged 
  Attacks; Only For Targets 
  Within 5 Hexes (-1)
  Precise Shot
  +4 PSLs to Offset Using 
  Ranged in HTH
  Pseudo-Eidetic Memory
  +2 with all Background Skills
  Quick Draw
  Fast Draw
  Rapid Shot
  Double Tap (see Dark 
  Champions)
  Related Field Of Study
  +2 with chosen Skill
  Research
  +2 with Knowledge Skills; 
  Only For Research (-1)
  Ride-By Attack
  +1 with Move-By Maneuver
  Run
  +1” Running
  Self-Reliance
  3d6 Luck; Only To 
  Accomplish Tasks Without 
  Possessing Skills
  Shield Proficiency
  +2 CSLs with Shields
  Shot On The Run
  +2 CSLs
  Sixth Sense
  +2 with Normal Sight PER
  Skill Focus (choose)
  +2 with chosen Skill
  Sneak Attack
  Deadly Blow: +1d6; Limited 
  Circumstance [Opponent Is 
  Unaware or Unable To Defend 
  Self]
  Sniper
  +4 PSLs to Offset Range Mods 
  and +4 PSLs to Offset Hit 
  Location Mods; Extra Time: 
  Full Phase
  Spirited Charge
  Deadly Blow: +1d6; Limited 
  Circumstance [Only During 
  Charge On Horseback]
  Spot Trouble
  Danger Sense
  Strategy
  +2 Overall Combat Levels; 
  Only When Working Within 
  Team Strategy (-1)
  Stealthy
  +2 with Stealth
  Steward
  3d6 Luck; Only To Increase 
  Number Of Paying Middle-
  Class Passengers (-1)
  Surgery
  SS: Surgery
  Tactics I, II
  +1 Overall Combat Level; 
  Only When Working As Part 
  Of A Team (-1)
  Toughness
  +1 BODY
  Tracker
  Tracking
  Trample
  +2 with Move Through; Only 
  From Horseback (-1)
  Trapping
  +2 with Mechanics, 
  Concealment, and PS: 
  Trapmaker skills
  
  Traveller Hero, Book 1 
  Game Elements
  11
  T20 Feat
  Hero Skill or Talent
  Trustworthy
  +2 with all Interaction Skills; 
  Only For Friendly Dealings 
  (-1)
  Trust Fund
  Perk: Money (choose)
  Uncanny Dodge
  +4 to Dodge Maneuver
  Vessel (Aircraft)
  Transport Skill (choose)
  Vessel (Grav)
  Transport Skill (Grav)
  Vessel (Ground)
  Transport Skill (choose)
  Vessel (Watercraft)
  Transport Skill (choose)
  Vessel Specialization 
  (choose)
  +2 with Combat Driving 
  or Combat Piloting, as 
  appropriate for chosen vessel/
  vehicle
  Weapon Focus (choose)
  +1 CSL with chosen Weapon
  Weapon Proficiency 
  (Choose)
  WF: Choose
  Weapon Specialization
  Deadly Blow: +1d6 (choose 
  weapon)
  Well Connected
  Well Connected
  Xeno-Empathy
  +2 with Interaction Skills; 
  Only With Specified Alien 
  Race (-1)
  Xeno-Medicine
  +2 with all Medical Skills; 
  Only To Offset Penalties For 
  Alien Race (-1)
  Zero-G Adaptation
  Environmental Movement 
  (Zero-G)
  Zero-G Combat
  +2 Overall Combat Levels; 
  Only Within Zero-G Combat 
  (-1)
  
  Psionics 
  Traveller Hero, Book 1
  11
  P
  sionics — the powers of the mind.  Psionics in 
  Traveller® is not completely understood, at least 
  in the Third Imperium.  The Imperium fears what 
  it does not understand, and does not tolerate psionic usage.  
  On the other hand, the Zhodani openly practice psionics and 
  look down on those who don’t.
  The psionics in Traveller have evolved since the original 
  Classic Traveller, and the information presented here is an 
  amalgamation of the four main sources: Classic Traveller, 
  MegaTraveller, Traveller: The New Era, and T4.
  Psionics Institute
  A psion (psionic individual) with any skill in psionics 
  interacts with the psionic institutes, the only places where 
  psionic training occurs.  The institutes may be institutions, in-
  formal groups, or even clans who form a “family” for purposes 
  of furthering psionics.
  Third Imperium
  The term “Psionics Institute” refers to any underground 
  organization devoted to the illegal training of individuals in 
  the use of psionic talents – illegal with the Third Imperium, 
  at least.  Each institute is independently organized and 
  maintained by the members of a particular world.  Psionics 
  institutes existed in one form or another prior to space travel, 
  but became popular during the Long Night, when reproduc-
  ible scientific discoveries made psionics a teachable, learnable 
  science.
  At first, psionics institutes were rare, forming only on 
  a few scattered worlds that either had an unusually high rate 
  of psionic talents appearing or that encouraged psionics for 
  social, political, or commercial reasons.  In the years after the 
  Civil War, psionic institutes sprung up on many high-popula-
  tion worlds within the Imperium.
  After some scandals in the psionic institutes, public 
  opinion changed from favor to prejudice against them.  A pe-
  riod known as the Psionics Suppressions ensued.  During the 
  Psionics Suppressions, the institutes’ charters were revoked, 
  and talented individuals were persecuted.  In some cases, the 
  individuals fled to assume new identities on other worlds; in 
  others, whole families emigrated to the Zhodani Consulate or 
  elsewhere beyond the frontiers of the Imperium.
  The Third Imperium spent much of its last 200 years 
  trying to eradicate the institutes.
  The New Era
  The head of the Regency, Archduke Norris, realized the 
  vulnerability of his domain, being surrounded by Aslan, Vargr, 
  Virus, and Zhodani.  Norris needed to deal with all of these 
  possible threats, including the Zhodani, and repealed the 
  anti-psionic laws.  By repealing these laws, Norris could foster 
  strong psionics among his people and meet the Zhodani on 
  equal terms.
  With the repeal of the laws, the psionic culture is much 
  more open in Regency.  In fact, a large portion (but by no 
  means all) of the psionic individuals have taken to shaving 
  their head bald or placing distinctive tattoos on their fore-
  head indicative of the clan or house where they received their 
  psionic training.  This makes a bold statement of who they are 
  and that they have nothing to hide.
  How Traveller Psionics Work
  Psionics in Traveller are defined within the boundaries 
  of hard science, following the laws of physics as closely as 
  possible.  
  Telepathy, mind control, and other transmitted energy 
  are treated as electromagnetic energy, and can be jammed in 
  the same way that radio waves can be jammed.  
  Teleportation follows the rules of thermodynamics, 
  potential energy, and conservation of energy – which means 
  that teleporting in space is easier than teleporting on a world 
  where gravity and spin can cause problems.  
  Powers cost more END to use as the distance between 
  the psion and the target increases.
  Powers of the self are “mind over matter” type of pow-
  ers, involving controlled breathing, controlled adrenaline and 
  endorphins, and other biological techniques.
  As such, there are no psionic powers for contacting spir-
  its (mediumship), astral travel, and other spiritually related 
  powers.  These concepts are not part of Traveller psionics.  
  Traveller Psionic Power Clusters
  Traveller has the following clusters of psionic powers:
  TELEPATHY
  Telepathy is the ability to send and receive mental 
  energy, whether that energy is thoughts, emotions, images, or 
  mental attacks.  At greater levels, it’s also the ability to ma-
  nipulate or change other’s perceptions, thoughts, memories, or 
  even personalities.
  TELEKINESIS
  Telekinesis is the ability to manipulate energy and phys-
  ical objects using only mental energy.  The degree of manipu-
  lation can be large scale objects such as people or small-scale 
  such as atoms and molecules.  
  Extensions of telekinesis, called telephysics in Traveller, 
  include pyrokinesis (the ability to manipulate heat and fire) 
  and cryokinesis (the ability to manipulate cold and remove 
  energy).  Other powers that could potentially control other 
  energies that are not a part of normal Traveller include electro-
  kinesis (the ability to control electrical current), photokinesis 
  (the ability to control light), and audiokinesis (the ability to 
  manipulate sound).
  TELEPORTATION
  Teleportation is the ability to move one’s self instanta-
  neously from one location to another.  While Classic Traveller 
  only allowed the moving of one’s self, the ability to teleport 
  others was added in The New Era.
  An ability of teleportation that’s not part of standard 
  Traveller is “apportation”, or the teleportation of objects at 
  range to the user’s possession.
  An even more powerful extension that’s not part of stan-
  dard Traveller is Extradimensional Movement, either across 
  dimensions or even across time (moving 15 seconds into the 
  future, for example).
  Psionics and The Psionic Institute
  
  Traveller Hero, Book 1 
  Psionics
  11
  TELEPERCEPTION
  Teleperception is the ability to extend the senses to dis-
  tant locations.  In standard Traveller, this includes variations 
  on clairvoyance and clairaudience.
  Other aspects of teleperception that are not in standard 
  Traveller are precognition (sensing into the future), retrocogni-
  tion (sensing into the past), and dimensional cognition (sens-
  ing into other dimensions).  Standard Traveller also discounts 
  smell and touch, only regarding sight and sound in telepercep-
  tive senses.
  Not part of standard Traveller, teleperception would nor-
  mally include other senses such as Aura Reading (seeing the 
  Kirlian energy around an object) and other kinds of sensory 
  enhancement.
  SELF
  The Self cluster in the art of mind over matter, the arts 
  learned by mystic swamis such as pretending death, increased 
  strength by controlling mental focus and adrenaline output, 
  and the like.
  ARCANA
  Arcana, which in Classic Traveller was simply called 
  “Other”, is a miscellaneous grouping for psionic abilities that 
  don’t fit in one of the other five categories.  
  Psionic healing, mind control of machines, and other 
  psionic phenomena fit in this category.
  Psionic Ratings
  The Psionic Institute rates psionics on a 0 to 11 scale; R-
  0 is no psionic talent, R-11 is highly talented.  Ratings higher 
  than 12 cannot be attained naturally, but can be achieved with 
  Psi-drugs.  The maximum possible rating is 15.
  Although the basic clusters of psionics - telepathy, 
  teleportation, teleperception, and self for example - have re-
  mained the same in the various incarnations of Traveller, each 
  version has changed somewhat.
  This chapter provides three versions of psionics that can 
  be used, and the GM should pick the one that fits best into his 
  vision.  These versions are: Classic Traveller, New Era Travel-
  ler, and Generic Traveller.
  Classic Traveller Psionics
  In Classic Traveller Psionics, psionics is an innate talent 
  possessed by a few people.  The abilities have a specific order 
  in which they are learned, and can only be used infrequently 
  at range.
  Rules
  To be a Classic Traveller psionic, a character must buy 
  an Endurance Reserve to power his psionics.  The Endurance 
  Reserve has a maximum END of Rating * 10, and a maximum 
  REC of Rating per 20 minutes (Slow Recovery 20 Minutes; -1 
  ½) that cannot recover if the character cannot recover (Per-
  sonal REC; -½).  Some examples are shown below.
  R-1 Psionic Reserve: Endurance Reserve (10 END, 1 
  REC) Reserve: (2 Active Points); REC:  Slow Recovery 20 
  Minutes (-1 ½), Personal REC (-½).  Total Cost: 2 points.
  R-2 Psionic Reserve: Endurance Reserve (20 END, 2 
  REC) Reserve:  (4 Active Points); REC:  (2 Active Points); 
  Slow Recovery 20 Minutes (-1 ½), Personal REC (-½).  
  Total Cost: 3 points.
  R-4 Psionic Reserve: Endurance Reserve (40 END, 4 
  REC) Reserve:  (8 Active Points); REC:  (4 Active Points); 
  Slow Recovery 20 Minutes (-1 ½), Personal REC (-½).  
  Total Cost: 5 points.
  R-10 Psionic Reserve: Endurance Reserve (100 END, 
  10 REC) Reserve:  (20 Active Points); REC:  (10 Active 
  Points); Slow Recovery 20 Minutes (-1 ½), Personal REC 
  (-½).  Total Cost: 13 points.
  Each cluster of psionic talents has specific powers and 
  power levels to be learned, and they must be learned in order.  
  There are also standard limitations that apply to replicate the 
  assumptions in Traveller.  Powers are purchased individually 
  with Character Points; with GM approval, powers of a particu-
  lar cluster may be part of a multipower or elemental control.
  Classic Traveller psionic powers are Invisible Power Effect 
  (Source only; +½ OR Fully; +1).
  Powers which have range are Line Of Sight (+½), and 
  Indirect (any origin, any direction; +¾).  However, they have 
  Range-based Endurance Cost (+x END Cost per 5*10x meters; 
  -¼)**
  Powers that are not instant take more energy to activate 
  than they do to maintain - Increased Activation Cost (2x END 
  to Activate, x1 END per 1 Minute to Maintain Constant Power; 
  +0).  The exception are Self powers, and certain inherent pow-
  ers such as those possessed by the Droyne.
  Powers may not take the Requires A Skill Roll or Focus 
  limitations.
  TELEPATHY CLUSTER
  Telepathy is the talent of sending and receiving 
  thoughts, detecting other minds, and influencing or damaging 
  them.
  In addition to the basic powers, all telepaths also learn 
  Mental Shield, which is 2 points of Mental Defense per R level 
  (thus a R-10 spends 20 points on Mental Defense).
  The powers and their order are: Detect Minds as an R-1; 
  Telempathy and Telempathic Projection as an R-2; Send and Re-
  ceive Thoughts as an R-4; Probe as an R-8; and Mental Assault 
  as an R-10.  
  DeTecT minDS
  The most basic form of telepathy is the ability to sense 
  the presence of other minds.
  Detect Minds (R-1): Mind Scan 3d6 (Organic class of 
  minds), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; +0) 
  (15 Active Points); Costs END To Maintain (Full END 
  Cost; -½), Stops Working If Mentalist Is Knocked Out (-¼), 
  Limited Power Range-Based Endurance Cost (+x END 
  Cost per 5*10x meters; -¼).  Total Cost: 7 points.
  ** For the math-challenged, count the number of zeroes after 
  the 5, and that’s the additional END cost.
  0 - 5 +0
  6 - 50 +1
  51 - 500 +2
  501 - 5000 +3
  
  Psionics 
  Traveller Hero, Book 1
  120
  TelemPaThy
  This form of telepathy reads the emotions of the target 
  mind, which can be valuable in unstable situations.
  Telempathy (R-2): Telepathy 4d6 (Organic class of 
  minds), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; +0) 
  (20 Active Points); Empathy All Emotions (-½), Range-
  Based Endurance Cost (+x END Cost per 5*10x meters; -
  ¼), Stops Working If Mentalist Is Knocked Out (-¼).  Total 
  Cost: 10 points.
  TelemPaThic ProjecTion
  Telepathic projection of emotions to the target can be 
  useful not only in handling beasts of burden but also in psy-
  chological warfare.
  Telempathic Projection (R-2):  Mind Control 4d6, 
  Increased Activation Cost (x2 END to Activate, x1 
  END per 1 Minute to Maintain Constant Power; +0), 
  Telepathic (+¼) (25 Active Points); Empathy (-½), Range-
  Based Endurance Cost (+x END Cost per 5*10x meters; -
  ¼), Stops Working If Mentalist Is Knocked Out (-¼).  Total 
  Cost: 12 points.
  SenD anD receive ThoughTS
  This is true telepathy, the ability to both send and re-
  ceive thoughts between the psion and the target.
  Send and Receive Thoughts (R-4): Telepathy 5d6 
  (Organic class of minds), Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0) (25 Active Points); Stops Working If 
  Mentalist Is Knocked Out (-¼), Range-Based Endurance 
  Cost (+x END Cost per 5*10x meters; -¼).  Total Cost: 17 
  points.
  Probe
  A probe is a deep mental dive into the target’s innermost 
  thoughts, which can be valuable when interrogating others.
  Probe (R-8): Telepathy 10d6, Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0) (50 Active Points); Read Only (-½), 
  Stops Working If Mentalist Is Knocked Out (-¼), Range-
  Based Endurance Cost (+x END Cost per 5*10x meters; 
  -¼).  Total Cost: 25 points.
  menTal aSSaulT
  A mental assault is a violent mind-to-mind attack which 
  can be lethal to non-shielded minds (minds with out Mental 
  Defense) and painful to shielded minds (minds with some 
  level of Mental Defense).
  Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 
  Active Points); Increased Endurance Cost (x2 END; -½), 
  Range-Based Endurance Cost (+x END Cost per 5*10x 
  meters; -¼).  Total Cost: 34 points.
  CLAIRVOYANCE CLUSTER
  Clairvoyance is the talent of extending the senses to 
  other locations.  Though not allowed in Classic Traveller, the 
  full definition of Clairvoyance includes sensing the past (ret-
  rocognition), future (precognition), or even other dimensions 
  (spirits in the astral realm, alternate futures, and so forth).
  The Clairvoyance powers and their learned order are: 
  Sense as an R-2; Clairvoyance and Clairaudience each as an R-
  5; and Combined Clairvoyance and Clairaudience as an R-9.  
  SenSe
  The Sense talent provides only the most rudimentary 
  information about an area.  For example, a sensed area may be 
  “a small room with several dogs.”
  Sense (R-2): Clairsentience (Sight Group), x2 Range 
  (200”), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; +0) 
  (25 Active Points); Vague and Unclear (-½), Range-Based 
  Endurance Cost (+x END Cost per 5*10x meters; -¼).  
  Total Cost: 14 points.
  clairvoyance
  Clairvoyance enables to character to see an area as 
  clearly as if he were standing there.  It provides no additional 
  light sources.
  Clairvoyance (R-5): Clairsentience (Sight Group), x2 
  Range (200”), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (25 Active Points); Range-Based Endurance 
  Cost (+x END Cost per 5*10x meters; -¼).  Total Cost: 20 
  points.
  clairauDience
  Clairaudience is the ability to hear what’s happening at 
  a distant location as clearly as if the character were standing 
  there.
  Clairaudience (R-5): Clairsentience (Hearing Group), 
  x2 Range (200”), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (25 Active Points); Range-Based Endurance 
  Cost (+x END Cost per 5*10x meters; -¼).  Total Cost: 20 
  points.
  combineD clairvoyance anD clairauDience
  This talent gives simultaneous viewing and listening 
  ability at a distant location.
  Combined Clairvoyance and Clairaudience (R-6): 
  Clairsentience (Sight And Hearing Groups), x2 Range 
  (300”), Increased Activation Cost (x2 END to Activate, x1 
  END per 1 Minute to Maintain Constant Power; +0) (35 
  Active Points); Range-Based Endurance Cost (+x END 
  Cost per 5*10x meters; -¼).  Total Cost: 28 points.
  TELEPHYSICS CLUSTER (TELEKINESIS)
  Classic Traveller only includes telekinesis, which is the 
  power to manipulate matter at range.  The closest translation 
  for Telekinesis is 1 point of Telekinetic STR per R rating: an R-
  3 has 3 STR Telekinesis, and an R-10 has 10 STR Telekinesis.  
  TelekineSiS
  This talent is the ability to manipulate matter at range 
  using only the power of the mind.  The source of the teleki-
  nesis cannot be sensed, and the power can reach anywhere in 
  range the telekinetic can see.
  
  Traveller Hero, Book 1 
  Psionics
  121
  Options
  R-3 Telekinetics: Telekinesis (3 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of Sight 
  (+½), Indirect (Any origin, any direction; +¾), Invisible 
  Power Effects (Fully Invisible; +1) (15 Active Points); 
  Range-Based Endurance Cost (+x END Cost per 5*10x 
  meters; -¼).  Total Cost: 12 points.
  R-5 Telekinetics: Telekinesis (5 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of Sight 
  (+½), Indirect (Any origin, any direction; +¾), Invisible 
  Power Effects (Fully Invisible; +1) (24 Active Points); 
  Range-Based Endurance Cost (+x END Cost per 5*10x 
  meters; -¼).  Total Cost: 19 points.
  R-10 Telekinetics: Telekinesis (10 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of Sight 
  (+½), Indirect (Any origin, any direction; +¾), Invisible 
  Power Effects (Fully Invisible; +1) (49 Active Points); 
  Range-Based Endurance Cost (+x END Cost per 5*10x 
  meters; -¼).  Total Cost: 39 points.
  TELEPORTATION CLUSTER
  Teleportation allows instantaneous movement from one 
  point to another, regardless of intervening objects or barri-
  ers.  Teleportation is subject to relative velocity, conserva-
  tion of momentum, and potential energy changes.  Because 
  teleportation has different side effects based on distance trav-
  eled, Teleportation is actually purchased as a Multipower to 
  represent short- and long-distance teleporting options.
  Characters should also buy one or more Floating Fixed 
  Locations.
  PerSonal TelePorTaTion
  Personal Teleportation, without clothing or weapons, is 
  an R-5 skill.
  22
  R-5 Teleportation: Multipower, 22-point reserve
  2u
  1)  R-5 Teleport: Teleportation 5”, x4 Noncombat, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +½) (22 Active Points); Limited Power Can Carry 
  Nothing, Arrive At Destination Naked (-¼)
  1u
  2)  R-5 Teleport Long-Range: Teleportation 5”, Invisible 
  Power Effects, Source Only (Fully Invisible; +½), 
  MegaScale (1” = 10 km; +½), Can Be Scaled Down 
  1” = 1km (+¼) (22 Active Points); Side Effects, Side 
  Effect occurs automatically whenever Power is used 
  (Side Effect always occurs whenever the character 
  does some specific act; Character takes 1d6 EB 
  per 500 meters vertical movement in gravity well; 
  -½), Limited Power Can Carry Nothing, Arrive At 
  Destination Naked (-¼), Range-Based Endurance Cost 
  (+x END Cost per 5*10x meters; -¼)
  25
  Total Cost
  unequiPPeD TelePorTaTion
  Unequipped Teleportation, clothed but without any 
  other items, is an R-7 skill.
  67
  R-7 Teleportation: Multipower, 67-point reserve
  4u
  1)  R-7 Teleport: Teleportation 10”, x64 Noncombat, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +½) (67 Active Points); Side Effects, Side Effect occurs 
  automatically whenever Power is used (Side Effect 
  always occurs whenever the character does some 
  specific act; Character takes 1d6 EB per 500 meters 
  vertical movement in gravity well; -½), Range-Based 
  Endurance Cost (+x END Cost per 5*10x meters; -¼)
  4u
  2)  R-7 Teleport Long-Range: Teleportation 10”, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +½), MegaScale (1” = 100,000 km; +1 ½), Can Be 
  Scaled Down 1” = 1km (+¼) (65 Active Points); Side 
  Effects, Side Effect occurs automatically whenever 
  Power is used (Side Effect always occurs whenever the 
  character does some specific act; Character takes 1d6 
  EB per 500 meters vertical movement in gravity well; 
  -½), Range-Based Endurance Cost (+x END Cost per 
  5*10x meters; -¼)
  75
  Total Cost
  full TelePorTaTion
  Full Teleportation, clothed and carrying up to the 
  character’s STR in additional mass, is an R-9 skill.
  67
  R-9 Teleportation: Multipower, 67-point reserve
  4u
  1)  R-9 Teleport: Teleportation 10”, x64 Noncombat, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +½) (67 Active Points); Side Effects, Side Effect occurs 
  automatically whenever Power is used (Side Effect 
  always occurs whenever the character does some 
  specific act; Character takes 1d6 EB per 500 meters 
  vertical movement in gravity well; -½), Range-Based 
  Endurance Cost (+x END Cost per 5*10x meters; -¼)
  4u
  2)  R-9 Teleport Long-Range: Teleportation 10”, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +½), MegaScale (1” = 100,000 km; +1 ½), Can Be 
  Scaled Down 1” = 1km (+¼) (65 Active Points); Side 
  Effects, Side Effect occurs automatically whenever 
  Power is used (Side Effect always occurs whenever 
  the character does some specific act; Character takes 
  1d6 EB per 500 meters vertical movement in gravity 
  well; -½), Range-Based Endurance Cost (+x END Cost 
  per 5*10x meters; -¼)
  75
  Total Cost
  SELF CLUSTER (AWARE)
  Psionics with the Self talent should buy the following 
  talents and superskills, depending on current ranking.
  In Classic Traveller, the powers and their order are: Feign 
  Death (Simulate Death) at R-2; Orientation (Bump of Direction) 
  at R-3; Enhanced Strength at R-4; Enhanced Constitution at R-5; 
  and Regeneration at R-9.
  feign DeaTh
  Feign Death (R-2) is the HERO Talent Simulate Death.  At 
  R-2, the character has the base 3-point skill.  Each +1 in Rank 
  allows a +1 to be purchased, so that at R-6 the character could 
  have Simulate Death +4.
  orienTaTion
  Orientation (R-3) is the HERO Talent Bump of Direction.  
  There are no bonuses for a ranking above R-3.
  
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  Traveller Hero, Book 1
  122
  enhanceD STrengTh
  Psionically Enhanced Strength boosts the STR of the 
  psionic.  It requires END from the psionic Endurance Reserve 
  to initiate.
  Enhanced STR (R-4):  Aid STR 1d6, Delayed Return Rate 
  (points return at the rate of 5 per Hour; +1) (20 Active 
  Points); Self Only (-½), Costs Endurance (-½).  Total Cost: 
  10 Points.
  enhanceD conSTiTuTion
  Psionically Enhanced Constitution (R-5) provides the 
  ability to withstand greater system shock and be less easily 
  stunned.
  Enhanced Constitution (R-5):  Aid CON 1d6, Delayed 
  Return Rate (points return at the rate of 5 per Hour; +1) 
  (20 Active Points); Self Only (-½), Costs Endurance (-½).  
  Total Cost: 10 points.
  regeneraTion
  Regeneration (R-9) allows self-healing of BODY damage 
  at the rate of 1 BODY per minute.  It is not on all the time, but 
  requires END from the psionic END Reserve to initiate it.
  Regeneration:  Healing 1 BODY, Reduced Endurance 
  (0 END; +½), Persistent (+½) (20 Active Points); Extra 
  Time (Regeneration-Only) 1 Minute (-1 ½), Self Only (-½), 
  Requires Psionic Endurance (Uses 1 Psionic END per 1 
  BODY healed; -¼).  Total Cost: 6 points.
  SPECIAL CLUSTER
  Psionics with talents in the Special category are GMs 
  prerogative, but rare.  Some examples include:
  Danger Sense: can indicate good senses, ability to detect 
  background thoughts, or other means of identifying danger
  Rapid Recharge: +REC for psionic Endurance Reserve 
  (max is double normal value).  
  New Era Traveller Psionics
  In The New Era, psionics has a list of pregenerated 
  effects, but there is a great deal more variability in overall ef-
  fect.  All psionics are organized into the following six clusters: 
  Telepathy, Telepresence, Telephysics, Teleportation, Self, and 
  Arcana.  Psions may have one or more psionic clusters.
  RULES
  The New Era psionic system uses a large list of pre-gen-
  erated psionics, most of which have the Requires A Psionic 
  Skill Roll Limitation.  Other common limitations include 
  Increased Endurance Cost.
  To use psionics, a character needs three things.  
  First, he must have a Psionics power skill.  The Psionics 
  power skill is EGO-Based.
  Second, he must have a Psionic Endurance Reserve with 
  an END equal to twice the character’s EGO and a REC equal 
  to the character’s REC.  Long-term END usage rules must be 
  enforced, to represent mental fatigue from constant use of 
  powers.
  Third, for each psionic cluster the character wishes to 
  use, he must buy a Talent called (Cluster Name) Psionic Talent.  
  Each of these six clusters has a minimum cost of 10 points, 
  which provides the character the equivalent of a 25-point Vari-
  able Power Pool for psionic powers in that cluster.  For each 
  +1 point spent on that Psionic Cluster, the Variable Power 
  Pool increases by +5 points, so that a character who has spent 
  15 points on Telepathic Psionic Talent has a 50-point VPP for 
  Telepathy cluster psionics.  
  Note: The R-value for New Era psionics is Active Points 
  divided by 10, so a 50-point VPP is an R-5.
  Characters spend 1 Character Point for each psionic 
  power learned, which the character and GM should keep track 
  of.  Any psionic power a character knows can be used for that 
  cluster.  Conversely, characters cannot learn psionic powers 
  for clusters they do not know.
  At GM option, a character can make a Psionics power 
  roll at -5 to use a psionic cluster power he has not yet learned, 
  but only for any psionic cluster he currently possesses (such 
  as a psion who knows Telepathy but has not yet learned Ego 
  Attack).  This takes a full phase, and if successful, the char-
  acter can use the power at half the power of his VPP.  The 
  character cannot use more than half the power until he spends 
  1 character point to know the power.
  A character can make a Psionics power roll at -3 to alter 
  any known power to produce slightly different effects.  For 
  example, with a successful roll the character can temporarily 
  change 8d6 Telepathy into 4d6 Telepathy, 2” Radius.  
  TELEPATHY CLUSTER
  The powers that can be learned within the Telepathy 
  Cluster VPP are:
  Telepathy (Emotions only; -½)
  Mind Control (Emotions only; -½)
  Telepathy (full)
  Mind Control (full)
  Drain (EGO)
  Mind Scan
  Ego Attack (Does BODY; +1)
  Each of these costs 1 point to learn.
  The GM may, at his option, add the following powers 
  that may be learned within the Telepathy cluster:
  Mental Illusions
  Transformation (Memories; Ego-Based, +1)
  Transformation (Personality; Ego-Based, +1)
  Invisibility (Organic minds only)
  Images (Organic minds only)
  TELEPHYSICS CLUSTER
  The powers that can be learned within the Telephysics 
  Cluster VPP are: 
  Telekinesis
  Telekinesis
  Cryokinesis
  Change Environment (cold)
  Energy Blast (cold)
  Ranged Killing Attack (cold)
  Transformation (after-effects of extreme cold)
  Pyrokinesis
  Change Environment (heat)
  Energy Blast (heat)
  Ranged Killing Attack (heat)
  Transformation (after-effects of extreme heat)
  Each of these costs 1 point to learn.  For example, learn-
  ing Telekinesis, Change Environment (cold), and Energy Blast 
  (cold) costs 3 points.
  The GM may, at his option, add the following powers 
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  Traveller Hero, Book 1 
  Psionics
  12
  that may be learned within the Telephysics cluster:
  Electricity
  Energy Blast (electrical current)
  Ranged Killing Attack (electrical current)
  Change Environment (ionized)
  Transformation
  Light
  Flash vs. Sight (light control)
  Images vs. Sight (light control)
  Darkness vs. Sight (light control)
  Transformation
  Sound
   Flash vs. Sound (sound control)
   Images vs. Sound (sound control)
   Darkness vs. Sound (sound control)
   Transformation
  TELEPORTATION CLUSTER
  The powers that can be learned within the Teleportation 
  Cluster VPP are:
  Teleportation
  Teleportation (MegaScale range)
  Teleportation (Usable Against Others)
  Each costs 1 point to learn.
  The GM may, at his option, add the following powers 
  that may be learned within the Teleportation cluster:
  Teleportation (x4 Mass; multiple teleporters)
  Extradimensional Movement (Hyperspace)
  Extradimensional Movement (GM-defined)
  Extradimensional Movement (Time travel)
  TELEPERCEPTION CLUSTER
  The powers that may be learned within the Telepercep-
  tion cluster VPP are:
  Clairsentience (vague; -½)
  Clairsentience (sight and/or sound)
  The GM may, at his option, add the following powers 
  that may be learned within the Teleperception cluster:
  Precognition
  Retrocognition
  Extradimensional
  Detect Aura (Aura Reading)
  Detect Psychic Residue
  Detect Water
  Mental Awareness
  SELF CLUSTER
  The Self cluster contains some abilities that must be 
  learned outside of the Self Cluster VPP, and some that may be 
  learned within the VPP.
  The following must be learned outside of the VPP, and 
  cost the stated cost instead of 1 point: 
  Simulate Death
  Bump of Direction
  Rapid Healing
  The following powers may be learned within the Self 
  Cluster VPP:
  Aid (Self Only, -½; Costs END, -½)
  Healing (Self Only; -½)
  ARCANA CLUSTER
  Arcana is a miscellaneous category, but cannot be used 
  as a general cluster.  If a character has both Healing and Cy-
  beronics, he must purchase separate Healing Cluster VPP and 
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  Cyberonic Cluster VPP.  Example Arcana clusters include:
  cyberonicS
  Cyberonics is the ability to have Telepathic cluster pow-
  ers versus machines and computers rather than organic minds.
  Machine Telepathy (R-5): Telepathy 5d6 (Machine class 
  of minds), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; +0) 
  (25 Active Points); Stops Working If Mentalist Is Knocked 
  Out (-¼), Range-Based Endurance Cost (+x END Cost per 
  5*10x meters; -¼)  Note: 1d6 per Ranking.  Total Cost: 17 
  Points
  Machine Control (R-5): Mind Control 4d6 (Machine 
  class of minds), Telepathic (+¼), Increased Activation 
  Cost (x2 END to Activate, x1 END per 1 Minute to 
  Maintain Constant Power; +0) (25 Active Points); Range-
  Based Endurance Cost (+x END Cost per 5*10x meters; -
  ¼), Stops Working If Mentalist Is Knocked Out (-¼)  Note: 
  1d6 per Ranking.  Total Cost: 17 points
  minD illuSionS
  This is the ability to hide or change the user’s mind in 
  how others perceive it.
  Invisibility (R-3): Invisibility to Sight Group , No Fringe, 
  Increased Activation Cost (x2 END to Activate, x1 END 
  per 1 Minute to Maintain Constant Power; +0) (30 Active 
  Points); Limited Power Only vs. Organics (-1).  Total Cost: 
  15 points
  Mind Mimic (R-5): Shape Shift  (Mental Group, limited 
  group of shapes), Imitation, Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0), Invisible Power Effects (Fully 
  Invisible; +1) (50 Active Points).  Total Cost: 50 points.
  PSychic healing
  Psychic Healing allows the user to heal others rather 
  than himself.
  Empathic Healing: Healing BODY 1d6, Decreased 
  Re-use Duration (1 Hour; +½) (15 Active Points); Side 
  Effects, Side Effect occurs automatically whenever Power 
  is used (Caster suffers 1 BODY Drain for every 1 BODY 
  Healed [caster takes wounds to self], Delayed Recovery 
  Rate on Drain is 1 BODY per Minute; -½), Others Only 
  (-½), Increased Endurance Cost (x2 END; -½)  Note: 1d6 
  per Ranking.  Total Cost: 6 points
  General Healing: Healing BODY 1d6, Decreased Re-use 
  Duration (1 Hour; +½), Invisible Power Effects, Source 
  Only (Fully Invisible; +½) (20 Active Points); Increased 
  Endurance Cost (x2 END; -½), Others Only (-½)  Note: 
  1d6 per Ranking.  Total Cost: 10 points
  PSionic augmenTaTion
  Psionic augmentation is the ability to modify another’s 
  psionic ability.
  Drain Psionic Reserve: Drain END 1d6, Ranged (+½), 
  Line Of Sight (+½), Indirect (Any origin, any direction; 
  +¾), Delayed Return Rate (points return at the rate of 
  5 per 20 Minutes; +¾), Invisible Power Effects (Fully 
  Invisible; +1) (45 Active Points); Increased Endurance 
  
  Psionics 
  Traveller Hero, Book 1
  12
  Cost (x2 END; -½), Range-Based Endurance Cost (+x 
  END Cost per 5*10x meters; -¼)  Note: 1d6 per Ranking.  
  Total Cost: 26 points.
  Drain Psionic Strength: Drain BODY 1d6, Ranged (+½), 
  Line Of Sight (+½), Indirect (Any origin, any direction; 
  +¾), Delayed Return Rate (points return at the rate of 
  5 per 20 Minutes; +¾), Invisible Power Effects (Fully 
  Invisible; +1), all Psionic powers simultaneously (+2) 
  (65 Active Points); Increased Endurance Cost (x2 END; 
  -½), Range-Based Endurance Cost (+x END Cost per 
  5*10x meters; -¼)  Note: 1d6 per Ranking.  Total Cost: 37 
  points.
  Anti-Psionic Field: Suppress Psionics 1d6, all Psionic 
  powers simultaneously (+2), Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0), Line Of Sight (+½), Indirect (Any 
  origin, any direction; +¾), Area Of Effect (3” Radius; 
  +1), Invisible Power Effects (Fully Invisible; +1) (31 
  Active Points); Range-Based Endurance Cost (+x END 
  Cost per 5*10x meters; -¼)  Note: 1d6 per Ranking.  Total 
  Cost: 25 points.
  Psionic Power Battery: (Total: 37 Active Cost, 16 Real 
  Cost) Aid END Reserve END 1d6, Ranged (+½), Line Of 
  Sight (+½), Indirect (Any origin, any direction; +¾), 
  Invisible Power Effects (Fully Invisible; +1) (37 Active 
  Points); Costs Endurance (-½), Increased Endurance Cost 
  (x2 END; -½), Range-Based Endurance Cost (+x END 
  Cost per 5*10x meters; -¼) (Real Cost: 16)  Note: 1d6 per 
  Ranking.  Total Cost: 16 points.
  Generic Traveller Psionics
  With Generic Traveller psionics, all psionics are orga-
  nized into the following six clusters: Telepathy, Telepresence, 
  Telephysics, Teleportation, Self, and Arcana.  Psions may have 
  one or more psionic clusters.
  RULES
  To be a Generic Traveller psionic, a character must buy 
  an Endurance Reserve to power his psionics.  The Endurance 
  Reserve has a maximum END of Rating * 10, and a maximum 
  REC of Rating per 20 minutes (Slow Recovery 20 Minutes; -1 
  ½) that cannot recover if the character cannot recover (Per-
  sonal REC; -½).  
  Each cluster of psionic talents has specific powers that 
  can be learned.  There are also standard limitations that apply 
  to replicate the assumptions in Traveller.  Powers are pur-
  chased individually with Character Points; the cost of each 
  power is equal to the Total Points/5.  Each power effect may 
  typically have up to Rating*5 active points in the base power.
  Generic Traveller psionic powers are Invisible Power Ef-
  fect (Source only; +½ OR Fully; +1).
  Powers which have range are Line Of Sight (+½), and 
  Indirect (any origin, any direction; +¾).  
  Powers may not take the Requires A Skill Roll or Focus 
  limitations.
  TELEPATHY CLUSTER
  Characters with Telepathy cluster powers should pur-
  chase Mind Shield: Mental Defense (5 points total).  The divide 
  by 5 rule does not apply to Mind Shield costs.
  Characters with Telepathy Cluster psionics may pur-
  chase powers from the following list.  Each effect may have up 
  to rating*5 active points.
  Mind Scan, 1d6/rating
  Telepathy, 1d6/rating
  Mind Control, 1d6/rating
  Ego Attack, ½d6/rating
  Mind Link, 5 points/rating
  Mental Illusion.  1d6/rating
  Ego-Based Mental Transforms, 5 points/rating
  All powers must have the Invisible Power Effect (+½) 
  applied, and this does not affect the Rating of the power.  Stan-
  dard rules for Ego-Based powers apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  TELEPRESENCE CLUSTER
  Characters with Telepresence Cluster powers may pur-
  chase powers from the following list.  Each power may have 
  up to Ranking*5 in points.
  Detect
  Clairsentience
  All powers must have the Invisible Power Effect (+1) 
  advantage applied, and the Costs END (-½) limitation, and this 
  does not affect the Rating of the power.  Standard rules for 
  sense-based powers apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  TELEPHYSICS CLUSTER
  Characters with the Telephysics cluster powers may 
  purchase powers from the following list.  Each effect may have 
  up to rating*5 in Active Points.
  Telekinesis
  Energy Blast
  Ranged Killing Attack
  Change Environment
  Transformation
  All powers must have the Invisible Power Effect (Source 
  only; +½) advantage applied, and this does not affect the Rat-
  ing of the power.  Standard rules for ranged powers apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  TELEPORTATION CLUSTER
  Characters with Teleportation cluster powers may pur-
  chase powers from the following list.  Each effect may have up 
  to rating*5 active points.
  Teleportation
  Stretching (mandatory +¼ Does Not Cross Inter-
  vening Space advantage)
  All powers must have the Invisible Power Effect (Source 
  only; +½) advantage applied, and this does not affect the Rat-
  ing of the power.  Standard rules for Teleportation and Stretch-
  ing powers apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  SELF CLUSTER
  Characters with Self Cluster psionics may purchase any 
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  Traveller Hero, Book 1 
  Psionics
  12
  of the following Talents at normal cost (divide by 5 rule does 
  not apply).
  Absolute Range Sense
  Absolute Time Sense
  Animal Friendship
  Bump of Direction
  Combat Sense
  Danger Sense
  Eidetic Memory
  Lightning Calculator
  Rapid Healing
  Simulate Death
  Universal Translator
  Characters with the Self cluster powers may purchase 
  powers from the following list.  Each effect may have up to 
  rating*5 in Active Points.
  Aid (mandatory Self-only; -½)
  Succor (mandatory Self-only; -½)
  Heal (mandatory Self-only; -½)
  Life Support (mandatory Costs END; -½, cannot 
  ever apply Use On Others advantage)
  All powers must have the Invisible Power Effect (Source 
  only; +½) advantage applied, and this does not affect the Rat-
  ing of the power.  Standard rules apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  OTHER CLUSTER
  Characters with Other Cluster must define the type 
  of psionics (e.g., machine telepathy, healing, mediumship).  
  Based on what is logical within that scope, the psion may 
  purchase any Talent at normal cost (divide by 5 rule does not 
  apply).
  Characters with the Other cluster powers may purchase 
  any logical power, based on the scope of their psionic effects.  
  Each effect may have up to rating*5 in Active Points.
  All powers must have the Invisible Power Effect (Source 
  only; +½) advantage applied, and this does not affect the Rat-
  ing of the power.  
  All powers that normally do not cost END must take the 
  limitation Costs END (-½).  Standard rules apply.
  Characters may buy versions of their powers that apply 
  any legal advantages and limitations, but may not ever use 
  Reduced Endurance, Persistent, Inherent, or Always On.
  Psionic Technology
  Traveller has a small assortment of technologies that can 
  limit or boost psionic abilities.
  Psi Shields: Mental defenses can be added to armor; see 
  the armor rules.  
  Psi Drugs: Several are known.  Effects are fairly similar 
  and are not cumulative.  
  Psi Booster (TL 12; Cr 1,250, 12.5 grams, per dose).  
  Increases all psionic abilities.  5d6 aid, all psionic 
  abilities (including END; +2 END/point), fade 5/5 hours; 
  takes 1 hour to take effect.  
  Psi Double is two doses of Psi Booster.  
  Psi Special (TL 14; Cr 2,500, 25 grams, per dose).  As 
  psi booster, but twice as strong; psi strength increases 
  at only 5 active points per hour.  Has dangerous side 
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  effects; make an EGO roll or permanently lose 10 END 
  off your END reserve.  The standard dose is two doses.
  
   
  12
  Combat Equipment
  Technological Treasures
  Body Pistols and PGMPs, Jack and Mesh
  
  Traveller Hero, Book 1 
  Weapons
  12
  This chapter is devoted to the variety of personal and 
  military weapons available in Traveller.
  Small Arms
  S
  mall Arms (aka Slugthrowers) are the most com-
  mon firearm in Traveller Hero.  At the standard 
  Traveller TL12 campaign, nothing else beats 
  slugthrowers for damage and portability.  
  Most of the weapon listings and descriptions for 
  slugthrowers assume firing a standard bullet.  To add other 
  bullets, such as AP, AET, DumDum, and many others, see the 
  excellent information in Dark Champions pages 200-256.
  Revolvers
  REVOLVER, 9MM
  Effect: RKA 1d6+1
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 7
  Range: 100”
  Mass: 1 kg
  CR: 150
  Ammo Cost: 10Cr/6 shots
  Description:  The old-fashioned revolver, it fires a 9mm 
  standard revolver slug and holds 6 bullets.  Revolver 
  ammunition is not interchangeable with other slugthrowers.
  9mm Revolver: Killing Attack - Ranged 1d6+1 (20 Active 
  Points); STR Minimum 7 (STR Min.  Cannot Add/Subtract 
  Damage; -1), OAF (-1), 6 Charges (-¾), Real Weapon (-¼), 
  Beam (-¼) 
  REVOLVER, 9MM MAGNUM
  Effect: RKA 1 ½d6
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 10
  Range: 125”
  Mass: 1 kg
  CR: 300
  Ammo Cost: 20Cr/6 shots
  Description:  The old-fashioned revolver equivalent to a .357 
  Magnum, it fires a 9mm Magnum slug and holds 6 bullets.  
  Revolver ammunition is not interchangeable with other 
  slugthrowers.
  9mm Magnum Revolver: Killing Attack - Ranged 1 ½d6 
  (25 Active Points); STR Minimum 10 (STR Min. Cannot 
  Add/Subtract Damage; -1), OAF (-1), 6 Charges (-¾), Real 
  Weapon (-¼), Beam (-¼) 
  SNUB REVOLVER
  Effect: RKA 1d6
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 6
  Range: 150”
  Mass: .5 kg
  CR: 150Cr
  Ammo Cost: 10Cr/6 shots
  Description:  The Snub Revolver is a low-velocity revolver 
  designed for shipboard and zero-G environments, firing a 
  10mm 7g bullet at only 100-150 mps.  It is a standard ship’s 
  security weapon, and is most commonly carried with 5 
  tranquilizer rounds and 1 gas round.
  Game Information:
  Cost
  Powers
  8
  Snub Revolver: Multipower, 30-point reserve, (30 
  Active Points); all slots OAF (-1), STR Minimum 
  6 (STR Min. Cannot Add/Subtract Damage; -1), 6 
  Charges (-¾), Real Weapon (-¼), Beam (-¼) 
  1u
  1) Standard Rounds: Killing Attack - Ranged 1d6 (15 
  Active Points)
  2u 
  2) Armor-Piercing Rounds: Killing Attack - Ranged 
  1d6, Armor Piercing x1 (+½) (22 Active Points) 
  2u 
  3) HE Rounds: Energy Blast 3d6, Explosion (+½) (22 
  Active Points)
  2u 
  4) Gas Rounds: Energy Blast 2d6, Area Of Effect 
  (One Hex; +½), No Normal Defense ((Self-Contained 
  Breathing); +1) (25 Active Points)
  3u 
  5) Tranquilizer Rounds: Energy Blast 3d6, No Normal 
  Defense ((Resistant DEF >2); +1) (30 Active Points)
  1
  Total Cost
  Semi-Automatic Pistols
  BODY PISTOL
  Effect: RKA 1d6
  Shots: 6
  Combat Modifiers: +1 OCV, -1 RMod
  STR Minimum: 7
  Range: 100”
  Mass: 300 g
  CR: 500
  Ammo Cost: 20CR/magazine
  Description:  The body pistol is a non-metallic, semi-
  automatic pistol.  It is designed to avoid detection by metal 
  detectors, and is notable as a weapon of assassins and 
  hijackers.  The body pistol fires a 5-gram slug at 500-600 mps, 
  and has a 6-cartridge magazine.  
  Body Pistol: (Total: 20 Active Cost, 7 Real Cost) Killing 
  Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 
  (STR Min. Cannot Add/Subtract Damage; -1), IAF (-½), 
  6 Charges (-½), Side Effects (-1 vs. Range Modifier), Side 
  Effect occurs automatically whenever Power is used (-½), 
  Real Weapon (-¼), Beam (-¼) (Real Cost: 4) plus +1 OCV 
  with Ranged Combat (5 Active Points); IAF (-½) (Real 
  Cost: 3) 
  AUTO PISTOL, 9MM
  Effect: RKA 1d6+1
  Shots: 15
  Combat Modifiers: +1 OCV, -1 RMod
  STR Minimum: 7
  Weapons
  
  Weapons 
  Traveller Hero, Book 1
  12
  Range: 100”
  Mass: 1 kg
  CR: 200
  Ammo Cost: 10CR/magazine
  Description:  The Auto pistol fires a standard 9mm slug.
  9mm Auto Pistol: Killing Attack - Ranged 1d6+1, 15 
  Charges (+0) (20 Active Points); STR Minimum 7 (STR 
  Min. Cannot Add/Subtract Damage; -1), OAF (-1), Real 
  Weapon (-¼), Beam (-¼) 
  AUTO PISTOL, 9MM MAGNUM
  Effect: RKA 1 ½d6
  Shots: 15
  Combat Modifiers: +1 OCV
  STR Minimum: 7
  Range: 125”
  Mass: 1 kg
  CR: 400
  Ammo Cost: 10CR/magazine
  Description:  The standard metallic semi-automatic pistol.  It 
  fires a 9mm 10gram Magnum slug at 400-500 mps, and has a 
  15-cartridge magazine.
  Auto Pistol: Killing Attack - Ranged 1 ½d6, 15 Charges 
  (+0) (25 Active Points); STR Minimum 7 (STR Min. 
  Cannot Add/Subtract Damage; -1), OAF (-1), Real Weapon 
  (-¼), Beam (-¼) plus +1 with Ranged Combat (5 Active 
  Points); OAF (Pistol; -1).  Total Cost: 9 points
  SNUB PISTOL
  Effect: RKA 1d6
  Shots: 20
  Combat Modifiers: None
  STR Minimum: 6
  Range: 150”
  Mass: .6 kg
  CR: 600Cr
  Ammo Cost: 40Cr/magazine
  Description:  The Snub Pistol is a combat-oriented version 
  of the Snub Revolver, a low-velocity handgun designed for 
  shipboard and zero-G environments.  The snub pistol fires 
  10mm 7g bullets at only 100-150 mps (the same bullets as 
  used in the snub revolver).  It is a standard ship’s security 
  weapon, and is commonly carried with 15 tranquilizer 
  rounds and 5 gas rounds or with 15 standard rounds and 5 
  armor-piercing rounds.
  Cost
  Powers
  12
  Snub Pistol: Multipower, 30-point reserve, (30 Active 
  Points); all slots OAF (-1), STR Minimum 6 (STR 
  Min. Cannot Add/Subtract Damage; -1), 20 Charges 
  (-0), Real Weapon (-¼), Beam (-¼) 
  1u
  1) Standard Rounds: Killing Attack - Ranged 1d6 (15 
  Active Points)
  2u 
  2) Armor-Piercing Rounds: Killing Attack - Ranged 
  1d6, Armor Piercing x1 (+½) (22 Active Points) 
  2u 
  3) HE Rounds: Energy Blast 3d6, Explosion (+½) (22 
  Active Points)
  2u 
  4) Gas Rounds: Energy Blast 2d6, Area Of Effect 
  (One Hex; +½), No Normal Defense ((Self-Contained 
  Breathing); +1) (25 Active Points)
  3u 
  5) Tranquilizer Rounds: Energy Blast 3d6, No Normal 
  Defense ((Resistant DEF >2); +1) (30 Active Points)
  22
  Total Cost
  Submachine Gun
  SUBMACHINE GUN
  Effect: RKA 1d6+1, Autofire (5 shots)
  Shots: 40
  Combat Modifiers: +2 OCV
  STR Minimum: 12
  Range: 250”
  Mass: 2.5 kg
  CR: 500 Cr
  Ammo Cost: 0.6 Cr/20
  Description: The submachine gun fires 5-round bursts of 
  7mm standard ammunition, and carries 40 rounds in each 
  clip.
  Submachine Gun: (Total: 50 Active Cost, 16 Real Cost) 
  Killing Attack - Ranged 1d6+1, 40 Charges (+½), Autofire 
  (5 shots; +½) (40 Active Points); OAF (-1), STR Minimum 
  12 (STR Min. Cannot Add/Subtract Damage; -1), Real 
  Weapon (-¼), Beam (-¼) (Real Cost: 11) plus +2 OCV 
  with Ranged Combat (10 Active Points); OAF (-1) (Real 
  Cost: 5) 
  Rifles
  CARBINE
  Effect: RKA 2d6
  Shots: 10
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 11
  Range: 150”
  Mass: 3 kg
  CR: 200
  Ammo Cost: 10Cr/clip
  Description:  A short rifle that fires 7mm, 5-gram bullets at 
  900 mps.  Carbine ammunition is not interchangeable with 
  other slugthrowers.  The clip holds 10 bullets.
  Carbine: (Total: 30 Active Cost, 8 Real Cost) Killing 
  Attack - Ranged 2d6 (30 Active Points); OAF (-1), STR 
  Minimum 11 (STR Min. Cannot Add/Subtract Damage; 
  -1), Required Hands Two-Handed (-½), Real Weapon (-¼), 
  10 Charges (-¼), Beam (-¼) (Real Cost: 6) plus +1 OCV 
  with Ranged Combat (5 Active Points); OAF (-1) (Real 
  Cost: 2) plus +1 vs. Range (3 Active Points); OAF (-1) 
  (Real Cost: 2)
  RIFLE
  Effect: RKA 2d6, +1 STUN Mult
  Shots: 20
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 240”
  Mass: 4 kg
  CR: 200
  Ammo Cost: 20Cr/clip
  Description: A military-style rifle that fires a 7mm 10-gram 
  slug at 900 mps.  The magazine holds 20 bullets.  Rifle and 
  Automatic Rifle ammunition are interchangeable.
  
  Traveller Hero, Book 1 
  Weapons
  12
  Rifle: (Total: 48 Active Cost, 13 Real Cost) Killing Attack 
  - Ranged 2d6, +1 STUN Multiplier (+¼) (37 Active 
  Points); OAF (-1), STR Minimum 13 (STR Min. Cannot 
  Add/Subtract Damage; -1), 20 Charges (-0), Required 
  Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼) 
  (Real Cost:  plus +1 OCV with Ranged Combat (5 Active 
  Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 
  Active Points); OAF (-1) (Real Cost: 3)
  HUNTING RIFLE
  Effect: RKA 3d6, +1 STUN Mult
  Shots: 2
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 240”
  Mass: 6 kg
  CR: 2000
  Ammo Cost: 20Cr/clip
  Description: The hunting rifle is the type used by big game 
  hunters and zoologists in bringing down or tranquilizing 
  large animals.  The rifle holds two 12mm slugs or two 12mm 
  tranquilizer darts.  
  Hunting Rifle:  (Total: 67 Active Cost, 15 Real Cost) 
  Killing Attack - Ranged 3d6, +1 STUN Multiplier (+¼) 
  (56 Active Points); 2 Charges (-1 ½), OAF (-1), STR 
  Minimum 13 (STR Min. Cannot Add/Subtract Damage; 
  -1), Required Hands Two-Handed (-½), Real Weapon (-¼), 
  Beam (-¼) (Real Cost: 10) plus +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 
  vs. Range (6 Active Points); OAF (-1) (Real Cost: 3)
  AUTOMATIC RIFLE
  Effect: RKA 2d6, +1 STUN Multiplier
  Shots: 20
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 315”
  Mass: 5 kg
  CR: 1000
  Ammo Cost: 20/clip
  Description:  A military-style rifle that fires 7mm rifle 
  rounds, either in semi-automatic mode or in 4-round bursts.  
  The standard magazine is 20 rounds, but may also use 100-
  round belts when available.
  Automatic Rifle: (Total: 63 Active Cost, 16 Real Cost) 
  Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), 
  Autofire (4 shots; +½) (52 Active Points); OAF (-1), STR 
  Minimum 13 (STR Min. Cannot Add/Subtract Damage; 
  -1), 20 Charges (-0), Required Hands Two-Handed (-½), 
  Real Weapon (-¼), Beam (-¼) (Real Cost: 11) plus +1 
  OCV with Ranged Combat (5 Active Points); OAF (-1) 
  (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF 
  (-1) (Real Cost: 3)
  ACCELERATOR RIFLE 
  Effect: RKA 2d6, Autofire (5 shots)
  Shots: 15
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 265”
  Mass: 3 kg
  CR: 900
  Ammo Cost: 25Cr/clip
  Description: Accelerator rifles are designed for Zero-G 
  combat, firing specially-designed rocket-assisted cartridges.  
  The initial muzzle velocity is low to minimize zero-G recoil 
  problems.  Once the bullet leaves the barrel, a secondary 
  propellant accelerates the bullet to 700-800 mps.  This 
  secondary propellant has a signature flash, which can easily 
  reveal the location of the shooter in the dark.
  Accelerator Rifle: (Total: 53 Active Cost, 19 Real Cost) 
  Killing Attack - Ranged 2d6, 15 Charges (+0), Autofire 
  (5 shots; +½) (45 Active Points); STR Minimum 12 
  (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 
  Required Hands Two-Handed (-½), Beam (-¼), Real 
  Weapon (-¼) (Real Cost: 11) plus +1 OCV with Ranged 
  Combat (Real Cost: 5) plus +1 vs. Range (Real Cost: 3)
  Assault Rifles
  ASSAULT RIFLE
  Effect: RKA 2d6, +1 STUN Mult, Autofire (5 shots)
  Shots: 30
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 14
  Range: 365”
  Mass: 3.33 kg
  CR: 400 Cr
  Ammo Cost: 20Cr/clip
  Description: The Assault rifle is a lighter and less expensive 
  version of the automatic rifle.  It fires a small burst with each 
  pull of the trigger.
  Assault Rifle: (Total: 73 Active Cost, 21 Real Cost) 
  Killing Attack - Ranged 2d6, 30 Charges (+¼), +1 
  STUN Multiplier (+¼), Autofire (5 shots; +½) (60 Active 
  Points); OAF (-1), STR Minimum 14 (STR Min. Cannot 
  Add/Subtract Damage; -1), Required Hands Two-Handed 
  (-½), Real Weapon (-¼), Beam (-¼) (Real Cost: 15) plus 
  +2 OCV with Ranged Combat (10 Active Points); OAF (-1) 
  (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF 
  (-1) (Real Cost: 1) 
  ADVANCED COMBAT RIFLE
  Effect: RKA 2d6, +1 STUN Mult, Autofire (5 shots)
  Shots: 20
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 14
  Range: 395”
  Mass: 4 kg
  CR: 800 Cr
  Ammo Cost: 15Cr/clip
  Description: A progressive development of the combat rifle, 
  the weapon fires 9mm rounds, and is equipped with a RAM 
  grenade launcher.  Reloading the RAM is a full-phase action.
  Cost
  Powers
  36
  Advanced Combat Rifle (ACR): Multipower, 79-
  point reserve, all slots 20 Charges (+¼) (99 Active 
  Points); all slots OAF (-1), Required Hands Two-
  Handed (-½), Real Weapon (-¼) 
  
  Weapons 
  Traveller Hero, Book 1
  10
  2u
  1)  Discarding Sabot Rounds: Killing Attack - 
  Ranged 2d6, +1 STUN Multiplier (+¼), Autofire 
  (5 shots; +½), Armor Piercing x1 (+½) (67 Active 
  Points); OAF (-1), STR Minimum 13 (-½), Required 
  Hands Two-Handed (-½), Beam (-¼), Real Weapon 
  (-¼) 
  3u
  2)  Flechette Rounds: Killing Attack - Ranged 3d6, 
  +1 STUN Multiplier (+¼), Autofire (5 shots; +½) 
  (79 Active Points); OAF (-1), STR Minimum 13 
  (-½), Required Hands Two-Handed (-½), Reduced 
  Penetration (-¼), Beam (-¼), Real Weapon (-¼) 
  3u
  3)  Smoke Rounds: Darkness to Sight Group 5” 
  radius, 20 Continuing Charges lasting 1 Minute 
  each (+0) (50 Active Points); OAF (-1), STR 
  Minimum 13 (-½), Required Hands Two-Handed 
  (-½), Beam (-¼), Real Weapon (-¼)  
  5
  Advanced Combat Rifle (ACR) Sights: (Total: 11 
  Active Cost, 5 Real Cost) +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1), Real Weapon 
  (-¼) (Real Cost: 2) plus +2 vs. Range (6 Active 
  Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)  
  
  Total Cost
  LIGHT ASSAULT GUN
  Effect: RKA 2d6, Autofire (5 shots)
  Shots: 15
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 260”
  Mass: 4.5 kg
  CR: 600 Cr
  Ammo Cost: 20Cr/clip
  Description: The Light Assault Gun is a heavy rifle, firing 
  20mm bullets at 400-500 mps.
  11
  2cm Light Assault Gun (LAG): Multipower, 52-point 
  reserve, (52 Active Points); all slots OAF Bulky 
  (-1 ½), STR Minimum 14 (STR Min. Cannot Add/
  Subtract Damage; -1), Required Hands Two-Handed 
  (-½), Real Weapon (-¼), 4 clips of 6 Charges (-¼), 
  Beam (-¼) 
  Note: Standard load is 2 HE, 1 HEAP, 1 Flechette, 
  but can mix as needed, Squad Support Weapon, 
  normally bipod equipped, about comparable to a 
  BAR in size and weight.
  1u
  1)  Flechette Round: Killing Attack - Ranged 2d6, 
  Area Of Effect Nonselective (7” Cone; +¾) (52 Active 
  Points); OAF Bulky (-1 ½), STR Minimum 14 (STR 
  Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-½), Reduced Penetration (-¼), 
  Real Weapon (-¼), Beam (-¼) 
  1u
  2)  HE Round: Killing Attack - Ranged 2d6, 
  Explosion (+½) (45 Active Points); OAF Bulky (-1 ½), 
  STR Minimum 14 (STR Min. Cannot Add/Subtract 
  Damage; -1), Required Hands Two-Handed (-½), Real 
  Weapon (-¼), Beam (-¼)
  1u
  3)  HEAP Round: Killing Attack - Ranged 2d6, +1 
  STUN Multiplier (+¼), Armor Piercing x1 (+½) (52 
  Active Points); OAF Bulky (-1 ½), STR Minimum 
  14 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands Two-Handed (-½), Real Weapon 
  (-¼), Beam (-¼)
  1
  Total Cost
  Machine Guns
  LIGHT MACHINE GUN
  Effect: RKA 2d6, +1 STUN, Autofire (10 shots)
  Shots: 200
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 15
  Range: 525”
  Mass: 8.5 kg
  CR: 1200 Cr
  Ammo Cost: 120Cr/200-round box.
  Description: The LMG (Light Machine Gun) is a belt fed 
  version of the automatic rifle.  The ammo belts are typically 
  two linked 100-round belts.  The gun has a bipod, but a 
  tripod may be purchased for greater stability and increased 
  firing arc.
  Light Machinegun: (Total: 105 Active Cost, 23 Real 
  Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier 
  (+¼), 200 Charges (+1), Autofire (10 shots; +1) (97 Active 
  Points); OAF Bulky (-1 ½), STR Minimum 15 (STR Min. 
  Cannot Add/Subtract Damage; -1 ¼), Required Hands 
  Two-Handed (-½), Real Weapon (-¼), Beam (-¼) (Real 
  Cost: 20) plus +1 OCV with Ranged Combat (5 Active 
  Points); OAF Bulky (-1 ½) (Real Cost: 2) plus +1 vs. 
  Range (3 Active Points); OAF Bulky (-1 ½) (Real Cost: 1)
  Shotguns
  AUTOMATIC SHOTGUN
  Effect: RKA 2 ½d6, +1 STUN Mult
  Shots: 10
  Combat Modifiers: None
  STR Minimum: 12
  Range: 20”/50”
  Mass: 4.5 kg
  CR: 500
  Ammo Cost: 1Cr/round (2Cr/round for tranquilizer)
  Description:  An automatic shotgun is equivalent to the 
  Remington M1100 12gauge and is capable of firing either 
  buckshot (pellets) or slug ammo (or a special tranquilizer 
  load).  The 10 rounds are loaded in a box magazine.
  Game Description:
  Cost
  Powers
  17
  Automatic Shotgun:  Multipower, 70-point reserve, 
  (70 Active Points); all slots OAF (-1), STR Minimum 
  12 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands (Two-Handed; -½), Real Weapon 
  (-¼), 10 Charges (-¼)
  4u
  00 Buckshot:  Killing Attack - Ranged 2 ½d6, 
  +1 Increased STUN Multiplier (+¼), Area Of 
  Effect (One Hex; +½) (70 Active Points); Limited 
  Range (20”; -¼), Reduced By Range (-¼), Reduced 
  Penetration (-¼)
  3u 
  Shotgun Slugs:  Killing Attack - Ranged 2 ½d6, +1 
  Increased STUN Multiplier (+¼) (50 Active Points); 
  Limited Range (50”; -¼), Beam (-¼)
  2
  Total Cost
  
  Traveller Hero, Book 1 
  Weapons
  11
  PUMP SHOTGUN
  Effect: RKA 2 ½d6, +1 STUN Mult
  Shots: 10
  Combat Modifiers: None
  STR Minimum: 12
  Range: 20”/50”
  Mass: 4.5 kg
  CR: 150 Cr
  Ammo Cost: 1Cr/round (2Cr/round for tranquilizer)
  Description:  A pump-action shotgun is equivalent to the 
  Remington M1100 12gauge and is capable of firing either 
  buckshot (pellets) or slug ammo (or a special tranquilizer 
  load).  The 10 rounds are loaded in a tubular magazine, and 
  pumping the gun is a ½ phase action.
  Game Description:
  Cost
  Powers
  15
  Pump Shotgun:  Multipower, 70-point reserve, (70 
  Active Points); all slots OAF (-1), STR Minimum 
  12 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands (Two-Handed; -½), Extra Time (Full 
  Phase, Half Phase to pump, Half Phase to fire; -½), 
  Real Weapon (-¼), 10 Charges (-¼)
  4u
  00 Buckshot:  Killing Attack - Ranged 2 ½d6, 
  +1 Increased STUN Multiplier (+¼), Area Of 
  Effect (One Hex; +½) (70 Active Points); Limited 
  Range (20”; -¼), Reduced By Range (-¼), Reduced 
  Penetration (-¼)
  3u 
  Shotgun Slugs:  Killing Attack - Ranged 2 ½d6, +1 
  Increased STUN Multiplier (+¼) (50 Active Points); 
  Limited Range (50”; -¼), Beam (-¼)
  22
  Total Cost
  Gauss Guns
  Gauss guns use electromagnetic energy to fire needle-
  sharp projectiles.
  GAUSS PISTOL
  Effect: RKA 2 ½d6, Armor-Piercing, +1 STUN
  Shots: 15
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 10
  Range: 415”
  Mass: .82kg
  CR: 600
  Ammo Cost: 1.3Cr
  Description: The ultimate development of the slug thrower, 
  the gauss pistol generates an electromagnetic field along 
  the length of the barrel which accelerates a bullet to high 
  velocities.
  4mm Gauss Pistol: (Total: 83 Active Cost, 26 Real Cost) 
  Killing Attack - Ranged 2 ½d6, 15 Charges (+0), +1 
  STUN Multiplier (+¼), Armor Piercing x1 (+½) (70 Active 
  Points); OAF (-1), STR Minimum 10 (STR Min. Cannot 
  Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼) 
  (Real Cost: 20) plus +2 OCV with Ranged Combat (10 
  Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range 
  (3 Active Points); OAF (-1) (Real Cost: 1)
  GAUSS RIFLE
  Effect: RKA 3 ½d6, Armor-Piercing, +1 STUN Mult
  Shots: 50
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 13
  Range: 820”
  Mass: 4.3 kg
  CR: 1500
  Ammo Cost: 1Cr
  Description:  The ultimate development of the slug thrower, 
  the gauss rifle generates an electromagnetic field along 
  the length of the barrel which accelerates a bullet to high 
  velocities.  The round itself consists of a dense armor-piercing 
  core surrounded by a softer metal covering, ending in a 
  hollow point, giving the round excellent stopping power and 
  good armor penetration.  Gauss rifles are also designed to fire 
  RAM grenades.  
  4mm Gauss Rifle: (Total: 164 Active Cost, 44 Real Cost) 
  Killing Attack - Ranged 3 ½d6, +1 STUN Multiplier 
  (+¼), 50 Charges (+½), Armor Piercing x1 (+½), Autofire 
  (5 shots; +½) (151 Active Points); OAF (-1), STR Minimum 
  13 (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼) 
  (Real Cost: 38) plus +2 OCV with Ranged Combat (10 
  Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range 
  (3 Active Points); OAF (-1) (Real Cost: 1) 
  Thrown Grenades 
  The grenades produced for the Imperial Armed forces 
  are limited to those shown below.  A case of 20 grenades 
  weighs 1 kg, and costs 200Cr.
  FRAGMENTATION GRENADE
  Fragmentation grenades fragment on exploding, sending 
  out razor-sharp shrapnel in the explosion, usually with lethal 
  results.
  Fragmentation Grenade: Killing Attack - Ranged 2d6+1, 
  Explosion (+½) (52 Active Points); 1 Charge (-2), OAF (-1), 
  Real Weapon (-¼), Beam (-¼), Range Based On Strength 
  (-¼).  Total Cost: 11 Points.
  CONCUSSION GRENADE
  Concussion grenades produce a large explosive force 
  capable of knocking people over or throwing them a short 
  distance (<1”) as well as stunning or damaging them.
  Concussion Grenade: Energy Blast 7d6, Explosion (+½) 
  (52 Active Points); 1 Charge (-2), OAF (-1), Beam (-¼), 
  Real Weapon (-¼), Range Based On Strength (-¼).  Total 
  Cost: 11 points.
  SMOKE GRENADE
  Smoke grenades send out a cloud of grayish-white 
  smoke, and are often used to mask entry/exit during sieges.
  Smoke Grenade: Darkness to Sight Group 5” radius (50 
  Active Points); OAF (-1), 1 Continuing Charge lasting 5 
  Minutes (-¾), Real Weapon (-¼), Beam (-¼), Range Based 
  On Strength (-¼).  Total Cost: 14 points.
  
  Weapons 
  Traveller Hero, Book 1
  12
  GAS GRENADE
  Gas grenades spew out a knock-out gas.
  Gas Grenade: Energy Blast 4d6, Explosion (+½), No 
  Normal Defense ((Self-Contained Breathing); +1) (50 
  Active Points); 1 Charge (-2), OAF (-1), Real Weapon (-¼), 
  Beam (-¼), Range Based On Strength (-¼).  Total Cost: 
  11 points.
  FLASH GRENADE
  Flash grenades explode with a bright light and deafening 
  roar.
  Flash Grenade: Sight and Hearing Groups Flash 4d6, 
  Area Of Effect (4” Radius; +1 ¼) (45 Active Points); 1 
  Charge (-2), OAF (-1), Real Weapon (-¼), Beam (-¼), 
  Range Based On Strength (-¼).  Total Cost: 10 points.
  FLECHETTE GRENADE
  Flechette Grenade: Killing Attack - Ranged 3d6, 
  Explosion (+½) (67 Active Points); 1 Charge (-2), OAF (-1), 
  Real Weapon (-¼), Beam (-¼), Range Based On Strength 
  (-¼), Reduced Penetration (-¼).  Total Points: 13 points.
  Uncommon Firearms
  Grenade Launchers
  4 CM RAM GRENADE LAUNCHER
  Description: RAM grenades have a built-in booster system, 
  which ignites upon firing, vastly increasing the velocity (and 
  thus the range) of the round.  RAM grenades may be fired 
  from special launchers and as rifle grenades from the ACR 
  and the gauss rifle.  
  Cost
  Powers
  14
  4 cm RAM Grenade Launcher: Multipower, 52-point 
  reserve, all slots 20 Charges (+¼) (65 Active Points); 
  all slots OAF (-1), STR Minimum 13 (STR Min. 
  Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-½), Real Weapon (-¼), Beam (-¼) 
  1u
   1) Fragmentation: Killing Attack - Ranged 2d6+1, 
  Explosion (+¼) (44 Active Points) 
  1u
   2) Concussion: Energy Blast 7d6, Explosion (+¼) (44 
  Active Points) 
  1u
   3) Smoke: Darkness to Sight Group 5” radius, 20 
  Continuing Charges lasting 1 Minute each (+0) (50 
  Active Points) [20 cc] 
  1u 
  4) Gas: Energy Blast 4d6, Explosion (+¼), No Normal 
  Defense ((Self-Contained Breathing); +1) (45 Active 
  Points)
  1u 
  5) Flechette: Killing Attack - Ranged 2d6+1, 
  Explosion (+½) (52 Active Points); Reduced 
  Penetration (-¼)
  5
  4 cm RAM Grenade Launcher Sights: (Total: 11 
  Active Cost, 5 Real Cost) +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1), Real Weapon (-¼) 
  (Real Cost: 2) plus +2 vs. Range (6 Active Points); 
  OAF (-1), Real Weapon (-¼) (Real Cost: 3)
  2
  Total Cost
  Heavy Machineguns
  Heavy Machine Guns are typically bipod mounted and 
  are used almost exclusively in automatic fire mode.
  7MM MMG
  Effect: RKA 2d6+1, Autofire (10 shots) 
  Shots: 100 
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 15
  Range: 480”
  Mass: 12.5 kg 
  CR: 1500 Cr
  Ammo Cost: 120CR/belt of 100
  Description:  The 7mm MMG is a bipod-fired Medium 
  Machine Gun, capable of 10-shot autofire.  
  7mm MMG:  Killing Attack - Ranged 2d6+1, 100 Charges 
  (+¾), Autofire (10 shots; +1) (96 Active Points); OAF 
  Bulky (-1 ½), STR Minimum 15 (STR Min. Cannot Add/
  Subtract Damage; -1 ¼), Required Hands Two-Handed 
  (-½), Beam (-¼), Real Weapon (-¼). (Real Cost: 20 points) 
  plus +1 OCV with Ranged Combat (5 Active Points); OAF 
  Bulky (-1 ½) (Real Cost: 2) plus +1 vs. Range (3 Active 
  Points); OAF Bulky (-1 ½) (Real Cost: 1).  Total Cost: 23 
  points.
  13MM HMG
  Effect: RKA 3d6, +1 STUN, Autofire (5 shots) 
  Shots: 100
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 15
  Range: 625”
  Mass: 25 kg 
  CR: 3000
  Ammo Cost: 250CR/belt of 100 
  Description:  The 13mm HMG is a bipod-fired heavy machine 
  gun firing a 13mm bullet, with a 5-shot autofire rate.  
  13mm HMG:  Killing Attack - Ranged 3d6+1, +1 
  Increased STUN Multiplier (+¼), Autofire (5 shots; +½), 
  100 Charges (+¾) (125 Active Points); OAF Bulky (-1 
  ½), STR Minimum 15 (STR Min. Cannot Add/Subtract 
  Damage; -1 ¼), Required Hands Two-Handed (-½), Beam 
  (-¼), Real Weapon (-¼). (Real Cost: 26 points) plus +1 
  OCV with Ranged Combat (5 Active Points); OAF Bulky 
  (-1 ½) (Real Cost: 2) plus +1 vs. Range (3 Active Points); 
  OAF Bulky (-1 ½) (Real Cost: 1).  Total Cost: 29 points.
  5MM ROTARY-7
  Effect: RKA 2d6, Autofire (5 shots) 
  Shots: 2500
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 15
  Range: 410”
  Mass: 110 kg 
  CR: 12,350 Cr 
  Ammo Cost: 3000CR/cylinder of 2500 
  Description:  The 5mm Rotary is a platform-based or vehicle-
  based machine gun.  It has a 5-shot autofire rate, and an 
  ammunition cylinder of 2500 shots.
  
  Traveller Hero, Book 1 
  Weapons
  1
  5mm Rotary:  Killing Attack - Ranged 2d6, +1 Increased 
  STUN Multiplier (+¼), Autofire (5 shots; +½), 2500 
  Charges (+1) (82 Active Points); OAF Immobile (-2), STR 
  Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 
  ¼), Required Hands Two-Handed (-½), Beam (-¼), Real 
  Weapon (-¼). (Real Cost: 16 points) plus +1 OCV with 
  Ranged Combat (5 Active Points); OAF Bulky (-1 ½) (Real 
  Cost: 2) plus +1 vs. Range (3 Active Points); OAF Bulky 
  (-1 ½) (Real Cost: 1).  Total Cost: 19 points.
  7MM ROTARY-7
  Effect: RKA 2d6+1, Autofire (5 shots)
  Shots: 2500
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 15
  Range: 480”
  Mass: 185 kg 
  CR: 15,500 Cr
  Ammo Cost: 3600CR/cylinder of 2500
  Description:  The 7mm Rotary is a version of the 5mm rotary 
  that fires 7mm rounds.  
  7mm Rotary:  Killing Attack - Ranged 2d6+1, +1 
  Increased STUN Multiplier (+¼), Autofire (5 shots; +½), 
  2500 Charges (+1) (96 Active Points); OAF Immobile 
  (-2), STR Minimum 15 (STR Min. Cannot Add/Subtract 
  Damage; -1 ¼), Required Hands Two-Handed (-½), Beam 
  (-¼), Real Weapon (-¼). (Real Cost: 18 points) plus +1 
  OCV with Ranged Combat (5 Active Points); OAF Bulky 
  (-1 ½) (Real Cost: 2) plus +2 vs. Range (6 Active Points); 
  OAF Bulky (-1 ½) (Real Cost: 2).  Total Cost: 22 points.
  VRF GAUSS GUN
  Effect: RKA 2 ½d6, Armor-Piercing, +1 STUN, Autofire (40 
  shots)
  Shots: 30,000
  Combat Modifiers: +1 OCV, +4 RMod
  STR Minimum: 15
  Range: 950”
  Mass: 2039 kg
  CR: 200,000 Cr
  Ammo Cost: 40,000CR/cylinder of 30,000
  Description:  A cryogenically cooled rapid fire support 
  weapon that fires a 4mm 4 gram needle at 4500 mps, with an 
  effective firing rate of 4000 rounds per minute.  
  VRF Gauss Gun:  Killing Attack - Ranged 2 ½d6, +1 
  Increased STUN Multiplier (+¼), Armor Piercing (+½), 
  30000 Charges (+1), Autofire (40 shots; +2) (190 Active 
  Points); OAF Immobile (-2), STR Minimum 15 (STR Min. 
  Cannot Add/Subtract Damage; -1 ¼), Required Hands 
  Two-Handed (-½), Beam (-¼), Real Weapon (-¼), Crew-
  Served (2 people; -¼). (Real Cost: 34 points) plus +1 OCV 
  with Ranged Combat (5 Active Points); OAF Bulky (-1 ½) 
  (Real Cost: 2) plus +4 vs. Range (12 Active Points); OAF 
  Bulky (-1 ½) (Real Cost: 5).  Total Cost: 41 points.
  Shoulder-Fired Weapons
  ASSAULT ROCKET LAUNCHER
  Effect: RKA 2d6, Armor-Piercing 
  Shots: 20 
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 15
  Range: 260”
  Mass: 3.5 kg 
  CR: 800 Cr
  Ammo Cost: 35CR/20 rounds
  Description:  The assault rocket launcher works in the same 
  way as the accelerator rifle, in that it fires a 10mm solid 
  fuel rocket slug.  The rocket flare produces a highly-visible 
  signature.  It fires 10mm HEAP rounds.  
  ARL:  Killing Attack - Ranged 2d6, 20 Charges (+¼), 
  Armor Piercing (+½) (52 Active Points); STR Minimum 
  15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF 
  (-1), Required Hands Two-Handed (-½), Beam (-¼), Real 
  Weapon (-¼).  Total Cost: 26 points.  
  AUTOMATIC RAM GRENADE LAUNCHER
  Effect: RKA 3d6, Autofire (2 shots), Explosion 
  Shots: 125 
  Combat Modifiers: +0 OCV, +0 RMod
  STR Minimum: 15
  Range: 500”
  Mass: 7 kg 
  CR: 2200 Cr
  Ammo Cost: 350CR/20 round drums; 2200Cr/125 round 
  backpack cassette
  Description:  The automated RAM grenade launcher can be 
  attached to battledress and used to fire grenades from the 
  attached hopper.  Grenades may be of one type or multiple 
  types.
  Game Description:
  Cost
  Powers
  60
  Multipower, 180-point reserve, all slots 125 
  Charges (Recovers Under Limited Circumstances; 
  requires a base or resupply vehicle; +¼) (225 
  Active Points); all slots STR Minimum 15-17 
  (STR Min. Cannot Add/Subtract Damage; -1 ¼), 
  OIF Bulky (-1), Required Hands Two-Handed 
  (-½) (Notes: Automatic RAM GL, modified for 
  Battledress use only, 125 round backpack ammo 
  cassette, between weapon and ammo, 115kg of 
  weight) 
  1u
  1) 4cm Flechette Round: RKA 1d6, Area Of Effect 
  Nonselective (4” Cone; +¾) (26 Active Points); STR 
  Minimum 15-17 (STR Min. Cannot Add/Subtract 
  Damage; -1 ¼), OIF Bulky (-1), No Range (-½), 
  Required Hands Two-Handed (-½), Real Weapon 
  (-¼), Reduced Penetration (-¼) 
  4u
  2) 4cm HE Round: RKA 3d6, Increased Maximum 
  Range (3,100”; +¼), Explosion (+¾), Nonselective 
  Target (-¼), Autofire (2 shots; +1 ¼) (135 Active 
  Points); STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 ¼), OIF Bulky (-1), 
  Required Hands Two-Handed (-½) 
  4u
  3) 4cm HEAP round: RKA 5d6+1, Autofire (2 shots; 
  +¼), Indirect (Same origin, always fired away from 
  attacker; +¼), Increased Maximum Range (4,000”; 
  +¼), Armor Piercing (+½) (180 Active Points); STR 
  Minimum 15-17 (STR Min. Cannot Add/Subtract 
  Damage; -1 ¼), OIF Bulky (-1), Required Hands 
  Two-Handed (-½), Real Weapon (-¼) 
  
  Weapons 
  Traveller Hero, Book 1
  1
  5u
  4) 4cm Incendiary Round: RKA 2 ½d6, Increased 
  Maximum Range (4,250”; +¼), Explosion (+½), 
  Uncontrolled (+½), Continuous (lasts 4 phases 
  total; +1), Autofire (2 shots; +1 ¼) (180 Active 
  Points); STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 ¼), OIF Bulky (-1), 
  Required Hands Two-Handed (-½) 
  2u
  5) Riot Control Agent: (Total: 95 Active Cost, 
  23 Real Cost) EB 3d6, Increased Maximum 
  Range (1,675”; +¼), Explosion (-1 DC/2”; +¾), 
  Nonselective Target (-¼), Lingering up to 1 Minute 
  (+¾), NND ([Standard]; Sealed Suit, Hold Breath; 
  +1), Autofire (2 shots; +1 ¼) (71 Active Points); 
  STR Minimum 15-17 (STR Min. Cannot Add/
  Subtract Damage; -1 ¼), OIF Bulky (-1), Custom 
  Modifier (Rain or high winds disperse in 1 phase; 
  -½), Required Hands Two-Handed (-½) (Real 
  Cost: 17) plus Sight Group Flash 1d6, Increased 
  Maximum Range (550”; +¼), Explosion (-1 DC/2”; 
  +¾), Nonselective Target (-¼), Lingering up to 1 
  Minute (+¾), NND ([Standard]; Sealed Suit, Hold 
  Breath , Eye coverings; +1), Autofire (2 shots; +1 
  ¼) (24 Active Points); STR Minimum 15-17 (STR 
  Min. Cannot Add/Subtract Damage; -1 ¼), OIF 
  Bulky (-1), Custom Modifier (Rain or high winds 
  disperse in 1 phase; -½), Required Hands Two-
  Handed (-½) (Real Cost: 6)
  76
  Total Cost
   
  Beam Weapons
  Lasers are the only beam weapon in Traveller Hero.  
  Lasers are beams of coherent light, and are blocked by dense 
  refractives such rain or smoke, and have significantly reduced 
  effect in dense atmospheres.
  Laser Pistols
  LASER PISTOL-9
  Effect: RKA 2d6, Armor-Piercing
  Shots: 12
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 6
  Range: 240”
  Mass: 2 kg pistol/ 20kg power pack
  CR: 1700
  Description:  The Laser Pistol-9 is the TL9 version of the laser 
  pistol, which consists of the laser pistol connected by cable to 
  a 20kg backpack power supply.
  Laser Pistol-9: (Total: 48 Active Cost, 13 Real Cost) RKA 
  2d6, Armor Piercing (+½) (45 Active Points); OAF Fragile 
  (-1 ¼), STR Minimum 6 (STR Min. Cannot Add/Subtract 
  Damage; -1), Beam (-¼), Custom Modifier (blocked by 
  rain or smoke; -¼), Real Weapon (-¼), 12 Charges (-¼), 
  Limited Range (-¼) (Real Cost: 10) plus +1 with any 
  single attack with one specific weapon (Real Cost: 1) 
  plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 
  1).  Total Cost: 13 points.
  LASER PISTOL-12
  Effect: RKA 2d6, AP, AF (2 shots), Inv. to Sight
  Shots: 12
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 6
  Range: 515”
  Mass: 2 kg pistol / 20 kg backpack power supply
  CR: 2500
  Description:  The Laser Pistol-12 is the TL12 version of the 
  laser pistol.
  Laser Pistol-12: (Total: 63 Active Cost, 17 Real Cost) RKA 
  2d6, Invisible to Sight Group, Source Only (+¼), Autofire 
  (2 shots; +¼), Armor Piercing (+½) (60 Active Points); 
  OAF Fragile (-1 ¼), STR Minimum 6 (STR Min. Cannot 
  Add/Subtract Damage; -1), Beam (-¼), Real Weapon (-¼), 
  12 Charges (-¼), Limited Range (-¼) (Real Cost: 14) plus 
  +1 with any single attack with one specific weapon (Real 
  Cost: 1) plus +1 vs. Range (3 Active Points); OAF (-1) 
  (Real Cost: 1).  Total Cost: 17 points.
  LASER PISTOL-15
  Effect: RKA 2d6, AP, AF (2 shots), Inv. to Sight
  Shots: 12
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 320”
  Mass: 3 kg
  CR: 3000
  Description:  The Laser Pistol-15 is the TL15 version of the 
  laser pistol.  Rather than a backpack power supply, it has a 
  
  Traveller Hero, Book 1 
  Weapons
  1
  magazine that holds 15 CLC (Chemical Laser Cartridges) that 
  provide the power for the laser pulse.
  Laser Pistol-15: (Total: 64 Active Cost, 18 Real Cost) RKA 
  2d6, Invisible to Sight Group, Source Only (+¼), Autofire 
  (2 shots; +¼), Armor Piercing (+½) (60 Active Points); 
  OAF Fragile (-1 ¼), STR Minimum 6 (STR Min. Cannot 
  Add/Subtract Damage; -1), Beam (-¼), Real Weapon (-¼), 
  12 Charges (-¼), Limited Range (-¼) (Real Cost: 14) plus 
  +1 with any single attack with one specific weapon (Real 
  Cost: 1) plus +2 vs. Range (6 Active Points); OAF (-1) 
  (Real Cost: 3).  Total Cost: 18 points.
  LASER PISTOL-16
  Effect: RKA 2 ½d6, AP, AF (3 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 320”
  Mass: 3 kg
  CR: 4000
  Description:  The Laser Pistol-16 is the TL16 version of the 
  laser pistol.
  [Notes: Experimental Advanced Laser Pistol]
  Laser Pistol-16: (Total: 95 Active Cost, 27 Real Cost) RKA 
  2 ½d6, 32 Charges (+¼), Invisible to Sight Group, Source 
  Only (+¼), Autofire (3 shots; +¼), Armor Piercing (+½) 
  (90 Active Points); OAF Fragile (-1 ¼), STR Minimum 6 
  (STR Min. Cannot Add/Subtract Damage; -1), Beam (-¼), 
  Real Weapon (-¼), Limited Range (-¼) (Real Cost: 22) 
  plus +2 with any single attack with one specific weapon 
  (Real Cost: 2) plus +2 vs. Range (6 Active Points); OAF 
  (-1) (Real Cost: 3).  Total Cost: 27 points.
  Laser Carbines
  LASER CARBINE-8
  Effect: RKA 2 ½d6, AP
  Shots: 32
  Combat Modifiers: +2 OCV, +2 RMod
  STR Minimum: 6
  Range: 375”
  Mass: 5kg carbine / 20 kg backpack power supply
  CR: 2500
  Description:  The Laser Carbine-8 is the TL8 version of the 
  laser carbine. It consists of a 5kg carbine connected by cable 
  to a 20kg backpack power supply.
  Laser Carbine-8: (Total: 75 Active Cost, 24 Real Cost) 
  RKA 2 ½d6, 32 Charges (+¼), Armor Piercing (+½) (70 
  Active Points); OAF Fragile (-1 ¼), STR Minimum 6 (-½), 
  Beam (-¼), Custom Modifier (blocked by rain or smoke; 
  -¼), Real Weapon (-¼), Required Hands One-And-A-
  Half-Handed (-¼) (Real Cost: 19) plus +2 with any single 
  attack with one specific weapon (Real Cost: 2) plus +2 vs. 
  Range (6 Active Points); OAF (-1) (Real Cost: 3).  Total Cost:  24 
  points. 
  LASER CARBINE-11
  Effect: RKA 3d6, AP
  Shots: 32
  Combat Modifiers: +2 OCV, +2 RMod
  STR Minimum: 6
  Range: 420”
  Mass: 5 kg
  CR: 3000
  Description:  The Laser Carbine-11 is the TL11 version of the 
  laser carbine.
  Laser Carbine-11: (Total: 84 Active Cost, 29 Real Cost) 
  RKA 3d6, 32 Charges (+¼), Armor Piercing (+½) (79 
  Active Points); OAF Fragile (-1 ¼), Beam (-¼), Custom 
  Modifier (blocked by rain or smoke; -¼), Real Weapon 
  (-¼), Required Hands One-And-A-Half-Handed (-¼) 
  (Real Cost: 24) plus +2 with any single attack with 
  one specific weapon (Real Cost: 2) plus +2 vs. Range 
  (6 Active Points); OAF (-1) (Real Cost: 3).  Total Cost: 29 
  points. 
  Laser Rifles
  LASER RIFLE-9
  Effect: RKA 3d6, AP, AF (2 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 2250”
  Mass: 5 kg rifle/ 20 kg backpack
  CR: 2500
  Description:  The Laser Rifle-9 is the TL9 version of the laser 
  rifle.  It consists of a 5kg laser rifle connected by cable to a 
  20kg backpack power supply.
  Laser Rifle-9: (Total: 105 Active Cost, 28 Real Cost) RKA 
  3d6, 32 Charges (+¼), Autofire (2 shots; +¼), Increased 
  Maximum Range (2,250”; +¼), Armor Piercing (+½) (101 
  Active Points); OAF Fragile (-1 ¼), STR Minimum 6 (STR 
  Min. Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-½), Beam (-¼), Real Weapon (-¼) (Real 
  Cost: 24) plus +1 with any single attack with one specific 
  weapon (Real Cost: 1) plus +2 vs. Range (6 Active 
  Points); OAF (-1) (Real Cost: 3).  Total Cost: 28 Points.  
  LASER RIFLE-12
  Effect: RKA 3 ½d6, AP, AF (2 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 3100”
  Mass: 9 kg
  CR: 6500
  Description:  The Laser Rifle-12 is the TL12 version of the 
  laser rifle.
  Laser Rifle-12: (Total: 141 Active Cost, 36 Real Cost) 
  RKA 3 ½d6, 32 Charges (+¼), Invisible to Sight Group, 
  Source Only (+¼), Autofire (3 shots; +¼), Increased 
  Maximum Range (3,100”; +¼), Armor Piercing (+½) (137 
  Active Points); OAF Fragile (-1 ¼), STR Minimum 6 (STR 
  Min. Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-½), Beam (-¼), Real Weapon (-¼) (Real 
  Cost: 32) plus +1 with any single attack with one specific 
  weapon (Real Cost: 1) plus +2 vs. Range (6 Active 
  Points); OAF (-1) (Real Cost: 3).  Total Cost: 36 points.
  
  Weapons 
  Traveller Hero, Book 1
  1
  LASER RIFLE-13
  Effect: RKA 3 ½d6, AP, AF (5 shots), +1 STUN, Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 3775”
  Mass: 11 kg
  CR: 8000
  Description:  The Laser Rifle-13 is the TL13 version of the 
  laser rifle. It consists of a laser rifle with a magazine capable 
  of holding 32 CLCs (Chemical Laser Cartridges).
  Laser Rifle-13: (Total: 170 Active Cost, 44 Real Cost) 
  RKA 3 ½d6, 32 Charges (+¼), Invisible to Sight Group, 
  Source Only (+¼), +1 Increased STUN Multiplier (+¼), 
  Increased Maximum Range (3,775”; +¼), Armor Piercing 
  (+½), Autofire (5 shots; +½) (165 Active Points); OAF 
  Fragile (-1 ¼), STR Minimum 6 (STR Min. Cannot Add/
  Subtract Damage; -1), Required Hands Two-Handed (-½), 
  Beam (-¼), Real Weapon (-¼) (Real Cost: 39) plus +2 
  with any single attack with one specific weapon (Real 
  Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) 
  (Real Cost: 3).  Total Cost: 44 points.
  LASER RIFLE-15
  Effect: RKA 3 ½d6, AP, AF (5 shots), +1 STUN, Inv. to Sight
  Shots: 64
  Combat Modifiers: +3 OCV, +3 RMod
  STR Minimum: 6
  Range: 4125”
  Mass: 9
  CR: 9000
  Description:  The Laser Rifle-15 is the TL15 version of the 
  laser rifle.
  Laser Rifle-15: (Total: 187 Active Cost, 50 Real Cost) 
  RKA 3 ½d6, Invisible to Sight Group, Source Only 
  (+¼), +1 Increased STUN Multiplier (+¼), Increased 
  Maximum Range (4,125”; +¼), Armor Piercing (+½), 64 
  Charges (+½), Autofire (5 shots; +½) (179 Active Points); 
  OAF Fragile (-1 ¼), STR Minimum 6 (STR Min. Cannot 
  Add/Subtract Damage; -1), Required Hands Two-Handed 
  (-½), Beam (-¼), Real Weapon (-¼) (Real Cost: 42) plus 
  +3 with any single attack with one specific weapon (Real 
  Cost: 3) plus +3 vs. Range (9 Active Points); OAF (-1) 
  (Real Cost: 4).  Total Cost: 50 Points.
  Laser Assault Weapons
  LASER MG-14
  Effect: RKA 4d6, AP, AF (5 shots), +1 STUN, Inv. to Sight
  Shots: 64
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 4500”
  Mass: 15 kg
  CR: 15,000
  Description:  The Laser MG-14 is a TL14 fully-automatic laser 
  rifle.  Note: Taken From Emperors Arsenal: Squad Support 
  Weapon for Battledress Troops
  Laser MG-14: (Total: 199 Active Cost, 39 Real Cost) RKA 
  4d6, Invisible to Sight Group, Source Only (+¼), +1 
  Increased STUN Multiplier (+¼), Increased Maximum 
  Range (4,500”; +¼), Armor Piercing (+½), 64 Charges 
  (+½), Autofire (5 shots; +½) (195 Active Points); OAF 
  Fragile (-1 ¼), STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 ¼), Required Hands Two-
  Handed (-½), Custom Modifier (Requires Battle Dress; 
  -½), Custom Modifier (Cannot move and fire at same 
  time; -½), Beam (-¼), Real Weapon (-¼) (Real Cost: 35) 
  plus +1 with any single attack with one specific weapon 
  (Real Cost: 1) plus +2 vs. Range (6 Active Points); OAF 
  (-1) (Real Cost: 3).  Total Cost:  39 Points.
  HEAVY LASER RIFLE
  Effect: RKA 4d6, AP, +1 STUN, Inv. to Sight
  Shots: 8
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 3000”
  Mass: 25 kg
  CR: 25,000
  Description:  The Heavy Laser Rifle-13 is a TL13 heavy 
  combat laser rifle.  Note: Taken From Emperors Arsenal: 
  Heavy Sniper Weapon, also used against light vehicles
  Heavy Laser Rifle-13: (Total: 141 Active Cost, 34 Real 
  Cost) RKA 4d6, Invisible to Sight Group, Source Only 
  (+¼), +1 Increased STUN Multiplier (+¼), Increased 
  Maximum Range (3,000”; +¼), Armor Piercing (+½) 
  (135 Active Points); OAF Fragile (-1 ¼), STR Minimum 6 
  (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges 
  (-½), Required Hands Two-Handed (-½), Beam (-¼), Real 
  Weapon (-¼) (Real Cost: 28) plus +3 with any single 
  attack with one specific weapon (Real Cost: 3) plus +2 
  vs. Range (6 Active Points); OAF (-1) (Real Cost: 3).  Total 
  Cost: 34 Points.
  Energy Weapons
  Shoulder-Fired Weapons
  PLASMA BAZOOKA
  Effect: EB 17d6, One Hex (Nonselective)
  Shots: 1
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 530”
  Mass: 48kg
  CR: 120,000
  Cartridge Cost: 3600 Cr
  Description:  The Plasma Bazooka is a TL10 variation of 
  Plasma gun technology fired as a one-shot bazooka.  It has 
  considerable back blast, and cannot be fired from an enclosed 
  area (such as a building).
  Plasma Bazooka:  (114 Active Points, 19 Real Points) 
  Energy Blast 17d6, Area Of Effect Nonselective (One Hex; 
  +¼) (106 Active Points); 1 Charge (-2), STR Minimum 12 
  (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-½), Requires Eye and Arm 
  Protection (-½), Extra Time (Full Phase, -½), Side Effects, 
  Side Effect occurs automatically whenever Power is used 
  
  Traveller Hero, Book 1 
  Weapons
  1
  (pronounced heat bloom and flash signature; -½), Real 
  Weapon (-¼), Limited Range (70”; -¼) (Real Cost: 16) 
  plus +1 with Ranged Combat (5 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 2) plus Penalty Skill Levels:  +1 vs. Range 
  Modifier with All Attacks (3 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 1).  Total Cost: 19 Points.
  Plasma Guns
  PGMP-12
  Effect: EB 10d6, One Hex (Nonselective)
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 17
  Range: 490”
  Mass: 10kg
  CR: 18000
  Description:  The PGMP-12 is the TL12 version of the Plasma 
  gun.  Note: Early Plasma Gun Design, not known for its 
  reliability
  PGMP-12: (Total: 95 Active Cost, 16 Real Cost) EB 10d6, 
  Area Of Effect Nonselective (One Hex; +¼), 40 Charges 
  (+½) (87 Active Points); STR Minimum 17 (STR Min. 
  Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Activation 
  Roll 15-, Jammed (-¾), Required Hands Two-Handed 
  (-½), Custom Modifier (Requires Arm and Eye Protection; 
  -½), Extra Time (Full Phase, -½), Side Effects, Side 
  Effect occurs automatically whenever Power is used 
  (pronounced heat bloom and flash signature; -½), Real 
  Weapon (-¼), Reduced By Range (-¼) (Real Cost: 13) 
  plus +1 with Ranged Combat (5 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 2) plus Penalty Skill Levels:  +1 vs. Range 
  Modifier with All Attacks (3 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 1).  Total Cost: 16 Points.
  PGMP-13
  Effect: EB 12d6, One Hex (Nonselective)
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 17
  Range: 415”
  Mass: 23kg
  CR: 20,000
  Description:  The PGMP-12 is the TL12 version of the Plasma 
  gun.
  PGMP-13: (Total: 83 Active Cost, 19 Real Cost) EB 
  12d6, Area Of Effect Nonselective (One Hex; +¼) (75 
  Active Points); STR Minimum 17 (STR Min. Cannot Add/
  Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-
  Handed (-½), Requires Battle Dress (-½), Real Weapon 
  (-¼), Reduced By Range (-¼) (Real Cost: 16) plus +1 with 
  Ranged Combat (5 Active Points); OAF (-1), Required 
  Hands Two-Handed (-½), Real Weapon (-¼) (Real Cost: 
  2) plus Penalty Skill Levels:  +1 vs. Range Modifier with 
  All Attacks (3 Active Points); OAF (-1), Required Hands 
  Two-Handed (-½), Real Weapon (-¼) (Real Cost: 1).  Total 
  Cost: 19 Points.
  PGMP-14
  Effect: EB 10d6, One Hex (Nonselective), Penetrating
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 415”
  Mass: 11kg
  CR: 48000
  Description:  The PGMP-14 is the TL14 version of the Plasma 
  gun.
  PGMP-14: (Total: 83 Active Cost, 22 Real Cost) EB 
  12d6, Area Of Effect Nonselective (One Hex; +¼) (75 
  Active Points); OAF (-1), STR Minimum 12 (STR Min. 
  Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-½), Real Weapon (-¼), Reduced By Range 
  (-¼) (Real Cost: 19) plus +1 with Ranged Combat (5 
  Active Points); OAF (-1), Required Hands Two-Handed 
  (-½), Real Weapon (-¼) (Real Cost: 2) plus Penalty Skill 
  Levels:  +1 vs. Range Modifier with All Attacks (3 Active 
  Points); OAF (-1), Required Hands Two-Handed (-½), Real 
  Weapon (-¼) (Real Cost: 1).  Total Cost: 22 Points.
  Fusion Guns
  FGMP-14
  Effect: EB 16d6, Penetrating, One Hex Nonselective
  Shots: 28 END from Power Pack
  Combat Modifiers: +2 OCV, +3 RMod
  STR Minimum: 18
  Range: 795”
  Mass: 13kg
  CR: 86400
  Description:  The FGMP-14 (Fusion Gun Man Portable, TL 14) 
  uses a backpack power pack.  Due to the high energy of the 
  backsplash, Battle Dress is required for protection.
  FGMP-14: (Total: 159 Active Cost, 32 Real Cost) EB 16d6, 
  Area Of Effect Nonselective (One Hex; +¼), Penetrating 
  (+½) (140 Active Points); STR Minimum 18 (STR Min. 
  Cannot Add/Subtract Damage; -1 ½), OAF (-1), Required 
  Hands Two-Handed (-½), Requires Battle Dress (-½), 
  Extra Time (Full Phase, -½), Real Weapon (-¼), Reduced 
  By Range (-¼) (Real Cost: 25) plus +2 with Ranged 
  Combat (10 Active Points); OAF (-1), Required Hands 
  Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4) plus 
  Penalty Skill Levels:  +3 vs. Range Modifier with All 
  Attacks (9 Active Points); OAF (-1), Required Hands Two-
  Handed (-½), Real Weapon (-¼) (Real Cost: 3).  Total 
  Cost: 32 Points.
  FGMP-15
  Effect: EB 16d6, One Hex (Nonselective), Penetrating
  Shots: 28 END from Power Pack
  Combat Modifiers: +2 OCV, +3 RMod
  STR Minimum: 12
  Range: 795”
  Mass: 13 kg
  CR: 54000
  Description:  The FGMP-15 is the TL15 version of the Fusion 
  gun.
  
  Weapons 
  Traveller Hero, Book 1
  1
  FGMP-15: (Total: 159 Active Cost, 38 Real Cost) EB 16d6, 
  Area Of Effect Nonselective (One Hex; +¼), Penetrating 
  (+½) (140 Active Points); OAF (-1), STR Minimum 12 
  (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-½), Extra Time (Full Phase, -½), 
  Real Weapon (-¼), Reduced By Range (-¼) (Real Cost: 
  31) plus +2 with Ranged Combat (10 Active Points); OAF 
  (-1), Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 4) plus Penalty Skill Levels:  +3 vs. Range 
  Modifier with All Attacks (9 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 3).  Total Cost: 38 Points.
  FGMP-16
  Effect: EB 18d6, One Hex (Nonselective), Penetrating
  Shots: 4
  Combat Modifiers: +3 OCV, +4 RMod
  STR Minimum: 10
  Range: 795”
  Mass: 13 kg
  CR: 54,000; 50Cr/Round
  Description:  The FGMP-16 is the TL16 version of the Fusion 
  gun.  It uses pulse fusion cartridges.
  FGMP-16: (Total: 184 Active Cost, 44 Real Cost) EB 18d6, 
  Area Of Effect Nonselective (One Hex; +¼), Penetrating 
  (+½) (157 Active Points); OAF (-1), STR Minimum 10 
  (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-½), Extra Time (Full Phase, -½), 
  Real Weapon (-¼), Reduced By Range (-¼) (Real Cost: 
  35) plus +3 with Ranged Combat (15 Active Points); OAF 
  (-1), Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 5) plus Penalty Skill Levels:  +4 vs. Range 
  Modifier with All Attacks (12 Active Points); OAF (-1), 
  Required Hands Two-Handed (-½), Real Weapon (-¼) 
  (Real Cost: 4).  Total Cost: 44 Points.   
  
  Traveller Hero 
  1
  Small Arms Weapons Table
  Name
  Cal
  OCV
  RMod
  Dam
  STUNx
  Shots
  STR Min
  A/R Cost
  Mass 
  (kg)
  CR
  Notes
  Revolvers
  Revolver, 9mm
  9mm
  +0
  +0
  1d6+1
  +0
  6
  7
  20/5
  1
  150
  Revolver, 9mm Magnum
  9mm
  +0
  +0
  1½d6
  +0
  6
  7
  25/6
  1
  150
  Snub Revolver
  10mm
  +0
  +0
  6
  6
  30/8
  0.5
  150
  Low-velocity
  - Standard Round
  1d6
  +0
  - AP Round
  1d6AP
  +0
  - HE Round
  (3d6X)
  EB, not RKA
  - Gas Round
  (2d6)
  NND, 1 hex
  - Tranq Round
  (3d6)
  NND (res DEF)
  Semi-Automatic Pistols
  Body Pistol
  5mm
  +1
  -1
  1d6
  +0
  6
  6
  20/6
  0.3
  500
  Non-metallic
  Automatic Pistol
  9mm
  +1
  +0
  1d6+1
  +0
  15
  7
  25/8
  1
  200
  Automatic Pistol, Magnum
  9mm 
  +1
  +0
  1½d6
  +0
  15
  7
  30/9
  1
  250
  Snub Pistol
  10mm
  +0
  +0
  +0
  20
  6
  37/13
  0.5
  600
  Rounds as Snub Revolver
  Submachine Guns
  Submachine Gun (SMG)
  9mm
  +2
  +0
  1d6+1
  +0
  30
  12
  45/13
  2.5
  500
  Single or 5-shot burst
  Rifles
  Carbine
  7mm
  +1
  +0
  1½d6
  +0
  10
  11
  30/7
  3
  200
  Rifle
  7mm
  +1
  +2
  2d6
  +1
  20
  13
  56/14
  4
  200
  Hunting Rifle
  12mm
  +1
  +2
  3d6
  +1
  2
  13
  67/13
  6
  2000
  Automatic Rifle
  7mm
  +1
  +2
  2d6
  +1
  20
  13
  71/18
  5
  1000
  Single or 4-shot auto
  Accelerator Rifle
  7mm
  +1
  +1
  2d6
  +1
  15
  12
  45/11
  3
  900
  3-shot autofire
  Assault Rifles
  Assault Rifle
  7mm
  +2
  +1
  2d6
  +1
  30
  14
  73/19
  3.3
  300
  5-shot autofire
  ACR
  7mm
  +1
  +2
  2d6
  +1
  30
  13
  110/35
  4
  1000
  5-shot autofire
  - DS round
  2d6
  +1
  - Flechette round
  3d6
  +1
  - Smoke round
  5” Dark
  Darkness 1 minute
  Light Assault Gun
  7mm
  +0
  +0
  2d6
  +0
  15
  14
  52/14
  4.5
  600
  5-shot autofire
  Machineguns
  Light Machine Gun (LMG)
  7mm
  +1
  +1
  2d6
  +1
  200
  15
  105/22
  8
  1200
  10-shot autofire
  Shotguns
  Auto Shotgun
  12g
  +0
  +0
  2½d6
  +1
  10
  12
  70/18
  3.75
  150
  RR, RP, LR(20”)
  Pump Shotgun
  12g
  +0
  +0
  2½d6
  +1
  10
  12
  70/17
  3.75
  150
  RR, RP, LR(20”), ET (FP)
  Gauss Guns
  Gauss Pistol
  4mm
  +2
  +1
  2½d6AP
  +1
  15
  10
  83/24
  0.82
  600
  Gauss Rifle
  4mm
  +2
  +1
  3d6AP
  +1
  50
  10
  164/42
  4.3
  1500
  Thrown Grenades
  Fragmentation
  +0
  +0
  2d6+1 EX
  1d6-1
  RBS
  1
  52/11
  1.0
  200
  Concussion
  +0
  +0
  (7d6) EX
  -
  RBS
  1
  52/11
  1.0
  200
  Smoke
  +0
  +0
  Dark 5”r
  -
  RBS
  1
  50/15
  1.0
  200
  Charge lasts 1 Minute
  Gas
  +0
  +0
  (4d6) EX
  RBS
  1
  50/11
  1.0
  200
  NND (s-c breathing)
  Flash
  +0
  +0
  4d6 Fl 4”r
  RBS
  1
  45/10
  1.0
  200
  Sight & Hearing Groups
  Flechette
  +0
  +0
  2d6+1 EX
  1d6-1
  RBS
  1
  52/11
  RP
  4cm RAM GL
  +1
  +2
  81/28
  4.0
  400
  Rounds as Thrown Grenades, 
  plus HEAP.
       HEAP
  2d6+1 AP
  +0
  RBS
  1
  52/11
  
  Weapons Summary 
  10
  Uncommon Firearms Table
  Name
  TL
  OCV
  RMod
  Dam
  STUNx
  Shots
  STR 
  Min
  A/R Cost
  Mass 
  (kg)
  CR
  Notes
  Heavy Machine Gun
  7mm MMG
  +1
  +1
  2d6+1
  +0
  100
  15
  104/23
  12.5
  1500
  AF10, Bipod
  13mm HMG
  +1
  +1
  3d6
  +1
  100
  15
  133/29
  25
  3000
  AF5, Bipod
  5mm Rotary
  7
  +1
  +2
  2d6
  +0
  2500
  15
  97/19
  110
  12,350
  AF5, Platform or Vehicle 
  based
  7mm Rotary
  7
  +1
  +2
  2d6+1
  +0
  2500
  15
  107/22
  185
  15,500
  AF5, Platform or Vehicle 
  based
  VRF Gauss Gun
  +1
  +1
  2 1/2d6AP
  +1
  30,000
  15
  207/41
  300,000
  200,000
  AF40, Crew2, Vehicle Based
  Shoulder-Fired Weapons
  Assault Rocket Launcher
  +1
  +1
  2d6AP
  +0
  20
  15
  52/26
  3.5
  800
  10mmRkt
  Automatic RAM GL
  +0
  +0
  var
  -
  125
  15
  180/76
  7/110
  2200
  Beam Weapons Table
  Name
  TL
  OCV
  RMod
  Dam
  STUNx
  Shots
  STR 
  Min
  A/R Cost
  Mass 
  (kg)
  CR
  Notes
  Pistols
  Laser Pistol-9
  9
  +1
  +1
  2d6AP
  +0
  12
  10
  53/12
  22
  1700
  Laser Pistol-12
  12
  +1
  +1
  2d6AP
  +0
  12
  8
  68/16
  22
  3000
  AF2, Inv. to Sight
  Laser Pistol-15
  15
  +1
  +2
  2d6AP
  +0
  12
  8
  71/19
  3
  3000
  AF2, Inv. to Sight
  Laser Pistol-16
  16
  +2
  +2
  2½d6AP
  +0
  32
  6
  106/30
  3
  4000
  AF3, Inv. to Sight
  Carbines
  Laser Carbine-8
  8
  +2
  +2
  2½d6AP
  +0
  32
  13
  96/24
  8
  3500
  Laser Carbine-11
  11
  +2
  +2
  3d6AP
  +0
  32
  10
  106/27
  5
  3000
  Rifles
  Laser Rifle-9
  9
  +1
  +2
  3d6AP
  +0
  100
  10
  135/32
  10
  5000
  IMR 2800”
  Laser Rifle-12
  12
  +1
  +2
  3½d6AP
  +0
  100
  10
  176/44
  9
  6500
  AF3, Inv. to Sight, IMR 3775”
  Laser Rifle-13
  13
  +2
  +2
  3½d6AP
  +1
  100
  10
  195/50
  11
  8000
  AF3, Inv. to Sight, IMR 4125”
  Laser Rifle-15
  15
  +2
  +2
  3½d6AP
  +1
  100
  10
  208/53
  9
  9000
  AF5, Inv. to Sight, IMR 4475”
  Assault Weapons
  Laser MG-14
  14
  +1
  +2
  4d6AP
  +1
  250
  12
  236/46
  15
  15,000
  AF5, Inv. to Sight, IMR 5250”
  Heavy Laser Rifle
  13
  +3
  +2
  4d6AP
  +1
  8
  10
  156/36
  25
  25,000
  Inv. to Sight
  Plasma/Fusion Weapons Table
  Name
  TL
  OCV
  RMod
  Dam
  STUNx
  Shots
  STR 
  Min
  A/R Cost
  Mass 
  (kg)
  CR
  Notes
  Shoulder-Fired Weapons
  Plasma Bazooka
  10
  +1
  +1
  (17d6)
  +0
  1
  12
  114/18
  48
  120,000
  Cartridge Cr3600
  Plasma Guns
  PGMP-12
  12
  +1
  +1
  (10d6)
  -
  17
  40
  95/15
  6
  10,000
  AE1
  PGMP-13
  13
  +1
  +1
  (12d6)
  -
  15
  n/a
  113/24
  9
  65,000
  AE1
  PGMP-14
  14
  +1
  +1
  (12d6)
  -
  12
  n/a
  113/28
  300,000
  5,000
  AE1
  Fusion Guns
  FGMP-14
  14
  +2
  +3
  (16d6)
  -
  18
  199/32
  10
  100000
  AE1, Pen, Battle Dress Only
  FGMP-15
  15
  +2
  +3
  (16d6)
  -
  18
  199/46
  3
  300000
  AE1, Pen
  FGMP-16
  16
  +3
  +4
  (18d6)
  -
  10
  n/a
  229/53
  400,000
  AE1, Pen
  
  Traveller Hero, Book 1 
  Defenses
  11
  W
  ith the vast range of weapons available in 
  Traveller Hero, it’s no surprise that there is 
  an equally vast array of personal protection 
  (armor) available. 
  Most armor offers less protection against energy-based 
  attacks (lasers and plasma) than against physical attacks, 
  although there are exceptions.
  For calculations and effects of partial or sectional armor, 
  see Hero System 5th Edition Revised, page 488.
  Types of Armor
  Primitive Armors
  Primitive Armors are those of TL 2 and below, usually 
  associated with primitive cultures (and medieval fantasy). 
  More extensive information on these armors, and variations 
  including fine and poor armors, can be found in Fantasy Hero, 
  pages 190-199.
  Name
  Book
  TL
  Cr
  PD/ED
  Notes
  Personal Armor
  Padded
  0
  30 1/0
  Jack / Leather
  TNE
  0
  30 2/1
  Leather Vest
  TNE
  0
  30 2/1
  5
  Reinforced Leather
  1
  40 3/1
  5
  Mail / Scale
  TNE
  1
  400 5/2
  1
  Chainmail
  2
  600 6/3
  1
  Plate
  TNE
  2
  1000 8/4
  8
  1. Activation 14-, or Locations 7-15.
  2. Must be tailored into a body suit, such as Jack, Mesh, or Cloth
  3. Worn with a body suit, it is Ablative versus Laser fire
  4. No Mass
  5. Vest
  6. Half Mass
  7. Hardened
  8. Full body: Loc 6-18.
  All personal armor has the Real Armor (-¼) limitation, and Half 
  Mass or No Mass, as indicated.
  CLOTH AND HIDE
  Cloth and Hide Armors, which is considered Padded 
  armor in Traveller, consist of such things as Heavy Cloth, 
  Padded Cloth, and Animal Hides.  It is easily available but 
  provides very little protection. They are available at TL 0 and 
  are DEF 0-1, providing PD (Physical Defense) 1 but ED (Energy 
  Defense) 0.
  LEATHER ARMOR
  Leather armor, also know as Jack in Traveller, consists of 
  either Soft Leather or Hard Leather armor. It is available at TL 
  0 and is PD 2 and ED 1.  It also comes in a vest form, provid-
  ing protection to a limited area of the body.
  REINFORCED LEATHER
  Reinforced Leather includes Studded Leather and Ring 
  Armor. It is available at TL 1 and is PD 3 and ED 1.
  SCALE ARMOR
  Scale Armor, known simply as Mail in Traveller, in-
  cludes Splint Armor and Banded Armor. It consists of a metal 
  mesh over leather. It is available at TL1 and is PD 5 and ED 2.
  CHAINMAIL
  Chainmail and Reinforced Chainmail consist of overlap-
  ping rings. It is available at TL2 and is PD 6 and ED 3.
  PLATE ARMOR
  Plate Armor includes both Plate and Chain and Full 
  Plate. It is available at TL2 and is PD 8 and ED 4.
  Contemporary Armors
  Contemporary Armors are generally those of TL 5-8.  A 
  further breakdown of some of these armors can be found in 
  Dark Champions, pages 269-271.
  Name
  Book
  TL
  Cr
  PD/ED Notes
  Personal Armor
  Flak Jacket
  TNE
  5
  200 5/3
  5
  Cloth, ballistic
  CT
  7
  250 6/3
  1
  Cloth, ballistic
  TNE
  7
  1000 6/3
  8
  Weave, ballistic, soft
  TNE
  8
  2000 8/8
  8
  Weave, ballistic, hard
  TNE
  8
  3000 11/11
  8
  Weave, ballistic, 
  hardened
  TNE
  8
  4000 11/11
  8, 7
  1. Activation 14-, or Locations 7-15.
  2. Must be tailored into a body suit, such as Jack, Mesh, or Cloth
  3. Worn with a body suit, it is Ablative versus Laser fire
  4. No Mass
  5. Vest
  6. Half Mass
  7. Hardened
  8. Full body: Loc 6-18.
  All personal armor has the Real Armor (-¼) limitation, and Half 
  Mass or No Mass, as indicated.
  FLAK ARMOR
  Flak Armor consists primarily of a jacket, and rarely 
  trousers, in which metal or ceramic plates are inserted.  It is 
  available at TL5.
  BALLISTIC CLOTH
  Ballistic Cloth is a precursor to Kevlar, providing protec-
  tion against small arms fire by distributing the energy across 
  the entire body.  It does not provide protection from edged or 
  cutting weapons.  Ballistic Cloth is available at TL7.
  BALLISTIC WEAVE
  Ballistic Weave, also known as Mesh, is made of Kevlar, 
  Spectra, Carbon fiber, or other materials. These materials have 
  many times the strength of steel, resist cutting, and are energy 
  resistant as well.
  Ballistic weave is available in soft armor, hard armor, 
  and hardened armor.  Soft armor consists of the ballistic 
  weave only (DEF 8).  Hard armor has added polycarbonate 
  plating added, which increases the DEF of the armor (DEF 11).  
  Hardened armor adds special polymers to the plating which 
  resist armor-piercing (DEF 11 Hardened).
  Ballistic Weave is available at TL 8.
  Defenses
  
  Defenses 
  Traveller Hero, Book 1
  12
  Advanced Armors
  Advanced armors are those of TL 9 and above.  Other 
  advanced armors the GM may adapt as desired are found in 
  Star Hero, Terran Empire, Alien Wars, and Spacer’s Toolkit.
  Name
  Book
  TL
  Cr
  PD/ED
  Notes
  Personal Armor
  Jack (Synthetic)
  CT
  9
  50 2/2
  1, 2
  Mesh (Synthetic)
  CT
  9
  150 4/2
  1, 2
  Combat Environment 
  Suit
  TNE
  9
  1000 8/8
  8, 6
  Combat Armor
  TNE
  10
  13,000 11/11
  8, 6, 7
  Battle Dress
  TNE
  10
  115,000 11h/11h
  8, 6, 7
  Add-Ons
  Reflec
  CT
  9
  1500 +0/+12
  2, 4
  Ablat
  CT
  9
  75 +0/+12
  3
  Chameleon
  TNE
  12
  1000 Inv. to IR
  Psionic Shielding
  TNE
  12
  4000 +10 Mental 
  Defense
  1. Activation 14-, or Locations 7-15.
  2. Must be tailored into a body suit, such as Jack, Mesh, or Cloth
  3. Worn with a body suit, it is Ablative versus Laser fire
  4. No Mass
  5. Vest
  6. Half Mass
  7. Hardened
  8. Full body: Loc 6-18.
  All personal armor has the Real Armor (-¼) limitation, and Half 
  Mass or No Mass, as indicated.
  SYNTHETICS
  The advanced armor known as Synthetic Jack and 
  MESH are modern Ballistic Weaves with a energy resistive fin-
  ish.  Mesh is slightly stronger because of an enhanced weave 
  of special stronger strands beneath the main finish for greater 
  physical defense.  It is available at TL9.
  COMBAT ENVIRONMENT SUIT
  The Combat Environment Suit is a soft Ballistic Weave 
  with an airtight liner that can be sealed using protective gaunt-
  lets and a clear visor.  It provides protection against chemical 
  and biological agents, tainted atmospheres, and limited radia-
  tion.  It is available at TL9.  This particular form is recom-
  mended.
  rceS boDy Sleeve-12
  Source: Path of Tears
  The Body Sleeve is a form-fitting multipurpose combat 
  environment suit worn by members of the RCES in routine 
  circumstances. It is designed to allow easy and quick entry 
  into vac suits and battledress.
  Cost
  Powers
  END
  5
  Protective Armor:  Armor (5 PD/5 ED) (15 
  Active Points); OIF Bulky (-1), Ablative 
  BODY or STUN (-1), OIHID (-¼)
  0
  10
  Environmental Protection:  Life Support  
  (Immunity All terrestrial poisons and 
  chemical warfare agents; Immunity All 
  terrestrial diseases and biowarfare agents; 
  Safe in Intense Cold; Safe in Intense Heat; 
  Self-Contained Breathing) (34 Active Points); 
  Custom Modifier (only breathable or skin 
  absorbed agents; -1), OIF Bulky (-1), Extra 
  Time (Full Phase, Only to Activate, -¼)
  0
  4
  Medical Autoinjector: Aid 2d6 (20 Active 
  Points); 2 Charges (-1 ½), OIF Bulky (-1), Side 
  Effects, Side Effect occurs automatically 
  whenever Power is used (takes 1D6 stun an 
  hour after use; -½), Self Only (-½), OIHID 
  (-¼)
  [2]
  2
  G Tolerance[3G]: Custom Talent (3 Active 
  Points); OIF (-½), OIHID (-¼)
  Suit Options
  6
  1)  Chameleon Camouflage Suit: Change 
  Environment 1” radius, -2 to Infrared 
  Perception PER Rolls, -2 to Normal Sight 
  PER Rolls, Multiple Combat Effects (16 
  Active Points); OIF Bulky (-1), No Range (-½), 
  OIHID (-¼)
  2
  11
  2)  Suit Standard Helmet: (Total: 20 Active 
  Cost, 11 Real Cost) Radio Perception/
  Transmission (Radio Group), 1 Continuing 
  Charge lasting 6 Hours (+0) (10 Active 
  Points); OIF (-½), OIHID (-¼) (Real Cost: 6) 
  plus Sight Group Flash Defense (5 points) 
  (5 Active Points); OIF (-½), OIHID (-¼), Real 
  Armor (-¼) (Real Cost: 2) plus Nightvision, 
  1 Continuing Charge lasting 6 Hours (+0) 
  (5 Active Points); OIF (-½), OIHID (-¼) (Real 
  Cost: 3)
  [1 cc]
   
   
  
  Traveller Hero, Book 1 
  Defenses
  1
  COMBAT ARMOR
  Combat Armor is hardened and hard ballistic weave 
  (see Ballistic Weave) with the same airtight liner, gauntlets, 
  and visor arrangement as the Combat Environment Suit. It is 
  otherwise the same as the Combat Environment Suit, and is 
  available at TL10.
  combaT armor-10
  Combat Armor-10 is an armored Vac Suit composed of 
  various polymers and alloys. Mass: 36#/16kg. Cost: 1500Cr.
  Cost
  Powers
  END
  10
  Protective Armor:  Armor (7 PD/7 ED), 
  Hardened (+¼) (26 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  15
  Environmental Protection:  Life Support  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe 
  in High Pressure; Safe in Intense Cold; Safe 
  in Intense Heat; Self-Contained Breathing), 
  2 Continuing Charges lasting 1 Hour each 
  (+0) (35 Active Points); OIF Bulky (-1), 
  OIHID (-¼)
  [2 cc]
  2
  Sensory Protection:  Hearing Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  2
  Sensory Protection:  Sight Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  5
  Communications System:  Radio Perception/
  Transmission (Radio Group), 2 Continuing 
  Charges lasting 1 Hour each (+0), 
  MegaScale (1” = 1 km; +¼) (12 Active 
  Points); OIF Bulky (-1), OIHID (-¼)
  [2 cc]
  6
  Sight Enhancement System:  IR Perception 
  (Sight Group), +3 to PER Roll, Tracking, 2 
  Continuing Charges lasting 1 Hour each 
  (+0) (13 Active Points); OIF Bulky (-1), 
  OIHID (-¼)
  [2 cc]
  BATTLE DRESS
  Battle dress is an advanced form of combat armor, which 
  includes STR enhancement and various powered controls.
  abD-10
  Advanced BattleDress is a powered battle suit. It is air-
  tight, self-sealing, and enhances the wearer’s STR.
  Cost
  Powers
  END
  12
  Protective Armor:  Armor (8 PD/8 ED), 
  Hardened (+¼) (30 Active Points); OIF Bulky 
  (-1), Real Armor (-¼), OIHID (-¼)
  0
  7
  Assisted Movement:  Running +10” (16” total), 
  2 Continuing Charges lasting 1 Hour each (+0) 
  (20 Active Points); OIF Bulky (-1), Requires A 
  Skill Roll (-½), OIHID (-¼)
  2
  Sensory Protection:  Hearing Group Flash 
  Defense (5 points) (5 Active Points); OIF Bulky 
  (-1), OIHID (-¼), Real Armor (-¼)
  0
  2
  Sensory Protection:  Sight Group Flash Defense 
  (5 points) (5 Active Points); OIF Bulky (-1), 
  OIHID (-¼), Real Armor (-¼)
  0
  14
  Environmental Protection:  Life Support  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  diseases and biowarfare agents; Safe in High 
  Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum; Self-Contained Breathing), 
  2 Continuing Charges lasting 1 Hour each 
  (+0) (39 Active Points); OIF Bulky (-1), Custom 
  Modifier (suit must remain intact and sealed; 
  -½), OIHID (-¼)
  [2 cc]
  1
  Enhanced Strength:  +5 STR (5 Active Points); 
  Custom Modifier (only to increase carrying 
  capacity; -1), OIF Bulky (-1), OIHID (-¼)
  1
  13
  Suit Sensors: Multipower, 30-point reserve, 
  all slots 2 Continuing Charges lasting 1 Hour 
  each (+0) (30 Active Points); all slots OIF 
  Bulky (-1), OIHID (-¼)
  1u
  1)  +5 versus Range Modifier for Sight Group 
  (8 Active Points); OIF Bulky (-1), OIHID (-¼)  
  Note: Computerized image enhancers
  0
  1u
  2)  +5 versus Range Modifier for Hearing 
  Group (8 Active Points); OIF Bulky (-1), OIHID 
  (-¼)
  0
  1u
  3)  Communications System:  Radio Perception/
  Transmission (Radio Group), MegaScale (1” = 
  10 km; +½) (15 Active Points); OIF Bulky (-1), 
  OIHID (-¼)
  0
  1u
  4)  Navigation Systems:  Navigation (Air, Land, 
  Marine) 14- (14 Active Points); OIF Bulky (-1), 
  OIHID (-¼)
  1u
  5)  Closed Radio Link:  Mind Link , Human 
  class of minds, Specific Group of Minds, 
  Number of Minds (x16) (30 Active Points); OIF 
  Bulky (-1), Limited Class Of Minds [Subset 
  of a class] (only other battledress suits with 
  specific commlinks; -½), Does Not Provide 
  Mental Awareness (-¼), OIHID (-¼)  Note: 
  Platoon level secure commnet
  0
  1u
  6)  Sight Enhancement System:  IR Perception 
  (Sight Group), +6 to PER Roll, Tracking (16 
  Active Points); OIF Bulky (-1), OIHID (-¼)
  0
  
  Defenses 
  Traveller Hero, Book 1
  1
  abD-11
  Advanced BattleDress is a powered battle suit. It is air-
  tight, self-sealing, and enhances the wearer’s STR.
  Cost Powers
  END
  16
  Protective Armor:  Armor (11 PD/11 ED), 
  Hardened (+¼) (41 Active Points); OIF Bulky 
  (-1), OIHID (-¼), Real Armor (-¼)
  0
  15
  Environmental Protection:  Life Support  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe 
  in High Pressure; Safe in Intense Cold; Safe 
  in Intense Heat; Self-Contained Breathing), 1 
  Continuing Charge lasting 6 Hours (+0) (35 
  Active Points); OIF Bulky (-1), OIHID (-¼)
  [1 cc]
  2
  Enhanced Strength: +5 STR (5 Active Points); 
  OIF Bulky (-1), No Figured Characteristics 
  (-½), OIHID (-¼)
  1
  6
  Enhanced Strength: Leaping +18” (21” 
  forward, 10 ½” upward) (18 Active Points); 
  OIF Bulky (-1), Requires A Skill Roll (-½), 
  OIHID (-¼)
  2
  4
  Enhanced Agility:  +3 DEX (9 Active Points); 
  OIF Bulky (-1), OIHID (-¼)
  2
  Sensory Protection:  Hearing Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  2
  Sensory Protection:  Sight Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  18
  Suit Sensors: Multipower, 40-point reserve,  
  (40 Active Points); all slots OIF Bulky (-1), 
  OIHID (-¼)
  1m
  1)  +7 versus Range Modifier for Sight Group 
  (11 Active Points); OIF Bulky (-1), OIHID (-¼)  
  Note: Computerized image enhancers
  0
  1m
  2)  +7 versus Range Modifier for Hearing 
  Group (11 Active Points); OIF Bulky (-1), 
  OIHID (-¼)
  0
  1u
  3)  Communications System:  Radio 
  Perception/Transmission (Radio Group), 
  MegaScale (1” = 10 km; +½) (15 Active 
  Points); OIF Bulky (-1), OIHID (-¼)
  0
  1u
  4)  Navigation (Air, Land, Marine) 14- (14 
  Active Points); OIF Bulky (-1), OIHID (-¼)  
  Note: Satellite and Inertial Navigation 
  Systems
  1u
  5)  Closed Radio Link:  Mind Link , Human 
  class of minds, Specific Group of Minds, 
  Number of Minds (x16) (30 Active Points); 
  OIF Bulky (-1), Limited Class Of Minds 
  [Subset of a class] (only other battledress 
  suits with specific commlinks; -½), Does Not 
  Provide Mental Awareness (-¼), OIHID (-¼)  
  Note: Platoon level secure commnet
  0
  1u
  6)  Sight Enhancement System:  IR Perception 
  (Sight Group), +6 to PER Roll, Tracking (16 
  Active Points); OIF Bulky (-1), OIHID (-¼)
  0
  abD-12
  Advanced BattleDress is a powered battlesuit. It is air-
  tight, self-sealing, and enhances the wearer’s STR.
  Cost
  Powers
  END
  7
  RF PD Laser: Missile Deflection (Any 
  Ranged Attack) (20 Active Points); OIF Bulky 
  (-1), Costs Endurance (Only Costs END to 
  Activate; -¼), OIHID (-¼), Real Armor (-¼), 
  Custom Modifier (requires suit to be powered 
  up; -¼)
  2
  6
  Advanced Fire Control Package: (Total: 13 
  Active Cost, 6 Real Cost) Absolute Range 
  Sense (Real Cost: 3) plus +2 with Ranged 
  Combat (10 Active Points); OIF Immobile 
  (-1 ½), Real Weapon (-¼), OIHID (-¼), Costs 
  Endurance (Only Costs END to Activate; -¼) 
  (Real Cost: 3)
  1
  5
  Thermal Superconducting Armor: Energy 
  Damage Reduction, Resistant, 25%, Hardened 
  (+¼) (19 Active Points); OIF Immobile (-1 ½), 
  Ablative BODY or STUN (-1), Real Armor (-¼)
  0
  15
  Power Supply: Endurance Reserve  (120 END, 
  10 REC) Reserve:  (22 Active Points); OIF 
  Bulky (-1), OIHID (-¼)
  0
  9
  AGrav:  Flight 12” (24 Active Points); OIF 
  Bulky (-1), Requires A Skill Roll (-½), OIHID 
  (-¼)
  2
  5
  Enhanced Strength: Running +6” (12” total) 
  (12 Active Points); OIF Bulky (-1), OIHID (-¼), 
  Custom Modifier (requires suit to be powered 
  up; -¼)
  1
  17
  Protective Armor:  Armor (16 PD/16 ED), 
  Hardened (+¼) (60 Active Points); OIF Bulky 
  (-1), Ablative BODY or STUN (-1), OIHID (-¼), 
  Real Armor (-¼)
  0
  6
  Environmental Protection:  Life Support  (Safe 
  in High Pressure; Safe in High Radiation; 
  Safe in Intense Cold; Safe in Intense 
  Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (19 Active Points); 
  OIF Bulky (-1), Custom Modifier (Suit must 
  be intact; -½), OIHID (-¼), Costs Endurance 
  (Only Costs END to Activate; -¼)
  2
  8
  IR Damper system: Change Environment 
  1” radius, -4 to Infrared Perception PER 
  Rolls, Varying Combat Effects, 2 Continuing 
  Charges lasting 1 Hour each (+0) (21 Active 
  Points); OIF Bulky (-1), No Range (-½), OIHID 
  (-¼)
  [2 cc]
  2
  Enhanced Strength: +5 STR (5 Active Points); 
  OIF Bulky (-1), OIHID (-¼)
  1
  4
  Enhanced Agility: +3 DEX (9 Active Points); 
  OIF Bulky (-1), OIHID (-¼), Custom Modifier 
  (requires suit to be powered up; -¼)
  2
  Sensory Protection:  Hearing Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  2
  Sensory Protection:  Sight Group Flash 
  Defense (5 points) (5 Active Points); OIF 
  Bulky (-1), OIHID (-¼), Real Armor (-¼)
  0
  
  Traveller Hero, Book 1 
  Defenses
  1
  4
  Enhanced Reflexes: +1 SPD (10 Active 
  Points); OIF Bulky (-1), OIHID (-¼), Custom 
  Modifier (requires suit to be powered up; -¼)
  4
  Psionic Shielding:  Mental Defense (12 points 
  total) (10 Active Points); OIF Bulky (-1), 
  OIHID (-¼), Real Armor (-¼)
  0
  8
  Multipower, 30-point reserve,  (30 Active 
  Points); all slots OIF Bulky (-1), Custom 
  Modifier (Only for Sensors and Commo; 
  -1), Costs Endurance (Only Costs END to 
  Activate; -¼), OIHID (-¼)
  1u
  1)  Communications System:  Radio 
  Perception/Transmission (Radio Group), 
  MegaScale (1” = 100 km; +¾), Can Be Scaled 
  Down 1” = 1km (+¼) (20 Active Points); OIF 
  Bulky (-1), Custom Modifier (Only for Sensors 
  and Commo; -1), Costs Endurance (Only 
  Costs END to Activate; -¼), OIHID (-¼)
  2
  1u
  2)  Sight Enhancement System:  IR Perception 
  (Sight Group), +3 to PER Roll (8 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (Only for Sensors and Commo; -1), Costs 
  Endurance (Only Costs END to Activate; -¼), 
  OIHID (-¼)
  1
  1u
  3)  GPS And Satnav system: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); 
  OIF Bulky (-1), Custom Modifier (Only for 
  Sensors and Commo; -1), Costs Endurance 
  (Only Costs END to Activate; -¼), OIHID (-¼)
  1
  1u
  4)  Radar:  Radar (Radio Group), MegaScale 
  (1” = 10 km; +½) (22 Active Points); OIF 
  Bulky (-1), Custom Modifier (Only for Sensors 
  and Commo; -1), Costs Endurance (Only 
  Costs END to Activate; -¼), OIHID (-¼)
  2
  1u
  5)  Radscanner: Detect A Single Thing 15- 
  (Unusual Group), Discriminatory (12 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (Only for Sensors and Commo; -1), Costs 
  Endurance (Only Costs END to Activate; -¼), 
  OIHID (-¼)
  1
   
   
  
  Virus 
  Traveller Hero, Book 1
  1
  GM Vault: Virus
  V
  irus is an AI Virus program, and more.  It is a 
  living, thinking creature that moves through the 
  medium of electronic circuitry and computer 
  systems.  It can move into or replicate itself into any computer 
  system with enough processing power and space to accommo-
  date the virus.  Whatever system Virus inhabits, that’s what it 
  becomes.
  Unlike viruses of the twenty-first century, Virus is a 
  self-directed personality.  Although it has basic programmed 
  behavior, its ability to learn and adapt means that it can (and 
  does) change.  Some strains of Virus are primitive, more like 
  small children or intelligent canines in their reasoning ability.  
  As Virus evolved, it became more mature and sentient.
  When Virus inhabits a starship’s main computer, it be-
  comes the starship, alive.  These Virus-controlled starships are 
  generically known as “Vampires”, and Virus-controlled fleets 
  of ships are known as the “Vampire Fleets”.  For more infor-
  mation on the Vampire Fleets, see Vampire Fleets: The Virus 
  Sourcebook.
  Virus started out as a weapon, but its unforeseen muta-
  tion rate made it hard to control.
  Spread of Virus
  Virus spread quickly through the Imperium following its 
  release in 1130.  It was released when military forces of one 
  of the Civil War factions made a strike on a weapons research 
  station and, in the confusion of plundering the station for its 
  weapon research data, took Virus directly into its fleet’s main 
  computer databanks.  While the fleet went back to its home 
  bases, they spread the news – and later generations of Virus 
  – with each planetfall they made.  The travel time required for 
  these news reports to reach their destination allowed Virus to 
  become fully conscious by its arrival, and in the case of later 
  mutated strains, allowed Virus to make plans to effectively 
  disseminate itself at each new world.  
  Legacy of Virus
  The legacy of the Virus is three-fold.  First, the annihila-
  tion of life, society, and civilization across most of inhabited 
  space.  Second, the presence of vampire ships and fleets, 
  which still present quite a danger to interstellar travellers.  Fi-
  nally, the presence of Virus infections, sometimes called eggs, 
  in a great deal of leftover relic Imperial technology.  These 
  eggs were often left by Virus in equipment that was too small 
  to be effectively inhabited, but that, if later hooked up to more 
  capable systems, would hatch and inject the infection into the 
  healthy systems.
  Virus In 12
  By the time of Out Of The Darkness: 1248, Virus has 
  mutated even further, covering the same breadth of good and 
  evil as humans.  There are vampire fleets, AI armies, and other 
  destructive terrors.  But there are also AI advisors, techni-
  cians, and even allies in the fight against all evil.  Virus is now 
  another race of the Traveller universe.
  Virus Described
  Virus travels at the speed of light across any communi-
  cations channel it can access: network cables, telecommuni-
  cations lines, cellular and radio devices, satellites and radio 
  and lidar.  The means that Virus can replicate almost instanta-
  neously to a new host computer, as long there is a connection 
  to get there.
  Differentiating Virus from 
  Computers
  What’s important to remember is that a computer is just 
  the media, like water for a fish.  Virus is the electronic life.  
  Here’s an example computer navigation system for a planetary 
  shuttle.
  Mark 1 Navicom
  Val
  Char
  Cost Roll
  Notes
  10
  INT
  0
  11-
  PER Roll 11-
  10
  DEX
  0
  11-
  OCV 3 DCV 3
  3
  SPD
  10
  Phases:  4, 8, 12
  Total Characteristic Cost: 10
  Skills
  3
  Combat Piloting 11-
  3
  Navigation (Air, Space) 11-
  7
  KS: Homeworld Geography 16-
  Total Powers & Skill Cost: 13
  Total Cost: 23
  Total Disadvantage Points: 23
  It’s a fairly basic system, but not artificially intelligent.  
  Now plug in a Virus-inhabited data module.
  Virus has been dormant in the data module, and wakes 
  up as it gets replicated into the Navicom system.  Virus in-
  vades the system, and becomes the system.  It’s Analyze skill 
  lets Virus know the details of what kind of system it’s in.  The 
  Mimicry Pool simulates it’s knowing everything the computer 
  data banks know.
  CONSTRAINT ON VIRUS
  Virus is constrained by the computer media, in much 
  the same way that walking in air is different from wading in 
  waist-deep water.  
  The first constraint is INT: Virus can only use the lesser 
  of its INT or the Computer’s INT.  A Strain 1 Virus, with 7 INT, 
  can use all 7 INT in the Navicom System (10 INT), but a Strain 
  3 Virus with 13 INT can only use 10 INT because that’s all the 
  system has.  
  The second constraint is DEX: Virus can only use the 
  lesser of its DEX or the Computer’s DEX.  
  EGO is a different matter.  When inhabiting systems 
  with no EGO, Virus can use it’s full EGO.  If the system did 
  have EGO, such as a TL16 system, Virus would wage an EGO 
  versus EGO battle for control of the system.  If it won, it could 
  then use its full EGO.
  Creating Virus
  Virus Characteristics
  Virus is an AI, and so only has DEX, INT, EGO and 
  
  Traveller Hero, Book 1 
  Virus
  1
  SPD.  It may gain other attributes depending on the system in 
  infects, such as Flight for a spacecraft or STR for a robot.
  INT
  Virus’ INT is its ability to perceive and process informa-
  tion quickly, not it’s level of sentience.
  EGO
  Virus’s EGO represents its awareness and ability to 
  adapt.  Whenever Virus must alter its plans or change its goals, 
  it must make an EGO Roll, with appropriate situation modi-
  fiers to the roll.  If the roll succeeds, Virus changes its plans 
  or goals accordingly.  The new plan may make sense only to 
  Virus.
  Virus Skills
  Virus learns skills through its interaction with computer 
  systems and with those who use those systems.  Virus has cer-
  tain skills that are programmed, or innate, skills that are part 
  of its electronic nature, rather than formal training.
  Some skills of a more physical nature, such as Acrobat-
  ics, are generally inappropriate unless part of the host system’s 
  ability.
  EVERYVIRUS SKILLS
  Every Virus has a familiarity with the following Skills:
  Analyze Host System
  Concealment (to hide self)
  Computer Programming (to manipulate its environment)
  Systems Operation (Communications; to find other com-
  puters to infect)
  analyze hoST SySTem
  Once Virus invades a computerized system, it gets the 
  “lay of the land” using this skill.  It then knows what kind 
  of system it is in (power plant, shuttle, starship, toy, and so 
  forth), what the applications are, and what data is there.
  comPuTer Programming
  Virus uses computer programming to control programs 
  in the system, free up space for it to work, and perform other 
  basic operations.
  concealmenT
  Concealment allows Virus to hide its presence if it 
  suspects it is being searched for within a given host.  It also 
  represents the basic sparsity of the components.
  SySTem oPeraTionS: communicaTionS
  Virus is adept and finding the communication pathways 
  between its current host and other computer systems that also 
  have a communications interface.
  Virus Talents
  Every Virus, as an electronic creature, has the following 
  Talents:
  ABSOLUTE TIME SENSE
  Beings of bits and bytes, Virus has a keen awareness of 
  the passage of time.
  •
  •
  •
  •
  EIDETIC MEMORY
  Virus knows everything it reads into real or virtual 
  memory.
  LIGHTNING CALCULATOR
  The mathematical processing power of Virus is as great 
  as the system it inhabits.
  SPEED READING (X100)
  Virus reads data in Megabytes per second or even Giga-
  bytes per second.
  SIMULATE DEATH
  This represents Virus’ ability to hibernate in computer 
  systems that are not sophisticated enough for it to fully exist, 
  and its ability to stay dormant in data storage media (DVDs, 
  Flash Drives, and their equivalents).
  Virus Powers
  Virus may have many different powers, based on the 
  specific systems it infects (flight for spaceships, energy blasts 
  for security robots, and so forth).  The powers that all Viruses 
  have are given below.
  VIRAL REPLICATION (DUPLICATION)
  Virus creates a replica of itself as soon as it finds another 
  connected computer system to send the replica to, or a storage 
  media to place a copy of itself.  This transfer is quick, taking 
  a full phase for the replica to be generated across the connec-
  tion.
  Replication is not without its hazards.  If the connec-
  tion is broken before the replication completes, the replica is 
  incomplete and ‘dies’.  
  Each host computer system is unique, and a replica may 
  find itself changed as it inhabits a different system or learns 
  something new.
  Value
  Power
  26
  Viral Duplication:  Duplication (creates 150-point 
  form), Cannot Recombine (+0), Altered Duplicates 
  (50%; +½) (45 Active Points); Extra Time (Full 
  Phase, -½), Conditional Power Power Only Works 
  When In Contact With Another Computer System 
  Or Storage Media (-¼)
  Although the duplication creates a 150-point form, the 
  actual parent and child costs may differ.  
  ALTER PROGRAMMING (TRANSFORM)
  At its most primitive, Virus can erase applications and 
  programs.  This is defined as a 2d6 Major Transform of Data 
  and Applications.
  Value
  Power
  30
  Alter Data and Programs:  Major Transform 
  2d6 (Alter or Remove Computer Programs or 
  Data), Reduced Endurance (0 END; +½), Partial 
  Transform (+½), Invisible Power Effects (Fully 
  Invisible; +1) (90 Active Points); Extra Time (5 
  Minutes, Only to Activate, -1), No Range (-½), 
  Limited Target ([Limited]; Host System Programs 
  and Data; -½)
  LEARN HOST SKILLS AND PROGRAMS
  At it’s most sophisticated level, Virus learns programs 
  
  Virus 
  Traveller Hero, Book 1
  1
  and skills, passes those on to its children, and seeks to learn 
  even more.
  Some skills can be learned using unspent character or 
  experience points.  For those cases where the Virus doesn’t 
  have enough free points, it can learn those skills using its 
  Mimic Pool.  The Mimic Pool can allocate points to any skill or 
  program that the host system knows, with an INT roll required 
  by Virus to Mimic each skill possessed by the host system.
  Value
  Power
  45
  Learn Host Skills and Programs:  Variable Power 
  Pool (Mimicry Pool), 30 base + 15 control cost,  
  (45 Active Points)
  Virus Disadvantages
  HUNTED
  Virus is hunted by those it has affected and by other 
  advanced Viruses.
  Value
  Hunted
  5
  Hunted:  8- (As Pow, Limited Geographical Area, 
  Harshly Punish)
  PHYSICAL LIMITATIONS
  Virus has several physical limitations, some of them 
  fairly restrictive.
  limiTeD acTionS
  Virus is completely dependent on its host system for 
  interactions with the physical world, and is therefore limited 
  to actions that its host can perform.  
  Value
  Physical Limitation
  5
  Limited To Actions Host Can Perform 
  (Infrequently, Slightly Impairing)
  limiTeD inTelligence
  The INT characteristic represents the ability to take in 
  and process information quickly, which most systems are good 
  at.  Reducing the INT to represent lack of or limited sentience 
  is therefore inappropriate.
  There are two varieties of limited intelligence that apply 
  to the stages of Virus before it reaches true sentience: Machine 
  Intelligence and Near-Human Intelligence (see Hero Bestiary, 
  page 19).
  Value
  Physical Limitation
  15
  Machine Intelligence (Frequently, Greatly 
  Impairing)
  10
  Near-Human Intelligence (Frequently, Slightly 
  Impairing
  elecTronic naTure
  Virus is a creature of electrical information, and is sub-
  ject to the limitations of that form.  If the system it inhabits is 
  unshielded from adverse radiation, including Electromagnetic 
  Pulses (EMPs), it can be severely damaged or killed.  It can be 
  destroyed by a good Antivirus sweep by a skilled programmer 
  (Dispel Viruses).  Parts of Virus can be overwritten or rewrit-
  ten, changing it’s skills or personality.
  Value
  Physical Limitation
  15
  Electronic Nature (Frequently, Greatly Impairing)
  PSYCHOLOGICAL LIMITATIONS
  Virus began with a programmed psyche, one that was 
  intentionally suicidal.  As Virus evolved and became more 
  sentient, that attitude changed and it made more choices in 
  what it would and wouldn’t do.
  Some of the common psychological limitations that the 
  varieties of Virus have displayed are provided below.
  Value
  Psychological Limitation
  15
  Suicidal (Common, Strong)
  15
  Homicidal (Common, Strong)
  10
  Curious (Common, Moderate)
  15
  Destructive (Common, Strong)
  20
  Instinctual Replication (Common, Total)
  10
  Destroy My Maker (Common, Moderate)
  10
  Build An Empire/Alliance (Common, Moderate)
  15
  Hobbyist Complex (Common, Strong)
  15
  Parent Complex (Common, Strong)
  15
  Mother Complex (Common, Strong)
  15
  God Complex (Common, Strong)
  
  Traveller Hero, Book 1 
  Virus
  1
  Strains of Virus
  Virus has evolved since its release, becoming more intel-
  ligent and sentient as it evolved.  Like many creatures who 
  grow and evolve, some stages are unable to continue and go 
  extinct.  
  The strains of Virus are:
  Strain
  Notes
  1
  Machine intelligence, childlike
  2
  Near Human intelligence, childlike
  3
  Human intelligence
  4
  Human intelligence
  5
  Human intelligence
  X
  Human intelligence
  Strain 1
  Strain 1, known as the “Suicider” strain, was the original 
  virus strain carried into space based on Lucan’s development.  
  It was designed to seek out a computer-based system, spread 
  copies of itself if possible, and then commit suicide.  This 
  strain is fairly rare by 1248, as it quickly put itself out of busi-
  ness.  It has the mental ability of a small child or smart dog.
  Strain 1A, known as the “Suicide Inducer” strain, is a 
  mutation of Strain 1 that decided it needed to stay alive so 
  that it could keep infecting systems.  A large number of the 1A 
  children inherited that belief.
  STRAIN 1
  Val
  Char
  Cost Roll
  Notes
  7 INT
  -3
  10-
  PER Roll 10-
  5 EGO
  -10
  10-
  ECV: 2
  8 DEX
  -6
  11-
  OCV 3 DCV 3
  2 SPD
  2
  Phases:  6, 12
  Total Characteristic Cost: -1
  Cost Powers
  END
  26
  Viral Duplication: Duplication (creates 150-
  point form), Cannot Recombine (+0), Altered 
  Duplicates (50%; +½) (45 Active Points); 
  Extra Time (Full Phase, -½), Conditional 
  Power Power Only Works When In Contact 
  With Another Computer System Or Storage 
  Media (-¼)
  0
  30
  Alter Data and Programs: Major Transform 
  2d6 (Alter or Remove Computer Programs 
  or Data), Reduced Endurance (0 END; +½), 
  Partial Transform (+½), Invisible Power 
  Effects (Fully Invisible; +1) (90 Active 
  Points); Extra Time (5 Minutes, Only to 
  Activate, -1), No Range (-½), Limited Target 
  ([Limited]; Host System Programs and Data; 
  -½)
  0
  37
  Learn Host Skills and Programs: Variable 
  Power Pool (Mimicry Pool), 30 base + 15 
  control cost,  (45 Active Points)
  Talents
  3 Absolute Time Sense
  5 Eidetic Memory
  3 Lightning Calculator
  6 Speed Reading (x100)
  3 Simulate Death
   
  Skills
  3 Analyze:  Host Computer System 10-
  1 Computer Programming 8-
  3 Concealment 10-
  2 Systems Operation (Communications Systems) 10-
   
  Total Powers & Skill Cost: 130
  Total Cost: 113
  100+ Disadvantages
  5 Hunted:  Virus Hunters 8- (As Pow, Limited 
  Geographical Area, Harshly Punish)
  5 Physical Limitation:  Limited To Actions Host Can 
  Perform (Infrequently, Slightly Impairing)
  15 Physical Limitation:  Machine Intelligence 
  (Frequently, Greatly Impairing)
  15 Physical Limitation:  Electronic Nature 
  (Frequently, Greatly Impairing)
  15 Psychological Limitation:  Suicidal (Common, 
  Strong)
  20 Psychological Limitation:  Instinctual Replication 
  (Common, Total)
  0 Experience Points
  Options
  Strain 1A: Change Suicidal to Must Breed Suiciders
  Total Disadvantage Points: 113
  Ecology: The Strain 1 virus has a short life-span when 
  active in a computer system, and very few exist by 1248; most 
  are discovered hibernating in non-powered storage media.
  Personality/Motivation: Strain 1 has two basic drives: 
  look for other computer systems to replicate to, and remove 
  and destroy all programs and data in the current host, includ-
  ing itself.
  As soon as it detects contact with another computer-
  based system, either networked or by radio (wireless), it cre-
  ates a duplicate which then travels through the connection to 
  the new host.  
  Powers/Tactics: If Strain 1 believes it is being hunted be-
  fore it can complete its task, it will attempt to use its Conceal-
  ment skill to hide itself from detection.  As soon as it deems 
  it safe, it will resume its task of destroying data and then 
  committing suicide.
  Campaign Notes: Strain 1 is a straightforward virus, 
  with two exceptions.  First, duplicates it creates have an 
  8- chance to be altered in some way (the Altered Duplicates).  
  This change is typically into a Strain 1A or Strain 2 virus.  
  Second, it can hibernate on storage devices indefinitely.
  Add skills as appropriate based on the inhabited host 
  system.
  Strain 2
  Strain 2 has five variations: Samson, Destroyer, Repro-
  ducer, Doomslayer, and Reproducing Doomslayer.
  Strain 2 (Samson) is a Strain 1 variation that decided it 
  had to destroy the hardware as well as the computer system.  
  It would send out any copies it could, then cause the system 
  to destroy the hardware in the most logical manner.  Starships 
  would crash into worlds or fly into stars; power plants would 
  go critical; and so forth.
  Strain 2A (Destroyer), like the Suicide Inducer, decided 
  it needed to stay alive so it could continue to infect other 
  systems, and to destroy external hardware.  Starships infected 
  
  Virus 
  Traveller Hero, Book 1
  10
  with the Destroyer strain would kill their crews, then run 
  around the universe destroying other ships, orbital stations, 
  domed cities and the like.  This strain was responsible for 
  much of the damage of the Collapse.
  Strain 2B (Reproducer) is more selective than the De-
  stroyer Strain, and only destroys objects it cannot infect.
  Strain 2C (Doomslayer) has modified its programming 
  from suicide (Destroy self) to destroy Lucan (Destroy maker 
  of self).  They are picky about whom they destroy, seeking out 
  those “worthy” of destruction.  Unfortunately, they seem to 
  destroy many of those they have recently infected.
  Strain 2D (Reproducing Doomslayer) is a combination of 
  the Reproducer and Doomslayer; it destroys only those it can’t 
  infect or has already infected, and infects those it can.  It’s one 
  of the more successful Strain 2 viruses.
  STRAIN 2
  Val
  Char
  Cost Roll
  Notes
  8
  INT
  -2
  11-
  PER Roll 11-
  8
  EGO
  -4
  11-
  ECV: 3
  8
  DEX
  -6
  11-
  OCV 3 DCV 3
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: -10
  Cost Powers
  END
  26
  Viral Duplication: Duplication (creates 150-
  point form), Cannot Recombine (+0), Altered 
  Duplicates (50%; +½) (45 Active Points); 
  Extra Time (Full Phase, -½), Conditional 
  Power Power Only Works When In Contact 
  With Another Computer System Or Storage 
  Media (-¼)
  0
  30
  Alter Data and Programs: Major Transform 
  2d6 (Alter or Remove Computer Programs 
  or Data), Reduced Endurance (0 END; +½), 
  Partial Transform (+½), Invisible Power 
  Effects (Fully Invisible; +1) (90 Active 
  Points); Extra Time (5 Minutes, Only to 
  Activate, -1), No Range (-½), Limited Target 
  ([Limited]; Host System Programs and Data; 
  -½)
  0
  45
  Learn Host Skills and Programs: Variable 
  Power Pool (Mimicry Pool), 30 base + 15 
  control cost,  (45 Active Points)
   
   
  Talents
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  3
  Simulate Death
   
  Skills
  3
  Analyze:  Host Computer System 11-
  2
  Computer Programming (Hacking and Computer 
  Security) 11-
  3
  Concealment 11-
  2
  Systems Operation (Communications Systems) 11-
   
  Total Powers & Skill Cost: 131
  Total Cost: 121
  100+ Disadvantages
  5 Hunted:  Virus Hunters 8- (As Pow, Limited 
  Geographical Area, Harshly Punish)
  5 Physical Limitation:  Limited To Actions Host Can 
  Perform (Infrequently, Slightly Impairing)
  10 Physical Limitation:  Near-Human Intelligence 
  (Frequently, Slightly Impairing)
  15 Physical Limitation:  Electronic Nature 
  (Frequently, Greatly Impairing)
  20 Psychological Limitation:  Instinctual Replication 
  (Common, Total)
  Strain Psychological Limitation (choose)
  15 Psychological Limitation:  Samson: Suicidal 
  (System and Hardware) (Common, Strong)
  15 Psychological Limitation:  Destroy External 
  Hardware (Common, Strong)
  0 Experience Points
  Total Disadvantage Points: 121
  Strain 
  Strains 3 (Empire Builder) and 3A (Alliance Builder) 
  control most of the vampire fleets.  Unlike series 2 viruses, the 
  infected systems become part of a group mind.
  Strain 3A attempts to convince other viruses to join with 
  it’s group mind on a great task it has set up for itself.  The task 
  is usually one of directed mayhem, like the Doomslayer.
  STRAIN 3
  Val
  Char
  Cost Roll
  Notes
  15
  INT
  5
  12-
  PER Roll 12-
  10
  EGO
  0
  11-
  ECV: 3
  11
  DEX
  3
  11-
  OCV 4 DCV 4
  3
  SPD
  9
  Phases:  4, 8, 12
  Total Characteristic Cost: 1
   
  Cost Powers
  END
  26
  Viral Duplication: Duplication (creates 150-
  point form), Cannot Recombine (+0), Altered 
  Duplicates (50%; +½) (45 Active Points); 
  Extra Time (Full Phase, -½), Conditional 
  Power Power Only Works When In Contact 
  With Another Computer System Or Storage 
  Media (-¼)
  0
  30
  Alter Data and Programs: Major Transform 
  2d6 (Alter or Remove Computer Programs 
  or Data), Reduced Endurance (0 END; +½), 
  Partial Transform (+½), Invisible Power 
  Effects (Fully Invisible; +1) (90 Active 
  Points); Extra Time (5 Minutes, Only to 
  Activate, -1), No Range (-½), Limited Target 
  ([Limited]; Host System Programs and Data; 
  -½)
  0
  45
  Learn Host Skills and Programs: Variable 
  Power Pool (Mimicry Pool), 30 base + 15 
  control cost,  (45 Active Points)
  16
  Group Mind Link: Mind Link , Specific 
  Group of Minds: Its Duplicates, Number 
  of Minds (x4), Limited Power Power loses 
  less than a fourth of its effectiveness 
  (Telecommunications Based: Has Same 
  Advantages and Disadvantages As 
  Communications Medium; +0) (20 Active 
  Points); Does Not Provide Mental Awareness 
  (-¼)
  
  Traveller Hero, Book 1 
  Virus
  11
   
   
  Talents
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  3
  Simulate Death
   
  Skills
  3
  Analyze:  Host Computer System 12-
  4
  Computer Programming (Hacking and Computer 
  Security, Military Computers) 12-
  3
  Concealment 12-
  6
  Systems Operation (Communications Systems, 
  Environmental Systems, Medical Systems) 11-
  6
  +2 with Computer Programming, Concealment, and 
  Systems Operations
  24
  Choose Additional Skills
  Total Powers & Skill Cost: 183
  Total Cost: 200
  100+ Disadvantages
  5 Hunted:  Virus Hunters 8- (As Pow, Limited 
  Geographical Area, Harshly Punish)
  5 Physical Limitation:  Limited To Actions Host Can 
  Perform (Infrequently, Slightly Impairing)
  15 Physical Limitation:  Electronic Nature 
  (Frequently, Greatly Impairing))
  10 Psychological Limitation:  Selective Replication 
  (Common, Moderate)
  15 Psychological Limitation:  Build An Empire/ 
  Alliance/ Puppet Kingdom (Common, Strong)
  35 Experience Points
  Total Disadvantage Points: 200
  Strain 
  Strain 4, known as the Puppeteer strain, takes the Al-
  liance Builder one step further, reinfecting already infected 
  systems with their own code.  By 1140, most of the Vampire 
  Fleets are infected with versions of this Virus, each attempting 
  to overwrite the other and take it over.
  Use the Strain 3 template, but change the characteristic 
  as follows:
  STRAIN 4
  Val
  Char
  Cost Roll
  Notes
  15
  INT
  5
  12-
  PER Roll 12-
  15
  EGO
  10
  12-
  ECV: 5
  15
  DEX
  15
  12-
  OCV 5 DCV 5
  3
  SPD
  5
  Phases:  4, 8, 12
  Total Characteristic Cost: 
  Strain 
  Strain 5 Viruses, known as the Parent strain, repro-
  duce by electronic mating, that is sharing code between two 
  systems.  This sharing produces new viruses, possessing new 
  features that combine abilities of both parent viruses into the 
  new virus.
  They have otherwise identical abilities to the Strain 4 
  Virus.
  Strain X
  Strain X Viruses are true sentient AIs, and there are 
  three known varieties: Strain X (Hobbyist), Strain XA (Moth-
  er), and Strain XB (God).
  Strain X (Hobbyist) infected specialized systems and 
  became interested in the system and forgot about committing 
  suicide.  For example, the Antares Hobbyist infected a stellar 
  observatory, and then sent out ships on missions to investigate 
  the stars.
  Strain XA (Mother) is the most successful of the Virus 
  strains to date, having a sense of self-preservation and a deep 
  need to nurture others.  It adopts a community of humans or 
  other sentient life, and protects them, even from other viruses.  
  They will battle Vampire Fleets to protect those in their 
  charge.
  Strain XB (God) goes one better than Mother, deciding 
  on a goal for its pets, and then working to mold and shape 
  them for this goal.  Sometimes its rewards are great, and its 
  punishments can be correspondingly harsh.
  STRAIN X
  Val
  Char
  Cost Roll
  Notes
  20
  INT
  10
  13-
  PER Roll 13-
  20
  EGO
  20
  13-
  ECV: 7
  18
  DEX
  24
  13-
  OCV 6 DCV 6
  3
  SPD
  2
  Phases:  4, 8, 12
  Total Characteristic Cost: 
  Cost Powers
  END
  26
  Viral Duplication: Duplication (creates 150-
  point form), Cannot Recombine (+0), Altered 
  Duplicates (50%; +½) (45 Active Points); 
  Extra Time (Full Phase, -½), Conditional 
  Power Power Only Works When In Contact 
  With Another Computer System Or Storage 
  Media (-¼)
  0
  30
  Alter Data and Programs: Major Transform 
  2d6 (Alter or Remove Computer Programs 
  or Data), Reduced Endurance (0 END; +½), 
  Partial Transform (+½), Invisible Power 
  Effects (Fully Invisible; +1) (90 Active 
  Points); Extra Time (5 Minutes, Only to 
  Activate, -1), No Range (-½), Limited Target 
  ([Limited]; Host System Programs and Data; 
  -½)
  0
  45
  Learn Host Skills and Programs: Variable 
  Power Pool (Mimicry Pool), 30 base + 15 
  control cost,  (45 Active Points)
  16
  Group Mind Link: Mind Link , Specific 
  Group of Minds: Its Duplicates, Number 
  of Minds (x4), Limited Power Power loses 
  less than a fourth of its effectiveness 
  (Telecommunications Based: Has Same 
  Advantages and Disadvantages As 
  Communications Medium; +0) (20 Active 
  Points); Does Not Provide Mental Awareness 
  (-¼)
   
   
  Talents
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  
  Virus 
  Traveller Hero, Book 1
  12
  3
  Simulate Death
   
  Skills
  3
  Analyze:  Host Computer System 12-
  4
  Computer Programming (Hacking and Computer 
  Security, Military Computers) 12-
  3
  Concealment 12-
  6
  Systems Operation (Communications Systems, 
  Environmental Systems, Medical Systems) 11-
  6
  +2 with Computer Programming, Concealment, and 
  Systems Operations
  35
  Choose Additional Skills
   
  Total Powers & Skill Cost: 194
  Total Cost: 250
  100+ Disadvantages
  5 Hunted:  Virus Hunters 8- (As Pow, Limited 
  Geographical Area, Harshly Punish)
  5 Physical Limitation:  Limited To Actions Host Can 
  Perform (Infrequently, Slightly Impairing)
  15 Physical Limitation:  Electronic Nature 
  (Frequently, Greatly Impairing))
  10 Psychological Limitation:  Selective Replication 
  (Common, Moderate)
  15 Psychological Limitation:  Choose: Hobbyist 
  Complex, Mother Complex, or God Complex 
  (Common, Strong)
  100 Experience Points
  Total Disadvantage Points: 250
  Virus in Play
  Virus can infect any suitable computer system, whether 
  that system is a starship, orbital laboratory, planetary defense 
  system, robot, or toy.
  While the starships of the Vampire Fleets are obvious 
  villains, it’s possible to have Virus-infected robots with a Hob-
  byist or Mother strain that are beneficial.  Such robots could 
  be friends, or if allowed by the GM, player characters.  One of 
  the published TNE adventures involves aiding such a robot.
  By 1248, the proliferation of virus has advanced it to the 
  status of another life form.  GMs may allow a player to play a 
  virus (AI) character, within certain guidelines.  Such charac-
  ters run inherent risks, including virus hunters who see Virus 
  as nothing more than an electronic infestation.
  
  Traveller Hero, Book 1 
  Sample Characters
  1
  Sample Characters
  This chapter provides several sets of characters convert-
  ed to Traveller Hero.  They can be used as characters or NPCs 
  for your campaign, or merely as a conversion guide.
  Classic Traveller Merchants
  These converted characters are based on characters 
  from one of the Classic Traveller modules (though I won’t say 
  which one - if you have the module, you’ll probably know it).  
  The HERO System conversions of the characters are built on 
  100 base plus up to 50 points in Disadvantages, and uses the 
  profession templates from the Professions chapter as well as 
  converting their existing skills and stats.
  Ship’s Captain
  Traveller Stats
  Retired Merchant Captain, 5A7B98, Age 44
  6 Terms, Cr 13000
  Admin-2, Bribery-2, Computer-3, Navigation-3,
  Pilot-1, Vac Suit-2, Auto Rifle-1, Auto Pistol-0
  Serves as the ship’s captain of the HMS Manhattan and 
  serves as Navigator as well.  Salary Cr6000/month.
  Example HERO Conversion
  Captain Mark Stockton
  Val
  Char
  Cost
  Roll Notes
  8
  STR
  -2
  11-
  Lift 75.8kg; 1 1/2d6; 
  15
  DEX
  15
  12-
  OCV 5 DCV 5
  11
  CON
  2
  11-
  11
  BODY
  2
  11-
  17
  INT
  7
  12-
  PER Roll 12-
  15
  EGO
  10
  12-
  ECV: 5
  17
  PRE
  7
  12-
  PRE Attack: 3d6
  10
  COM
  0
  11-
  2
  PD
  0
  Total: 2 PD (0 rPD)
  2
  ED
  0
  Total: 2 ED (0 rED)
  3
  SPD
  5
  Phases:  4, 8, 12
  4
  REC
  0
  22
  END
  0
  21
  STUN
  0
  Total Characteristic Cost: 46
  Movement: 
  Running: ” / 12”
   
   
  Swimming: 2” / ”
   
   
  Leaping: 1” / 2”
   
  Perks
  1
  Fringe Benefit:  Starship License
  15
  Subsidized Merchant Ship:  Custom Perk
  Skills
  2
  AK: Spinward Marches 11-
  5
  Bribery 13-
  5
  Bureaucratics 13-
  3
  Combat Piloting 12-
  7
  Computer Programming 14-
  7
  Navigation (Hyperspace, Space) 14-
  3
  PS: Vac Suit 12-
  3
  Streetwise 12-
  9
  Trading 15-
  0
  TF:  Commercial Spacecraft & Space Yachts
  4
  TF:  Civilian Antigrav, Personal Use Spacecraft
  2
  WF:  Small Arms
  28
  Unspent Points 
  Total Powers & Skill Cost: 
  Total Cost: 10
  100+
  Disadvantages
  15
  Psychological Limitation:  Greedy (Very Common, 
  Moderate)
  10
  Psychological Limitation:  Stubborn (Common, 
  Moderate)
  10
  Psychological Limitation:  Curious (Common, 
  Moderate)
  5
  Hunted:  Starship Loan Company 8- (As Pow, NCI, 
  Watching)
  0
  Experience Points
  Total Disadvantage Points: 10
  Notes:  Served in the TransStar merchant fleet, rising to 
  Captain before retiring to start his own business.
  Ship’s Pilot
  Traveller Stats
  ex-Scout, 9B7955, Age 31
  3 Terms, Cr 10000
  Air/Raft-1, Jack of all Trades-1, Pilot-2, Vac Suit-1,
  Laser Carbine-1
  Serves as pilot of the HMS Manhattan.  Salary 6600/mo.
  Example HERO Conversion
  Jonah Kentaki, Pilot of HMS Manhattan
  Val
  Char
  Cost
  Roll
  Notes
  13
  STR
  3
  12-
  Lift 151.6kg; 2 1/2d6 [1]
  16
  DEX
  18
  12-
  OCV:  5/DCV:  5
  11
  CON
  2
  11-
  10
  BODY
  0
  11-
  13
  INT
  3
  12-
  PER Roll 12-
  13
  EGO
  6
  12-
  ECV:  4
  12
  PRE
  2
  11-
  PRE Attack:  2d6
  12
  COM
  1
  11-
  3
  PD
  0
  Total:  3 PD (0 rPD)
  2
  ED
  0
  Total:  2 ED (0 rED)
  3
  SPD
  4
  Phases:  4, 8, 12
  5
  REC
  0
  22
  END
  0
  23
  STUN
  0
  Total Characteristic Cost:  39
  Movement: 
  Running: ”/12”
   
   
  Leaping: 2”/”
   
   
  Swimming: 2”/”
  Perks
  3
  Contact:  Old shipmates from Scout Service (Good 
  relationship with Contact) 11-
  2
  Fringe Benefit:  Starship Masters License
  
  Sample Characters 
  Traveller Hero, Book 1
  1
  Talents
  4
  Environmental Movement (no penalties on Zero G)
  5
  Latent Psionic
  Skills
  5
  Jack Of All Trades:  +1 Overall (10 Active Points); 
  Limited Power Only To Offset Penalties (-1)
  2
  AK: Imperial Space 11-
  5
  Combat Piloting 13-
  3
  Computer Programming 12-
  3
  Electronics 12-
  2
  KS: Imperial Scout Service 11-
  3
  Mechanics 12-
  3
  Navigation (Hyperspace, Space) 12-
  3
  PS: Vac Suit 12-
  2
  SS:  Astrophysics 11-
  2
  SS:  Hyperspace Physics 11-
  4
  Systems Operation (Communications Systems, 
  Sensors) 12-
  4
  TF:  Commercial Spacecraft & Space Yachts, Military 
  Spacecraft, Personal Use Spacecraft
  2
  WF:  Beam Weapons
  44
  Unspent Points 
  Total Powers & Skill Cost:  101
  Total Cost:  10
  100+
  Disadvantages
  0
  Normal Characteristic Maxima
  15
  Psychological Limitation:  Overconfident (Common, 
  Strong)
  15
  Psychological Limitation:  Curious (Common, 
  Strong)
  10
  Psychological Limitation:  Womanizer (Common, 
  Moderate)
  Total Disadvantage Points:  10
  Ship’s Engineer
  Traveller Stats
  Retired Navy Rating, 876785, Age 51
  8 Terms, Cr 12000
  Electronic-2, Engineering-3, Mechanical-2, 
  Ship’s Boat-1, Vac Suit-1, Auto Pistol-0
  Serves as engineer of the HMS Manhattan.  Salary 4800 Cr 
  per month.
  Example HERO Conversion
  Kurushi Honda, Engineer Of HMS Manhattan
  Val 
  Char 
  Cost 
  Roll 
  Notes
  12 
  STR 
  2 
  11- 
  Lift 132.0kg; 2d6 [1]
  11 
  DEX 
  3 
  11- 
  OCV:  4/DCV:  4
  10 
  CON 
  0 
  11-
  10 
  BODY 
  0 
  11-
  11 
  INT 
  1 
  11- 
  PER Roll 11-
  10 
  EGO 
  0 
  11- 
  ECV:  3
  10 
  PRE 
  0 
  11- 
  PRE Attack:  2d6
  10 
  COM 
  0 
  11-
  2 
  PD 
  0 
  Total:  2 PD (0 rPD)
  2 
  ED 
  0 
  Total:  2 ED (0 rED)
  3 
  SPD 
  9 
  Phases:  4, 8, 12
  4 
  REC 
  0
  20 
  END 
  0
  21 
  STUN 
  0 
  Total Characteristic Cost:  15
  Movement: 
  Running: ”/12”
   
   
  Leaping: 2”/”
   
   
  Swimming: 2”/”
  Perks
  1
  Fringe Benefit:  Engineer’s License
  3
  Spinward March Starport Barkeeps:  Contact (Good 
  relationship with Contact) 11-
  Talents
  4
  Environmental Movement (no penalties in Zero G)
  Skills
  5
  Computer Programming 12-
  5
  Electronics 12-
  2
  KS: Emergency Damage Control 11-
  2
  KS: Gravitics 11-
  2
  KS: Imperial Navy 11-
  2
  KS: Starship Jump Drives 11-
  2
  KS: Starship Maneuver Drives 11-
  2
  KS: Starship Power Plants 11-
  5
  Mechanics 12-
  2
  PS: Imperial Navy Officer 11-
  3
  PS: Vac Suit 11-
  3
  SS:  Physics 11-
  4
  SS:  Starship Engineering 13-
  3
  Security Systems 11-
  6
  Systems Operation (Communications Systems, 
  Environmental Systems, Sensors) 11-
  2
  TF:  Commercial Spacecraft & Space Yachts, 
  Military Spacecraft, Personal Use Spacecraft
  2
  WF:  Beam Weapons
  1
  WF:  Handguns
  10
  Expert Engineer:  +2 with Starship Engineering 
  and Maintenance Skills
  59
  Unspent Points 
  Total Powers & Skill Cost:  10
  Total Cost:  1
  100+
  Disadvantages
  0
  Normal Characteristic Maxima
  5
  Age:  40+
  15
  Psychological Limitation:  Stubborn (Common, 
  Strong)
  15
  Psychological Limitation:  Honorable (Common, 
  Strong)
  10
  Psychological Limitation:  Perfectionist (Common, 
  Moderate)
  Total Disadvantage Points:  1 
  
  Traveller Hero, Book 1 
  Sample Characters
  1
  Ship’s Medic
  Traveller Stats
  ex-Other, 684AAA, Age 43
  5 Terms, Cr5000
  Forgery-1, Jack of all Trades-1, Medical-3, 
  Streetwise-1, Vac Suit-0, Dagger-0, Shotgun-0
  Serves as medic of the HMS Manhattan.  Salary 2400 Cr per 
  month.
  Example HERO Conversion
  Katie Yeltsin, Medic Of Hms Manhattan
  Val 
  Char 
  Cost 
  Roll 
  Notes
  9 
  STR 
  -1 
  11- 
  Lift 87.1kg; 1 1/2d6
  12 
  DEX 
  6 
  11- 
  OCV:  4/DCV:  4
  8 
  CON 
  -4 
  11-
  9 
  BODY 
  -2 
  11-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  12 
  EGO 
  4 
  11- 
  ECV:  4
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  12 
  COM 
  1 
  11-
  2 
  PD 
  0 
   
  Total:  2 PD (0 rPD)
  2 
  ED 
  0 
   
  Total:  2 ED (0 rED)
  3 
  SPD 
  8 
   
  Phases:  4, 8, 12
  4 
  REC 
  0
  16 
  END 
  0
  18 
  STUN 
  0 
  Total Characteristic Cost:  22
  Movement: 
  Running: 6”/12”
   
   
  Leaping: 1”/2”
   
   
  Swimming: 2”/4”
  Cost
  Powers
  END
  5
  Luck 1d6
  Perks
  1
  Fringe Benefit:  License to practice Medicine
  1
  False Identity
  4
  Contact:  Friend in Imperial Intelligence (Contact 
  has useful Skills or resources, Good relationship 
  with Contact) 11-
  Skills
  10
  Jack Of All Trades:  +1 Overall, Limited Power Only 
  To Offset Penalties (+0)
  3
  Acting 12-
  5
  Disguise 13-
  2
  Forgery (Documents) 12-
  2
  KS: Espionage World 11-
  4
  Language:  Vilani (idiomatic)
  1
  PS: Vac Suit 8-
  4
  PS: Medicine 13-
  7
  Paramedics 14-
  3
  Security Systems 12-
  3
  Streetwise 12-
  2
  WF:  Beam Weapons
  1
  WF:  Blades
  2
  WF:  Small Arms
  58
  Unspent Points 
  Total Powers & Skill Cost:  118
  Total Cost:  140
  100+
  Disadvantages
  0
  Normal Characteristic Maxima
  5
  Age:  40+
  5
  Social Limitation:  ex-Spy (Occasionally, Minor)
  10
  Psychological Limitation:  Curious (Common, 
  Moderate)
  10
  Psychological Limitation:  Stubborn (Common, 
  Moderate)
  10
  Psychological Limitation:  Seeks To Right Wrongs 
  (Common, Moderate)
  Total Disadvantage Points:  140
  Ship’s Gunner
  Traveller Stats
  ex-Merchant Third Officer, 4BC888, Age 36
  4 Terms, Cr 4000
  Engineering-1, Gunnery-3, Steward-1, 
  Tracked Vehicle-1, Vac-Suit-1, SMG-1
  Serves as gunner of the HMS Manhattan.  Salary 1200 Cr/
  month.
  Example HERO Conversion
  Eli Balik, Gunner of HMS Manhattan
  Val 
  Char 
  Cost 
  Roll 
  Notes
  6 
  STR 
  -4 
  10- 
  Lift 57.4kg; 1d6
  17 
  DEX 
  21 
  12- 
  OCV:  6/DCV:  6
  18 
  CON 
  16 
  13-
  14 
  BODY 
  8 
  12-
  12 
  INT 
  2 
  11- 
  PER Roll 11-
  12 
  EGO 
  4 
  11- 
  ECV:  4
  12 
  PRE 
  2 
  11- 
  PRE Attack:  2d6
  10 
  COM 
  0 
  11-
  2 
  PD 
  1 
  Total:  2 PD (0 rPD)
  4 
  ED 
  0 
  Total:  4 ED (0 rED)
  3 
  SPD 
  3 
  Phases:  4, 8, 12
  5 
  REC 
  0
  36 
  END 
  0
  26 
  STUN 
  0 
  Total Characteristic Cost:  53
  Movement: 
  Running: 
  6”/12”
   
   
  Leaping:  
  1”/2”
   
   
  Swimming: 
  2”/4”
   
  Perks
  1 
  Fringe Benefit:  Starship License
  Skills
  10
  +2 with Starship Weapons
  2
  AK: Spinward Marches 11-
  3
  Bureaucratics 11-
  3
  Combat Driving 12-
  3
  High Society 11-
  2
  PS: Steward 11-
  2
  PS: Vac Suit 11-
  3
  SS:  Starship Engineering 11-
  2
  TF:  Commercial Spacecraft & Space Yachts, 
  Personal Use Spacecraft, Tracked Military 
  Vehicles
  7
  Trading 13-
  2
  WF:  Starship Weapons
  
  Sample Characters 
  Traveller Hero, Book 1
  1
  1
  WF:  Submachine Guns
  36
  Unspent Points 
  Total Powers & Skill Cost:  77
  Total Cost:  130
  100+
  Disadvantages
  0
  Normal Characteristic Maxima
  10
  Psychological Limitation:  Self-Conscious (Common, 
  Moderate)
  10
  Psychological Limitation:  Always Polite (Common, 
  Moderate)
  10
  Psychological Limitation:  Perpetual Sense Of Style 
  (Common, Moderate)
  Total Disadvantage Points:  130
  Regency Freelance Team (New 
  Era)
  JORDAN SAVICH: LEADER
  Val 
  Char 
  Cost 
  Roll 
  Notes
  10 
  STR 
  0 
  11- 
  Lift 100.0kg; 2d6
  15 
  DEX 
  15 
  12- 
  OCV:  5/DCV:  5
  13 
  CON 
  6 
  12-
  12 
  BODY 
  4 
  11-
  15 
  INT 
  5 
  12- 
  PER Roll 12-
  13 
  EGO 
  6 
  12- 
  ECV:  4
  18 
  PRE 
  8 
  13- 
  PRE Attack:  3 1/2d6
  12 
  COM 
  1 
  11-
  5 
  PD 
  3 
  Total:  5 PD (0 rPD)
  5 
  ED 
  2 
  Total:  5 ED (0 rED)
  3 
  SPD 
  5 
  Phases:  4, 8, 12
  5 
  REC 
  0
  26 
  END 
  0
  25 
  STUN 
  1 
  Total Characteristic Cost:  56
  Movement: 
  Running: 
  6”/12”
   
   
  Leaping:  
  2”/4”
   
   
  Swimming: 
  2”/4”
  Cost
  Powers
  MA: Dirty Infighting/Brawling
  Maneuver
  OCV
  DCV
  Notes
  5
  Roundhouse/
  Two-Fisted 
  Smash
  -2
  +1
  6d6 Strike
  3
  Throw
  +0
  +1
  2d6 +v/5, Target 
  Falls
  4
  Block/Chin Block +2
  +2
  Block, Abort
  4
  Low Blow
  -1
  +1
  2d6 NND
  Perks
  1
  Fringe Benefit:  Starship License
  5
  Money:  Well Off
  9
  Contact:  government friends he’s done favors for 
  (Good relationship with Contact), Organization 
  Contact (x3) (9 Active Points) 11-
  Talents
  6
  Combat Luck (3 PD/3 ED)
  4
  Environmental Movement (no penalties in Zero G)
  Skills
  2
  AK: Regency 11-
  3
  Bureaucratics 13-
  5
  Combat Piloting 13-
  10
  Brawling:  +2 with HTH Combat
  6
  +2 with Shotguns
  5
  Computer Programming 13-
  3
  Conversation 13-
  5
  Electronics 13-
  1
  Gambling 8-
  1
  High Society 8-
  2
  KS: Regency Sector Shipping Companies 11-
  5
  Mechanics 13-
  3
  Persuasion 13-
  
  Traveller Hero, Book 1 
  Sample Characters
  1
  2
  PS: Merchant Captain 11-
  3
  SS:  Physics 12-
  5
  SS:  Starship Engineering 14-
  3
  SS:  Chemistry 12-
  1
  SS:  Zoology 8-
  3
  Security Systems 12-
  10
  Jack Of All Trades:  +2 Overall (20 Active Points); 
  Limited Power Only To Offset Penalties (-1)
  5
  Streetwise 14-
  6
  Systems Operation (Communications Systems, 
  Environmental Systems, Sensors) 12-
  9
  Trading 16-
  1
  TF:  Commercial Spacecraft & Space Yachts, 
  Industrial & Exploratory Spacecraft
  4
  WF:  Beam Weapons, Small Arms
  Total Powers & Skill Cost:  144
  Total Cost:  200
  150+
  Disadvantages
  10
  Enraged:  Innocents Hurt (Uncommon), go 11-, 
  recover 14-
  10
  Hunted:  Regency Shipping 11- (As Pow, NCI, 
  Watching)
  10
  Psychological Limitation:  Ambitious (Common, 
  Moderate)
  10
  Psychological Limitation:  Won’t Back Down From 
  A Fight (Common, Moderate)
  10
  Psychological Limitation:  Loyal To Team (Common, 
  Moderate)
  Total Disadvantage Points:  200
  Background/History:  Retired Merchant First Officer   Age 42   
  6 Terms   Cr 60,000
  Personality/Motivation:  10 Clubs;  3 Spades
  ROGAR TIMSON: COMBAT SPECIALIST
  Val 
  Char 
  Cost 
  Roll 
  Notes
  20 
  STR 
  10 
  13- 
  Lift 400.0kg; 4d6 [4]
  14 
  DEX 
  12 
  12- 
  OCV:  5/DCV:  5
  18 
  CON 
  16 
  13-
  15 
  BODY 
  10 
  12-
  13 
  INT 
  3 
  12- 
  PER Roll 12-
  15 
  EGO 
  10 
  12- 
  ECV:  5
  15 
  PRE 
  5 
  12- 
  PRE Attack:  3d6
  10 
  COM 
  0 
  11-
  5 
  PD 
  1 
  Total:  5 PD (0 rPD)
  5 
  ED 
  1 
  Total:  5 ED (0 rED)
  3 
  SPD 
  6 
  Phases:  4, 8, 12
  8 
  REC 
  0
  36 
  END 
  0
  34 
  STUN 
  0 
  Total Characteristic Cost:  77
  Movement: 
  Running: 
  7”/14”
   
   
  Leaping:  
  4”/8”
   
   
  Swimming: 
  3”/6”
  Cost
  Powers
  MA: Commando Training
  Maneuver
  OCV
  DCV
  Notes
  4
  Boxing Cross
  +0
  +2
  6d6 Strike
  4
  Choke
  -2
  +0
  Grab One Limb; 2d6 
  NND
  4
  Kung Fu Block
  +2
  +2
  Block, Abort
  4
  Karate “Chop”
  -2
  +0
  HKA 1d6 +1
  3
  Akido Throw
  +0
  +1
  4d6 +v/5, Target 
  Falls
  1
  Weapon Element:  Knives
  Perks
  1
  Fringe Benefit:  License to practice a profession: 
  Bodyguard
  9
  Contact:  Friends in Regency Marines (Good 
  relationship with Contact), Organization Contact 
  (x3) (9 Active Points) 11-
  Skills
  3
  Breakfall 12-
  3
  Climbing 12-
  3
  Combat Driving 12-
  16
  +2 with All Combat
  3
  Concealment 12-
  3
  Demolitions 12-
  2
  KS: Regency Marines 11-
  2
  KS: Military and Paramilitary World 11-
  3
  Mechanics 12-
  3
  Analyze:  Combat 12-
  3
  Deduction 12-
  3
  Defense Maneuver I 
  3
  Fast Draw 12-
  2
  AK: Regency Worlds 11-
  2
  KS: History 11-
  2
  KS: Art 11-
  2
  KS: Literature 11-
  3
  Paramedics 12-
  
  Sample Characters 
  Traveller Hero, Book 1
  1
  2
  PS: Marine 11-
  4
  PS: Leader 13-
  3
  Shadowing 12-
  3
  Stealth 12-
  2
  Survival (Temperate/Subtropical) 12-
  2
  Systems Operation (Communications Systems) 12-
  3
  Tactics 12-
  3
  Tracking 12-
  2
  TF:  Hovercraft
  2
  WF:  Common Melee Weapons
  2
  WF:  Battle Dress
  4
  WF:  Beam Weapons, Small Arms
  Total Powers & Skill Cost:  123
  Total Cost:  200
  150+
  Disadvantages
  5
  Distinctive Features:  Built Like A Tank (Easily 
  Concealed; Noticed and Recognizable; Detectable 
  By Commonly-Used Senses)
  10
  Hunted:  Harlan Manicyk, ex-Marine on the take 
  8- (As Pow, Capture)
  10
  Psychological Limitation:  Self-Confident (Common, 
  Moderate)
  15
  Psychological Limitation:  Marine Code of Honor 
  (Common, Strong)
  10
  Psychological Limitation:  Soldier Mentality 
  (Common, Moderate)
  Total Disadvantage Points:  200
  Background/History:  Age: 34, 4 Terms, ex-Marine Captain, 
  cr 2000
  Cutlass-1, Revolver-2, Tactics-1, Brawling-2, Leader-2
  Cutlass
  Personality/Motivation:  3 heart - somewhat sociable
  5 diamonds - moderately greedy
   
  
  Traveller Hero, Book 1 
  Index
  1
  Index
  Symbols
  13mm HMG .....................................................  132
  4 cm RAM Grenade Launcher .........................  132
  5mm Rotary-7 ..................................................  132
  7mm MMG .......................................................  132
  7mm Rotary-7 ..................................................  133
  A
  Accelerator Rifle ..............................................  129
  Access ..............................................................  109
  Addaxur .............................................................  58
  Advanced Armors ............................................  142
  Advanced Combat Rifle ...................................  129
  Advanced Tech ................................................  109
  High Tech ......................................................  109
  Low Tech .......................................................  109
  Ael Yael ..............................................................  15
  Age ...................................................................  111
  AI armies ..........................................................  146
  AI Virus ............................................................  146
  Alliance Builder...............................................  150
  Alter Programming ..........................................  147
  Analyze Host System.......................................  147
  Ancients .......................................................  27, 66
  Anti-Psionic Field ............................................  124
  Arcana ..............................................................  119
  Arcana Cluster .................................................  123
  Archduke Norris ........................................  72, 118
  Armor
  Ballistic Cloth ...............................................  141
  Ballistic Weave ..............................................  141
  Chainmail .....................................................  141
  Cloth and Hide .............................................  141
  Flak Armor ....................................................  141
  Leather Armor...............................................  141
  Plate Armor ...................................................  141
  Reinforced Leather .......................................  141
  Scale Armor ..................................................  141
  Artist/Entertainer ...............................................  93
  Aslan ....................................................  23, 60, 118
  Aslan Assassin .................................................  104
  Aslan Hierate .........................................  23, 24, 72
  Aslan Mercenary .............................................  104
  Assassin .............................................................  93
  Assault Rifle.....................................................  129
  Assault Rocket Launcher .................................  133
  Athlete................................................................  93
  Attorney .............................................................  93
  Aubaine ..............................................................  72
  Aubani................................................................  72
  audiokinesis .....................................................  118
  Aura Reading ...........................................  111, 119
  Automatic RAM Grenade Launcher ................  133
  Automatic Rifle ................................................  129
  Automatic Shotgun ..........................................  130
  Auto Pistol, 9mm .............................................  127
  Auto Pistol, 9mm Magnum .............................  128
  B
  Baldur ................................................................  73
  Balduri ...............................................................  73
  Battle Dress ......................................................  143
  ABD-10 ..........................................................  143
  ABD-11 ..........................................................  144
  ABD-12 ..........................................................  144
  Beam Weapons .................................................  134
  Beam Weapons Table .......................................  140
  Body Pistol .......................................................  127
  Bounty Hunter ...................................................  94
  Brawling ...........................................................  107
  Breakfall ...........................................................  107
  Bwaps .................................................................  19
  C
  Carbine .............................................................  128
  caste ...................................................................  27
  centaurs..............................................................  44
  Centrist...............................................................  73
  Characteristics .................................................  107
  Chirpers .......................................................  28, 59
  Church of the Chosen Ones ..............................  51
  Clairaudience ...................................................  120
  Clairvoyance ....................................................  120
  Clairvoyance Cluster .......................................  120
  Classic Traveller Psionics ................................  119
  Coalition government ........................................  72
  Colonist ..............................................................  97
  Combat Armor .................................................  143
  Combat Environment Suit ...............................  142
  Combined Clairvoyance and Clairaudience ...  120
  Comitia of the Dynchia .....................................  66
  Command College .............................................  87
  Communications Specialist ..............................  92
  Computer Link .................................................  109
  Computer Programmer ......................................  96
  Computer Programming ..........................  107, 147
  Concealment ....................................................  147
  Concussion Grenade ........................................  131
  Confederation Congress ....................................  65
  Constraint On Virus ........................................  146
  Construction Worker .........................................  96
  Consular Guard..................................................  64
  Contact .............................................................  109
  Contact School ...................................................  92
  Contact Specialist ..............................................  92
  Contemporary Armors .....................................  141
  Converting T20 Characteristics.......................  114
  Converting T20 Feats .......................................  115
  Converting T20 Skills ......................................  114
  Converting Traveller Characteristics ..............  111
  Converting Traveller Skills .............................  112
  Corridor ..............................................................  52
  Council of the Twelve ........................................  66
  Courtier ..............................................................  78
  coyns ..................................................................  33
  cryokinesis .......................................................  118
  Cyberonics .......................................................  123
  Cybertech ...........................................................  10
  D
  Dark Nebula .......................................................  23
  Darrian .........................................................  65, 70
  Darrian Confederation .................................  65, 72
  Data/Identity Thief ............................................  96
  Dawn Of Third Imperium ...................................  9
  Defenses ...........................................................  141
  Deneb .................................................................  52
  Dependence .....................................................  111
  Dependent NPC ...............................................  111
  Destroyer ..........................................................  149
  Detached Duty ...................................................  92
  Detect Minds ....................................................  119
  Dexterity ..........................................................  107
  Diaspora .............................................................  51
  Diplomat ............................................................  78
  Disadvantages ..................................................  111
  Distinctive Features .........................................  111
  Doctor .................................................................  96
  Doomslayer ......................................................  149
  Drain Psionic Reserve ......................................  123
  Drain Psionic Strength ....................................  124
  Dreskay ..............................................................  32
  Driantia Zhdantia ..............................................  61
  Droyne ..........................................................  27, 72
  Alpha Male .....................................................  27
  Aydih   30
  Aydin   30
  Aydirsoth .........................................................  28
  Aykrusk ...........................................................  29
  Ayssath............................................................  29
  Beta Male ........................................................  27
  Drones .............................................................  28
  Female ............................................................  27
  Leaders ...........................................................  29
  Praytsirv ..........................................................  29
  Sport   29
  Technician ......................................................  29
  Warrior ............................................................  30
  Worker .............................................................  30
  Droyne Sport ....................................................  106
  Dueling ...............................................................  24
  Dynchia ..............................................................  66
  E
  eggs ...................................................................  146
  electrokinesis ...................................................  118
  Electronic Nature .............................................  148
  Electronics .......................................................  107
  Empathic Healing ............................................  123
  Empire Builder ................................................  150
  Energy Weapons ..............................................  136
  Engrange ............................................................  65
  Enhanced Constitution ....................................  122
  Enhanced Strength ..........................................  122
  Enraged/Berserk ...............................................  111
  Eskayloyt ............................................................  32
  Espionage ...........................................................  10
  Everyvirus Skills ..............................................  147
  Ex-con ................................................................  97
  ex-Con ................................................................  97
  Exploration ........................................................  11
  F
  Far Future Enterprises ........................................  12
  Farmer ................................................................  97
  
  Index 
  Traveller Hero, Book 1
  10
  Federalist ............................................................  74
  Feign Death ......................................................  121
  FGMP-14 ..........................................................  137
  FGMP-15 ..........................................................  137
  FGMP-16 ..........................................................  138
  Field Scientist ..................................................  102
  Fifth Frontier War ..............................................  60
  Fija   73
  First Frontier War ...............................................  70
  First Imperium ...................................................  52
  First Outworld Coalition ...................................  60
  Flash Grenade ..................................................  132
  Flechette Grenade ............................................  132
  Forgetfulness ......................................................  31
  Fourth Frontier War ...........................................  60
  Fragmentation Grenade ...................................  131
  Freelance Traveller ............................................  12
  Fringe Benefits .................................................  109
  Frontier Wars ......................................................  60
  Full Teleportation.............................................  121
  Fusion Guns .....................................................  137
  G
  Galanglic ..........................................................  107
  Gas Grenade .....................................................  132
  Gashikan ............................................................  52
  Gateway ...............................................................  9
  Gauss Guns ......................................................  131
  Gauss Pistol .....................................................  131
  Gauss Rifle .......................................................  131
  General Healing ...............................................  123
  Generic Traveller Psionics ...............................  124
  Germanic ............................................................  69
  Ghik’keerlk .........................................................  45
  Girug’kagh ..........................................................  48
  Githiaskio ...........................................................  16
  Glea ....................................................................  37
  Glittering Floor ..................................................  15
  God ...................................................................  151
  Golden Age ..........................................................  9
  Gramm ...............................................................  69
  Great Rift ......................................................  23, 72
  Grenade Launchers ..........................................  132
  Guaran ...............................................................  36
  GURPS Traveller ..................................................  9
  Gurvin ................................................................  42
  Gvurrdon ............................................................  60
  Gvurrdon Sector ..........................................  51, 58
  H
  Harodar Hegemony ............................................  67
  Head of State ....................................................  109
  Heaven and Earth ..............................................  12
  Heavies ...............................................................  14
  Heavy Laser Rifle .............................................  136
  Heavy Machineguns ........................................  132
  HERO Games .....................................................  12
  High Society ....................................................  107
  Hijackers ..........................................................  101
  Hive Federation..................................................  41
  Hiver
  Larvae .............................................................  36
  parental instinct .............................................  37
  Hiver Instructors ..............................................  103
  Hiver Merchant ................................................  103
  Hivers .................................................................  35
  Embassies .......................................................  39
  Embassy Directorate .......................................  40
  Manipulation ............................................  38, 39
  nests   37
  shaking hands ................................................  35
  Topical clubs ...................................................  39
  Hiver Technical Academy .................................  72
  Hiver technical academy ...................................  72
  Hiver Technical Representative ......................  103
  Hlanssai .............................................................  54
  Hobbyist ...........................................................  151
  Humaniti ............................................................  13
  Humans ..............................................................  43
  Hunted .............................................................  148
  Hunter/Guide .....................................................  98
  Hunting Rifle ...................................................  129
  I
  Ilium ...................................................................  65
  Imperial Army ...................................................  88
  Imperial Army Air Corp ....................................  88
  Imperial Army Artillery ....................................  89
  Imperial Army Cavalry ......................................  88
  Imperial Army Infantry .....................................  89
  Imperial Army Medical .....................................  90
  Imperial Army Officer .......................................  90
  Imperial Army Special Forces ...........................  91
  Imperial Army Wet Navy ..................................  90
  Imperial Data Access Card ..............................  109
  Imperial Intelligence Operatives .......................  82
  Imperial Marine Enlisted ..................................  86
  Imperial Marine Officer.....................................  86
  Imperial Navy ........................................  82, 86, 88
  Imperial Navy Command ..................................  83
  Imperial Navy Engineering ...............................  84
  Imperial Navy Flight School .............................  84
  Imperial Navy Gunnery Officer ........................  85
  Imperial Navy Security .....................................  85
  Imperium ...........................................................  24
  Intelligence ......................................................  107
  intelligent bulldozers ........................................  20
  Intendants ..........................................................  61
  Inventor ............................................................  107
  Invisibility........................................................  123
  Irklan ..................................................................  18
  religious beliefs ...............................................  18
  Irklansa ..............................................................  18
  Iskyar ..................................................................  28
  Ithklur ................................................................  42
  J
  Jaeyelya ..............................................................  15
  Jgd-Ll-Jagd ..........................................................  67
  Journalist ............................................................  99
  Joyeuse ...............................................................  70
  K
  K’kree
  castes   45
  K’kree .................................................................  44
  Kilrai’..................................................................  23
  Kirur ...................................................................  45
  Kneng .................................................................  50
  Kroyloss .............................................................  32
  Krurruna ............................................................  45
  Kusyu .................................................................  23
  L
  Lair .....................................................................  50
  Languages ........................................................  107
  Lanth ..................................................................  71
  Laser Assault Weapons ....................................  136
  Laser Carbine-11 ..............................................  135
  Laser Carbine-8 ................................................  135
  Laser MG-14.....................................................  136
  Laser Pistol-12 .................................................  134
  Laser Pistol-15 .................................................  134
  Laser Pistol-16 .................................................  135
  Laser Pistol-9 ...................................................  134
  Laser Rifle-12 ...................................................  135
  Laser Rifle-13 ...................................................  136
  Laser Rifle-15 ...................................................  136
  Laser Rifle-9 .....................................................  135
  Laser Rifles.......................................................  135
  Law Enforcement ...............................................  10
  Learn Host Skills and Programs ......................  147
  Legacy of Virus ................................................  146
  Licensed Psionic ..............................................  109
  Light Assault Gun ............................................  130
  Light Machine gun ..........................................  130
  Limited Actions ...............................................  148
  Limited Intelligence ........................................  148
  Long Night .........................................................  52
  Lucan ...............................................................  149
  Luhtala ...............................................................  74
  M
  Machine Control ..............................................  123
  Machine Telepathy ..........................................  123
  Manipulations Club of Guaran .........................  40
  Marhaban ...........................................................  19
  Marine Embassy Duty .......................................  87
  Martial Artist .....................................................  99
  Martial Arts ......................................................  107
  Martians .............................................................  14
  Mechanic .........................................................  100
  Mechanics ........................................................  108
  Medium ............................................................  111
  MegaTraveller ......................................................  9
  Melantris ............................................................  66
  Mendan ..............................................................  52
  Menorb ...............................................................  18
  Mercenary ........................................................  100
  Military ..............................................................  10
  Military Attache .................................................  87
  Military Intelligence School ..............................  87
  Military Rank ...................................................  109
  Mind Assault ...................................................  120
  Mind Illusions .................................................  123
  Mind Mimic .....................................................  123
  Mire ....................................................................  65
  Money ..............................................................  110
  Mother ..............................................................  151
  
  Traveller Hero, Book 1 
  Index
  11
  N
  N’tarronchii’a .....................................................  55
  N’tarronth ..........................................................  55
  Nanotechnology ...................................................  9
  Navigation ........................................................  108
  New Era ..............................................................  72
  Newt
  world view.......................................................  20
  Newts .................................................................  19
  Nike Nimbus ......................................................  74
  Nimbans .............................................................  74
  Noble ..................................................................  79
  Nordic ................................................................  69
  O
  Old Expanses ...............................................  66, 72
  Orientation .......................................................  121
  Oriflamme ..........................................................  75
  Other Cluster ...................................................  125
  Out Of Darkness ..................................................  9
  Out Of The Darkness .......................................  146
  Oytrip .................................................................  32
  P
  Paramedics .......................................................  108
  Parent ...............................................................  151
  Pax Vilanica .......................................................  52
  Personal Teleportation .....................................  121
  PGMP-12 ..........................................................  137
  PGMP-13 ..........................................................  137
  PGMP-14 ..........................................................  137
  photokinesis.....................................................  118
  Physical Limitation..........................................  111
  Pilot ..................................................................  100
  Pirate ................................................................  101
  Pirates ..............................................................  101
  Planetbound .......................................................  12
  Plasma/Fusion Weapons Table ........................  140
  Plasma Bazooka ...............................................  136
  Plasma Guns ....................................................  137
  Pliebr ..................................................................  57
  Pocket Empires ............................................  72, 76
  Police Power .....................................................  109
  Post-Apocalypse.................................................  12
  Primitive Armors .............................................  141
  Probe ................................................................  120
  Professional Skill: Zero G Operations .............  108
  Professor...........................................................  101
  Prospector/Salvager .........................................  103
  Protected Forces Training ..................................  86
  Provence.............................................................  52
  Psi Booster .......................................................  125
  Psi Double ........................................................  125
  psion ................................................................  118
  Psion, Regency .................................................  102
  Psionic Augmentation .....................................  123
  Psionic Games ....................................................  59
  Psionic Power Battery ......................................  124
  Psionic Ratings ................................................  119
  Psionic Researcher ...........................................  102
  Psionic Reserve ................................................  119
  Psionics ........................................  28, 70, 111, 118
  Boost   31
  Droyne Homing...............................................  31
  Droyne Invisibility ..........................................  31
  Forgetfulness ...................................................  31
  Inward Eye ......................................................  31
  Link   31
  Training...........................................................  31
  psionics ..............................................................  57
  Psionics Institute .............................................  118
  Psionics Institute Member ...............................  101
  Psionics Suppressions .....................................  118
  Psionic Technology ..........................................  125
  Psi Special ........................................................  125
  Psychic Healing ...............................................  123
  Psychological Limitation .................................  111
  Psychological Limitations ...............................  148
  Pump Shotgun .................................................  131
  Puppeteer .........................................................  151
  pyrokinesis.......................................................  118
  Q
  Qlomdlabr ..........................................................  61
  Quicklinks Interactive .......................................  12
  R
  Raiders .............................................................  101
  Rapid Recharge ................................................  122
  RCES ..................................................................  76
  RCES Body Sleeve-12 ......................................  142
  Reavers’ Deep .....................................................  21
  Rebel ................................................................  102
  Rebellion ..............................................................  9
  Recruiting Duty .................................................  87
  Reformation Coalition .......................................  72
  Regency ......................................................  72, 118
  Regency Psions ..................................................  72
  Regeneration ....................................................  122
  Reproducer.......................................................  149
  Reproducing Doomslayer ................................  149
  Reputation ...............................................  110, 111
  Decorations ...................................................  110
  Revolver, 9mm .................................................  127
  Revolver, 9mm Magnum .................................  127
  Revolvers..........................................................  127
  Rifle ..................................................................  128
  Roget ..................................................................  65
  Rogue ...............................................................  102
  S
  Sack of Gashikan ...............................................  52
  Sacnoth Dominate .............................................  69
  Samson.............................................................  149
  Saviztah .............................................................  48
  Schalli ..........................................................  72, 76
  Scout Service .....................................................  92
  Scout Service Schools .......................................  92
  Second Dominate ..............................................  70
  Second Frontier War ....................................  60, 70
  Self ...................................................................  119
  self-directed personality ..................................  146
  Self Cluster ......................................  121, 123, 124
  Selkies ................................................................  14
  Semi-Automatic Pistols ...................................  127
  Senator ...............................................................  79
  Send and Receive Thoughts ............................  120
  Sense ................................................................  120
  Shattered Imperium ..........................................  72
  Ships Troops ......................................................  87
  Shoulder-Fired Weapons .................................  133
  Simulate Death ................................................  147
  Skills ................................................................  107
  Slugthrowers ....................................................  127
  Small Arms ......................................................  127
  Small Arms Weapons Table ............................  139
  Smoke Grenade ................................................  131
  Smuggler ..........................................................  103
  Snub Pistol .......................................................  128
  Snub Revolver .................................................  127
  Social Limitation .............................................  111
  Solomani ......................................................  13, 57
  Solomani Confederation....................................  24
  Solomani Rim ....................................................  23
  Solomani Rim War .............................................  24
  Spacers ...............................................................  14
  Spinward Marches ................................  44, 60, 72
  Spiri ...................................................................  75
  Spread of Virus ................................................  146
  Squids ................................................................  16
  Staff College .......................................................  87
  Star HERO Fandom ............................................  12
  Starship Master License ..................................  109
  Status ...............................................................  110
  Strain 1.............................................................  149
  Strain 2.............................................................  149
  Strain 3.............................................................  150
  Strain 4.............................................................  151
  Strain 5.............................................................  151
  Strains of Virus ................................................  149
  Strain X ............................................................  151
  Strength............................................................  107
  Submachinegun ...............................................  128
  Suicide Inducer ...............................................  149
  Suicider ............................................................  149
  Super-Skills .....................................................  111
  Supreme Council ...............................................  61
  Survey School ....................................................  92
  Survey Scout ......................................................  92
  Survival ............................................................  108
  Susceptibility/Vulnerability ............................  111
  Sword Worlders .................................................  69
  Sword Worlds ....................................................  72
  Sword Worlds Confederation ......................  69, 70
  Sylean Empire......................................................  9
  System Operations: Communications ............  147
  Systems Operation: Computers ......................  107
  Systems Operations .........................................  108
  T
  Talents ..............................................................  111
  Absolute Time Sense .....................................  111
  Danger Sense ................................................  111
  Eidetic Memory .............................................  111
  Environmental Movement ............................  111
  Hotshot Pilot .................................................  111
  Latent Psionic ...............................................  111
  Simulate Death .............................................  111
  Universal Translator .....................................  111
  Tavrchedl’ ..........................................................  63
  
  Index 
  Traveller Hero, Book 1
  12
  Technician .......................................................  103
  Telekinesis ...............................................  118, 120
  Telempathic Projection ....................................  120
  Telempathy ......................................................  120
  Telepathy..........................................................  118
  Telepathy Cluster .............................  119, 122, 124
  Teleperception .................................................  119
  Teleperception Cluster ....................................  123
  Telephysics Cluster ..........................  120, 122, 124
  Teleportation ....................................................  118
  Teleportation Cluster .......................  121, 123, 124
  Telepresence Cluster........................................  124
  Terra .............................................................  57, 69
  Terran Confederation .........................................  52
  The Final War ....................................................  58
  The Hubworlds ..................................................  76
  The Interactive Atlas of the Imperium .............  12
  The New Era ........................................................  9
  The Traveller Downport ....................................  12
  The Traveller Integrated Timeline ....................  12
  The Traveller Starship Technical Manual ........  12
  The Wilds .....................................................  72, 76
  Third Frontier War .............................................  60
  Thought Police ...................................................  63
  Tlaukhu..............................................................  23
  Trader ...............................................................  103
  Training Cadre ...................................................  87
  Transport Familiarity .......................................  108
  Traveller’s Aid Society (TAS) Membership ....  109
  Trojan Reach ......................................................  23
  Two Thousand Worlds .......................................  44
  Tyafelm ..............................................................  32
  Tyeyo ..................................................................  23
  Types of Armor ................................................  141
  U
  Uncommon Firearms Table .............................  140
  Unequipped Teleportation ..............................  121
  V
  Vampire Fleets .................................................  146
  Vargr ...............................................  50, 60, 72, 118
  Vargr corsairs .....................................................  52
  Vargr Enclaves....................................................  52
  Vargr Extents ................................................  50, 58
  Vargr Merchant ................................................  104
  Vargr Raider .....................................................  104
  Vehicles and Bases...........................................  110
  Merchant Vessel ............................................  110
  Scout Ship .....................................................  110
  Vilani ......................................................  13, 57, 60
  Vilani Imperium ................................................  52
  Viral Replication ..............................................  147
  Virshash .............................................................  21
  Virus ...................................................  72, 118, 146
  player characters ..........................................  152
  Virus-controlled starships ...............................  146
  Virus busters ......................................................  76
  Virus Characteristics .......................................  146
  Virus Disadvantages ........................................  148
  Virushi ...............................................................  20
  Virus Powers ....................................................  147
  Virus Skills ......................................................  147
  Virus Talents ....................................................  147
  VRF Gauss Gun ................................................  133
  Vrirhlanz ............................................................  54
  W
  Wabs ...................................................................  19
  wapawab ............................................................  20
  Wealthy Traveller ............................................  103
  Weapon Familiarity ..........................................  108
  Weapons ...........................................................  127
  Weaponsmith ...................................................  109
  Whooiihee ..........................................................  16
  Windhorn Rift ....................................................  52
  X
  X-Boat School ....................................................  92
  Z
  Za’tachk .............................................................  42
  Zamine ...............................................................  65
  Zhdant................................................................  57
  Zhodani ................................................  13, 57, 118
  Zhodani Consulate ........................  58, 61, 72, 118
  Zhodani Guard ................................................  105
  Zhodani Intendant ...........................................  105
  Zhodani Noble .................................................  104
  
  Be A HERO In Traveller !
  The first in the upcoming line of Traveller books licensed 
  for the HERO System, Traveller Hero provides a wealth 
  of information for gaming in the Traveller settings using 
  the HERO System rules.  It includes:
  - Races appropriate to all settings of Traveller, from 
  Classic Traveller to The New Era
  - Weapons from Body Pistols to FGMPs
  - Three treatments for Psionics
  And much more!
  Required: HERO System 5th Edition Revised or HERO System Sidekick; 
  Referenced but not included information: Terran Empire, Star Hero and Dark 
  Champions
  
SOURCE: textdata/thevault/Traveller/07 - Traveller (HERO)/TravellerHERO/TH Core HERO1 Adventurers in Charted Space.pdf