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It has come to my attention that /tg/ has a Sector for 40k, but not Traveller.

We should correct this grievous error.

http://travellermap.com/
Where should we begin the development of the Tiji Sector? Keep in mind there are many unofficial sectors already listed on traveller map, but Tiji should (ideally) be adjacent to an Official Sector or at one removed.
>>
Shouldn't we roll it first?
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>>35586871

What could possibly go wrong?
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>>35586918
I figured we would roll the subsectors once we know where the sector will be in relation to the rest of the galaxy. We can roll first if you want, but first things first. Using Mongoose Traveller (because it's easier on the eyes):
World Occurrence:
>Dense, Standard, Sparse, or Rift
World Creation:
>Space Opera, Standard or Hard Science
>>
>>35587256
Sparse.

Standard.

Maximum boring.
>>
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>>35587274
Okay, sparse is -1DM so a 5+ on 1d6 for each hex.
Starting with hexes 0101 progressing through sub-sector 1.
>>
Rolled 5, 1, 3, 4, 1, 6, 3, 5 = 28 (8d6)

>>35587416
How many is that? 8 across?
>>
File: BlankSubsector.pdf (251 KB, PDF)
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This might help.
>>
I'm lurking

Iunno enough about the default setting to make it agree with canon. Maybe its a sector colonized by an ancient colony ship. Or even by preindustrial humans kidnapped from earth as a science experiment for some greater intelligence...
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>>35587435
Yes, each sub-sector is 8x8 and each sector is 4x4 for a total of 1024 hexes.
So 1101 and 1106 (hex 0101 and 0106 of sub-sector 1) have worlds, should we develop these worlds now or fully populate the sub-sector first?
>>
Rolled 6, 4, 3, 2, 1, 1, 5, 5 = 27 (8d6)

>>35587659
Let's populate the whole thing.
>>
Rolled 6, 5, 5, 5, 5, 3, 5, 5 = 39 (8d6)

>>35587699
>>
>>35587605

Third Imperium in a nutshell:

Crazy aliens take an odd interest in earth, grab some humans and dogs, experiment on 'em. Get involved in some kind of inexplicable war, and so drop their experiments off on various planets, to fend for themselves, and promptly vanish.

These experiments develop their own space drives, becoming the bureaucratic Vilani, the psionic Zhodani, and the wild anarchistic Vargr.

The Vilani develop a massive empire across space. Things are going okay.
Then from Earth come the Solomani, who've just invented their own space drive, and they're all like "HFY!"
Solomani conquer the Vilani, and build their own Imperium. Unfortunately, optimism and HFY aren't a stable foundation. The second Imperium goes kaboom, and things go dark for centuries.
Humans are everywhere in isolated groups, when a bunch of Solomani and Vilani band together and decide to build a new Imperium, the third. That goes pretty well.
Solomani down rimward are still "HFY!" and aggro, and the new Imperium is surrounded by giant samurai-esque carnivores, militant planet-wiping vegans, tricky scheming starfish things, the scary Zhodani, and the Vargr raiders.
There's lots of smaller races and details, but that covers the gist of it.
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>>35587605
kickass [dot goes here] to [and a forward slash here] mongoose [hyphen] traveller [hyphen] t6951996 [and another dot] html

That should give you some reading material. The official setting (TU) is the Third Imperium. Only using the corebook for now, but if I end up running an adventure here on /tg/ I might use the splat books for alt careers, but more likely just for the ships.
>>
Rolled 4, 2, 5, 1, 5, 6, 1, 2 = 26 (8d6)

>>35587740
This would be half the subsector.

Want to stop and look at planets?
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>>35587767
It's up to you guys, I'm just here to tone down the more crazy shit /tg/ get's up to when there isn't an adult around.
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>>35587851
How many confirmed planets do we have now?

I count 23.
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>>35587919
16, Sparse sector, worlds only on a 5+
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>>35587983
I see a lot of 5s, unless I'm remembering MongTrav incorrectly.
>>
Played some Traveller once, my GM said we could write stuff about our home planets and he'd put them somewhere in the setting.

I forget the exact name, but it was a water-covered world teeming with ocean life and big hurricanes. Life was billions of years old on this world. Nothing more intelligent that a whale or dolphin though.

Then some scientists figured out there was a shitton of oil on the ocean floor.
Cue oil platforms, oil platforms everywhere.
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>>35587996
We have populated 16 of 32 hexes so far, that's 50% when we only have a 33% chance to get a world.

Should we see what systems we currently have or continue with the rest of the sub-sector first?
>>
4 more sets of 8d6, if you please, anonymous /tg/ goers.
>>
Rolled 5, 5, 1, 5, 3, 5, 5, 3 = 32 (8d6)

>>35588683
>>
Rolled 5, 2, 3, 5, 6, 6, 3, 6 = 36 (8d6)

>>35588703
>>
Rolled 6, 5, 4, 2, 4, 4, 3, 4 = 32 (8d6)

>>35588726
>>
Rolled 6, 4, 5, 4, 2, 3, 2, 1 = 27 (8d6)

>>35588754
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Sweet, now let's build these worlds. The choice for this sub-sector was standard world creation, so First we need 2dk+-2 for Size
>>
Rolled 3, 2 = 5 (2d6)

>>35588899
I'm assuming that's 2d6.
>>
>>35588938
It's actually 2d6-2, but 4chan is weird where you can only add, so you add -2, hence 2d6+-2.
>>
So we have a Size 3 (apprx 48km diameter) World at 1101.
Next is Atmosphere type, roll 2d6+-4 (2d6-7+Size).
>>
>>35589079
sorry, that should be 4800km diameter...
>>
Rolled 6, 1 - 4 = 3 (2d6 - 4)

>>35589079
Rolling.
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>>35589337
That's a very thin atmosphere, right?
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>>35589414
You are correct, sir. Very thin, Respirator is required for any surface work. At least you don't need to suit all the way up.

We have the option of rolling World Temperature if you would like (2d6+-2), or we can go straight to Hydrographics (2d6+-4) to determine the amount of surface liquid.
>>
>>35589536
Lets do temperature. If I'm going to lose my world creation virginity, I'll go all the way.
>>
Rolled 4, 2 - 2 = 4 (2d6 - 2)

>>35589598
Forgot the roll.
>>
>>35589598
Okay, there is an optional modifier to place the planet at the hot or cold edge of the Habitable Zone for a +/-4. So Hot, Cold, or Standard?
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>>35589640
Standard, of course!
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>>35589669
Okay, so Cold, (-51Cto 0C), you might want to wear a jacket when you head outside along with your Respirator.
Hydrographics (2d6+-4) for surface water, and then Population(2d6+-2 [not actually possible to randomly have a world with Hundreds of Billions or Trillions for population])
>>
Rolled 1, 6 - 4 = 3 (2d6 - 4)

>>35589778
Hydrographics first.
Sorry. Couldn't resist.
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>>35589969
Fuck me, forgot the picture.
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>>35589969
Small seas and oceans, not bad for a little frozen Mercury.
>>
Rolled 5, 1 - 2 = 4 (2d6 - 2)

>>35590002
Now for population.
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>>35586871
>/tg/ has a Sector for 40k

/tg/ has tried three times to make a sector. It has failed all three times.
>>
>>35590279
>>35590044
Well, we're not failing in this, at least not this sub-sector.
Population 4, Tens of Thousands.
Let's see how the people in charge run things:
Government roll 2d6+-3 (2d6-7+Population)
>>
Rolled 5, 3 - 3 = 5 (2d6 - 3)

>>35590389
Rolls.
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>>35590503
Ah, fuck. Feudal Technocracy.
>>
>>35590503
A Feudal Technocracy:
"Ruling functions are performed by specific individuals for persons who agree to be ruled by them. Relationships are based on the perfomance of technical activities which are mutally beneficial."
Not bad, lets see if there are any minor factions in the system, roll 1d3, then 2d6+-3 for each additional faction.
>>
>>35590584
and a 2d6 for faction strength for each faction also.
>>
Rolled 1 (1d3)

>>35590584
>>
>>35590613
So one faction.

What /tg/ appropriate name should we call this group?
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>>35590663
We still need to know what government type(2d6+-3) and strength (2d6) before we can dub these new fa/tg/uys.
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Rolled 1, 1 - 3 = -1 (2d6 - 3)

>>35590737
Rolling for type.
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>>35590931
It's a non-government, don't roll for strength, it is family groupings.
So Law Level 2d6+-2 (2d6-7+Government)
>>
Rolled 4, 6 - 2 = 8 (2d6 - 2)

>>35591048
More rolls.

Anyone else here?
>>
>>35591109
Law Level 8, ouch. Restrictions:
All firearms, stunners, and bladed weapons
All narcotics, combat drugs, and medicines.
Information technology, non-critical off world data, and personal media.
Technology of TL 5 or higher (resticted to basically WWI/WWII tech)
Landing is permitted to imperial agents only.
Psionic-related technology and use of psionics are banned.
Lets see if this place has a starport and if so what type, give me a 2d6 roll (aiming to get 5+)
>>
Rolled 5, 3 = 8 (2d6)

>>35591308
Starport rolls!
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>>35591358
8 gives us a Class C Starport that offeres unrefined hydrogen fuel, repairs, and has a small craft construction facilities.
Need 5 2d6 rolls, aiming in order: Scout Base on an *+, Research Station on 10+, Traveller Aid Society on a 10+, Imperial Consulate on 10+, and a Pirate Base on a 10+.
Also need a single 1d6+6 roll for Tech Level of the Planet itself.
>>
brb, running an errand. eta 30min.
>>
>>35591308
Sounds like a sort of secular Luddite sect.

>imperial ships allowed out of necessity
>other outside influence is contained so that baseline humans can live in peace.
>Hab buildings are constructed to look a bit like main street in a terrestrial town from the twentieth century
>>
>>35592487
It's a little like that, yeah.
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>>35592764
So we need a TL roll of 1d6+6, and 5 2d6 rolls for what bases, if any, are located in this system.
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Rolled 3 + 6 (1d6 + 6)

>>35592847
>TL 5+ Restricted
>Minumum TL 7

Theres gotta be some black market going on here.
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Rolled 2 + 6 (1d6 + 6)

TL
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>>35593760
You just need a permit or other authorization to own the higher level equipment. Radios are okay, but oddly RESPIRATORS are TL6, so no walking outside the hab-dome without a permit.

TL 9: Pre-Stellar. "The defining element of TL 9 is the development of gravity manipulation, which makes space travel vastly safer and faster. This research leads to the development of the Jump Drive, which occurs near the end of this Tech Level. TL 9 cultures can colonize other worlds, although going to a colony is generally a one-way trip."
Now I need 10d6, the rolls will be paired up. lets see if there are any bases here
>>
Rolled 1, 6, 3, 4, 4, 2, 2, 3, 3, 3 = 31 (10d6)

>>35593877
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Rolled 3, 3 = 6 (2d6)

>>35594617
Wow, nothing. This is a planet with nothing.
World 1101, is now up for naming:
C333458-9
Trade Codes: Na,NI,Po
(Non-agricultural, Non-industrial, Poor)
Rolling for Cultural Differences
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Rolled 5, 6 = 11 (2d6)

>>35594809
Degenerate - the culture is falling apart and is on the brink of war or economic collapse. Violent protests are common and the social order is decaying.
Summary of 1101:
This icy planet is controlled by a collapsing domineering Feudal system that has restricted access to technology to suppress it's outraged populace. So pervasive are these restrictions that a person cannot venture out beyond the temperature controlled habs without special permits. The only outsiders allowed on this icy prison are those with an Imperial writ, even they are not entirely welcome. The only Trade this system offers are Basic Goods, Unrefined Fuel, and a variety of Radioactive materials.
(rolling to see if there is a Gas Giant in system 10+ there isn't)
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>>35595228
So a name for 1101 then we can start on 1106.
First roll, lets see if there is a Jovian here 2d6 aiming for less than 10.
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>>35595429
Ceu-Tejii.
>>
Rolled 5, 1 = 6 (2d6)

>>35595429
Low roll...
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>>35595607
Low roll is good, there is a Gas Giant in system 1106.
Now for Size, roll big here 2d6+-2
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Rolled 2, 2 - 2 = 2 (2d6 - 2)

>>35595718
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>>35595812
Ouch, Size 2(3200km, Luna), .15G.
Atmosphere roll 2d6+-5, lets get something not shit please.
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>>35586871
Adjacent to an official sector? You do know about the Foreven License, right? Right next to the Spinward Marches, and never officially developed beyond the star arrangement ON PURPOSE.
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>>35595937
Jeeze. Just use the dice roller function for 15d6 and pull the whole UWP at once.
>>
Rolled 4, 1 - 5 = 0 (2d6 - 5)

>>35595937
>>
Rolled 3, 1, 4, 3, 2, 6, 1, 2, 4, 1, 6, 2, 3, 2, 2 = 42 (15d6)

Or use one of the online generators
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>>35596223
No Atmosphere.
Temperature of this orbiting shitpile being (Hot Edge of habitable Zone, Cold Edge of Habitable Zone, or Standard)? Give me 2d6.
>>
>>35596230
3, 1, 4, 3, 2, 6, 1, 2, 4, 1, 6, 2, 3, 2, 2
In Mongoose order, that gives a UWP of
D223101-6
>>
>>35596230
Names were also LOLRandom:
Aleshorone 0101 C6A0875-6 De 503 Im
Hofa 0102 B366331-C Lo Ni 420 Im
Fannea 0103 B554566-9 Ag Ni 100 Im
Tusaldanxe 0104 E648212-7 Lo Ni 400 Im
Onralqu 0106 D979510-6 S Ni 702 Im
Qusapy 0107 B7A1110-B Fl Lo Ni 110 Im
Hetlalus 0202 E16288B-8 Ri 233 Im
Malsa 0209 C894359-A S Lo Ni 800 Im
Nudlace 0301 C752444-8 Ni Po 523 Im
Daser 0305 D498469-6 S Ni 822 Im
Ororiror 0309 A559420-9 S Ni 232 Im
Snenkajatavu 0310 B334247-8 2 Lo Ni 210 Im
Zadoroxeho 0401 C310201-9 S Lo Ni 124 Im
Ananap 0403 A522154-B N Lo Ni Po 124 Im
Esnapje 0404 B5638BE-8 N 911 Im
BASORE 0406 D783ACA-6 Hi 200 Im
NANJEOS 0407 C535AB7-8 Hi 113 Im
Nytytnala 0601 B474567-C Ag Ni 213 Im
Xeradroos 0605 C576641-8 S Ag 533 Im
Zequus 0607 A123547-D S Ni Po 122 Im
Sarjet-7 0608 A321221-B Lo Ni Po 501 Im
Nerariraia 0609 C575279-7 Lo Ni A 822 Im
Avxerane 0610 A46556A-B Ag Ni 325 Im
Gednap 0701 E438430-4 Ni 421 Im
Cusytedze 0705 X747566-0 Ag Ni R 113 Im
Avenilerdo 0707 A5545A8-D Ag Ni 702 Im
Uronneia 0708 B5A0776-7 De A 110 Im
Nerza 0709 C645654-9 Ag 210 Im
Rohoneus 0802 C332664-5 Na Po 223 Im
Klanalfaroia 0807 E160549-8 De Ni 103 Im
UDUSAIA 0808 B4289BF-D N Hi In Cp 224 Im
ANXAL 0809 D773A9A-9 S Hi In 324 Im
>>
Rolled 1, 4 = 5 (2d6)

>>35596315
Standard.
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>>35596471
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>>35596213
>>35596230
>>35596380
Trying to do this as a collaborative effort, letting /tg/ have input on the systems. If I wanted to spam build a sub-sector I would use one of the generators. This allows a for a more involved set of systems.

How about the next system be generated with one of the optional rules (either Space Opera or Hard Science) to show how the different builds work.
>>
>>35596502
Temperate (0C to 30C, but the Temperature goes from 0C at night to 30C during the day, every day)

Hydrographics, 2d6+-6 (I don't have high hopes for liquids without an atmosphere)
>>
Rolled 5, 4 - 6 = 3 (2d6 - 6)

>>35596745
>>
>>35596798
So we have a Small Airless Rock, WITH SMALL OCEANS, EXPLAIN THIS TO ME! What are the oceans composed of? Mercury?

Population of this crazy place: 2d6+-2
>>
Rolled 2, 2 - 2 = 2 (2d6 - 2)

>>35597075
Well, other then the complete lack of atmosphere, it sounds like a pretty nice place to live. I guess it could be in the process of being terraformed?
>>
>>35597188
That might be it.
Population in the Hundres (100+)
Government 2d6+-5, lets see who runs this place.
>>
Rolled 6, 6 - 5 = 7 (2d6 - 5)

>>35597384
>>
Rolled 6 (1d6)

>>35597428
Sweet, Balkanisation, roll d6's equal to my roll
>>
Rolled 6, 5, 1, 3, 2, 3 = 20 (6d6)

>>35597469
So, you remember The Republic of Dave from Fallout 3?

Imagine that for every settlement on this planet.
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>>35597753
Okay, so this Balkanised Moon, circling the system's primary Gas Giant consists of less than 1000 people and are as follows:
Captive Government (around the Spaceport, if any, controlled by the Imperial Government), a Feudal Technocracy, not one, but TWO Self-perpetuating Oligarchies, a Participating Democracy, and finally a Corporate Government. Christ this is a fucked up planet.
Give me the Law Level: 2d6 (2d6-7+7)
>>
Rolled 2, 2 = 4 (2d6)

>>35597928
Christ, it's like it's filled with all the rejects and lunatics from the rest of the sector.
>>
>>35597928

What if it's a LARP planet, and they're all having a pretend cold war with each other?
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>>35598041
>>35598116
Law Level 4...
Restrictions:
Light assault weapons
Addictive narcotics
Security programs
TL13+
Landing only at starport
Use of Teleportation and Clairvoyance

Roll for Starport 2d6, we want a 7+, 9+ if you can, and an 11+ would be hilarious.
>>
Rolled 1, 2 = 3 (2d6)

>>35598267
Well, here goes nothing.
>>
>>35598394
Well...not so much. A Class E Starport, basically a big slab of rock or metal for ships to land on. Give me a 1d6+5, then a 2d6 roll to see if there is a pirate outpost here.
>>
>>35598267
See, >>35598394 is why you don't mention how high we need to roll.

You curse us to roll low, doom us to the sacrificial altar of the dice god, RNG.
>>
Rolled 6 + 5 (1d6 + 5)

>>35598473
Here goes.
>>
Rolled 6, 4 = 10 (2d6)

>>35598473
Come on, Pirate Base!
>>
>>35598533
>>35598594
Unfortunately you needed a 12+. Even pirates don't want anything to do with this airless hell hole.
Tech Level 1d6+5 please, and I'll just use >>35598594 for cultural differences.
We need a name for Airless Wet LARPlandia.
>>
>>35598752
Itrolu. After how the dice roller seemed to just enjoy creating such shitty places to live.
>>
Rolled 6 - 5 (1d6 - 5)

>>35598752
>>
>>35598927
>>35598952
The moon Itrolu, write up incoming. And this place is fucked up.
>>
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>>35598981
>>35598981
The former mining colony, now called Itrolu, is an example of how NOT to make a profit. The abundant natural wealth of the satellite of the system's primary Gas Giant is a fractured mess of only a few hundred inhabitants. The Class E Starport was repeatedly scheduled for upgrades, but it was deemed too costly to setup the infrastructure to such an inhospitable moon. The Corporate reps were finally thrown out of the main hab facility by the worker's party, who were in turn thrown out by the Metal Broker's Consortium, who were in turn thrown out by the Gemcutter's Guild. The starport and loading facilities are currently under the authority of the Imperium, who have taken direct control of the Teamster's Union, which was in control of the main facility when the Imperial Navy arrived. The populace of Itrolu has taken the habit of secluding themselves when eating, refusing to use the communal dining areas where so much of the bloody fighting still takes place. If only the Imperium would restore order and upgrade the port, Itrolu would become a major source of revenue, possessing Precious Metals, Uncommon Ores, Crystal and Gem deposits. (deleted, spell checked, and re-posted)

Now for 1108, 2d6, less than 10 for Gas Giant, and 2d6-2 for size.
>>
Rolled 2, 3 = 5 (2d6)

>>35599681
Once more for glory!
>>
Rolled 3, 2 - 2 = 3 (2d6 - 2)

>>35599681
>>
>>35599781
>>35599827
Another Size 3, 2d6+-4 for Atmosphere
>>
Rolled 5, 1 - 4 = 2 (2d6 - 4)

>>35600073
>>
Rolled 3, 4 - 2 = 5 (2d6 - 2)

>>35600958
World Temp
>>
Rolled 5, 5 - 4 = 6 (2d6 - 4)

>>35600978
Hydrographics
>>
>>35601001
Anyone else want to roll for Population? 2d6-2.
>>
>>35601030
Pick this up then in about 34 hours? (Sunday morning PST[GMT-8])
>>
>>35601030
I'll give this a shot.

>>35601186
I'll be up for it! I've been thinking of putting together a Traveller game for a friend and a few unique worlds should be pretty useful.
>>
Rolled 1, 5 - 2 = 4 (2d6 - 2)

>>35601495
Hurr. Didn't roll correctly.
>>
>>35596634
The collaboration comes with making sense of the numbers, and stringing the worlds together to make a coherent region. The numbers are just dice.
>>
>>35603794

>No Fun Allowed
>>
>>35603794
Population 4, tens of Thousands.
>>35601523
If you want to pick the stats or have a discussion about one of the systems, that would be fine. I planned on the sub-sector Capital being a built not generated.
>>
>>35587659
Subsectors are 8x10, Sectors are 32x40.

In a "modern" Imperial setting with Jump6 being max and Jump3 being barely viable commercially for small ships, a sector is still enough to play in for a very long time. For backwaters or historical interpretations with lower jump ranges, a half sector or quarter sector can serve easily. If you limit the availability of drop tanks (in the official universe they were originally described as a recent thing, for example, so previous eras may not have them at all), then a Jump1 ship will have trouble leaving a cluster, and a good cluster for lengthy play can be contained in two subsectors.

TLDR: Set your travel assumptions, and set project size accordingly
>>
>>35606356
I've rolled subsectors by hand. You come to appreciate the online generators *very* quickly.
>>
>>35606590

Sure, if you're doing it by yourself and the point is just to get it done quickly.
>>
>>35606633
How many of /tg/s projects that took longer than one or two post-count 404s have ever reached a happy ending?

If you want to savor the journey, we really need to establish a project home.
>>
>>35606551
Gah, you're right 8x10, that means we're 16 hexes short of a sub-sector. I'm running errands all day, so updates will be sporadic. Feel free to discuss the systems we have and possible systems.
>>
Rolled 4, 1, 3, 5, 6, 2, 3, 3, 1, 5, 2, 6, 3, 6, 1, 4 = 55 (16d6)

>>35606711
This would be the rest.

Since Travellermap can do "placeholder maps" for its built in data, I'll see if it will do one for this.
>>
>>35606799
so 5more systems. 1 System so far is Jump 2 all the other systems are Jump 1, 1002 is not adjacent to any other system, so we can develop it in isolation if we limit it's TL to 10.
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>>35606954
Normally it would be 0101 through 0810, not 1008.

Are you taking the previously generated positions as columns down the page, or going across?

Assuming the former, I would just take the last 16 and apply them two per each column at the bottom.
>>
>>35586871
>It has come to my attention that /tg/ has a Sector for 40k, but not Traveller.


Had. Exterminatus is a brutal mistress.
>>
>>35607035
I had the map orientation backwards. correcting now.
>>
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>>35607236
Full of placeholder data, but a good looking trace.
>>
>>35607414
The one issue I see is that, if it site in the Subsector A spot, it will have only limited connections to other subsectors. The main here is not connected to the rimward (bottom) or trailing (rightside) edges.
>>
>>35607487
There is a bottleneck, but nothing that would prevent trade. I mean trailing has what, 4 hexes at Jump1 it can connect to? And Rimward has the independent cluster with 5 and the spur for another 3.
>>
>>35607611
The potential is there, but the stars in column 9 (Subsector B) are going to be important.
>>
>>35607650
Columns 1 to 8, Rows 1 to 10
>>
>>35607414
Both Ceu-Tiji and Itrolu should have the Amber Travel Code
>>
>>35607816
Taken as an entire sector, the numbering is continued across boundaries. Why Mongoose decided to not do this is a mystery, but it has been the case in all prior editions.
>>
>>35607841
Eh. Let's figure out who (as in, which world) is in charge in this subsector, then figure out travel zones. I'm also using travel zones to mark systems the project hasn't visited yet.
>>
Rolled 2, 4 = 6 (2d10)

Rolls for Pop Multiple for Ceu and Itrolu.
>>
>>35608055
20,000 (or so) at Ceu-Teijii
4,000 still hanging on at Itrolu
>>
What I have for Ohwonowate so far
0108 ?326???-?
>>
Rolled 3, 6 = 9 (2d6)

Roll the raw dice, subtract 2 for Population
>>
Rolled 3, 1 = 4 (2d6)

>>35608947
Population 7 means no mod on this roll.
>>
Rolled 2, 1 = 3 (2d6)

0108 ?32674?-?
Subtract three from this roll to get Law Level.
>>
Rolled 6 (1d9)

>>35609003
0108 ?326740-?
Hoo boy. No law.
A quick Population multiple roll, then on to Port, bases, and TL.
>>
Rolled 5, 4 = 9 (2d6)

>>35609042
I'm proposing we use the Population rule for starports. It won't matter for this world, since 2d6-7+7 is a wash.
Port roll
>>
Rolled 1 (1d6)

>>35609097
0108 B326740-?
That gives us a +6 on the TL roll

60 million people with spacecraft capabilities and no law? Yeah, that's an Amber Zone.
>>
Rolled 3, 4, 2, 4, 2, 1, 2, 2, 3, 6, 1, 2 = 32 (12d6)

>>35609177
...Unless you roll shit on the TL die, that is.

Let's see what the bases rolls give up. A B port rolls for all six, which I'll do in order here
>>
Rolled 2, 3 = 5 (2d6)

>>35609229
No bases other than an Imperial Consulate? That's... suggestive.

Cultural roll
>>
>>35609337
Culturally Liberal? Wheee!

Any suggestions for a name? The hex-based names are placeholders, nothing more.
>>
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updated
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>>35609383
Let's call it Lucy.
>>
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>>35609713
Lucy it is.
>>
While there is physical data already on the map for teh other worlds, it was generated just as a placeholder to make the map look a bit more interesting as we go. Feel free to use those numbers OR NOT, on a case by case basis.

There are only a few worlds with good air, so we should probably not over-write those unless things are looking better by the time we get to them.

Also, is this in the OTU, or do we want to create new territory? The "Imperial Consulate" need not be THAT Imperium.
>>
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>>35610224
>>
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Second try
>>
Ambitious, I know.
>>
>>35611969
one day, perhaps it will be so.
>>
>>35613137
Which is why some of the numbers can be sped up, leaving imagination capital free to unify it all.
>>
>>35586871
Oh god yes please. Ambitious bump.
>>
>>35613682

Have an opinion on the setting question in >>35610153 ?
>>
Invent our own aliens, use some or all of the stock set, or some mixture?
>>
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based on the proposal
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>>35609961
I'm going to do a write up of Lucy tonight and have it posted in the morning. Also, could someone get this archived if it starts to auto sage or drops off the last page? Not at my computer until late tonight or I would do it.
>>
>>35614677
The Subsector at 2/2 seems like its fucked when wanting anything from anyone
>>
>>35614800
Probably fill it with research stations and pirate bases
>>
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Voids map. Shows the J2 routes.
>>
>>35614758
Map guy here. I'm saving the final planetary notes as we go, and I already have the maps and the UWP blanks.

If we aren't going to use the placeholder physical data, the dotmap and the three worlds are the most important bits to save.
>>
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>>35614800
Since we haven't named the subsectors yet, here are the standard letter designations
>>
>>35614800
I'm actually considering making that void even less friendly. Removing the star at 2010 (between C and G) clips that incomplete path. Get J4 or you are going around.
>>
Old Grognard Tip/Trick:

Take the sector map
Put a penny or other marker on every world which is:
- Hi Pop
- Can build jump drives

Those are the capitals of your pocket empires.

Mark those capitals on the map in >>35615245 and the borders suggest themselves.

Good luck, have fun, and tell us all about it.
>>
>>35614933
I just had a terrible thought
That Rift Sector is the Weyland Yutani Low Budget Research Area
>>
>>35616233
Might be awhile before we get there, but thanks!

For the project enthusiasts, some important framing questions:

1. Official Universe, or Our Own? If the latter, are we building for serious business, or trolling the Traveller community?
2. Is the clot of stars in K the center of the current civilization, or the ruins of a fallen one?
3. Maximum local Tech Level? That will determine how much of a PITA the void in F and G is.
4. How many and what sorts of aliens?

Why ask some of these now? Because they will all shape the interpretation of the UWPs as we move through the sector.
>>
>>35617299
So, not just hard to get around in, but an actual blight?
>>
We're up on sup/tg/
http://suptg.thisisnotatrueending.com/archive/35586871/
>>
>>35617334
>1. Official Universe, or Our Own? If the latter, are we building for serious business, or trolling the Traveller community?

Your own. Bodly go and all that. You could plunk it down in the OTU, but lots of strings come attached. Break the mold.

>>2. Is the clot of stars in K the center of the current civilization, or the ruins of a fallen one?

I'd either avoid that or make it so far in the past no one give a fuck. Ruins and mysteries, not limping remnants of empires past. Make those stars Harappa and not Byzantium.

>>3. Maximum local Tech Level? That will determine how much of a PITA the void in F and G is.

Keep tech low, jump3 tops, and then only to certain governments. That makes everything far away and less known. Slows down communications too, which helps adventuring to no end.

>>4. How many and what sorts of aliens?

Dial back the numbers and abilities. Make an alien and someone immediately wants them as a PC whether its plausible or not. Keep them wogs and sepoys, keep the ones who travel between the stars rare, and for shit's sake don't have some uber-threatening Bug/Arachnid/Klingon rip-off trying to conquer everyone.
>>
>>35617768
On point 4, I was thinking of borrowing the Brighthammer "Zoanthropes" and scaling them back to their early Rogue Trader incarnation: just the ones that are now called Termagants. Reasonable sorts, really, even if their table manners are a bit odd. They would not have even the Brighthammer baggage, though maybe they do. In vaults even they have forgotten, remnants of old sins. A warrior subrace now so few in number that most think them extinct. The Core Worlds purged every old nest they found, but they didn't find them all, and sometimes a treasure hunter will come back to civilization missing most of his crew and telling horror stories of a huge beast that took every effort to kill.
Think on the same scale as the Alien. Infestations are always local, and always start small. And with luck and effort, that's how they end as well.
The Zoani, on the other hand, are good folks.

(This is a /tg/ sector, after all.)
>>
>>35617768
Homebrew setting. Got it. We'll hold out for others who might chime in, but this does simplify things.

The second question was more a matter of which way the slope of civilization would run, but you make interesting points.

TL12 is comfortable territory for a small setting.

I prefer to have at least one alien race that is, if not major competition, at least not a push-over. I see the Zoani as having transcended war the hard way, though individuals still understand violence.
I have no problem with several one-world alien races, mostly for color and the occasional odd PC.
>>
>so far in the past no one give a fuck. Ruins and mysteries
Yes, that's what I was thinking, too, though more Ancient Greece and Early Egypt. Ruins. Lots of ruins. Opening scenes of GotG ruins.

Next related question: just one old empire in ruins, or many? Concentrated in the Core, or spread across the sector?
>>
>>35619929
Ruins and old empires should be suitably isolated from the curren civilization. any clust that is separated by more than a jump 2 would work.
>>
>>35619929
>Next related question: just one old empire in ruins, or many? Concentrated in the Core, or spread across the sector?

One interstellar-sized dead empire with ruins scattered about. Something on a moon here, something in a desert there, you get the drift. Sure, it sounds like Traveller's Ancients, but just as long as there aren't any working gadgets you'll be okay. Make the ruins interesting for academics with an occasional piece of art being found, but none of the overpowered "Artifacts" Traveller has grown too found of handing out.

The thing is, everyone looking for a quick buck is hoping they'll the "Jackpot" ruin full of working tech. They'll fight over clues, maps, theories, you name it trying to find it. Of course "Jackpot" doesn't exist anymore than El Dorado did, but that doesn't keep folks from looking.

Plenty of planet-bound fallen empires though with plenty of ruins to plunder. They'll feature the one-world aliens the other poster mentioned and those aliens might not like grave robbers.

And no alien PCs please. They just end up being rubber suits or worse. They either become re-skinned elves, orcs, dwarves, hobbits, etc or they're one-trick ponies of some sort. Keep aliens as the "other", keep them NPCs, mooks, occasional patrons, people that we're only just able to talk to and sure has hell don't really understand.
>>
>>35621124
>And no alien PCs please. They just end up being rubber suits or worse. They either become re-skinned elves, orcs, dwarves, hobbits, etc or they're one-trick ponies of some sort. Keep aliens as the "other", keep them NPCs, mooks, occasional patrons...

Aliens are always going to be cliche. Always. What you want is to limit the cliches to the Referee, and I do not agree.
>>
>>35620490
Those clusters tend to be around the edges, though. We CAN remove a few stars here and there and create an area of the map that is difficult or lengthy to reach, but I would rather have the old worlds be dangerous instead of distant.
>>
>>35621348
>Aliens are always going to be cliche. Always

I don't agree with that. OTOH, I don't agree with the other guy either.

I do like the guidelines they had in classic traveller, which told the ref to think before letting a player run a non-human, and consider whether the player knew the race well and was skilled enough to pull it off.
>>
>The thing is, everyone looking for a quick buck is hoping they'll the "Jackpot" ruin full of working tech. They'll fight over clues, maps, theories, you name it trying to find it. Of course "Jackpot" doesn't exist anymore than El Dorado did, but that doesn't keep folks from looking.

The solution is simpler than denial. The old empire(s) were at one time viewed with mythical reverence and fear for their achievements, but in the grand scheme of things they were no more than a TL or two ahead of the modern states. The treasures have been getting less fabulous and mysterious in the x centuries since the new worlds were able to return to the old worlds, but there is still honest money to be made in treasure hunting. There is also danger to be found, and not just from competing treasure hunters. The Sins of the Zoani are discounted as a modern danger by most, but rumors persist. Some of the other lesser races do not react well to having "their" ruins plundered (and don't hear evidence to the contrary), and some of those old Core Lords were crazy, powerful, and inventive with their security systems. One thousand years ago or three doesn't matter if it can still make you dead.
>>
>>35621677
I prefer to hang the aliens out there with enough data to be played, and let the Ref and the Players decide whether to use them. The official setting is loaded with aliens, and quite a few campaigns don't ever use them except as background color.

My point is that aliens (and detailed settings in general) suffer from TLDR a lot more often than designers, writers, DMs and players want to admit.
>>
>>35621348
>Aliens are always going to be cliche. Always. What you want is to limit the cliches to the Referee, and I do not agree.

Keeping aliens as NPCs, mooks, and patrons means only the Referee can use the cliche and then in only a limited manner.

Alien PC aren't cliched, they're simply sad. It's not a matter of knowledge or skill, it's a matter of endurance. The alien PC starts out alien enough but within all too few sessions they nothing but a human in a zippered suit.
>>
>>35621729
>The solution is simpler than denial.

That is a better answer. Run with it.
>>
Zoani - The Zoani are a non-Human alien race commonly found across Tijii, though never in large numbers. Resembling hunched centaurs with an odd blend of insectoid and reptilian features (ie. the original Tyranid "Hunter Killers"), the six-limbed Zoani mass slightly more than a typical Human and walk on four legs. Their forward limbs function as arms, and have large but dextrous-fingered hands. Their mouths are jawed like terrestrial mammals or reptiles and possess a variety of teeth that indicate that the Zoani evolved as omnivores. The vast majority of the Zoani are strictly herbivorous, however, despite only limited contact between their colonies.
Zoani religion is near universal among their colonies and individuals, and is characterized by self-discipline, meditation, and the avoidance of all but the most carefully considered violence. Their herbivorous habits are a manifestation of this, as only the apostate would consider death so casually committed to be acceptable. Curiously for such a tenet, the Zoani do not in any way expect other races to adhere to their ways. Most will not discuss why, but those who have in the past explain that the Zoani have inner demons which have escaped in the past and must not be allowed to do so again.
>>
>>35622561
While the Zoani are every bit as intelligent as Humanity, they rarely engage in the sciences except to provide technical or medical services within their communities. Their archived knowledge regarding their own biological systems and how those react with the worlds they are found on is extensive, possibly to the point of being comprehensive, but Zoani as a rule do not engage in biology as an exploratory or experimental science. Zoani make talented technologists, but avoid any developments in cybernetics beyond the purely medical necessities, and tend to be somewhat fatalistic about medical conditions amongst their people that could be alleviated by such technology. While this is broadly perceived as the Zoani "hiding something", they cite religious reasons when they discuss it at all.
>>
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SolSec approves of this thread.
>>
>>35622581
While there are many plants across Tijii Sector that the Zoani find edible, there does not appear to be a distinct Zoani homeworld. Their folklore tells tham that their original homeworld is lost and gone. The distribution of Zoani populations suggests that they originated on a world in the Gap (subsectors F or G), but attempts to find it have proven unsuccessful, and the Zoani themselves are not interested in pursuing the matter.
>>
>>35622561
>>35622581
>>35622704
Yes, I have this all saved externally.
>>
Jump 2 bump while I figure out what to poll for next...
>>
Level of coverage:

1: Here's your UWP Dump (I think we've already decided not to just do this)
2: Original Spinward Marches: a little subsector detail and commentary; almost nothing on individual worlds
3: Regency Sourcebook: a little more subsector detail and a dozen or so world one-liners
4: Mongoose Sector Book: healthy paragraph and 4 to 6 worlds given a good launch per subsector.
5: GURPS Spinward Marches: Every system gets a paragraph.
>>
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>>35615887
Moved the star at 1610 to 1611 and removed the star at 2010.
>>
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>>35626055
revised voids map
>>
>>35626103
>>35626055
>>35625886
Holy shit, I didn't get home until early morning.
I'm planning on doing a paragraph on each system just to give a starting point. If anyone wants a system left blank or without a commentary just give the word and we can leave the system marked for future exploration or list it as error 404 Library Data Not Found.
>>
I just completed the write-up for Lucy, and while doing so discovered that Lucy has NO trade codes...this being odd to say the least.
>>
>>35627622
It does happen, though. Lucy's UWP still manages to provide some interesting hooks.
>>
>>35626438
Since we've been referring to an imperial state, figuring out where that is, how large it is, and where it sits on the D&D Alignment chart is probably worth doing early.
It could be as small and local as the habitable world group in A, and still be distracted or uncaring enough to be leaving the Itrolu situation to fester. It could also be in one of the clusters in B or C. I'm not sure I like the idea of it being the clot in K.
>>
Rolled 1, 4, 4, 1, 6, 6, 3, 4 = 29 (8d6)

Ceu-Tejii 0101 C333458-9 Na Ni Po 223 Na
Itrolu 0106 E203374-B Lo Ic Va 421 Na
Lucy 0108 B326740-7 E A 624 Na

ohtoohwon is next. We can use the placeholder physical data (323) or start fresh. Rolling to provide an alt physical set: two each for Size, Atmo, Zone, Hydro
>>
>>35628053
Hmm. 311 "Roasting" does not look like an improvement.
>>
>>35627941
I believe that we will establish an Imperial Presence once we get a Hi-Pop Planet with a Class A starport and TL 12+
>>35628053
Lucy actually doesn't qualify for Na status, it's Hyrdographics is to high.
I like the new 0201 as ?200???-? a Roasting Airless ball of rock.

Write up for Lucy incoming
>>
>>35628159
1108 - Lucy- B326740-7 (Temperate)
Lucy is a lawless colony of extremes. The Representative Democracy is more a bar brawl than a legislative device, with constant special elections to replace those who have injured or killed in the process of administering the planet. An Imperial Consulate sits in the High Port overseeing the Class B facility and, on occasion, Imperial Officials will vacation to Lucy to watch the brutal politics of it’s populace, wishing they could use the same rough and tumble methods on their own political rivals. Outside of the novelty of the pure Democracy that exists on Lucy, there is nothing special here. The Consulate keeps the lunatics on the planet and it is believed the High Port was upgraded to Class B simply to gain access to more shipbuilding capacity and a number of Naval Vessels are continually undergoing refit and repair, an unsubtle show of force meant to keep the Loony Lucys from venturing to other systems.
>>
>>35628109
>>35628159
Ack, Size 3, Atmo 1, Hydro 0 (2d6(7)-7+Size(3)-4(Atmo 1)-6(Roasting))
>>
Rolled 2, 1 = 3 (2d6)

>>35628320
Checking for Gas Giant, Need 9-
>>
>>35628159
The "Na" in that position, after the PPG (Population multiple, Planetoid Belts, and Gas giants) is the political code. "Non-Aligned".
>>
>>35628428
Ahh, sorry, still waking up. Long Night last night.
>>
Rolled 4, 4, 2, 1, 5, 5 = 21 (6d6)

We're approaching autosage for this thread, so I'll roll the next three all at once.
>>
>>35629067
Raw rolls of 8, 3, and 10 give a Pop of 6, Government 2, and Law of 4

ohtooohwon 0201 ?310624-?
>>
Rolled 1, 1, 3 = 5 (3d6)

Port and TL rolls, in that order. Applying the Pop rule to the port roll will impose a -1 on that roll. The TL roll will be at +3 in addition to whatever the port adds.
>>
>>35629107
Pop 6 (4+4-2), Gov 2(2+1-7+6(Pop)), Law 5 (5+5-7+2(Gov))
>>
Rolled 3 (1d9)

>>35629156
Youch, an actual X port, and a resulting TL of 2. The atmosphere of the world imposes a minimum TL, however, so the world has TL8.

ohtooohwon 0201 X310624-8

bases are not rolled for an X port. The world has trade codes Na and Ni, and a population multiple as rolled...
>>
>>35629181
Right, My turn to be asleep.

0201 X310625-8 - Na Ni R 325 Na
>>
>>35629156
so: X310625-2 G Na NI
This place is a boiling hellhole with a participating Democracy...Prison Planet/Moon of the Gas Giant?
>>
>>35629280
Imperial Prison world works, orbiting a hot Giant. That would change the Govt code to 6, though.
>>
>>35629280
>>35629437
Changing the one roll alters those that follow, and the world becomes
0201 X310669-8 - Na Ni Pr R 325 Im
>>
>>35629497
Pr R?
>>
>>35629560
Pr = Prison World
R = Red Zone, travel restricted.

This might help. I'm using the "GEnie" format without the star data.
http://travellermap.com/doc/fileformats
>>
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>>35629623
okay. We need a name for this place.
>>
>>35629807

Shackle. Devil's Island. Traitor's Rest.
>>
>>35629807
All sorts of prison names come to mind, but that picture suggests "Iron" to me.
>>
>>35629852
I like Shackle, too.
>>
>>35629904

Yeah, "Welcome to Shackle" has a nice ring to it.
>>
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>>35629931
map updated
>>
Loving this thread.

Can I ask how the mapmakers are generating the images of their sectors?
>>
>>35629852
>>35629904
>>35629931
Shackle it is.
I have a roll20 page setup for discussion if the threads die before the next is up
https://app.roll20.net/join/558520/CwpvVw
>>
>>35629970
http://travellermap.com/poster
>>
>>35630023
I just came buckets, thanks
>>
>>35629999
TAS has this to say about Shackle:

0201 – Shackle - X310625-8 (Roasting Moon, Prison World, Red Zone)
This scorching hellhole is a transit point and fuel stop from Ceu-Tijii to the rest of the sub-sector. Primarily used as a place to boot unwanted crewmembers and prisoners, many a pirate crew has been liberated from the inmates here. The Imperial Government keeps close watch over the prisoners and maintains a pair ancient support ships that rotate in-system to discourage any loitering. The prison does produce a fine weave of cloth, if you can manage to avoid the blockade and bribe the warden.
>>
>>35629999
I'm archiving locally, and will build a "to date" PDF shortly that will be posted early in the next Tijii thread I see.
>>
>>35630103
Sweet, thank you. My actual computer skills are somewhat lacking in that respect.
>>
>>35630064
If we're going to keep the happier government code and law level, then the prison is not the whole reason for the place. It might still be the dominant "industry" though.
>>
>>35630182
I just forgot to update the codes in my reference document:
0201 – Shackle - X310669-8 (Roasting Moon, Prison World, Red Zone)
This scorching hellhole is a transit point and fuel stop from Ceu-Tijii to the rest of the sub-sector. Primarily used as a place to boot unwanted crewmembers and prisoners, many a pirate crew has been liberated from the inmates here. The Imperial Government keeps close watch over the prisoners and maintains a pair ancient support ships that rotate in-system to discourage any loitering.
>>
>>35630239
Gonna go get some lunch then start the new thread, compiling system 0207 correct?
>>
>>35630278
Or we can stay near Shackle and work our way down the Main.

Progress is progress.
>>
>>35630350
Doesn't matter to me, however you guys want to do it.
>>
>>35631030
Lets stick with the hex number progression. 0207 it is.
>>
>>35631228
Okay, 2d6-2 for Size, 2d6+-7 for Atmosphere, and 2d6 for temp(call out Hot, Cold or Standard), and 2d6+-7 for Hydrographics.
I'll post the mods after the rolls, so all at once or one at a time.
>>
>>35631299
actually let me start the new thread first, this one is near auto sage.
>>
new thread is up
>>35631395
>>
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