Traveller - Supplement 07 - 1001 Characters.pdf

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TRAVELLER
Supplement 7:
1,001 Characters
Populating the Stars
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T RAVELLER
T RAVELLER
1,001 C HARACTERS
C REDITS
C ONTENTS
Classic Traveller
Marc Miller
I NTRODUCTION 2
C ORPORATE 4
G OVERNMENT 39
M ILITARY 74
C RIMINAL 108
I NDEPENDENTS 142
A LIENS , O UTCASTS AND THE F RINGE 178
T HE 1,001 ST C HARACTER
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner
Mongoose Traveller
A UTHOR
August Hahn
E DITOR
Nick Robinson
L AYOUT
Will Chapman
211
I NTERIOR I LLUSTRATIONS
Jason Banditt Adams
P ROOFREADER
Charlotte Law
S PECIAL T HANKS
Dominic Mooney, Stuart Machin, David Ives
1001 Characters ©2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly
forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game
License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations,
places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
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I NTRODUCTION
I NTRODUCTION
Imagine the setting. A gleaming world turns on the fringes
of known space. Down on its surface, a sprawling city rests
where a rocky shore meets the sea. A massive dock on the
city’s landward side plays host to hundreds of ships and smaller
craft. High above the city in geosynchronous orbit, a newly built
space station catches the rays of the system’s blazing sun.
Approaching the station, its engines at low burn, a starship the
size of an offi ce building prepares to resupply.
the game. With 1,001 characters to choose from, no plot is likely
to run out of options for new blood.
Every character includes a Subtitle(s) entry at the bottom of its
description. The Subtitle(s) is a small summation, most often
two words, that gives a snapshot of that person. By just looking
at this entry, a Referee can quickly fi nd someone to match the
needs of the game.
Teeming cities, planetside docks, space stations and capital
ships all have one thing in common. They are fi lled with people.
The people may not always be human in Traveller but they are
always there. Interaction is one of the cornerstones of any game
and non-player characters are the tools a Referee uses to do so
with the players.
1001 Characters is useful for more than just quick roles in a
game. Each character has its own careers, skills, equipment
and personality complete with motivations. Many even have
something in their backgrounds that could lead to adventure
ideas of their own. Just by reading and using a few of the
characters in this book, a Referee could incorporate entirely
new subplots, fl esh out existing ones or even create a campaign
around the material provided in these descriptions.
No game would be complete without these characters, foils
for the Referee to impart information, engage the players and
sometimes even challenge them directly. Some will be allies,
others enemies and the rest just neutral parties trying to survive
in the same dangerous universe. No matter what the players
might do or where they might go, the Referee is always going to
need new Non-Player Characters to keep the game interesting.
The entries here could be used as a launching point for Player
Characters to short-cut the creation process, jump right into a
game or to give players something to build a character around.
Each character is a legitimate one as per creation rules but
for the sake of the subject matter only relevant skills and any
skills above 0 have been listed. Likewise, equipment has been
limited to what might have direct import when fi rst encountering
the character. Referees wishing to have their players use these
characters as their own may want to take some little time to
fl esh them out completely.
That is where 1,001 Characters comes in; it provides exactly
what the title implies. In these pages rest just over 1,000
different people, many human and some alien. They come
complete with names, game statistics and a synopsis to give
Referees an instant idea of who they are and where they might
fi t in the overall scheme of their universe. Some are young,
others are old. Some are simple, others are quite complex.
Some are peaceful, others are Aslan. It takes all kinds to build
the Traveller galaxy and all kinds are exactly what await readers
in this book.
On the subject of skills, several characters are given skills that
normally cascade into specialties. With only a few exceptions
where character concepts require it, these skills have been left
without specialties. This allows Referees to assign whatever
specialties would make the Non-Player Character fi t best in their
campaigns. Normal rules for choosing specialties and increasing
them with new skill ranks still apply.
H OW TO U SE 1,001 C HARACTERS
There are no limits to what a Referee can do with this material.
The basic premise is that whenever a new Non-Player Character
is needed, the Referee can simply scan the entrees for a likely
individual based on careers or other needs and pull them into
W HAT Y OU W ILL F IND W ITHIN
The fi rst 1,000 characters are divided into six chapters that offer
a basic overview of where they might exist in the galaxy. Each
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I NTRODUCTION
T HE C RIMINAL C HAPTER
Perhaps even more certain than governments and the military,
criminals are everywhere. From murder to minor crimes, the
many forms of lawlessness in the galaxy can be found in this
chapter. There are a couple of teams as well, a gang that
would be especially at home in a space port town or large city
and a band of pirates more daring than their numbers might
support. The many faces of anti-social behaviour all have their
place here.
chapter is then divided by pages into groups of six characters
all conforming to a simple subject but quite diverse individually.
For example, the Accountants page in the Corporate chapter
lists six characters that, while they may fi t in a corporation-style
setting and are all capable of serving as accountants, are quite
different from one another.
The six chapters are all very broad categories and offer a wide
variety within each one. Several of the chapters also have ‘team’
pages, groups of six characters that all fi t together and are best
used that way.
T HE I NDEPENDENTS A TO Z C HAPTER
Those who are not rich, powerful, militant or miscreant have a
place in the universe as well. That place is in this chapter. As
suggested in the title, the chapter is divided into categories from
A to Z with six characters in each one. From artisans to zealots
and every sort of galactic citizen in-between, this chapter offers
a cross reference of humanity in space.
T HE C ORPORATE C HAPTER
Because businesses and megacorporations can play such a
huge role in galactic events and often form entire settings in
Traveller games, characters suitable for use against a business
or corporate backdrop have been gathered here. This chapter
has several teams, each one designed to show the sort of groups
that might be formed to handle economic challenges and deal
with competitors. In the business world of Traveller , ‘dealing with
competitors’ can be every bit as unpleasant as it sounds.
T HE A LIENS , O UTCASTS AND THE F RINGE C HAPTER
Traveller makes room for lots of different forms of life and so
does 1,001 Characters . This chapter includes several pages
on each of the Major Races provided in the Core Rulebook.
Aslan, Droyne, Hiver, K’kree, Vargr and the Zhodani are all
represented with characters that either help defi ne the race
or throw its conventions and culture into sharp relief. There is
even a section on Humanitii and several unidentifi ed sentient
creatures, fi ve pages of characters that do not fi t the usual
mould. If a Referee is looking for the alien and unusual, this is
the only chapter needed.
T HE G OVERNMENT C HAPTER
Every planet with sentient life has some sort of leadership
model for its people. Even the most primitive planets have
governments, whether it be based on might makes right or rule
by elders. The policies of the Third Imperium encourage this
diversity by imposing very few restrictions on the governments
of worlds within its territory. This chapter provides characters
from more than two dozen forms of government, each one has
both a usable personality and a glimpse into the whys, hows
and realities of their worlds’ leadership.
L AST B UT N OT L EAST
The fi nal character in the book is one that could easily be for
the basis for a game all by himself. Filled with plot options
and possibilities for Referees looking to mine the material, the
1,001 st character is a very special individual with a personality
and history set fi rmly in the setting of the Third Imperium. That
said, he could certainly be inserted into any other background
or incorporated into any plotline with just a little alteration.
T HE M ILITARY C HAPTER
Almost without exception, wherever there is life there are
soldiers. The military is a fact of life on virtually every world with
a population larger than a few families. This chapter is broken
down into kinds of soldiers and offers different imaginings of the
same role. There are also teams of warriors with motivations and
armaments listed. The characters in this chapter are especially
well-suited to being pulled out of context and used to represent
challenges the players might face during the game.
In fact, depending on when the game is set during the 1,001 st
character’s personal history, he might even be looking for some
useful allies or a new apprentice...
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C ORPORATE
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