Traveller: Largesse

Traveller: Largesse

Some of the older colonies still ran their own currencies but the Polyaspora had wrecked any wider human economy. The entire fugitive culture had been living from day to day for decades on a barter-economy. Largesse had started when people began swapping skills and services for
whatever necessities could be gleaned. Colony kybernets had formalized it into a credit system, at least nominally backed by Hugh. It remained rough around the edges, intentionally shadowy, a cobbled-together system for a cobbled-together civilization.

Shards of Earth by Adrian Tchaikovsky

Largesse is how much spending power a Traveller can cobble together out in the far future’s cold galaxy. The main stat referenced is Social Standing but on some worlds, Education or Intelligence or Psychic Ability or even Strength might play a part, adding to the roll.

Generally, when rolling Social Standing is the primary stat with the following Die Modifiers (DM’s) based on how high the Traveller’s Social Standing is.

Social Standing = 0-5 – only roll one die

Social Standing = 6-10 – roll 2d6 (traditional Classic Traveller throw)

Social Standing = 11-14 – 2d6+1

Social Standing = 15 – 3d6, add them all together

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When a character is rolling to purchase something using Largesse, the amount of currency is discussed in-game as usual but there is no need to count it up. Let’s think of it as follows:

A paycheck = +1 to next Largesse roll.

Paycheck for rare skills or a very dangerous gig = +3.

A small fortune – a knight’s ransom on a world with hundreds of manor-satellites orbiting a gas giant = d6 that is added to the Largesse roll.

A fortune – planetary baron’s ransom = 3d6.

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Finding that target number. How do you know what to roll to buy what?

Like all of the throws in Traveller, a good Referee will find that consistent line through play – rolling when failure offers interesting results by putting pressure on the Travellers in ways that inspire fun and often desperate decisions.

Rolls should never take the place of context and flavor. If the currency is digital what is the sound of the beep when a deal goes through and money goes into and out of your account? If the currency is physical, what does it look like and feel like? How do pirates fiddle with it when they are nervous? How hard is it to break the plastic chit to make change and what does it sound like when it pops?

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When a Largesse roll is failed, the Referee has plenty of options beyond just, “You can’t buy that,” which is also a fine option that might very well put pressure on an ambitious Traveller. Context and setting might give more than are listed below but here are some ideas:

The purchase can’t be made. Market forces have made the price higher than the Traveller had anticipated. Get a loan or get a job or get more spending capital and circle back around to it. Maybe lose some money to get the merchant to hold it for you a while.

The item purchased is clearly not the quality or quantity desired. Travellers sometimes walk away from the deal all together.

You can push through and get what you asked for but you need to get on a desperate gig in a big hurry or else those who the Traveller’s owes will come looking aggressively. Everything about this deal costed more than anticipated.

The Referee gives the Traveller further options that could allow them to leverage their full social coin.

Examples: You’d have to get your uncle, The Duke of Bilprun Moon, to co-sign.

You can buy this but you’ll be in debt to some bad, bad people.

Your Social Standing is -1 until it is paid off. Socialites will be whispering about your debt.

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How can Social Standing go up?

Make a checklist or a clock. Every substantial Largess roll is a check on the clock. When you are at Social Standing of 9, 10 checks to get to 10.

Above 10 means in-game work of purchasing a title. On some worlds this might mean serving a knight or marrying a non-heir or shepherding a baron’s ransom in cattle to your rival in the next valley or who-knows-what.

Referees might suggest in-game work for any Social Standing increase.

It is just like training as depicted on pages 40 and 41 of Book 2 Starships.

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Examples:

Carlysle the Knife: Carlysle has landed on the Akrayez Station and is hungry. I go buy some noodles. No roll necessary.

He sees the group of ne’erdowells he flew in with, playing black hole poker to pass the time while the transport waited for gate permissions to go through. He wants to earn some good will, maybe see if anyone has a lead on a gig. “These are the best noodles in the System! Noodles are on me, you savages. Least I could do after taking your money at poker while the gate visas were processed.” Social Standing of 8, he got a +1’s worth of creds that he took with a lucky-ass gambling roll playing poker. He rolls 2d6 and gets a 3+1=4. Shit, can I not afford noodles? Carlysle can afford the noodles but it costs a bit more than he had anticipated. The credit to bone-chit (the currency name, roughly translated, on Akrayez Station) is not as good as you thought.

Shit, is Carlysle broke? Nah, he’s not sitting pretty but he just doesn’t have enough left from that poker money to really help him buy beyond his Social Standing. You aren’t busted but you aren’t sitting pretty. I’m not going to put you in debt over some noodles.

Months later, after some rocking campaign play, Carlysle is made a huge profit and is sitting on 3d6 – which is represented by a stash of Laz-Crystals he smuggled off his friend’s ship. During a big firefight, everyone thought all of the Laz-Crystals got destroyed but this one, Carlysle was able to save.

Carlysle is going to put a down payment on that Free Trader that was handed over to the station authority. That was a sweet ship, even if local Traveller lore says it might be a bit cursed – he’s not superstitious – all nonsense. That is a huge roll. Let’s say you need a throw of 17.

2d6 from an 8 Social Standing. Add in 3d6 from that fortune in crystals and I’ll add +2 from the pay from the gig.

Wait, let’s talk this out a bit before you throw dice. Where are you unloading the crystals? Those things are rare and everyone you just worked with thinks the batch they fought to obtain were destroyed.

Carlysle’s not going to the buyer the folks from the gig were going to sell to. He’s going to contact the buyer’s rival. The gang from the surface cities who were trying to contact us during the job.

Their agent is still on-station.

NOTE: I imagine a short mini-adventure here, talking about setting up the drop and maybe grabbing a trusted friend to run security for him. Lots of science fiction smuggler-crime color. Finally, the roll to purchase the ship.

Carlysle takes those credits and bone-chits and puts that down-payment on that ship!

2d6 from an 8 Social Standing. Add in 3d6 from that fortune in crystals and I’ll add +2 from the pay from the gig. All 1’s on the d6’s +2 is 7 total.

You’ve got the ship but taxes, registration and docking fees costed way more than you had anticipated. You’ve got no crew and no money to pay them but the bank that mortgaged the ship sends an e-missive with a possible job to hold off payment for a few months. Seems like an easy repo, some settlers who haven’t paid a cred since disappearing into the wreckage cloud from that space naval battle folks are always salvaging in….

Carlysle names the ship, The Flop.

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I’d be dishonest if I didn’t cite my sources and mention that this system is entirely inspired by years of playing Burning Wheel and making use of its Resource system.

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Traveller Links

Traveller Links

Putting together Traveller and science fiction RPG links for my own perusal. I’m not, like, going to start running another game or anything.

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THIS IS FREE TODAY.

This is the original text of the 1981 edition of Classic Traveller based on page image Scans.

It includes Books 1-2-3, with errata and corrections inserted (where possible; and additional material in an errata appendix). This text is essentially an errata corrected edition faithful to the original Classic Traveller of the early 1980’s.

The PDF has been OCR’ed. Margins are upgraded to 6×9 (from 5-1/2 x 8-1/2) for better margins.

Classic Traveller Facsimile Edition on Drivethru
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Simple. Whenever a throw is called for during a game, the Ref decides on the throw difficulty. The three Difficulty Levels each have a base target number assigned to them.

Code:
Difficulty
—————
Easy 6+
Average 8+
Difficult 10+
Note the name of the Rule. 68A. This is Traveller hexidecimal notation for 6-8-10. You’ll never forget the three base difficulty numbers.

Classic Traveller Target Number for rolls
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Love Stars Without Number’s Sector Creation – FREE version and Revised Edition.

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Back in early May, I posted about a crazy idea of mashing up the two Battlestar Galactica series into one setting, and running it using Classic Traveller. 

Since then, I’ve fleshed out this concept into a subsector, some alterations to chargen, a submission to GameHoleCon which was accepted and now a series of playtest games of that same scenario.

Three Things I learned from running Classic Traveller for the first time
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The Traveller Wiki has three missions:

  1. Support and encourage the people playing Traveller by providing a resource of ideas and background material for their campaigns.
  2. Provide a research base for the authors and artists working to expand the Traveller universe.
  3. Catalog the vast efforts of the writers and fans in the best way to support the first two missions.
The Traveller Wiki
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I was at a local convention a couple of months ago and decided mid-way through the day I wanted to run some Classic Traveller during one of the gaming blocks. I went to the sign up desk, grabbed one of the templates, and wrote out a quick description about hunting for treasure on a war-torn world. Then, during lunch, I set about hacking some notes together.

An Improvised Classic Traveller Convention Game
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The blog post below is digging in to the playstyle I was sensing upon reading over the Little Black Booklets and rolling up Carlysle the Knife.

First up, in 1977 there are no “stories” of any kind published and sold to use in RPGs. Such things simply do not exist. What do exist are environments, like dungeons, or megacities that are big dungeons with lots of people. To go even further, there are no metaplots. There can’t be, if there are no stories.

&

Now, I want to make something clear. I have no fear of improvising play at the table. That’s a whole different discussion, but whether its Pendragon or Sorcerer or Primetime Adventures and countless other games, Refereeing on the fly is something I’m comfortable with. The trick is, I didn’t expect to find it in an old roleplaying game—because I had conflated the original rules of Traveller with the later Traveller products (the Ancients sequence running through the Adventure Book line, the railroad plot of The Traveller Adventure, and the detailed and overwhelming setting of the Third Imperium) which focuses on lots and lots of detail and need to keep the PCs steering in the “right” direction. 

&

How much world building and setting building do you really have to do first? How lightly can you sketch environments, and then move onto the next, knowing you can fill them out later as needed during play? In what ways are the Random Tables not a “distraction” to the story you want to tell, but an aid to building situation, conflict, opportunity, and opposition? What is the focus of play: The fully planned setting full of details the Players might never get to? Or enough setting details in front of the Players that they can interact with, touch, and explore?

TRAVELLER: Out of the Box–The Casual and Improvisatory Nature of Early Traveller Play
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CK, the writer of the above blog posts, also had a thread about Traveller and these posts on RPG.net that is well worth a look.

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I’ve got an old interview with Jason Morningstar about Traveller. Worth looking back on.

Which me and my brother dutifully did. We couldn’t afford any additional books anyway. We made our own Imperium in our own universe and it was a fantastic place full of danger and adventure, precisely calibrated to our interests, enthusiasms, and attention spans. We made up characters until a merchant mustered out with a heavily-mortgaged ship, no small task. That ship became our home away from home, and keeping her solvent and operational was the alpha and omega of our game play. Mortgaged? Yes, for 40 years. Playing Traveller introduced me to the concept.

Interview: Jason Morningstar on Traveller
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16 years later and I’m finally getting excited about this thing (I got one box from a friend and bought the other).

What can I expect to find in that box?

What were your experiences with it?

Thanks!

Traveller Boxed Set circa 1981

I’m not sure I’ll get to this anytime soon but I’m going to read the 3 booklets closely and watch my calendar for gaps.

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Moons of Leviathan: Space Drugs

Inspired by the Visions of Death move in Apocalypse World: Burned Over in the Volatile playbook and in Apocalypse World 2nd Edition in the Battlebabe Playbook.

Moves are gained through using technology.

When you take Trance before battle, roll your approporiate training:
On a 10+, name one person who will die and one who will live.
On a 7-9, name one person who will die or one who will live.
On a miss you see a vision of the monster you become as a result of this battle and the fell havoc your hand brings to the universe, take -1 for this battle and hold 3 moving forward after the battle is done.
[ ] +1 to a roll that brings this vision to reality.
[ ] +1 to to a roll that brings this vision to reality.
[ ] Roll this move again as if you were entering battle. Either retire this character as the destiny is made real or prove you have free will by changing the course of destiny.
True Sword, a networked blade with an AI embedded in its core.

“I live in an apocalyptic dream. My steps fit into it so precisely that I fear most of all I will grow bored reliving the thing so exactly.”
― Frank Herbert, Dune Messiah

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Training and Moves in Moons of Leviathan

Riding a wave of inspiration from Morgan, we’re playing Traveller(ish). We’re using the skills as a way to resolve conflicts using Apocalypse World moves. So far it is working

What about skill improvement?

In Book 2: Starships of the Traveller Little Black Box, it talks a bit about getting education and training. Easy enough to Apocalypse it up a bit. Here’s a different way to say something similar, drawing inspiration from ( or ruthlessly pillaging, depending on your POV) Apocalypse World and Burned Over:

“Muad'Dib learned rapidly because his first training was in how to learn. And the first lesson of all was the basic trust that he could learn. It's shocking to find how many people do not believe they can learn, and how many more believe learning to be difficult.”
Frank Herbert, Dune
When your character wants to train, either gaining a new expertise or improving an established skill, talk to the Referee about the people who offer such training.
Then the Referee will tell you 1 to 4 of the following:
[ ] It is going to take X weeks/months/years of consistent training
[ ] First, you will have to hire a tutor through [an in-game faction]
[ ] You will need X to help you with it.
[ ] It is going to cost dearly.
[ ] There is ancient tech that is said to condition the brain in this manner.
[ ] You’re already the best in the sub-sector; you’ll have to venture deep into the void or take on a massive under-taking in order to improve.
[ ] It is illegal to train the brain in such a manner; you will be risking imprisonment, excommunication or worse.
[ ] Those who safeguard these training methods are rigid in their orthodoxy and will guard them dearly but there are always rebels and heretics at the fringe of the worlds…
Once your training is complete you can add the skill to your sheet or increase the skill you already have. The Referee will tell you what you will need to do to keep this skill sharp so that this expertise does not become covered in rust and decay.

But, Judd, you ask, what about stats?

I like that we’re saying that the limits of the human body aren’t interesting to us. What you use to change the world is your training and in order to gain training you have to go out and interact with the world.

What about non-basic moves?

Non-basic moves are all tech. Maybe the True Sword, a networked blade with an embedded AI, gives you a move like the Gunlugger’s Not to be Fucked With, where you fight as a gang. Certain drugs give you access to psychic powers.

A science-fantasy True Sword and a cool way to show the end of the blog post
A True Sword and a cool way to show the end of the blog post

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Moons of Leviathan, Session 1, Remembering Morgan

That game was special and strange. Thank you, Sean and the Actual Play team. Thank you to everyone in chat.

Thank you, Morgan, for the cool character and cool everything. Thank you for continuing to inspire us.

Ithaca Station’s True Sword

That is exactly what we did, Morgan. There was a duel out on the ship’s hull, in the void of space under the baleful glare of the Leviathan’s eye.

I think you would’ve loved it. What you made and you inspired us to make was too cool for one session. We’re going back.

Preparing for Moons of Leviathan

Getting ready for a game this Friday and just getting all of my notes all in one place.

The Atlantic Ducal Moons

  • Jiddah
  • Mgaar
  • Suez

The Arctic Ducal Moons

  • Baikonur
  • Zadar
  • Messina
  • Doha

The Indian Ducal Moons

  • Oakland
  • Bushehr
  • Anchorage

4 Noble Houses: Job, Triton, Rangomai, Mizuchi

Questions to consider before play:

What is your name?

What are your yachts named?

(Perhaps named for Mythical beasts, Types of Storms, Revered Ancestors?)

Map of the Ducal Moons that orbit Leviathan

Inspired by the Lawmaker from Apocalypse World: Burned Over:

This Ancestral Station has been in your family for generations, granting you the title, Marquis. One thousand souls are in your care. 50 trained knights and 100 soldiers and support staff are sworn to you. 
Choose 3
[ ] A leal and loyal knight named:
[ ] An engineering priest named:
[ ] A fine nexus-dock that brings trade.
[ ] A fine environmental system.
[ ] An engineering cathedral with an ancient reliquary.
[ ] A mercenary company, seperate from your Household Guard.
[ ] A trade agreement with a local mercantile fleet.
[ ] A hidden chamber used for swearing in your order’s knights that holds a secret.
[ ] The re-charging bay for a legendary True Sword.
[ ] Ancient scanners that miss nothing.
[ ] An oasis modelled after a paradise from Olde Earth.
[ ] Robot servants
Drink deep of the station’s plenty, choose 3: Art, Engineer-Priests, Feasts, Hospital, Intrigue, Water, Air, Pilgrimage Site, University, Ducal Attention, Music Arena, Digital Ancestors, Construction, Smart Laws, Leal Training Protocol, Spy Network, Clone Tanks 

Beware the station’s challenges, choose 2: Heretics, Decaying Orbit, Crime Syndicate, Feuding Knights, Vendetta, Debt, Dangerous Border, Heir Dispute: Father’s Clone 

Infantry Battle Experience: 1 Low Orbit Entry to Urban / 2 Station siege / 3 Lunar Siege / 4 Ship to Ship / 5 Asteroid to Asteroid / Noble House Ambush
Political Situation  / 1 Changing Hands / 2 In Dispute: War / 3 In Dispute: Legal / 4 Treaty in Process / 5 New Heir /  6 Under Siege
Environmental Data / 1 Disaster Cascade / 2 Thin Air / 3 Storms / 4 Hallucinations / 5 Cruel but Liveable / Love & Earth-like

Dozens of moons surrounding a gas giant with a satanic storm eye moving to and fro. The gas giant is called Leviathan with dozens of moons and enough asteroids in its rings that new moons are still discovered.

There are 4 major houses: Job, Triton, Rangomai and Mizuchi charged with defending the ducal moons with the finest atmospheres with a dozen more houses minor picking up the scraps. Those with noble titles and their knights can wield fighting knives. They are trained with rifle and pistol but the ammunition is controlled by the Unions – laborers, crafters, and engineers who make sure those with title don’t drag everyone into frivolous wars.

War Mechs and Battlecruisers are only unlocked if there is an outside threat.

Alien artifacts on the solid planets closer to the system’s sun.

A science-station observatory at the edge of the system; this is where aging nobles who are found to be too warlike are exiled to.

Cover Mock-up for TRAVELLER / Science Fiction Adventure in the Far Future / Moons of Leviathan

I am imagining the Astrogation Temples, where you go to have your journey mapped. The mapping takes place in empty rooms with vaulted ceilings, where stone moon scultpures are put into motion on hard light holograms.

Why is it a temple? Because all journeys have religious significance. The navigators are trained in anthropological religious studies, helping humans keep in touch with their humanity while traversing the void. They might offer a parable or an argument or sit you down for a meal with a nearby family or offer guided meditation with their coordinates.

Astrogation computers are available but only used in an emergency. Computers have a rough time around Leviathan. The gas giant’s magnetic radiation wreaks havoc with any complicated computer and A.I. research is strictly forbidden because of the fell effects Leviathan’s pull has on synthetic entities of any kind.

The Ducal Moons are held by the 4 Major Houses: Job, Triton, Rangomai and Mizuchi. In the centuries since their settling, the moons have changed hands a number of times with houses Major and Minor rising and falling on a political tide.

Baikonur was the first moon settled and is held in trust by the Guilds and Temple. The Major Houses take turns guarding it, changing every 4 cycles. Baikonur, because of its special place in the orbits, was named for a spaceport on Olde Earth, rather than a nautical port.

Moons of Leviathan logo
Paul Atriedes and Duncan Idaho exchanging a knife salute. Good journey to you, Morgan.  I'm sorry that we never got to play a knife-fight in space game.

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Putting SWN Sectors to Use

Stars Without Number written around a black hole.

Razornet Away Team

Not as in, an Away Team but as in, a team that has been away for a while. There are plenty of reasons to have been out of the loop for a while. Here are a a few:

  • Armed Forces Service
  • Incarceration
  • Medical Cryogenic Hypernation
  • Shipwreck survivor
  • Pilgrimmage
  • Refugee

Whatever the reasons you were away, you’re back and either knew the other players from a past crew or job and now were put togther as a Freelance Team in Razornet’s app for enterprising freelancers on the edge of legality.

We’ll talk about what kind of game we want to see. Do you want to have all known each other from you previous enterprise? Maybe you all know each other from time in some Void Marine unit or all survived a shipwreck caused by a malicious alien intelligence…


Terran Mandate Envoy Team

You have just entered the system with a checklist in hand and a vague authority that might or might not be recognized by the governments in this sector. Can you bring the sector back to the bosom of Olde Earth’s government?

Do you want to?

Your commanding officer is jumping to another sector but will be back with the full weight of (TMB) Terran Mandate Battlecruiser Serengeti’s weapons and marines in a year (you hope).

We’ll discuss how your characters all feel about the Terran Mandate government and make an Engagement roll to see how well equipped you are to start. I’m thinking I’d make a roll or two behind the screen to know when the Serengeti will actually arrive and what state it will be in once it does.


Far Traders

Your team just jumped into this system in a rare ship equipped with an Event Horizon-Gate Engine, designed to harness the energy of black holes and turn that energy into jump-gate coordinates that will send you to another black hole near a different sector.

Naming starships is fun.

We’ll make an Engagement roll to see how the ship is doing and how valuable your goods are in the hold and move from there. You’ll stay in this sector for as long as it is profitable to do so before moving on with whatever you can carry. I love the idea of jumping to different sectors, each sector as its own chapter or book or season…


Scrappy

You are representatives in a scrappy government that wants to stay self-governed. Maybe it is a moon or a orbital station or a science station whose original mission has outlasted the government that put it there. Either way, you are a team looking to represent and stay independent in the face of powerful forces all around you.

We’ll look at the map, talk over the Sector’s situation and put your home in a spot that makes sense.


To the Table

I’m thinking about how I might use these SWN Sectors (I’ve got a few more in my drafts section that aren’t quite ready yet) and how I’d pitch those games. The Burned Over playbooks are looking really good to me and so many of SWN’s worlds are in various stages of apocalyptic decline/ascension. Air and water are still a big deal. I don’t think we’d have to change much to make that work.

I’m reading through my Traveller LBB and I’ve got some vague ideas about using that chargen to get background and then Burned Over Playbooks to show what kind of physical shell the character is downloaded into but that all might be too much work.

I’d rather just throw playbooks on the sector map, maybe make up a love letterish (article about Love Letters from a decade ago by John Harper…sure) engagement roll (like in Blades in the Dark) to see what kind of situation the players are starting in and get to playing.


Original picture from 12019 on pixabay


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Ducal Moons

Leviathan’s moons call to me!

Moons of Leviathan, cool logo from a cave looking out onto a Gas Giant.

I am imagining the Astrogation Temples, where you go to have your journey mapped. The mapping takes place in empty rooms with vaulted ceilings, where stone moon scultpures are put into motion on hard light holograms.

Why is it a temple? Because all journeys have religious significance. The navigators are trained in anthropological religious studies, helping humans keep in touch with their humanity while traversing the void. They might offer a parable or an argument or sit you down for a meal with a nearby family or offer guided meditation with their coordinates.

Orbital map of the Ducal Moons, being those moons with atmosphere and dockage.

Astrogation computers are available but only used in an emergency. Computers have a rough time around Leviathan. The gas giant’s magnetic radiation wreaks havoc with any complicated computer and A.I. research is strictly forbidden because of the fell effects Leviathan’s pull has on synthetic entities of any kind.

The Ducal Moons are held by the 4 Major Houses: Job, Triton, Rangomai and Mizuchi. In the centuries since their settling, the moons have changed hands a number of times with houses Major and Minor rising and falling on a political tide.

Baikonur was the first moon settled and is held in trust by the Unions and Temple. The Major Houses take turns guarding it, changing every 4 cycles. Baikonur, because of its special place in the orbits, was named for a spaceport on Olde Earth, rather than a nautical port.


Map inspired by the orbit diagrams from this blog post.

The Beowulf Exploration and Mercantile Corporation FAQ

Is it true that everyone serving a BEM ship is a convict? Will I be serving on a ship full of criminals?

It is true that some people get out of prison with the skills necessary to serve on a BEM ship and that one of our founding captains served time. That said, we have plenty of explorers who just got out of military service, university and even a few lately who just got out of cryo-sleep from an antique generation ship!

Our crews are diverse and our mutiny index is far below average in the sector.


20 missions and I get my own ship, that seems like a scam – too good to be true. What gives?

After 20 accredited missions you will get shares in your own ship with a group of freelancers whose skill-sets and emotional intelligence and cultural backgrounds compliment yours. Our algorithm is so good that the Perimeter agencies investigated us to make sure we weren’t using an illegal AI!

When our founders left their jobs as freelance spacers on other people’s ships, they crunched the sociological data and found that most spacers either quit after 5 missions or stay for 20+ with an incredibly high rate of mutiny and dissatisfaction. We wanted to find a way to change spacer culture and the way we’re doing that is by giving our explorers the chance to own ships and hire other freelancers.


What if I just want to serve 5 missions?

That is great. Many of our most valued alumni serve less than 20 missions. Once you serve 5 you are a part of our Beowulf Society with access to a network of spacers, freelancers and starship captains all over the sector.


How long will this take?

Different people take different amounts of time. Our fastest explorer got it done in just 5 years and is now on an Admiral Hayla Muhkerjee, Vice-President of Explorer Resources.

The average is around 7 years, earning freelance rates far above average in the sector. We’ve had a few people earn their shares in their Beowulf ship and with the money they’ve saved purchase a second ship all their own!


NOTE: This led to a G+ Thread and that led to a Play-by-Post Community.

https://shopofjudd.threadless.com/collections/science-fiction