The Wondrous Menagerie Review

Welcome to the review of the latest release from Gypsy Knights Games – ‘The Wondrous Menagerie’ (which I shall refer to from now on as ‘TWM’). It is available for $9.99 from Drivethru RPG, for which you get an 82 page watermarked PDF. The price is little more expensive than the recent releases from GKG, however what you get is a very comprehensive sourcebook packed with material. 

TWM starts with a short introduction and a couple pages of contents. The book then dives in with five pages of the history of Uplifts, right from the late twentieth century to the (Clement Sector) present day of the twenty-fourth century. The Clement Sector (CS) doesn’t have an identifiable alien race, so Uplifts are designed to provide this sort of ‘exotic’ element in CS games. An Uplift is a terrestrial animal which has been genetically altered to enhance certain abilities, such as intelligence, walking upright, enhanced dexterity or some other ‘special’ ability. Many were enhanced to the point they are close to humans in intelligence and dexterity. Unfortunately Uplifts were used for little more than slaves by some governments and organisations. Their legal status isn’t always the same as humans and many Uplifts are segregated away from the rest of human life, even though they are ‘expected’ to perform many tasks that humans don’t want to do.
In some ways, I initially found reading that there was a great deal of slavery and not as much respect for man’s fellow creatures as I would hope for, a little depressing. Perhaps I have a little of the hope from ‘Star Trek’ in me in that as the human race advances technologically, you would hope that we would try and treat each other with more respect and work together. I know its only a game setting, but in light of current events around the world, it would be nice to think there is hope for the human race! More on this though later in the authors notes, which helped to put this background into context.

The book then describes the differences between class 1,2 and 3 Uplifts and the various creatures abilities. You get descriptions for Apes, Chimpanzees, Gorillas, Orangutans, Bears, Bovians, Pandas, Cats, Dogs, Dolphins, Elephants, Horses, Kraken, Lions, Quetzals, Tigers and Yeti. This is a thoroughly well-written section and covers just about everything about the creatures abilities, society and their interactions with humans.

Starting on page 54, the next section describes Uplift characters and rules, should you wish to play one. Additional character creation charts are provided for each type of Uplift, including events and rolling for their legal status. Because of the difference in creatures ageing processes, there are quite a few tables to refer to which indicate any ageing rolls and modifiers to apply. You are then presented with the Uplift slave career track, described over 6 pages.

To help make the character generation process as well rounded as possible, you get a page detailing how to name an Uplift along with some examples. The next three pages describe three political groups and their belief structure, with a final page on characters detailing some unique skills. Though I’m not of a religious persuasion, I did find it interesting which Uplift races would choose to participate in the different human religions.

John Watts has provided a useful ‘authors note’ on playing Uplift characters; I found this extremely useful and rewarding in how to get the most out of the book. Playing an Uplift presents some unique challenges and helped me to understand how and why the background to Uplift life is set up in the way that is has (for example, slavery is common on certain worlds). Uplifts have a different view on the world and playing one could give a unique experience into their situation. One thing that I thought would have been useful to mention was why some tasks couldn’t be performed by robots instead of Uplifts? Or is it simply a case that AI in robots hasn’t progressed as far as I might think and genetically- engineering terrestrial animals has become an easier solution?

The final page is rounded off with a monochrome silhouette height comparison chart, showing the differences between the races presented in the book. The book is packed with some excellent character artwork by Bradley Warnes – favourites have got to be the grizzly bears in blue and white one-piece utility suits and the panda in a flight suit acting as co-pilot aboard a starship!

This is a thoroughly well-written, well-researched and thought-provoking book and well worth purchasing. It adds an additional dimension to playing in the Clement Sector – no self-respecting captain should be without a ships panda! I would like to sincerely thank the author John Watts for sending me a copy to review.

I would like to mention it was saddening to hear of the passing of Loren Wiseman, one of the co-authors of the original Traveller RPG. My sympathies to his family and friends, may the legacy of his writings be long remembered.

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Rucker-class Artwork – Re-entry Vehicle

I’ve been mucking around with the Rucker-class model again in POV-Ray. I wanted to use the large curved ‘saucer’ section to my advantage to help show off some sort of flames as the craft skips into the atmosphere of a planet, starting it’s re-entry decent.

The planet and starfield is first genrated in Bryce and used as a background which is then imported into POV-Ray and rendered with the Rucker-class model. After adding some flames with some filters, I’ve got the result pretty much as I wanted. I could have spent some more time on the background I think, but its more of a proof of concept to get the flames and sparks experienced during re-entry.


Edit: Just released by Gypsy Knights Games is ‘Wonderous Menagerie: Uplifts in the Clement Sector‘, now available for $9.99 from Drivethru RPG. I’ll be taking a look at this soon!

Posted in Cepheus Engine, Classic Traveller, Mongoose Traveller, OGL, Raytracing | Tagged , , , , | 2 Comments

SOCS17 Atlas-class Freighter Review

The latest in the Gypsy Knights Games ‘Ships of the Clement Sector’ series, the seventeenth book is the ‘Atlas-class Freighter’ which is now available from Drivethru RPG for $7.99. The fifty-page PDF follows the same format as previous releases from GKG in the same line, in that you get copious illustrations by Ian Stead, Bradley Warnes and Michael Johnson. There are two narrative sections describing a situation which features the starship in question, which helps to set up the book quite nicely. Like the previous Rucker-class release, you get not just one ship, but four variants in total.

The book continues with the background on how the Atlas came into being, the brainchild of a certain James Lancaster, a shipping magnate. Taking advantage of new drive technologies, the Atlas came into being at a displacement of 800 dTons fulfilling a need to standardise on some of the ships owned by Lancaster Shipping. Now a one hundred-year-old design, the Atlas has proved to be an incredibly successful design which can be found throughout the Clement Sector. Though not streamlined, it does have the ability to land at dirt side space ports, equipped with a total cargo carrying capacity of 345 tons across six external pods (57 tons each). The spacecraft can also be equipped with either a Utility Pinnace or Ships Boat, which are attached to the Atlas externally, on top. The cargo pods can be used in a variety of ways and a number of variations have been introduced over the years, including low berths or missile racks.

You get a complete walk through of all the decks, describing what can be found in the various rooms and what is available for passengers as it has capacity for 10 middle-passage passengers (in double-occupancy) with the standard design. The deck plans are split across two pages (one deck each) for all four variants along with a ship specifications listing. The four standard variants described are:-

  • Standard model
  • Colony Ship
  • Armed Merchant
  • Missile Ship

The colony ship utilises four out of the six pods to accommodate 440 low berths for colonists. The two remaining pods at the rear retain the normal cargo capacity. Upon landing, the cargo pods can be detached and used for accommodation.

The armed merchantman variant is equipped with additional hard points to help defend against pirate attacks; it should be noted though that the Atlas isn’t the ultimate freighter with plenty of armament and cargo capacity. The Atlas has no hull armour so if you get hit, the ship will take an amount of damage which could seriously impair the it. The advantage being is that if you can get an overwhelming strike in first, you are more likely to survive and beat your opponent.

The final variant is the missile ship; this is another bonkers variant (like the Rucker-class missile ship in SOCS16) where a substantial amount of the ship has been converted to carry missile launchers and ammunition. Page 33 illustrates this perfectly, with missile bays opening from the top of the cargo pods, launching their deadly cargo. Even a missile ship of this size has some limitations in that only two pods can launch at once at the same time as recharging the next two bays and bring them online to launch. Seven reloads of missiles complete the cargo bay usage.

Along with the full descriptions of the four Atlas variants, you also get specifications and deck plans for the Utility Pinnace and Ships Boat. To round the book off, you get an NPC ships captain and twelve adventure seeds, split equally between traders and military to cover all the variations of the Atlas.

This is another cracking book from Gypsy Knights Games with usual high quality writing from Michael Johnson and illustrations by the aforementioned artists. The Atlas reminds me of the ‘Python’ in the space trading game ‘Elite’ on the ZX Spectrum. It was the ship everyone wanted to take on and beat (aside from the Thargoids…!) – but you would get your ass kicked if you weren’t well armed! Definitel well worth picking up from Drivethru RPG; I would like to thank John Watts of Gypsy Knights Games for very kindly sending me a copy of the book to review.

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Alegis Downport 2017 in Review

It’s 2017 and it’s time for the inevitable review of the year. To be honest, I was expecting the usual email from with a breakdown of my stats, but it never arrived. Looking at other websites I subscribe to, they haven’t been posted either, so I wonder if WordPress has changed its policy and is no longer sending these out? Oh well. 

Dad – stop taking pictures of me for your bloody blog!

I like to do a site stats review as it gives me some idea of what posts are the most popular, where I get my visitors from as it gives me some sort of idea of what to write over the coming year. So, without further ado, lets have a bit of a look what people found interesting at Alegis Downport…

Total number of visitors for 2017 was 5400; this is fantastic and nearly a 50% increase on last years total number of visitors of 3716. Average per month has gone up from 309 last year to 450. The most popular day was the 12th of September with 114 views and there are now 111 articles on the blog, up from 86 last year. Top three countries that my visitors came from were the United States of America, United Kingdom and Canada. The most popular day was the 12th of September with 114 views and there are now 111 articles on the blog, up from 86 last year. However it’s nice to see some visitors from as far away as Taiwan, Ecuador and New Zealand! I have tried to make a concerted effort to get posts done on a regular basis, though the start of summer are still low points with posts and number of visitors.

The top three posts were ‘Traveller Rules and Near Space’, ‘The Fantasy Traveller’ and ‘The Space Patrol Review’. The first and last of these I suspect are linked from Facebook (even though I’m not on Facebook) where a number of referrals have come from. The middle post shows the continuing interest of using and converting the Traveller rules set in a fantasy environment. Overall, its the reviews (especially for Gypsy Knights Games and Stellagama Publishing) products that generate the bulk of the traffic to the website.


I don’t see much need to deviate from current writing plans, I intend to continue to write reviews as products are sent over to me, but also still put in some variety with ‘The Fantasy Traveller’ series and the occasional single, non-series article (my Traveller Ships Crew Miniatures post seemed to be incredibly popular). I do publish thanks when publishers send me products to review, but I would like to send a couple of ‘big’ thank you’s – to John Watts and Omer G. Joel, of Gypsy Knights Games and Stellagama Publishing respectively who are very kind in sending me over copies their latest releases to review. Gents – I very much appreciate you doing this and this blog would be less without your support! I would also like to thank each and every visitor, from wherever in the world you may be; your support by visiting Alegis Downport, posting comments and ‘likes’ (not just here, but on Twitter as well) is really appreciated! 

I hope 2017 is safe and healthy for you all – best wishes, Steve.

PS – a couple of releases just appeared on DrivethruRPG – SOCS17: Atlas-class Freighter by Gypsy Knights Games and Far Horizon by Zozer Games, the former I’ll be reviewing shortly!

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Horizon Survey Craft Review

For my last blog post of 2016, I’m reviewing the Horizon Survey Craft by Zozer Games. This is a free download available at Drivethru RPG and is compatible with the Cepheus Engine game rules. It’s a book that seems to have been on DTRPG for a while having being added to their catalogue back in 2012 but for some reason, I never saw it on Zozer Games product listings until recently, probably because it has recently been updated to the CE rules set.

The books ten pages of content starts on the third page (cover being first, with credits on second) with a brief mention of the setting it is designed for (Orbital 2100 / a TL9 setting) where humanity has conquered the solar system. There are no Zimm / jump drives – everything is using near-current (believable) technology and the limits that imposes. Earth and Luna are in a state of Cold War and look to gain advantage over each other, with the prospect of war never far away. For more on this background, why not take a look at the Orbital 2100 setting? I reviewed the book back in January 2013 – the product was called simply ‘Orbital’ then, before the update to the Cepheus Engine rules and name change to Orbital 2100.

The remainder of this and the following page describes how the Horizon Survey Craft came about, its game specifications (100dTon ship), specifications for the 5dTon Spider lander which it typically carries and external appearance. You then get a page of deck plans, showing all six decks and their components. You then get a one and a half page walk through with the pilot from end-to-end of the ship; this is a good way to add a description of the ship without getting too dry about what each deck is like. There is a brief mention of the variants available of the ship, a notable one is the type which has extra sensors and is used to keep an eye on Earth activities without drawing too much attention, much like the Russian trawlers that used to monitor UK military activities in the 80’s and 90’s. To round the book off, you get the stats for the pilot mentioned earlier and three other crew members of an example ship, the DRV 364 ‘Red Shift’.

As a free download, the Horizon Survey Craft is a bargain and contains more content than some paid-for single-page scenario’s. You don’t get any 3D art like some books, simply the deck plans and a simple drawing of the external view which is more than adequate. The book could be used in almost any setting that is at least TL9, or one where low-tech spacecraft are still used. It’s nice to see specifications for more primitive spacecraft types for 2D6 sci-fi, something that was in short supply a few years ago for the Classic Traveller rules set. Well worth a download – you never know when it may come in useful for your games!

As this is the last blog post of 2016, I’d like to thank all my visitors and people that have commented on the blog. WordPress will send me a stats summary in the next couple of days, but I know that there has been a rough 50% increase in visitors this year, which has been absolutely fantastic! Thanks again, here is to a safe and happy new year!

Posted in Cepheus Engine, Classic Traveller, Mongoose Traveller, OGL | Tagged , , , , | Leave a comment

The Space Patrol Review

The third in my big blog posts for this Christmas holiday is a review of the Stellagama Publishing book ‘The Space Patrol’, a supplement for the Cepheus Engine 2D6 sci-fi gaming rules. It can be purchased from Drivethru RPG for a currently discounted price of $8.39 (normal price $11.99) as a watermarked PDF containing 102 pages.

Various forms of law breaking can take place, depending how far you are away from the core worlds of any established space-faring empire / federation. The space navy is more concerned with the larger issues of maintaining security such as defending against planetary invasions or large-scale pirate attacks. So day-to-day law enforcement falls to the Space Patrol; they deal with criminals, investigations, chasing down perpetrators and crime prevention. Local law enforcement is managed by planetary law agencies, the Space Patrol works with them with what happens in between worlds, within their area of jurisdiction.

In some ways, members of the Space Patrol could be considered to be the ‘Paladins’ of the space ways (without the religious element); they have to have a great deal of integrity, self-sufficiency, high morals and professionalism as they spend a great deal of time on their own or in small teams.

The book (written by Richard Hazelwood and edited by Omer Golan-Joel, Josh Peters and Kathy Hazelwood) and begins by looking at the Space Patrol with a short introduction and overview of the book and any required materials. The next seven pages then describe the history of the organisation and its mission; this is where the book really hits the ground running with an extensive description of the different types of law and how this fits within the Space Patrol’s mandate. This doesn’t just cover space-related law, the difference between public and private law is described with everything from commercial law to major crimes are detailed. I think this is an important aspect and most definitely worth covering to the extent that the book does; It may seem boring, but by making good use of the different types of law, the referee can set up scenario’s that cover end-to-end an event that Space Patrol characters get involved with, to the evidence-gathering,  investigation process and finally judgement.

I mentioned earlier that Space Patrol characters have to have high morals and absolute integrity; it would be all too tempting to capture a bunch of criminals with their ill-gotten gains in the depths of space and hide all the cash on some remote asteroid for collection at a later date. The space patrol deals with this situation with the ‘Prize Money’ aspect. This is awarded to its crews based upon the value of the confiscated items, as a percentage. The Navy takes a dim view of this, but its a system that works for the Space Patrol.

Mentioning the Navy, there is some overlap with the Space Patrol and more often than not, their paths will cross and they will have to work together to enforce the law. This is covered in the ‘Jurisdiction’ section, which then leads nicely into the part which covers ‘Interstellar Law Enforcement’. A planets UWP is used to build some rules around its legal characteristics which finishes with how sentencing is handled.

Once you suspect criminal activity is taking place, how do you go about investigating it? The book describes how to obtain a search warrant and gather evidence. Again, this is extensively described – and if you are successful in getting the crim into court, the book covers the types of trials and the results (sentencing) that can form the outcome. Because the process can get a little complicated, you have a useful example which walks you through the procedure.

The next section looks at the Space Patrol Organisation and career development, building on the careers that are available in the Cepheus Engine rules. You are taken through the career development, ranks, commissions, awards and mustering out. You also get a couple of tables with the service skills that can be gained.

You also have some advanced career options with the introduction of two new concepts: gaining allies or enemies. These are either friends who could help the character at some point or people who could hinder the character. You don’t get one of these with every option on the survival or event tables, but there is enough chance you’ll pick one or the other along the way which the referee can use to challenge player characters at a later date.

The Space Patrol isn’t much of an organisation that lives up to its name, without spacecraft. The next section describes the range of TL12+ ships that the Patrol usually uses (a total of ten are detailed) along with three of these with colour illustrations by Ian Stead and their associated deck plans. Continuing the equipment theme, you get a detailed breakdown of what standard equipment the patrol has in its disposal; kit such as the specialist Vacc suits the patrol uses, battle dress and combat armour. The Patrol’s ships are limited by Imperium edict in that they can’t exceed 2000dTons in size, so as not to entrench on the Navy. The Patrol has a large number of wide ranging powers, some of which could be more powerful than the Navy, so they have to be kept in check somehow.

Now that you have the legal and technical aspects of the Patrol, you are then presented with a section on Space Patrol campaigns. The basic structure of having a Space Patrol is by having an interstellar empire behind it. However you get a list of variations on this structure so you have the most flexible approach available for whatever your current ‘universe’ is like.

The penultimate section is pretty extensive (22 pages) detailing a number of Space Patrol non-player characters ranging from senior figures in the Space Patrol; investigation NPCs, officers and an inspection team and ship crew members. You also get the stats for six of the most wanted criminals in the subsector – there are some very nasty pieces of work presented here who would be more than a challenge for Space Patrol player characters. The final section details eight adventure seeds (roughly one per page, so you get a lot of detail) to help get the referee started.

Whilst reading the book, it reminded me of a number of paintings that the great sci-fi artist Peter Elson produced, which were featured in some of the Terran Trade Authority Handbooks (TTA): I’ve linked (but not copied) these which may be helpful in some visual inspiration when reading the book. I hope you find them useful!

Pirates of the Asteroids

Trader to the Stars

Prime Number

The Rim of Space

This is a really comprehensive and detailed book on an important service in an established interstellar empire. Though the book is light on illustrations (there are pieces by Ian Stead, Axel Lofving, Luigi Castellani plus some from fotosearch stock photography) you get a very well written book that clearly presents each aspect of the Space Patrol and how the organisation operates. It’s interesting to read but detailed enough without getting too heavy (especially on the legal stuff). This is a very useful supplement that can be used in a number of backgrounds and is flexible enough to suit a number of tech levels – a highly recommended purchase for your RPG library! I would like to thank Omer Golan-Joel for kindly sending me a copy of The Space Patrol to review.

Posted in Cepheus Engine, Classic Traveller, Mongoose Traveller, OGL | Tagged , , , | 6 Comments

SOCS16 Rucker-class Merchant Review Part 2

First off, I’m truly saddened to hear of Carris Fishers passing earlier today. Though I’ve never been a ‘fan’ of the Star Wars universe like I have other imaginary worlds, I’ve always enjoyed the films and was inmensely pleased to hear that the original characters were joining from SW:TFA onwards. She led a colourful life and I have a lot of respect for her talents and her artistic skills in acting and writing. She will be sorely missed.

Rucker-class Merchant Design Notes

Following on from my last blog post reviewing the SOCS16 Rucker-class Merchant; in case anyone is interested, I’ve taken some snapshots of the 3D views from my modelling software AC3D, which I used to build the original Rucker. I suppose you could call them ‘designers notes’? I wanted to show the underside and what the landing gear looks like, which is missing in the SOCS16 book. I used this model for the cover of ‘The Lost Girl’, where the ship is a matter of a few feet off the ground, kicking up dust just before touchdown.

The landing gear at the front is a couple skids that retract from the underside of the ship. The two back legs are telescopic, needed as they have a greater distance to cover before becoming level with the retracted front gear. The rear feet have ‘pyramid’ studs to help provide grip once on the ground. The feet can be angled slightly to provide a flat ‘foot’ in respect to a tarmac’ed surface, for example at a space port.

I’ve also found the original sketches of the Rucker I made when John Watts of Gypsy Knights Games commissioned me to design the ship back in 2012. I’ve taken a couple of snapshots which I’ve repoduced here:-


The first sketch in the image above (top left hand corner) has the Rucker’s wings much lower than the final design. I felt that it would make the ship too aircraft-like and moved the to the top of the wing surfaces were almost in line with the top of the main body. Most of sketch involves where the sections along an extrusion have to be modified, in order to make a curved surface. It also helps to work out the number of sections I have to count when specifying an extrusion.

My Rucker Merchant Crew

Over the past few years, I have been running a sort of solo game based around my own rules for trading and diversionary adventures. I call them ‘The Elite Traveller’ rules, where I used the Classic Traveller book 3 trading rules modified with additional encounters – its sort of inspired by the space trading game ‘Elite’ which I used to play on the Sinclair ZX Spectrum and Atari ST, hence the name. The crew (motley, of course) originally started with a Type-S Scout ship but part way along happened across an abandoned Rucker-class, with a mysterious female passenger, Ki. She has joined the crew and after being attacked by two military ships of an unknown type or identification, half of the original Far Horizons crew were killed.

Now all that remains are the following crew, looking for additional crew to join them at a starport, at the same time as trying to work out what Ki’s background is and why she appears to be being followed.

Rucker-class Merchant ‘Far Horizons’ Ship Registration ID: 271156

Current Crew Members (Classic Traveller Stats):

‘H’ Harry Slattery (rank General)

UPP AAC9A7 30 years old, 3 terms completed. 6′ 3″ tall. Looks like Clint Eastwood from the Dirty Harry films, with a bit less hair and longer side burns. Benefits acquired: 33000Cr, middle passage, gun – SMG, +2 education.:

Gambling-1 Vehicle-2 Blade Combat-3 Medic-1 Rifle-1 Tactics-1 SMG-2 Air/Raft-1 Electronic-1

The leader of the group, Harry is a grizzled veteran who was promoted and lucky in his army career. He met Robert during a visit to Regina and the two struck up an unlikely friendship through a love of bad sci-fi shows and Scottish malt whisky. Harry promised to help pay for some repair work on Roberts newly-aquired scout ship and the pair have had a agreement ever since. As they needed a crew to help run the ship, they advertised for additional crew members. The first of which was Dexter. Harry carries a rather special handgun, modelled on the ‘Robocop’ Beretta M93R. He had the gun specially made after seeing a similar thing on an ancient Terran TV show, its cost was 2000Cr.

Robert the Persian (ex-Merchant, achieved rank of Captain)

UPP 46A686 38 years old, 5 terms completed. Looks like: Robert the Persian from the American Road Trip special of ‘Top Gear’. Benefits acquired: 35000Cr, 3 guns, Blade, Suleman class scout ship (now sold)

Pilot-2 Steward-1 Navigation-3 SMG-1 Streetwise-1 Gunnery-1 Bribery-1 Blade Combat-1
Robert was an owner of a free trader after working his way up to the rank of captain, but due to some bad debts had to sell it to pay them off, along with his old crew. He eventually had enough money left over to buy a battered scout ship. After a couple of runs, he ended up at Regina where he met Harry. He smokes very bad smelling herbal cigarettes and is contunually unshaven and sweaty.

Dexter Yamunkeh (ex-Scout)
UPP 788876 26 years old, 2 terms. Looks like: Jackie Chan (Police Story, 1985). Benefits acquired: 50000Cr

Gun Combat-1 Vacc Suit-1 Electronic-1 Jack-o-T-1 Pilot-1

Dexter is of Chinese ancestry and unfortunately didn’t have a great time in the scouts, leaving after two terms. He drifted around a couple of starports before finding himself at a bar where he saw an advert posted by Harry and Robert. As Dexter has some useful skills to bring to the crew, they took him on. He keeps a pet badger named ‘Alf’ which he keeps in his stateroom; Gordon continually winds Dexter up by threatening to turn the badger into a sort of hat.

Gordon Burns (ex-Marine, achieved rank of Captain)

UPP B9A977, 35 years old, unknown number of terms (won’t reveal). Looks like: Jesse Ventura (Blain in ‘Predator’ 1987) but with grey hair and fuzzy beard. Benefits acquired: Dagger, 0Cr.

Brawling-1 Dagger-1 SMG-2 Vacc Suit-1 Rifle-1 Revolver-1 Cutlass-1 Electronic-1 Engineering-1

Gordon is from a proud Scottish family and joined the Imperial Marines at 18 years old. Always having a love of guns and weapons (not matter whether its something that can be picked up or if its attached to a traders upper turret), Gordon built up a great deal of experience involving ship-borne and planetary surface actions. Gordon won the respect of Harry and Robert after intervening in a bar room brawl, where they were both outnumbered in a dodgy bar on Regina. Gordon fought off all the attackers and the three of them walked out, leaving the destroyed bar.

Somewhere along the line, Gordon learnt ship engineering skills, but lost all of his money at the same time. He is the ships engineer when needed. He usually sports a white t-shirt with ‘No, I will not fix your computer’ in blue lettering or another t-shirt with the lightning symbol and the logo ‘Flash’ from a late twentieth century sci-if film. He also has an extensive collection of hats which he changes every day, favourites being a knitted Pom-Pom hat in light blue and orange knit or a Tam O’ Shanter with comedy red hair. This is usually designed to elicit comment so a fight can be provoked.

Ki (Zhodani runaway) Prole (ex-Government clerk)

UPP 889799, 26 years old, 2 terms. PSI-12. Looks like Quora in the film ‘Tron: Legacy’. Benefits acquired: Cr 10000.

Admin-2 SMG-1 Computer-1

Ki was picked up when the Far Horizons crew was visiting a frontier world. She is on the run from the Zhodani military who want to use her high psi skills against her will. Taking pity on her and after helping the crew out on a few occasions, she has now become the latest member of the crew. When needed, Ki can be the ships steward. This can prove to be useful in extracting information from passengers, due to her high PSI ability.

One of the days I’ll be converting this crew (and rolling up a few more characters to complete the ships compliment) to run in the Clement Sector and Cepheus-Engine rules. In the meantime, I hope you have enjoyed the past couple of posts about the Rucker; in the next one which will be out before the new year I’ll be taking a look at ‘The Space Patrol‘ by Stellagama Publishing.

Posted in Cepheus Engine, Classic Traveller, Mongoose Traveller, OGL, Uncategorized | Tagged , , , , , , | 4 Comments