Category Archives: Games

BRP Bestiary: Wugs!

Wherein your humble scribe presents a couple of monster writeups he’s using as the primary antagonists in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Deep in the dreaded Bonenettle Swamp is is said that one may encounter the Wugs – horrible humanoid toadmen who worship dark gods. These creatures, the old stories say, were once human like you or me, but became corrupted by the foul entities they revere. They speak a maddening, blubbery tongue and perform terrible rites using lost children and unwary adventurers as their sacrifices.

Wug Warrior

Wug Warriors spring into combat on their powerful jumping legs, and in the round that they move in this fashion their damage bonus increases by one step.

Wug Warrior, A Toadman With A Point To Make

STR 3d6+3 (14-15)
CON 3d6+2 (13-14)
SIZ 1d6+8 (11-12)
INT 2d6+3 (10)
POW 3d6 (11)
DEX 2d6+6 (13)
APP 2d6 (7)
MOV hop-8

Average HP: 12
Average Damage Bonus: +1d4
Morale: 75%

Armor: 1d6-1, Leather Armor & Tough, Rubbery Skin

Attacks: Spear or Club 45%, damage 1d6+1+db (1d6+2+db if used 2-handed)
Round Shield 35%, damage 1d3+db
Claw/Claw/Bite 25%, damage 1d3/1d3/1d2 (+db)
Grapple 25%, damage special

Skills: Dodge 65%, Hide 85%, Jump 60%, Listen 35%, Spot 40%, Stealth 65%, Swim 45%

Powers: none

Wug Shaman

Like their larger and more martial brethren, Wug Shamen are able to leap into combat, increasing their damage bonus by one step (on average from none to 1d4) when they do. More often, though, these crafty toadmen rely on the spells they possess to handle their enemies. Wug Shamen typically wear large, heavy copper torcs which act as armor as well as serving as a cultural indicator of their role within the tribe.

Wug Shaman, A Toadman With A Trick Up His Sleeve

STR 3d6 (11-12)
CON 3d6 (11-12)
SIZ 2d4+4 (9)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV hop-8

Average HP: 10
Average Damage Bonus: none
Morale: 65%

Armor: 1d4-1, Torcs & Tough, Rubbery Skin

Attacks: Spear or Club 35%, damage 1d6+db
Claw/Claw/Bite 20%, damage 1d3/1d3/1d2 (+db)

Skills: Dodge 65%, Hide 85%, Jump 50%, Listen 40%, Perform: Ritual 40%, Spot 45%, Stealth 55%, Swim 45%

Powers: Magic spells, typically including Charm Person 30%, Haste 25%, Heal 50%, Hold Person 40%, Restore Fatigue 40%

Traveller: The Crew Of The Free Trader Nobuharu

Wherein, in honor of the currently still free (through December 31st) classic Traveller Starter Edition, your humble scribe presents a group of characters for (classic) Traveller. All of these were rolled up by-the-book using said Starter Edition.

Working their way through the Claybourne Subsector, the crew of the Free Trader Nobuharu – brainiacs all – have found themselves a bit short on this month’s payment. Not wanting to lose possession of the one thing that sets them apart from the rest of the rabble, these streetwise geniuses have stumbled upon the Governor of Posada’s need to have a trio of “embarrassing” individuals escorted “elsewhere” in the subsector. The ladies in question don’t seem particularly difficult to deal with, and their high passages – as well as a generous “discretion bonus” – have been paid for in cash. What could possibly go wrong?

Wes Galinol
A67C78 Age 34 4 Terms (Service: Merchants, Final Rank: Captain)
Jack of All Trades-2, Streetwise-3, Steward-1, Pilot-2
Free Trader
Cr25,000

Vicki Bergeron
548A79 Age 38 5 Terms (Service: Merchants, Final Rank: 1st Officer)
Streetwise-2, Navigation-3, Steward-1, Jack of All Trades-1, Electronic-1, Pilot-1, Gunnery-2
Low Psg
Cr50,000

Ulysses Kielty
685B98 Age 22 1 Terms (Service: Navy, Final Rank: Lieutenant)
Medical-1, Navigation-1, Engineering-1, Computer-1
Cr20,000

Octavio Basilio
C73BB6 Age 38 5 Term (Service: Marines, Final Rank: Force Commander)
Cutlass-1, Leader-4, Admin-1, Tactics-3, Revolver-1
Cutlass, TAS
Cr30,000

Barbarians of Heavy Metal Design Diary 8

PART 8: WARP TRAVEL

Hey, Nathaniel here. After a bit of a delay due to a host of other stuff on my plate, I am now ready to divulge the basic tenants of Warp travel in the BoHM universe. This is important because any adventure game on an interstellar scale needs a coherent underlying rationale for the ability to travel faster than light in order to fully flesh out the ramifications of that technology on the rest of society. In our case in particular, what exactly led to an intergalactic society of rockers, punks and metalheads in general? Remember, what is being put down here is still in a rough, conceptual stage, but it should give you a good idea of the direction I’m going in. As always, comments are appreciated.

Now, I have to say that there has been a LOT of thought going on behind the final ideas presented here (a there will probably be a great deal more once writing commences) and not just on my end. I have to give a big shout out to two folks, Aaron Smith, whose comments have constantly kept me from drifting too far from the thematic basis of the game,  and LTCMDR Tom Mays, my oldest friend and Mister Physics, who helped me ground it in some basic ‘reality.’

With those necessary credits issued (and the both of you will be included in the credits of the game as well), here’s the nitty-gritty on riding the warp of space…

How It All Came About – The Birth of the Precogs

‘Back in the Day’ (the term used by the modern headbanger to refer to the pre-war past) scientists started to discover more and more about the ‘superstrings’ that formed the underlying superstructure of the universe. Eventually, Harmonic Resonance Technology came about allowing the scientists to ‘pluck’ those strings and affect the physical universe in a variety of ways using special ‘Forks’ whose vibrations resonated in a ultra-high frequency that transcended physical dimensions.

It was during these experiments that certain researchers started having vivid audio and visual ‘hallucinations.’ It turned out that certain people (almost uniquely women, as the mutation required two X chromosomes to function properly) had a very special ability which allowed them to see and hear the disturbances in real space caused by the manipulation of superstrings.

Once they had these initial hallucinations and their ‘hyperspatial sense’ had been stimulated even further by further experimentation, their perceptions got sharper and they could eventually, with concentration, even see and hear the basic harmonics behind the universe itself. With this ability they could perceive the flow of local events and this gave them a predictive power, bordering on actual precognition,  that made them very useful indeed (and which would eventually lead the universe into the apocalyptic horror of  the Thousand Psychic Wars).

Into The Warp

Of the many things the Precogs could see, the most useful of all was the warping of space caused by the manipulation of superstrings in the ultra- ultra-high frequency range. These folds, being of space and not inside it, could be set to move at incredible speeds that transcended all the physical limitations of interstellar travel.

Eventually the scientists and the emerging precog class learned how to move a ship ‘between the curves’ of this warp in space, into a hyperspatial interface generated by two layers of space-time in close proximity to each other, and travel across vast interstellar distances became possible.

This travel was not without its dangers, however. A Warp travels through a universe of mass and energy that vibrates on numerous frequencies and creates harmonic disturbances that can throw it all over the place like a leaf on the wind. It was here that the true value of Precogs was recognized as they could see these disturbances and, by manipulating the Harmonic Forks empowering the warp, steer it in the right direction. Thus interstellar travel was established and the Warp Riders became a power in their own right (eventually dividing into three competing Sisterhoods: Ouranos’ Daughters; Hermes’ Brides; and the Mistresses of the Mysteries).

Warp Mechanics

Warp ships are made up of three very important parts. The first is an array of rather specialized harmonic resonator forks that not only generate the fold in space, but create the wormhole that allows the ship to pass into the hyperspatial interface between the folds.

The second is a hull made up of Vibranium, an extremely specialized  alloy used in the creation of Harmonic Resonance Forks. This acts to help amplify the forks function and protect the ship in Hyperspace and outside it [Ed. I’m still working out the ramifications and possibilities of Vibranium].

The third is the Warp Rider herself, the Precog who can hear the music of the universe inside her head, see the waves of  convergence and dissonance and then play her 6 Dimensional String Manipulator (which takes the form of some sort of musical instrument) to move the warp.

Controlling a Warp Ship in flight in real-space is done by normal stellar navigation. To transcend physical space a Warp Rider must play the Superstrings to create a fold. Once the fold is created, the Warp Rider uses a discordance to rip a hole through space-time and into the Hyperspatial interface so that the ship can maneuver inside it. After that, they begin the musical manipulation of the superstrings in earnest and the Warp Fold is set in motion, like a wave in space-time.

Once in the fold of space, it is the musical virtuosity of the Warp Rider that controls the direction and speed of the Warp Fold. The harder the music rocks, the tighter the fold, the faster  the potential flight. They have to take care, however, as too tight a fold will cause the two sides of the warp to touch and become a singularity which crushes the ship and everything within 1000+ kilometers of it into a point before (assuming it wasn’t foolishly created close to a large stellar mass) dispersing.

Along with plotting a flight to distant stars and knowing how to compensate for interstellar movement and the like, The Warp Rider also listens to the harmonics of the universe and watches the waves of discordance as they pass around the warp and then plays to compensate and push the warp in the right direction. On smaller ships a single Warp Rider can control the miniscule fold created relatively easy, but the Harmonic Resonance needed to push folds that can encompass larger ships or even entire fleets requires a whole band or even a choir of Warp Riders to play in unison, with a leader known as the Navigatrix acting as the band leader. The whole group functions in a manner very similar to a jazz ensemble, playing to a set path, but also improvising to counter unexpected distortion from the universe.

Once the Warp Fold reaches its destination just outside a star system (going into a system can potentially collapse the fold with the ship still inside it as the extreme masses of the planets and suns overwhelm the Warp Riders ability to compensate, although the more talented they are, the closer in they can get) the Warp Rider slowly releases the fold, flattening it out and then moving the ship out of the Hyperspatial Interface and back into real-space.

The Silence & The Fury

There are pockets of space where, for whatever reason, the superstrings of the universe are so flaccid or broken that no sound can be brought forth from them. Initially, these pockets were rare, constrained to areas where dark matter is in such abundance that it collapses any waveforms before they can be created, like a universal sound cancelling effect or an interstellar calm. These areas said to be ‘Cursed by The Silence.’ There are other areas where the noise from extreme stellar phenomena like massive quasars drowns out all other attempts to manipulate the superstrings. These areas are said to be ‘Ravaged by The Fury.’ Black Holes can qualify as both Silence and Fury, flipping from one to another at random intervals.

Both of these areas can have adverse effects on a Warp Fold. The Silence will prevent any manipulation of the fold causing the Warp to move uncontrollably towards an unknown destination. Even worse than that, the cancellation of all harmonic resonance will sometimes cause the fold to flatten out, forcing the ships inside to make an emergency re-entry into real-space where they will remain stranded until they can leave the Silence behind by way of real-space travel (which can take decades or even centuries).

The Fury will blind a Warp Rider and send the Warp off in Lord only knows what direction, sometimes in several different directions in rapid succession, so that by the time they emerge, they could be anywhere. It can also cause singularity collapse and a host of other problems, as the insane vibrations of the strings around the disturbance cause energy discharges in the Hyperspatial Interface analogous to the electrical storms on Jupiter. Again, a ship can be forced out of the Warp Fold and into a real-space from which they can only escape by slow physical travel or by risking their own destruction trying to create and enter into a new Warp Fold.

Pockets of The Silence and The Fury occur naturally, but they can also be caused artificially. This occurs in areas in which Harmonic Resonance is used as a weapon on such a scale that it tears space-time apart, breaking or stretching out the strings or setting them to vibrate eternally without end. The Thousand Psychic Wars saw just such a scale of universal destruction and for that reason, travel between the stars has been reduced to limited routes of known ‘clear’ space, which are meticulously marked on astronavigational charts. This has led to interstellar trade routes and borders being formed, restricting the ability of the various petty baronies, kingdoms and fiefdoms to engage in all out war without a well established route to attack along (which often requires such a large number of temporary alliances, sweet deals and pacts of non-aggression that the initial diplomacy to clear the way can be more difficult and costly than the actual conflict itself).

The destruction in some areas of space was so complete that some systems are cut off entirely from any kind of interstellar travel, the Earth in particular, which no one has been able to visit in over 300 years. While there may, indeed, be paths to these lost systems, it takes a great expedition to find and chart them again, and while there are entire companies devoted to re-forging these paths across the galaxy, most believe Earth to be lost forever, as the few who have set out to find a way back to humanities home-world have never returned.

Up Next: Random Subjects of Interest

Skulking Though The Necropolis…

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

Now why on earth are your players rummaging around in a cemetery? Is the entrance to a dungeon hidden in one of the graves? Did the Thieves’ Guild hide something with someone who will tell no tales? Did a certain Doctor hire them to bring back a few spare parts? In any case, if all they have to do is make a beeline for a specific spot then you probably don’t need this chart. But if they have to hunt, or if you want to add some flavor, grab those dice and get to rolling.

Date Of Death, 1d4

  1. Distant Past (100+ years ago)
  2. Long Ago (21-99 years ago)
  3. Recent Past (10-20 years ago)
  4. Recent (0-9 years ago)

Headstone Type, 1d6

  1. Unmarked Grave
  2. Simple ground-level grave marker
  3. Classic “Tablet” Tombstone
  4. Monument
  5. Statuary
  6. Mausoleum

Language Of Inscription, 1d8

  1. Common
  2. Human Dialect
  3. Druidic
  4. Elvish
  5. Dwarven
  6. Arcane Script
  7. Human Dialect
  8. Common

Condition Of Marker, 1d10
(roll again for offering: 1-6 none, 6-8 fresh flowers, 9 foodstuffs, 10 unique: a bottle of wine, a filled pipe, a deck of cards, etc.)

  1. Weathered, appropriate to age
  2. Weathered, unnaturally so
  3. Graffiti-covered
  4. Vandalized
  5. Shattered
  6. Recently cleaned
  7. Well-maintained, appropriate to age
  8. Well-maintained, unnaturally so
  9. Cracked & chipped
  10. Fallen over

Age At Death, 1d12
(see Labyrinth Lord Advanced Edition Companion, p. 23 for ranges by race)

  1. Infant
  2. Child
  3. Adolescent
  4. Adolescent
  5. Adult
  6. Adult
  7. Adult
  8. Middle Age
  9. Middle Age
  10. Middle Age
  11. Elderly
  12. Venerable

Ornamentation, 1d20

  1. Unadorned
  2. Holy Symbol
  3. Holy Symbol
  4. Arcane Symbol(s)
  5. Horse & Rider
  6. Angel, full
  7. Angel, wings only
  8. Book
  9. Scroll
  10. Vines/Roses/Tree(s)
  11. Military Insignia
  12. Nationalist Symbol
  13. Sword, or other weapon
  14. Shield
  15. Animal (bird, dog, etc.)
  16. Soldier
  17. Crown
  18. Hammer & Anvil, or other sign of craft or trade
  19. Celestial Insignia (planets, sextants, etc.)
  20. Likeness of deceased

Examples – Because They’re Fun

  • This simple ground-level marker bears the insignia of the Duke’s Infantry and marks the resting place of an adolescent who died some 13 years ago, during the bitter war between Dryndland and Nemetstaat. The marble is unnaturally well-maintained for its age, and the inscriptions are in Common.
  • This shield-shaped tombstone likes shattered atop the grave it marks. The fragments, which are written in a dialect spoken by the Humans of the Eastern Continent, reveal that the person buried here died exactly 50 years ago today, after living to the utmost limits of the human lifespan.
  • The middle-aged individual buried beneath this statue of angelic wings died only 9 months ago, according to the Druidic inscriptions found upon the its base. The blatant vandalization of the grave marker stands in stark contrast to the still warm basket of muffins that rests at its base.
  • Buried more than two hundred years ago, the adult occupant of this grave was important enough to warrant a tall monument, which has weathered quite poorly. Numerous baskets of freshly cut flowers have been placed about the its base. No name is given, but the birth and death dates are inscribed in the language of the distant land whose ragged flag honors his interment.

The Duke’s Grand Masquerade

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table-fueled scenario for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

The party has been invited to attend the Duke’s Grand Masquerade in honor of the New Year. A number of other NPC adventurers are present as well, but just who is behind those masks? Roll up a few encounters ahead of time (or fly by the seat of your pants), stir in some intrigue (a devil in disguise? a challenger to the throne?) – et voilà! – instant role-play heavy adventure. And if you need some less-random characters, there’s always the Strange Stones Rogues Gallery.

Character Class, 1d4 (roll again for subclass, if desired)

  1. Fighter (1-2 Fighter, 3 Ranger, 4 Paladin)
  2. Cleric (1-2 Cleric, 3 Druid, 4 Monk)
  3. Magic-User (1-3 Magic-User, 4 Illusionist)
  4. Thief (1-2 Thief, 3-4 Assassin)

Character Level, 1d6

  1. Average Party Level −1
  2. Average Party Level
  3. Average Party Level
  4. Average Party Level +1
  5. Average Party Level +2
  6. Average Party Level +3

Character Race, 1d8

  1. Human
  2. Dwarf
  3. Elf
  4. Gnome
  5. Halfling
  6. Half-Elf
  7. Half-Orc
  8. Human

Alignment, 1d10

  1. Lawful Good
  2. Lawful Neutral
  3. Lawful Evil
  4. Neutral Good
  5. True Neutral
  6. Neutral Evil
  7. Chaotic Good
  8. Chaotic Neutral
  9. Chaotic Evil
  10. Roll Again

Ulterior Motive?, 1d12

  1. None, just having fun
  2. Here to steal something from another guest
  3. Here to steal something from the Duke or one of his entourage
  4. Here to kidnap a wealthy target
  5. None, dragged along by family/friend (bored!)
  6. Here to assassinate another guest
  7. Here to assassinate the Duke of one of his entourage
  8. Here to curry favor with the Duke
  9. None, just having fun
  10. Here to deliver a secret message to another guest
  11. Here to deliver a secret message to the Duke of one of his entourage
  12. Here to win the heart of a lady/gentleman

Mask, 1d20

  1. Cat (Black or White)
  2. Cassanova
  3. Bird (Lark/Raven/etc.)
  4. Jester
  5. Three-faced
  6. Long-nosed, ornate (Gran Naso)
  7. Long-nosed, pain (Peste, Plague Mask)
  8. Venetian, feathered
  9. Venetian, jewelled
  10. Venetian, plain
  11. Butterfly
  12. Wolf
  13. Tragedia
  14. Comedia
  15. Peacock
  16. Leopard
  17. Bat
  18. Horned Devil
  19. Rat/Mouse
  20. Crowned

Sunken London: Echo Bazaar Meets Mini Six

Wherein your humble scribe attempts to emulate Echo Bazaar, using Mini Six.

Introduction

Mini Six is a marvelous and imminently hackable little game. Echo Bazaar is a flavorful and engaging browser-based adventure RPG set in a strange subterranean Victorian London of sorts. Two great tastes that go great together? I think so!

This is really just a little thought exercise and not meant to be too detailed – heck, I’m not even going as far as the microsettings included in Mini Six go – so don’t expect too much. And since I’ve just read that some fairly big name indie RPG folks have acquired the license and will be producing a “real” tabletop RPG for the setting I don’t imagine there’ll be much demand for this. But still, it’s my first official foray into hacking Mini Six, so I figured I’d share.

Attributes

Mini Six uses four attributes: Might, Agility, Wit, and Charm. Oddly, Echo Bazaar also uses four attributes: Dangerous, Shadowy, Watchful, and Persuasive. I figure we’ll just map those over in the semi-obvious order and run with it. Oh, and starting at 12 dice for attributes seems reasonable, though one could easily argue for higher or lower numbers.

Skills

For the most part, skills in Mini Six should translate fairly well to the attribute mapping we just made, with one notable exception: combat. In Echo Bazaar all combat is tied to one’s Dangerous attribute, so I’m sliding every combat skill – melee and ranged – under Dangerous for this hack. Yes, this means that Dangerous is a pretty powerful attribute. But if played right, combat should be far from the only activity in Sunken London.

So here’s the skill list I’ve come up with:

Dangerous
Brawling, Melee, Ranged, Dodge, Intimidate, Stamina

Shadowy
Stealth, Hide, Pick Pockets, Pick Locks, Tailing, Sleight of Hand, Streetwise

Watchful
Search, Tracking, Secrets, Sunken London History & Culture, Investigation, Research

Persuasive
Contacts, Diplomacy, Seduction, Rumors, Oratory, Gambling

Perks and Complications

Echo Bazaar is chock full of things that can be used as Perks and Complications, and since my goal is not to delve too deeply into the setting here, I’m not fleshing this section out. Suffice it to say, though, that a relationship with the Brass Embassy could easily be a Perk, a Complication, or both.

Money And Gear

Money and gear are hard to come by in the early stages of Echo Bazaar, so if you aim to emulate the game you should probably keep the players poor and poorly equipped at the outset. Make those blighters earn that rostygold and those moon-pearls.

Optional Rules

Obviously you don’t need to go this route if you like the default wound system in Mini Six (I hate wound systems, myself) or if you prefer the traditional OpenD6 combat. But me, I’m going with Fast Static Combat and Body Points (where Dangerous is the Attribute that contributes to Body Points).

Two Sample Characters

Because nothing works better to show a setting than sample characters…

Malachai Dunbar
A sly and dangerous gentleman
Dangerous 3D Shadowy 2D+2
Watchful 4D Persuasive 2D+1
Skills: Brawling 4D, Dodge 5D, Investigation 6D, Search 5D, Sunken London History & Culture 5D
Perks: none
Gear: none
Static: Dodge 15, Block 12, Parry 9
Body Points: 32
Armor: none

Edgerina Thrombly
A shadowy and persuasive lady
Dangerous 1D+2 Shadowy 3D+1
Watchful 3D Persuasive 4D
Skills: Dodge 2D+2, Stealth 4D+1, Tailing 4D+1, Sleight of Hand 4D+1, Secrets 4D, Seduction 5D, Gambling 5D
Perks:
Gear:
Static: Dodge 8, Block 5, Parry 5
Body Points: 26
Armor: none

Traveller: Sneaking Stinson Through The Stratosphere

Wherein, in honor of the currently free classic Traveller Starter Edition, your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book using said Starter Edition.

Mustered out on Budapest in the Claybourne Subsector, this group of miscreants is looking for work. One of them overheard a little rumor in the B-class starport bar that there’s a scientist in the capital city who is looking for a group to escort her (or him?) offworld so that he can conduct his research without further interference by the planet’s highly bureaucratic government. Of course, just finding this scientist (Stinson? Simson? What was that name, exactly?) will be hard enough. Getting him (or her?) through the red tape to get offworld might prove to be nearly impossible. Maybe they’ll just go back to drinking until an easier patron comes along…

Ernesto Meltzer
686A48 Age 22 1 Term (Service: Marines, Final Rank: NCO)
Cutlass-1
Cr5,000

Keisha Benton
8CB838 Age 38 5 Terms (Service: Merchants, Final Rank: 2nd Officer)
Steward-2, Steetwise-1, AutoPistol-1, Electronics-2, Jack of All Trades-2
AutoPistol
Cr80,000

Katie Craine
78B674 Age 30 3 Terms (Service: Army, Final Rank: Major)
Rifle-1, SMG-1, Blade-1, Forward Observer-1, Mechanical-2, Tactics-1
Low Psg
Cr30,000

Rodney Calastine
7C78A3 Age 26 2 Terms (Service: Navy, Final Rank: Lieutenant)
Medical-1, Engineering-1, Navigation-1, Pilot-2
Cr15,000

Free Traveller!

Cheers to Dyson Logos for pointing this out on his blog, but in case you don’t happen to read his stuff (and you really should be), the “Starter Edition” of classic Traveller is currently available for free!

It’s a little hinky to download because there are three files and the “Get It Free” button only gives you the first file. You can get the other two either by looking at your order history or by checking the receipt email RPGNow should send you after downloading the first file.

Pretty much everything you need to play classic Traveller is included in the three files, so if you don’t have the King of SciFi Games (or just don’t have it in a digital format), get to downloading, people!