Tiji Sector ProjectSo this is a cooperative project for all of /tg/.The system we will use for system creation will be Mongoose Traveller. I am using the 2008 printing of the Core Rulebook, pg.s 1697 to 181. Any Entry in the Universal World Profile(UWP) may be altered if /tg/ doesn't like the result, but once a world is complete the code is fixed. (additional info is developed using the expanded rules in T5)Currently no world is complete and only tentative descriptions are in place. If anyone on /tg/ wishes to add, correct, or otherwise alter a description, UWP, Trade Codes, or Travel Zone, please green text or otherwise quote the original entry and post it with your submission. This can be done here on /tg/ or on the roll20 Tiji Sector forum.The project is not limited to just building the sector, the cultures and races are also under discussion. Currently the only inhabitants are humans, the scattered Zoani, and the terrifying Coral Minds. Random creature creation can be found on pg.s 69 to 75.The goal is to develop the sector enough to allow gaming groups to adventure and explore using the Traveller ruleset. Keeping with this, some parts of sub-sectors, or even some entire sub-sectors, will have locations of systems that haven't been explored, surveyed, or otherwise documented, letting groups have their own bit of the Tiji Sector just for their game.
roll20 page:https://app.roll20.net/join/558520/CwpvVwPrevious Threads:http://suptg.thisisnotatrueending.com/archive/35586871/http://suptg.thisisnotatrueending.com/archive/35631395/http://suptg.thisisnotatrueending.com/archive/35652246/http://suptg.thisisnotatrueending.com/archive/35706457/http://suptg.thisisnotatrueending.com/archive/35740251/http://suptg.thisisnotatrueending.com/archive/35801160/http://suptg.thisisnotatrueending.com/archive/35822300/http://suptg.thisisnotatrueending.com/archive/35864849/http://suptg.thisisnotatrueending.com/archive/35947193/http://suptg.thisisnotatrueending.com/archive/36084553/
Okay, so I'm gonna take a nap then?
Rolled 4, 2, 6, 2, 1, 3, 2, 5 = 25 (8d6)>>36132193I have some time.Roll then place. Physical dice
Rolled 1, 2, 1, 6, 4, 6, 5 = 25 (7d6)>>36134046*410***-* (Cold)Social dice
*410114-9+Port ? Lo(Cold)One of the two remaining C ports in Imperial space fit the bill, I think.
Rolled 1, 1, 3, 2, 3, 3, 4, 3, 6, 5 = 31 (10d6)>>36134142Assigning to 1108C410114-B * Lo(Cold)Bases
Rolled 4 (1d9)>>36134211Pirate? Really?Let's stretch that to "Private Security" for the corporation that runs the place. No sense of humor, act like they own the place, etc. "pirates".C410114-B C Lo(Cold)Population multiple
Facility 7-6 (Cold, Corporate Base, Private “Security”)Visitors are encouraged to refuel and move on unless they have business approved by MFW, the company which operates the one permanent facility here.
>>36134388A little longer:Facility 7-6 (1108 C410114-B)(Cold Moon, Corporate Base, Private “Security”)Visitors are encouraged to refuel and move on unless they have business approved by MFW, the company which operates the one permanent facility here. Important but mysterious Imperial contracts keep this system in the Imperial Couriers loop, and the small facility and its security force seem well informed. The port is technically Imperial territory, but the MFW security forces discourage casual visitors from getting that far, “suggesting” that they either dip from the outer gas giant (not the one 7-6 orbits) or only go so far as one of the fuel depots conveniently parked around both of the gas giants. Largely automated affairs, these depots offer only unrefined fuel and can suffer from sporadic supply schedules. Many Imperial and RTC traders consider this world effectively independent due to this indifferent public front.
>>36134527Oh nice, work. I like Facility 7-6 and it's very "don't touch anything, don't look at anything, keep moving" vibe. Might need to give it a bit more write up, have it be either a front for fencing pirated ships and goods or a genuine mercenary/privateer company.
>>36135643The attitude can cover a multitude of sins, from government work to shenanigans of all sorts. Spelling it out in too much detail is the function of an adventure, really.
>>36135688Ahh, I see, have it as a hint so rather than set, got it. Good work by the way. I've archived the thread so far, gonna get some sleep and update roll20 in the morning with all the SSB stuff we have so far. If there is little to no activity I'll just bump the thread with musings 'till some anon stops my spiraling insanity.
>>361357657-6 has been added to the PDF document as well.If it is still around I'll bump in the morning, and be back after work Thursday.
You guys still around in this thread?
>>36135859Fading, but awake. Wassup?
>>36135882Just wanted to get in on the action. I've been following the threads for a few weeks, but you guys seem to be knocking off for the night.I'll roll numbers next time If you are still generating.
>>36135859Do we have a Drinax? I can't remember all the system names right now.
>>36135899Drinax is in the OTU, in Trojan Reach
>>36135899Probably not, it's from the Trojan Reach, and Mongoose has an adventure series based around that area. I just thought the name would be a nice touch.
>>36135896We have at least another 20 to 30 worlds to do before this project is at a reasonable benchmark point (ie. most of Alpha Quad). We try to gather a little earlier, as FDM and I are both on Pacific Time. We welcome participation. If you know Mongoose Traveller, we are *cough* mostly*cough* using that version of the world building rules. As long as one of us sees the results so we can archive, chime in, and keep creating, feel free to roll virtual dice and interpret.
>>36135896I'm generally here in the mid to late day PST, so if you want to run some systems I'll be here in about 12 hours. I'll check back in 9 or 10 first.
>>36135974I'n in AEST, so It's early evening. But I'll be sure to monitor when the threads are active. And I've been referring a Game on Mongoose for a little while, so I'm fairly confident with the rules.
Here's the quadrant map. Anything ringed in blue has only two reliable data points: Port and Gas Giant presence. Most of these worlds are going to be pretty rough places, with only the Imperium and the RTC being vaguely nice places that frown on blatant oppression.
>>36136066So is the generation going in a particular order of horizontal/vertical hex, or a pick-one and provide stats (or vice versa)
>>36136066And in the case of subsectors E and F, only the gas giants. The names and UWPs are random, and the systems were generated with no ports on purpose.Max TL is 12, and for most worlds it should be lower. The region is just emerging from a dark interregnum that started with a black war, so dead worlds are possible.
>>36136131For A we rolled pretty much in hex order, while in B we've been rolling then placing more.
>>36136168Alright, sounds good. I'll have a reread of the world generation rules and post some stuff later.
>>36136187Don't worry about being incredibly productive. We're trying to keep this organic instead of just masses of random numbers.
The big map
>>36136187We sort of float in and out of using the Space Opera/Hard SF rules on page 180. If the results are interesting and not too physically implausible, that's a good thing.
I'm here and awake
Rolled 5, 6, 4, 4, 3, 6, 3, 1 = 32 (8d6)Dice
Rolled 3, 6, 5, 5, 4, 3, 2 = 28 (7d6)More dice
>>3614169756 44 36 31Size 9 Atmo A Temp 10(Hot) Hydro 0(both Hot and Atmo A give penalties to Hydro). I like where this is going so far.
>>3614224036 55 43 2Pop7 Gov A Law A Tech 2(min 8)
Where are you gonna put this ball of Hot Ball of Exotic Gas?
Where would be good?
>>36142824Any of the systems circled in blue here: >>36134294 would work fine, this system isn't terribly impressive in and of itself, but it could make a nice tourist attraction or transport hub.
Did some updating on the roll20 page, put the SSB data on sticky and listed what we have so far, very much not complete.
Rolled 2, 2, 2, 4, 3, 2, 4, 2 = 21 (8d6)One of the spots in the middle of the current, maybe.
>>36145600? You mean like 1306?22 24 32 42Size 2 Atmo 1 Temp 5(Temperate, but swings from hot to cold) Hydro 0
Rolled 3, 5, 5, 1, 4, 4, 4 = 26 (7d6)That'd work.
>>3614598235 51 44 4How do you want the Pop? Standard or HS?6 vs 6...huh, go figure.Pop 6 Gov 5 Law 6 Tech (4 + Size +1, Atmo +1, Hydro +1, Gov +1, Min 8) 8
Rolled 2, 6, 2, 4, 6, 5, 1, 1 = 27 (8d6)?
>>3614820226 24 65 11Size 6 Atmo 5, Temp 10(Hot) Hydro 0
Rolled 5, 3, 3, 5, 2, 5, 2, 5 = 30 (8d6)Let's see what we get today.
>>3614926753 35 25 2Pop 6 or 9Gov 7 or ALaw 7 or ATech 2+ This might be a very strange place.
>>36149267>>36149395So, that's;Size 6, Atmo 6, Temp 7 (Temperate), Hydro 6, yeah?
>>36149417oh, not going to continue Anon's system? 5+3(Size 2d6-2) 3+5(Atmo 2d6-7+Size) 2+5(Temp, 2d6 +/- various) 2+5(Hydro 2d6-7+Size-Mods)?676???-?Size 6 Atmo 7 Hydro 6 Temperate(7 no mods for Atmo 7)
Rolled 2, 4, 2, 3, 4, 6, 5, 4 = 30 (8d6)>>36149574I figure anon might want to finish their roll.and another 8d6 for Pop, Gov, Law and Tech?
>>3614966524 23 46 5It's actually only 7d6 for the social roll:Pop 4 or 5 (2d6-2 or 2d6-HS modifiers)Gov 2 or 3 (2d6-7+Pop)Law 5 or 6 (2d6-7+Gov)Tech 5+ (1d6+various)>Fpeeches pailof
>>36149802Do we have many 'Corporate Outposts'?Pop 4: 15,487Gov 2: Corporation/CompanyLaw 5: Visitors are required to authorise visit on planet.
>>36149909Corporate governance is a 1, not a 2. It's what Facility 7-6 is.
>>36150031Oh good point, I was eating while I was reading. A small, democratic society should do just fine then.
>>36149909Gov 1 is Corporate Gov 2 is Participating democracy(everyone gets a vote on everything)
So, the next step is to fill in the blanks?At 1406, Last Reach (1406 E6767425-6)A small society, at the peak of Industry Development.Should I think of more to write about it?
>>36150497Yup, last step is to just fill in the blanks, give it a sentence or two of write up, or more if it's an important system. Some system write ups will literally be: "Gas, Food, & Lodging"
>>36142241so this one is going to 1306?1306 D9A07AA-8(Hot)>>36145669xxxx ?210656-8(Temperate)andxxxx ?650***-* (awaiting rolls)(Temperate)andxxxx ?676***-* (awaiting the decision)(Temperate)
>>36150615Don't forget "Campers". Like its a warning or something.SoLast Reach (1406 E6767425-6)(Temperate)
Rolled 1, 5, 2, 3, 3, 1, 4 = 19 (7d6)>>36150675Its been hours. Lets fill in those rolls
1306 D9A07AA-8(Hot)xxxx ?210656-8(Temperate)xxxx ?650420-6+Port(Temperate)Last Reach 1406 E676425-6(Temperate)
>>36150854Where should those middle two go?
>>36150991Updated map.Both are candidates for Imperial worlds.
>>36150854Would 1106 and 1208 be suitable?
>>36151422The first one would enter the interstellar age at 1106, while the second one would be just at space tech in that spot. This is not the Imperium's most important border, so backwater worlds are not a problem.
>>36151422Those work as >>36151482 this is a pretty soft frontier. There is a profitable trade partner and a "Security Detachment" able to respond to any "incidents" Really the border that needs watching is the Feldspar Alliance.All we need are names for 1106 and 1208>llinkic sense
Rolled 4, 2, 5, 2, 4, 5, 2, 1, 4, 5 = 34 (10d6)>>36151538five base rolls (leaving off the Pirates)
>>361517931208 gets a Scout base, but that's it.
Rolled 9, 2, 6, 1 = 18 (4d9)four population multiple rolls, in hex order.Capt give us Ondowit
>>36152403I'm burned out, gonna grab a bite and read for a bit, might call it a night for me here, but I'll try to keep the thread alive through the night.
>>36152505I'm still looking for a good desert world name.
Yeah, Capt just isn't coughing anything else up right now.
Not really digging it, but we should save it for later.Hmm. "Carox"
>>36153669Like so.Nothing is set in stone, really. but these will work for now.
>>36153727I've spread the rest of the names around, too.Not sure I want to keep the numeric names, but they'll do for now.
>>36153770Yeah, I would say the numerals should not be permanent. Unless we get a roll outcome such as an outpost/barren planet, or asteroid-mining station, I doubt the citizens would enjoy saying "Hey, I live on 945-177!"
>>36154293I'm going to wrap up my local archive and call it a night.
a bump before bed
Just finished work and thought to check on the thread.
Rolled 1, 1, 6, 2, 3, 1, 5, 1 = 20 (8d6)And some dice before I head off into the rest of my day.
Rolled 3, 3, 5, 5, 1, 3, 1 = 21 (7d6)>>36158058Well, that was easy.*000***-*(Cold Asteroids)social
Rolled 2 (1d9)>>36158077*000252-6+Port (8 minimum)(Cold Asteroids)Could be our last Imperial world.Population Multiple
>>36158112And we have Farst
Rolled 4, 4, 6, 1 = 15 (4d6)>>36158112I will roll both bases this time, for reasons.
>>36158237Map and archives updated
>>36158219Farst (1005 D000252-8 S)(Cold Asteroids)The inner system at Farst was once a CORE Lord stringhold, and paid for that privilege by being extensively bombarded with terrible weapons. Very little useful remains in the inner system, but the Imperium studies the remains from one of the only safe areas left, the outer belt. There are more Imperial Surveyors here than permanent residents. BEtween the Scouts ongoing work and the proximity of the Alliance worlds, there is little interest in upgrading the commercial port here. At least one of the three gas giants in the system was also seeded with mines centuries ago, making even wilderness refueling a tricky and dangerous undertaking.
I'm thinking we finish these worlds, head into C long enough to get the rest of the RTC worlds, and then head to E.The upper half of E can be generated using the standard rules, but I think we should consider some downward pressures on population for the rest unless they are Zoani worlds. I think we want a higher than random distribution of deserted and dead worlds.
My archives are now up to date.
>>36158914Yeah, current goals are:Complete SSBComplete RTCBegin SSEI agree SSE should have a lower population on Imperial worlds, but there is going to be 1 or 2 systems colonized by refugees of the collapse.
Off to spend time in the real world. There may be a little time late tonight, but my weekend is otherwise hosed.
Late Friday and all of Saturday/Sunday are /tg/ avoidance days for me. I can't stand the 12yrolds. So I'm done in about 3 hours and won't return to /tg/ until mid to late Monday.