Game Prep: Traveller, 4.14 (Tempest Raiders)

In the original source material, during the caravan or whatnot, the PCs may or may not encounter the oasis children. I’m still planning on that happening, but there are also the threat of ‘spice raiders’ later so what I’m thinking of doing is having the caravan be raided along the way … even if the PCs opt to not go with a caravan, they can encounter one being raided along the way so the PCs may have the opportunity to lend a hand. Even if I don’t have this take place, some of the raiders will show up later, so… better have stats for them.

Raiders in this case (and in fact, all Quopist locals) will have the Martian Drylander template from Biotech. Since these raiders are all tempest users, I’ve applied my revised tempest addict template as well.

Tempest Raiders, 130-point human thug

ST 11 {10}; DX 11 {20}; IQ 11 {20}; HT 11 {10}

Damage 1d+1/2d+1; BL 45lb; HP 11 {0}; Will 11 {0}; Per 11 {0}; FP 11 {0}; Basic Speed 5.5; Basic Move 5

Templates and Meta-Traits

  • Martian Drylander; includes Filter Lungs {5}; Low-Pressure Lungs {0}; Nictitating Membrane 1 {1}; Night Vision 3; Reduced Consumption 1 (Water Only, -50%) {1}; Resistant (Poison) (Common) (+3, *1/3) {5}; Temperature Tolerance (comfort zone between 35°F and 140°F) 5 {5}; Unnatural Feature (Cat-Like Eyes) -1 {-1}
  • Rogue (Traveller: Interstellar Wars)
  • Tempest Addict; includes Enhanced Times Sense (HT seconds immediately after use); High Pain Threshold (lasts HT-2 after use); Lifting ST 4 (lasts HT-2 after use); Striking ST 4 (lasts HT-2 after use); Berserk (12 or less) (Battle Rage) {-15}; Delusion (severe; I am INVINCIBLE), (lasts HT-2 after use); Euphoria condition (lasts HT-2 after use).

Advantages

  • Fearlessness 2 {4}
  • Zeroed {10}
  • Weapon Bond (Guns (Pistol))

Disadvantages

  • Addiction (Tempest) (Cheap) (Totally addictive) {-15}
  • Callous {-5}
  • Skinny {-5}
  • Social Stigma (Tempest User, easily observed) -5
  • Wealth (Dead Broke) {-25}

Skills

  • Area Knowledge (local planet) (E) IQ+2 {4} – 13
  • Brawling (E) DX+2 {4} – 13
  • Carousing (E) HT+1 {2} – 12
  • Filch () DX+0 {2} – 11
  • Guns/TL9 (Pistol) (E) DX+2 {4} – 13
  • Holdout (A) IQ-1 {1} – 10
  • Intimidation (A) Will+1 {4} – 12
  • Knife (E) DX+0 {1} – 11
  • Pickpocket (H) DX-1 {2} – 10
  • Piloting/TL9 (Contragrav) (A) DX+2 {8} – 13
  • Shadowing (A) IQ-1 {2} – 10
  • Stealth (A) DX+0 {2} – 11
  • Streetwise (A) IQ+1 {4} – 12
  • Survival (Desert) (A) Per+0 {2} – 11
  • Urban Survival (A) Per+0 {2} – 11

Equipment

  • Blackjack – thr 1d+1 cr
  • Gauss Pistol, 4mm (TL9) – 3d(3) pi-
  • Reflex Bodysuit (TL9) – DR 12/4*