The Traveller: World
The Traveller: World
The Traveller: World
Introducing
CREATING A TRAVELLER
To create your Traveller, choose name, look, stats, moves, gear and Hx.
NAME
Christoph, Ferdi, Degama, Sir Frank, Rally, Cortex, Champ, Ponce, Polo, Jimcook,
Boon, Leaf
LOOK
And I'm shedding plates like a snake / And it may be crazy, but I'm /
The closest thing I have / To a voice of reason. Turn around, turn
around, turn around / And you may come full circle / And be new
here again
Im New Here.
STATS
Whenever you roll a highlighted stat, and whenever you reset your Hx
with a character, mark an experience circle. When you mark the 5th
one, improve, then erase all experience marks. Each time you improve,
choose one of the options. Check it off; you can't choose it again.
Sharp +2
Sharp +2
Sharp +2
Sharp +2
Weird +0
Weird +1
Weird +1
Weird -1
MOVES
You get all the basic moves. You get Wander and New Friends.
experience
IMPROVEMENT
GEAR
Starting with your 6th improvement, the following options are also available:
You get one wanderers weapon, one memento of a distant land, oddments worth 2
barter, and fashion suitable to your look, including at your option fashion worth 1-armor
Wanderers Weapons:
Heavy walking stick (1-harm hand area)
Sleeve pistol (2-harm close reload loud)
Sledge Hammer (3-harm hand messy slow)
Woodsmans Axe (2-harm hand messy)
Hunting rifle (2-harm far loud)
Machete (3-harm hand messy)
HX
Everyone introduces their characters by name, look, and outlook. Take your turn. List
the other characters's names. Go around again for Hx. On your turn, choose one:
If youre secretive and mysterious, tell everyone Hx-1.
If youre open and friendly, tell everyone Hx+1.
On the others turns:
- You met one of them another time, another place, and youve got good memories of
them. Whatever.
- You crossed paths with one of them and you left when it got hot. Whatever number
they tall you, ignore it.
For everyone else, write whatever number they tell you next to their characters name.
BARTER
1barter will cover a month's living expenses, if your tastes aren't too
grand. As a one-time expenditure, and very subject to availability,
1barter might count for: a night in high luxury and company; one
square meal each for around 30 people; a typical family's entire food
store; the material costs of a crash resuscitation by an angel; a week's
hire of the protective companionship of a battlebabe or gunlugger; any
weapon, gear, or fashion not valuable or hitech; repair of a piece of
hitech gear by a savvyhead; a year's tribute to a warlord; a month's
maintenance and repairs for a hiperformance vehicle well-used;
bribes, fees, and gifts sufficient to get you into almost anyone's
presence.
SPECIAL MOVE
When you and another character have sex, you tell them stories of a
distant land youve been to. The stories dont have to be true. True or
not, if they believe you, you both mark XP and take +1-forward.
acharacterplaybookfor
APOCALYPSE
WORLD
MORE MOVES
TRAVELLER MOVES
least one person youve never played with before, mark 1 XP. When
you sit down to play a session, if its a new group, tell the MC a bit
about your old home in the apocalypse world. Hell tell you about the
group youre joining and their situation. Decide together how you got
there and who you know. Remove and uncheck an advancement;
because youve left some of yourself behind.
Wander: When you first arrive in a new location, tell the MC when
you were last here, if ever. The MC will tell you how the location has
changed since you were last here. Name a person you met. The MC
will tell you where to find them. Name something you left behind. The
MC will tell you where to find it. When you return somewhere, if
youve been gone sufficiently long (your call), do this again.
Photographic: When you open your brain to your past, its a bit like
opening your brain to the maelstrom, but you roll+sharp. Whatever the
MC tells you, tell him where and when you learned it, in your past.
Keen: Youve seen so many different people in your life that youve
begun to understand them, just a bit. When you manipulate someone,
but not seduce, roll +Sharp.
Postal: When you carry a message for someone to its destination,
mark XP. When you send a message to someone you know in another
location, roll +Sharp. On a 10+, choose three. On a 7-9, choose two: