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The Traveller: World

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THE TRAVELLER

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

Gender Man, woman, or concealed


Clothes Furs & leathers, exotic fabrics, hardy scroungewear, casual scroungewear
Face Weathered face, eager face, handsome face, or scarred face
Eyes Wise eyes, happy eyes, lost eyes, mad eyes, or bright eyes
Body Lean and quick, bulky and tough, or well-balanced

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.

Choose one set:


Cool +1 Hard -1 Hot +1
Cool -1 Hard +1 Hot +0
Cool +1 Hard +1 Hot -1
Cool +1 Hard +0 Hot +1

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

+1-sharp (max +3)


+1-hard (max +3)
+1-weird (max +3)
get a new traveller move
get a new traveller move

get outstanding warrants


get the haunted, hunted kind
get a gang (detail) and leadership
get a move from each of two different playbooks
get another playbooks special move, instead of or in
addition to your own

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

+1 to any stat (max +3)


choose 3 basic moves, advance them
advance the other 4 basic moves

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)

Mementos of a distant land:


A charm or trinket of the golden
age, blessed or cursed by the
maelstrom
A gift from a lover
Exotic food or drink
A book

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.

retire your character (to safety)


create an additional character to play
change your character to a new type

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

STUFF THAT MIGHT HAPPEN


OUTSTANDING WARRANTS
When you leave someplace, hold +1 with it. If you leave it in a hurry,
hold another +1. If you leave it in a bad way, hold another +1. When
you return someplace, roll+hold with that place, then erase its hold. On
a 10+, both. On a 7-9, one. On a miss, something good has happened
here - good for you, good for the place, or both.
- Theres serious problems in town; if you help them out, mark XP.
- Theres someone, maybe multiple, that remember you unkindly. If
you patch things over with them, mark XP.

THE HAUNTED, HUNTED KIND


When you stay in one place too long, roll+weird. On a 10+, choose
two. On a 7-9, choose one.
- Someone or something from your past catches up with you. Maybe
its a good thing, maybe not.
- Youre haunted by visions of your past. Take +1-ongoing until you
clear up some unfinished business;
- Youre haunted by visions of your future. Take +1-ongoing until you
leave this place; mark XP when you mark XP when you do.

MORE MOVES

TRAVELLER MOVES

New Friends: When you sit down to play a session, if theres at

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:

- It gets there quickly and without trouble.


- They dont ask anything of you, at least not right away.
- It gets where you need it to go.
- They can help you with something.
Scrounge: When you first go somewhere new, if you look around
for what might be useful, roll+sharp. On a 10+, the MC will tell you
1d6 interesting things you find, easily accessible to you, more-or-less.
On a 7-9, ask the MC about one or two things. Hell tell you if theyre
available, and how to get them.
Fearless: When you travel through hostile territory, roll+sharp. On a
10+, you avoid hardship in the wild and reach your destination. On a 79, you reach your destination but the MC chooses one:

- You run out of food.


- You run out of some other supplies.
- Youre fatigued and need rest (take -1 ongoing until you do).
- Youve been followed to your destination.
Explorer: When you go somewhere new, mark XP and roll+sharp.
On a 10+, ask the MC three questions. On a 7-9, ask one. The MC will
answer you as best he can.

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