Frontier Trader Lilith
Where not otherwise noted below, the rules for Chronica Feudalis pertain. Note that the Frontier Trader Lilith campaign is being played using the optional “Incremental Dice” rule near the bottom, which modifies many of the rules.
Terminology and Ability Changes
These are added for flavor. If you prefer to, for simplicity’s sake, use the original terms.
- Vigor becomes Stamina.
- Ardor becomes Energy.
- Purse becomes Credit.
- Tools becomes Gear.
The skill list changes to the Traveller skill list, and Statistics become a new category of ability, using the traditional Traveller stats.
Characters can be generated for play using a similar system to that of Chronica Feudalis (CF).
First, select a level for each of the six stats: Strength, Endurance, Dexterity, Intelligence, Education, and Social Standing. The player has a pool of 48 points with which to purchase these levels, and stats must be an even number from 2 to 12. The number of the stat indicates the die type selected. A stat of 8 means a d8 in that stat.
Instead of selecting mentors, as one does in CF, one selects terms of service with various “prior services” and other such backgrounds. The first (at least) should represent the character’s education and upbringing on their homeworld. For each such term, the player selects three skills that his character obtained during that term of service. The first time a character gets a skill, they get it at a D4 (unlike CF which defaults to d4). Thereafter each time they get a skill it goes up one die type.
Players should feel free to create contacts who can serve as Mentors per the CF rules who are contacts forged during the character’s time in the prior service in question. These can be created prior to play, or during play, as needed. These may alternatively be referred to as allies, if appropriate.
If the character ages by having several terms, then roll to see if they lose any statistics due to aging per the regular rules for Traveller.
The player gets Credit at d4, unless they took it at a higher level during character generation as a skill. Each level taken raises it one die type.
The character also obtains Gear as a result of his time in. For each term, the character gets 3 “Gear Points.” These can be used to purchase any sort of gear that the player likes. For one point the gear is a d3 item, and it goes up by one die type per two gear points spent. The maximum level is one die lower than the skill that would most likely go along with the gear in question.
If the player wants other things, or improve this gear, they should use the Credit rules as normal to make purchases of Gear (see Advancement).
Alternatively, Gear Points can be converted to “Ship Shares” to indicated part ownership in a vessel (per the Mongoose Traveller rules for such, where each ship share is a 2% share).
Aspects and Backgrounds
The player may now select three Aspects for their character. They may choose to hold these in reserve, revealing them after play begins as well. Aspects start at a D8.
The player may also choose a number of backgrounds equal to the number of terms they have served.
Characters generated using Traveller rules can be converted as follows:
Stats become the nearest die type, rounded up. Thus a Strength 7 becomes a d8 (or a d7 if incremental dice are being used).
Double the level of a skill, and add four to come up with the relevant die type for that skill. Thus Pilot 4 becomes a d12 (2×44). Skills that the character does not have get no die.
Mustering Out Results
Credit starts at d4 + 1 die type per two rolls taken for cash (or one for one if incremental dice are used). If the career is typically very lucrative or typically very much not, the GM should adjust this figure up or down by one die type.
Any equipment rolled in generation becomes a d6 item, and the player still gets the normal 3 Gear Points per term to spend. All other results of mustering out are simply dealt with in-game.
Generally resolution works as per CF, with the addition of an extra ability type, a special rule for skill dice, and with the addition of the “Simple Contest.”
The character gets a statistic die on each roll. Note that, since characters do not get a default d4 for skills, that the statistic die ends up serving as the default on any roll. This means, that a normal pool of dice is 3 dice, and that with the use of an Energy, an additional die of any type can be added in.
If the character doesn’t have a skill that pertains, they simply have to operate with a die pool one smaller… they don’t get their skill die. The player may, of course, still spend an Energy to bring in an extra die, but the max pool size in the case of an unskilled attempt is then three.
A simple contest involves rolling a single “round” of a contest, and the high roller gaining their objective. Neither side involved loses any Stamina.
For clarity, a normal CF resolution can be referred to as an “extended contest.”
A player can attempt to raise a stat, skill, aspect (yes, these go up at the same rate now, not by a separate system), or gear level for their character every few sessions – five by default, though the GM may decide on other rates if they seem appropriate to how much play has occurred. To raise an ability, first the player must succeed at a Credit roll vs the ability level in question, to obtain training (failure meaning that they can still go on with the normal result of lowering Credit by one die type). Then the player makes the usual roll to advance, per CF, and the ability goes up by one die type.
Alternately a player may substitute a favor roll for the Credit roll, but failure means that they do not get a chance to advance this time.
Gear can be advanced per the rules for purchasing tools in CF, using Credit. Any gear purchased is temporary, and will last only for the current “mission” or purpose for it’s purchase, unless the player spends an Energy to make it a permanent part of their gear list.
Any item of gear that is being “upgraded” may serve as the Gear for the contest in question, said Gear so used then being discarded (it is sold back to help pay for the new gear).
A player may, at any time, make a contest to try to make an NPC into an ally. If successful, the player must spend one Energy to make this alliance permanent. Else it will lapse probably after one favor is performed by the ally.
Alternatively a player may simply spend an Energy to create a new ally out of thin air. This may be somebody just met, or defined as an old friend who we’re just being introduced to in the narrative.
Allies may be called upon for favors. This takes performing a successful contest to convince them to help. If an ally does respond to a call for help, the player owes that ally a favor. The GM should consider the ally and give them motives; and from these motives, the GM should come up with favors that the allies will ask of the PCs in return. If a PC performs a favor to the satisfaction of the NPC, that erases one favor the PC owes the NPC. If a PC does not honor the request for a favor from an NPC when one is owed, then the player takes an immediate d4 injury to their relationship with that NPC. This will go up by one die type for each time the PC refuses yet another request for help, while they owe the NPC.
A player may gain back a point of energy by narrating a repose scene for their character. The scene must have three qualities to it to count:
- The PC must be described doing something that is routine or interesting to them personally. Desipite the name, this does not have to involve actual repose or relaxation, but can be a hobby, or even something exciting to them, so long as it gives an idea of what daily life is like.
- The scene must show how the character is linked to the world of the far future. Meaning that it should create new technologies, or show something about Imperial culture, or the culture of their homeworld, or anything else that reveals something about the game world, and the character’s place in it.
- The scene must not be repetitive, simply showing what the last repose scene showed. It has to reveal something new about either the character, the game world, or both.
By narrating their PC helping another, or giving physical or emotional support, or otherwise doing something appropriate, a player may transfer one Energy from their PC to that of another player.
For those who play using computer moderation (say via IRC), and have the ability to roll any size dice, stats and abilities do not have to be rated by die type, but by any level. Thus a character might start with a d7 Strength. Advancement can then happen every other session or so, with the abilities raised only going up by one increment. In the example a d7 would be raised to a d8, and thence to a d9.
Similarly, Gear Points raise up a Gear ability by one increment per point, instead of one die type per two Gear Points.