Traveller: Skyride, a TL 16 Gravcar

Typically in Traveller, I work in the independent worlds of the Foreven Sector. The only problem with this region, outside of the Zhodani Consulate the tech level rarely exceeds 10. So much of the cool toys in the Central Supply Catelogue, Vehicle Handbook, High Guard are off limit to me. So now that Mongoose published Behind the Claw, we have many TL 15 systems and even a TL 16 world to play with. So I figured why not create one for it. We figured this one would be a fuel efficient upper class family vehicle that can go anywhere on the planet as well as into orbit. Nothing crazy with this one, just your basic grocery getter.

If you want to see more high tech equipment, vehicles, ships, and more (TL 14+), leave a comment below.

Also be sure to check out all of our 2e Mongoose Traveller products like Foreven Worlds: Ships of the Border Worlds exclusively at DriveThruRPG.

Name Skyride
TL 16
Skill Flyer (grav)
Agility +4
Speed (Cruise) V. Fast
Range (Cruise) 7,500 km
Crew 1
Passengers 4
Cargo 1 ton
Hull 14
Shipping 3.5 tons
Cost Cr. 640,450
Equipment/Traits
Advanced Autopilot, Advanced Communication System, Advanced Control System, Advanced Navigation, Entertainment System, Fuel Efficient, Life Support (short term), Vacuum Protection

Autopilot (skill level) 3
Communications (range) 1,000 km
Navigation (Navigation DM) +4
Sensors (Electronics (sensors) DM) +4, 25 km
Camouflage (Recon DM)
Stealth (Electronics (sensors) DM)

Armour
Front 4
Rear 4
Sides 4

Traveller: Another Branch of Military Service

Not long ago we shared with you two of the five new careers in the upcoming Foreven Worlds: Careers Beyond the Claw. Those careers being Athlete and Medical Professional. Today we sharing with you two more careers in the PDF.

The first is a new branch of military service. The System Guard is similar to the coast guard of a modern military. They handle a mix of law enforcement and issues a full navy must deal with, but with smaller ships and they don’t head out into the deep waters, which in this case is deep space. The three assignments of the System Guard are the Crew/Line, Inspectors, and Planetary Patrol. The crew/line are the officers and enlisted personnel of the ships that make up any system guard. They deal with pirates, poachers, and ship thieves plaguing a star system. The job of the inspectors is to make sure smugglers fail to import or export illegal persons or cargo. The planetary patrol staff the orbital gun platforms, space stations and repair facilities that support the system guard ships. In the Foreven Worlds this branch of the military replaces the navy of the Imperium or Zhodani Consulate. In both of these and other interstellar governments that sport a full navy, the system guard protects the system when the baby is elsewhere and when situations do not require a military response.

The second career we are sharing today is the one that the cover image represents, the Frontierist. Those that pursue such a career to the edge of explored space go where few if any have gone before. Whether you are sifting through the ruins of some lost civilization, hunting mineral wealth where none have looked before, or attempting to change the environment of a world to be more habitable for humanoid or other sentient life forms, your work takes you where few live today. Being well beyond the ragged edge of civilization doesn’t just thrill you; it is where you belong, seeing a location in its untarnished glory, breathing air none have in countless generations, and making off with minerals none new were there before. The three most common Frontierist assignments are Archeologist, Prospector, and Terraformer.

Foreven Worlds: Careers Beyond the Claw will be out in the new year. Download all of our Traveller products exclusively at DriveThruRPG.

Treat Yourself After the Holidays Sale

Didn’t get what you wanted for Christmas? Trying to figure out if you got more ugly sweaters or socks? Another “World’s Greatest” mug just not doing it for you this year? We at JBE understand and figure it is time you give yourself a little Christmas present. Whether you play Pathfinder 1e, D&D 5e, 13th Age, or 1e Mongoose Traveller, we have RPG PDFs just for you at 25% off their regular price at the JBE Shop.

Head over to the JBE Shop now to get all the races, class options, spells, magic items, adventures, monsters and more for your game. Any PDF that we have to download that is normally $2 or more, you can grab right now for 25% off. That is an awesome deal that you should not pass up.

This lasts only until the new year so grab these deals now. Head over the JBE Shop today.

Traveller: New Careers Coming Your Way

Careers form the basis of characters in Traveller. They help determine the experiences our characters have, the trials that the PCs face. The core book covers a broad range of careers, but none of them in depth. More so, they have a number of gaps that need to be filled. That is why we at JBE created five new careers for your game. Today we are talking about two of them.

What are these new careers? First up we have the Medical Professional. The Traveller Core Rulebook already has a physician as an assignment of the Scholar career. The medical field, however is vastly larger than this one sub-career, and we wanted to give this field more depth. Assignments include Surgeon/Nurse, Long Term Caregiver, and Physical Therapist. We felt these three need to be covered first. Now you can be more than just “the doctor” character; now you have a wider range of choices. There are many other medical possibilities that we may explore in the future.

Grav Cars Racing

Next up is the Athlete. Whenever I thought of being a retired sports professional, I looked to see if there was anything similar in the main rulebook and was surprised to see there was not. The Entertainer assignment Performer is supposed to cover this, but it also covers actor, dancer, and acrobat. The experiences of these are very different, and each should have their own career. So we decided to do exactly that, starting with sports. Naturally, we can’t cover every individual sport as an assignment especially since it is a big galaxy, and they will have sports in the future we haven’t conceived of yet. So we decided to cover this in three groups: Electronic Sports, Physical Sports, and Vehicle Sports. The first covers playing video or (more likely in the future) holographic games. E-sports are big today and will only get more popular in the future. Physical Sports covers everything from football and basketball to ninja warrior to the lumberjack games. Sports like Formula 1 and NASCAR where you are either in or on a fast moving machine and race to the finish or otherwise complete for points are all covered by Vehicle Sports.

We have three more careers to tell you about. Stay tuned for more.

Download all of our 2e Mongoose Traveller products exclusively at DriveThruRPG.

3 Rules to Designing Spaceships

My blog posts as of late have focused mainly on fantasy. Today we’re going to take a break from that and focus on science fiction (or science fantasy, since this applies equally to that genre) and take a look at spaceships. Making your own spaceship is fun and exciting. Ships can serve as the main setting for your game, places to visit on occasion, or familiar places to return. They are everything from the family car to the battle tank and all points in between. They fill a wide variety of roles but they still all have a number of things to keep in mind. So when designing space ships keep the following things in mind.

1) Have a Core Concept of What the Ship Is About.

No one designs a ships to fill every role. That is impossible and won’t sell. The “stealth racing family RV armored destroyer cargo carrier” (bet you can’t say that five times fast) would cost hundreds if not thousands of times more than if this were broken into five separate ships; either that or compromises will have to be made. Pick a simple core concept and stick to it. This should be as simple as a “cargo carrier” or a “destroyer.” Should a cargo carrier carry enough weaponry to defend itself? Yes. Assault a planet? No. Conversely, Should the destroyer carry enough cargo to give it fuel and food enough to carry out its missions? Yes. Enough to keep a gigafactory in operation for a day? No.

Well what about a “pirate ship” you ask? Simple concept but at its heart it wants to be the “stealth racing family RV armored destroyer cargo carrier” I mentioned earlier. Stealth to sneak up on its target, racing to outpace whatever it is after or after it, family RV since the pirates are going to be living there for a while and will get bored, armored destroyer since it needs to shoot at its quarry and take shots, and most importantly of all, have room for the cargo it steals. If you make that, it will cost more than any military vessel since they don’t need to have the cargo carrier in that ship. So it has to make compromises. Does it have to be both stealthful and racing? Possibly no. It could simply rely on one or the other instead of both. It could have the technology to not appear on sensors until only a short distance from their quarry. So its engines can be downgraded to only beating cargo ships. Does its armor and weaponry have to outclass warships or can that be compromised down to outclass cargo ships? By doing this, we just kept the price down and still have the pirate ship be effective.

2) Ask “Is This Necessary?”

Ask yourself this on EVERYTHING! This goes for weaponry choices to hallways. Yes, hallways. If there is any way to eliminate a hallway, do so. A hallway is cargo space not being used to transport cargo. If you have to have the crew recreation area double as the way to get from the bridge to the crew quarters and engineering while not wasting space on a hallways, do so. Reason why: that is space saved can be allocated towards cargo, making the ship more profitable.

3) Add Unique Flair

More than anything, this is the reason to make your own ship. Otherwise, you may as well simply buy a book of ships (such as the Foreven Worlds: Ships of the Border Worlds). Do you want the ships ideal for a crew without a mechanic? Make everything easy to repair. You want to show how this world’s technology just isn’t up to par? How about their armor is better than normal because they have been hit so often by raiders? Is it overusing gold and holograms to how just how rich the owner is? Give it personality.

Speaking of personality, our Prelude to War adventures feature a number of characters with lots of personality. Download the first two in the series The Rose of Death and State of Chaos, exclusively at DriveThruRPG.

Christmas in July Sale 2019

It’s the middle of summer. The temperature is murder. In about a month, it will be time for new role playing groups to form and for existing groups to get back together and roll some dice. So now is the time for you to grab some of the best PDFs on the market at 25% off their regular price over at DriveThruRPG. What better place to start than with Jon Brazer Enterprises’ Pathfinder, D&D 5e, 13th Age, and 1e Mongoose Traveller books. All the books you have been wanting are now on sale. Grab them now for this awesome price.

Traveller

All of our 1e Mongoose Traveller books are on sale. for 25% off. Grab the Vehicles of the Frontier, Mech Squadrons, Fighters and Small Ships, and of course the d66 Compendium. See all of our other 1e Mongoose Traveller RPG books we have for sale right here at DriveThruRPG. All of these books and more you can treat yourself to right now at a great price.

Fifth Edition

We have an awesome group of Deadly Delve adventures available for Fifth Edition for 25% off during the Christmas in July Sale. Check out our 1st level adventure Doom of the Sky Sword, 2nd level adventure Rescue from Tyrkaven 7th-8th level adventure Reign of Ruin, and 15th-18th level adventure Temple of Luminescence. Prefer to make your own adventures? Grab the Book of Beasts: Monsters of the Forbidden Woods. Are you a player? Grab the Book of Heroic Races: Player Races 1 and Player Races 2. Get all these and more for Fifth Edition.

Pathfinder 1e

Sticking with Pathfinder 1e? Here are some awesome options you shouldn’t pass up while they are on sale. Want to play a new race? Grab the Book of Heroic Races Compendium and the Advanced Compendium for even more options. Play a spellcaster? Check out the Book of Magic: Signature Spells 2, 7 Spellcaster Feats, Patron Hexes, Insurgency of Summer, and Pirate Spells. Need modules beyond the low levels? Check out the 9th level Deadly Delves adventure The Gilded Gauntlet, 11th level adventure The Chaosfire Incursion, 12th level adventure Nine Lives for Petane, and 16th level adventure The Dragon’s Dream. There is lots more for Pathfinder on sale now.

Traveller: See the Galaxy in the Galleon Megatanker

Providing fuel to the most dangerous parts of space, the Galleon-class megatanker can bring fuel almost anywhere. This enormous 3,500-ton tanker can skim fuel off of gas giants and process it for use or sale. Whether performing regular fuel runs for in-system use or taking it to systems without their own source of fuel, this ship can handle the job. With room for passengers, this ship can take your Travellers where they need to go and help repel invaders. Now your Travellers can upgrade their game in the Original Traveller Universe beyond the Imperial borders. In the Foreven Worlds, everyone still needs fuel, and this ship can provide it, even in the space between systems!

This 10-page PDF includes details on this massive ship, the ship map giving you a feel for the overall design, and two zoomed maps providing ease of readability.

Download Foreven Worlds Single Ship: Galleon Megatanker today exclusively at DriveThruRPG.

3 Reasons to Run Published Adventures

For the JBE “office” game, I run Tales of the Yawning Portal for the group. I mean, I can’t run anything that we ourselves published because we know each adventure so well. And honestly, who can pass up a collection of classic adventures. Last week, we finished up the first adventure, the Sunless Citadel, and it reminded me why I love running published adventures these days.

A little background: I use to never run published adventures. The first campaign I GMed was Exalted 1e. There was exactly 1 adventure for that entire edition. Not only that, I was able to make the campaign based in what characters the players made. I was 30 before I ran my first published adventure, and I don’t see myself going back to that anytime soon.

So if you create your own campaign, here are some reasons why you might want to consider checking out published adventures.

1) They Save Time

Oh my goodness do published adventures save time. The last campaign I ran that I created myself, I ran it on a Sunday, and I spent my entire Saturday prepping for it. I’d stat out every possible NPC they’d meet, even if it was only for a quick conversation because “you never knew what the PC’s were going to do.” I wrote mounds and mounds of read aloud text I never used. I’d read over source books in case they went off in some other direction I had not planned for or looking for some awesome treasure for them to get their hands on or … The list goes on.

When did I start prepping last week’s session? 20 minutes before we started. I don’t recommend doing that, but I was running late and work ate into my prep time. That right there is one of the biggest reasons why I use published adventures these days: because I no longer have the time to create an adventure for a specific group. The thing was, I still ran a good game. It would have been better if I had spent even an hour on it, but for such a short prep time, it was good.

Having said that, I still made the game unique. I rewrote the entire beginning. I added NPCs to the town. I created my own twists and turns. All of these modifications did take time—more than last week’s 20 min prep—but far less than the full day each session use to require. On the whole, I can run a great game at a fraction of the time required.

2) More Focused Characters

As any GM knows, players can do anything at any time. That is one of the things that make running a campaign so difficult—you have to be prepared for anything at any time. When I created my own campaign, I designed the adventures around the characters. Yet when I run a published campaign, the players make their characters around the adventures. Who is reacting to whom is reversed.

Think if it like this, if you let the players make whatever they want from any available source book, they will make characters that have little if anything to do with each other. Give them some direction and they will make characters around those ideas. Tell them you are running a specific campaign and they will make characters that fit that specific theme.

By giving them direction, you are channelling their creativity not hindering it, and you will get far less of the “the PCs can go any direction” that I talked about in the point above. A group where the players make characters without direction can result in an out of place character: three heroes, and a thief that wants nothing but violence and money, as an example. Then as the GM it is your job to figure a way to make them work together. Instead if you tell the players you are running a campaign where isolated villages are being attacked and you’re helping them, like in our adventures Deadly Delves: Along Came a Spider and Rescue from Trykaven (available for Pathfinder and 5e), then the players will all be thinking about how the character they want to play fits in the adventure.

3) You’re Creating a Shared Experience

By running a published adventure, you are giving your fellow gamers an experience that they can talk about with their fellow gamers that other gamers can bond over. Look at it another way: adventures are stories. One crafted for a specific group is the campfire story while the published adventure is the novel or movie. How many times have each of us bonded with someone we just met while talking about a Marvel movie? The campfire stories, the only way I have found to bond with someone about that is to repeat that same story; bumping into someone that knows that exact same story has yet to happen for me.

So when we go to conventions, having played a published adventure is giving us something in common with someone we never met before. That is another opportunity to make friends and play new campaigns.

So do you prefer to run your own campaigns or do you run published adventures? Leave your thoughts in the comments below.

Looking for some awesome adventure? Our Deadly Delves line of adventures provides you with game sessions that your players will remember. On top of that, they are designed for busy GMs like you and me. Download our 5e, 13th Age, and Pathfinder adventures at the JBE Shop today.

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