Spinward / of the Claw
Fifth Frontier War · Mongoose Traveller 2022 · 1107 IC
OPS LOG · session zero
NEXT MUSTER · TBD
RVSC Type R2A4 · RVSC charter · jump-2
SV →
// Imperial Wire
154-1107 · Mirriam Downport reports increased ship arrivals in Q1 1107. The subsector's economic hub holds. — Port Auth. Mirriam 149-1107 · Sword Worlds Confederation confirms an economic conference at Gram. Diplomatic source: "Constructive talks." — INN Diplomatic Desk 144-1107 · Xboat delays along the Cronor corridor. TAS recommends alternative jump routes for merchants. — TAS Notice 138-1107 · Imperial Navy units redeploying along the Spinward Main. "Routine manoeuvres," confirms Press Office Regina. — INN War Desk 122-1107 · RVSC Interstellar confirms the Abyss Rift Circuit will continue toward its planned conclusion in Five Sisters. — INN Business Desk
// // // //
New Hands Orientation · Group 1

Welcome
Aboard.

Everything you need to know before Session Zero
No prior knowledge required Mongoose Traveller 2e 1107 IC

Quick Reference // orientation

System · Mongoose Traveller 2nd Edition (Core 2022) · 2D6 + skill + characteristic mod vs difficulty Setting · 1107 Imperial Calendar · The Fifth Frontier War breaks out during the campaign Group 1 · Crew and passengers aboard RVSC Type R2A4 · Jump-2 fast trader Starting point · Mirriam Downport · Five Sisters Subsector · day 155-1107 Muster · Session Zero + rules walkthrough · date TBD · hybrid (table + Discord)
// What is Traveller?/ / / /

Traveller is a tabletop roleplaying game set in the far future — the year 1107 of the Third Imperium's calendar, roughly 5,600 AD in our reckoning. The universe is vast, complicated, and steeped in history. There is an empire holding thousands of worlds together, but it's not Star Wars with rebels and emperors in black robes. It feels more like the late Roman Empire: a civilization that mostly works, held together by tradition and bureaucracy, full of cracks and frontiers nobody really understands.

The players are ordinary people — ex-military, pilots, merchants, medics, scouts, criminals — moving through this universe, often aboard their own ship or as crew on someone else's. Sometimes they work for the Imperium, sometimes against it, usually somewhere in between.

The most important thing to know: Traveller is a game about competence, consequence, and choice. Characters die from mistakes. Failures drive the story forward — they aren't game over, they're the next scene. You don't need to have played roleplaying games before to sit down at the table.
// Technology Levels — TL/ / / /

Each world has a Technology Level (TL) — a number describing what the planet can produce and maintain. It's a quick snapshot of what's available. A merchant can sell a plasma weapon on a TL 4 world, but the planet's factories can't manufacture it. Starports always operate at high TL regardless of the surrounding world.

TLApproximate levelExamples
0Stone AgeNo metal tools
1–3Antiquity to MedievalBronze weapons, the wheel
4Early industrialSteam engines, simple chemistry
5IndustrialFirearms, internal combustion engines
6Atomic ageEarly electronics, radio
7Modern (roughly our era)Computers, early in-system spaceflight
8–9Early space ageFusion power, basic jump drive
10–11Advanced space ageGrav vehicles, advanced medicine
12Imperial StandardBaseline for a prosperous Imperial-governed world
13–14High technologyForce fields, advanced robotics
15Cutting edgeExperimental weapons, the edge of known science
CAMPAIGN CONTEXT: Mirriam = TL 9 (worn-down starport). Iderati = TL 12 (resort, Imperial hub). The contrast is intentional.
// How the Dice Work/ / / /

Traveller always uses 2D6. You roll two six-sided dice, add your skill level and any characteristic modifier, and compare against a difficulty target.

DifficultyTarget (2D6 + mod)
Simple2+
Routine6+
Average8+
Difficult10+
Formidable12+
Heroic14+

Effect = roll result minus the target. Large positive Effect = spectacular execution. Negative Effect = failure with consequences. A natural 2 is always an automatic failure. A natural 12 is always a success regardless of modifiers.

// Your Campaign/ / / /
It is 1107. The Fifth Frontier War is about to break out — but no one in Five Sisters knows it yet. You are aboard an RVSC-chartered ship in the final phase of a three-month demonstration tour. The war isn't your problem. Yet.

The campaign is called Children of the Fifth War. It is not a campaign about heroes who win the war. It is a campaign about what war does to ordinary people — and what you are willing to do with truths you should never have learned.

This is the campaign
  • War thriller with moral grey zones
  • Consequences for failure and bad choices
  • NPCs with their own motives — not just enemy/ally
  • Political complexity: the Zhodani are not monsters
  • Economic reality: you pay for fuel and repairs
This is not the campaign
  • "Superhero" dynamics — you are competent, not invulnerable
  • Free gear or solutions without motivation
  • One "correct" path through the scenario — sandbox, nodes, choices
  • Black-and-white moral choices — consequences are complex
// Your Character/ / / /

All Group 1 characters are part of the RVSC tour's crew or passengers. You all have good reasons to be aboard. Pick one of these concepts as a starting point and build from there.

Role conceptCareer suggestionsTone
RVSC employee Merchant, Engineer, Navy veteran Loyal to the company — or used to be. What do you know about the contract?
Freelance expert Scout, Agent, Scholar, Medic Hired for specific competence. No permanent contract.
Notable figure Noble, decorated military, ex-diplomat Your presence elevates meetings. Why you're really here is open.
Fake Any career The papers don't quite check out. Bluffed your way in, nepotism, or more complicated.
Plant Agent, Scout, Navy Parallel agenda. INN, rival corporation, political faction — or naval intelligence.
Recommendation: No active Imperial loyalists without nuance. All characters should have reason to doubt what they carry with them. Species: all Humaniti branches allowed; Vargr permitted (Behind the Claw); Zhodani not allowed for Group 1.
// House Rules/ / / /
RuleVariant
Luck (LCK) Active in the campaign. Starting value hidden — revealed in play.
Sanity (SAN) Active but hidden. Psychological consequences of the war tracked by the GM.
PSI Available at character creation but Imperially forbidden. Use has legal consequences.
Careers No restrictions beyond setting logic. All MGT2 careers allowed.
Death Characters can die from consequences. New characters introduced via campaign mechanics.
Task chains Used frequently. Success eases the next roll; failure imposes DM-.
// Session Zero — What to Expect/ / / /

Session Zero is not a "real" play session — it is a shared establishment of the campaign's premise and your characters. Everything generated during Session Zero is canon from day one.

Session Zero agenda
  • Character creation (MGT2 Core, p. 8–63)
  • Background contacts — connection rules with fellow characters
  • Group skill package
  • What was my role on the RVSC tour?
  • Tour memories: what happened during the three months?
  • Open questions to carry into Session 1
Practical info
FormatHybrid · table + Discord
DurationTBD · approx. 3–4 hours
PreparationNo rules required — but feel free to read the Traveller Primer
DiscordChannel: #5fw-grupp-1