Category Archives: Roleplaying

Fantasy RPG City: Crossroads

I found an old flash drive with some RPG material I have done over the years and have been having fun trawling through it. This city was the location of many adventures I ran using Hero System and Harnmaster.  I had hoped I would find the base map that I worked on – I remember I originally saved it as a BMP file in MS Paint but couldn’t find the full sized version – just this small copy.  Will have a go at redoing it next week if I cannot find the original.

Crossroads is a city of canals and bridges.  My mate Mark (Markdoc on the Hero Games forums) did a neat picture of a big bridge covered in houses and towers for a city in his fabulous Gothick Empires setting.  I stole it and plonked a close copy of it in the middle of my own version of Venice as The Great Bridge.  I just have to find it – I know I have it saved somewhere.

Ataria - City of Crossroads (Districts)

Senio’s Estate: A FRPG resource.

reduc_Senio's Estate

A map of a walled estate for your Fantasy Roleplaying games. In my FRPG this was the home of Senio, a necromancer. I started drawing this years ago and lost it. I found an old flash drive and found a whole pile of role-playing resources for a short lived game I ran in 2011.  So I have decided to tidy the map up and post it – who knows – someone may get some use out of it. This building could be used in a town or as a country estate.

Aerial View

The main building has a tower that rises four stories. There is a guard barracks (by the gate), stables and a small house garden.  To the right of the gate is a small entry box for the gatekeeper.

Senio's Estate 1 Aerial View

Basement Level

A trapdoor from the kitchen leads to the storage cellar.  The basement level of the tower contains cells, an ‘inquiry area’, storage and a small crypt. There is a secret room in the south wall.

Senio's Estate 0 Basement Level

Ground Level

To the left of the gates is a guard room and the bunkroom for up to four guards. A small sentry box stands to the right of the gate.  In the paved courtyard there is a well and a water trough. A shed containing a wagon and a four stall stable are opposite the main house.  Behind the stables is a small kitchen garden. The outdoor privy sits against the back wall. Double doors lead into the main house/tower.  This level contains the kitchen, servants sleeping area and storage, a cloakroom and the main dining room.

Senio's Estate 2 Ground Level

First Floor

This level contains bedrooms, studies and lounges.  A set of double doors open onto a small balcony (above the main entrance).  Lots of elaborate hangings and comfortable beds. Who said a necromancer can’t be a good host?

Senio's Estate 3 Level One

Second Floor

The Tower contains Senio’s main workspace and laboratory. The two other spaces are attics accessed by trapdoors from the rooms below them.

Senio's Estate 4 Level TwoThird and Fourth Floors

The third level contains two rooms currently unused.  I am sure that you can find a use for them.  The fourth floor is an attic space accessed by trapdoor from level three.

Senio's Estate 5 Level Three

Space Opera: The Terran Sector

An updated map of the Terran Sector for Space Opera, or in fact any other game using a 3D map. The map is a 200x200x200 Light Year cube, centered on the Sol System.  Ninety stars are shown. It is important to remember that this volume of space contains over 30,000 stars.  I have included a spreadsheet showing stellar distances. I would not print it out unless you have an A1 sized printer that can do floor plans.  As far as a description of each system – I will leave that up to those who feel they need one. I was going to just use standard Traveller for this task. There are some pretty cool system generators out there that can do this for you in seconds.

Map thumb

If you would like a copy of the actual spreadsheet (or a blank for doing your own star sectors) then please contact me and I will send you a copy.

Terran Sector - Star Chart

And one with the main routes of some of the major starlines of the sector shown.

Terran Sector - Main Links

Here is a PDF of the Sector showing stellar coordinates and distances between systems in Light Years.  GURPS Space Campagin Terran Sector

Map thumb sp
                      Spelling mistakes!!

Space Opera: Terran Quadrant Map

I am a long time fan of Fantasy Game Unlimited’s Space Opera universe. I have done an earlier post on this game giving a brief overview of the background. It was an incredibly complex game system – so much so that I think that I only ever played one game using the mechanics and in the end we switched back to Traveller. But as I said, I loved the setting.

The module Star Sector Atlas 1: The Terran Sector came with a large fold-out map of the Terran Quadrant. For someone used to Traveller subsectors a gaming map encompassing 99,840,000,000 cubic light years was pretty amazing.  I have several copies of the original Quadrant map and wanted something electronic – so I knocked one up yesterday.

fgu ssa 1

I changed the format somewhat but tried to keep to the original as much as possible. I have added my own Hadrian Sector to the map – a post on the work on that Sector will be made in the next day or two.

For my new campaign I am using GURPS Space as the basis but like most things I do there will be a lot of hybridisation going on. For example, I have not decided on what system to use for planetary and system generation. For simplicity I was thinking of sticking with Traveller but I have since found some pretty cool GURPS Space generators that can knock out a million systems in no time at all.

Warning: This is a big file – the map is 4688×3632 pixels and is 1.25Mb in size.  The orange line is the approximate edge of the Orion Arm.  Galactic Centre is towards the right of the map.  The map is centred on the Terran Sector which is at location 000/000/000.

Distances are easily computed by simply applying the forumla: distance-three-coordinates

Or even more easily by going to this web site and putting in the numbers. For example, to compute the distance between the Terran Sector and the Hadrian sector (Terran 000/000/000 and Hadrian 600/000/300) plug those into the website linked to above and get 670.8LY.  Quite a haul in a cargo freighter crawling along at 10LY per day.  Over two months. Only a few weeks in a fast courier though.

Terran Quadrant

Traveller Small Craft: New Launch Models

reduc_20 Dton Launch Alternatives

I wanted a different launch for my 2000 Dton Jump Freighter I am working on. The shuttle bay just didn’t fit the standard ‘Traveller’ launch designs – so the deck plan elves got busy.  After I finished these I was watching an episode of Firefly and thought that I should do a ‘Courtesan’s Launch’ . That is next in the construction array.

Full Scale Deck Plans

20 Dton Launch Alternatives

2000 Dton Modular Freighter

Finally got the first of my big freighter deck plans finished.  This vessel is designed to carry 30Dton cutter modules over interstellar distances. It is built at Tech Level 12 and is capable of Jump 2. Maximum acceleration is 1G. It has a crew of thirty officers and men.  It can carry 34 modules in dedicated docking ports plus 2 more in the two 50 Dton Modular Cutters. It also has a docking bay for two 20 Dton Launches.  It also has hanger space for four small Cargo Tugs used for maneuvering modules into position.  It is armed with eight laser turrets and two sand-caster turrets, all controlled from the bridge.

Deck Layout

Conway Class Module Carrier - Deck Layout Diagram

Plan View of Vessel (large)

Conway Class Module Carrier - Black Outline

Deck One

Bridge Deck: Contains the bridge, main computer and the Captain’s quarters and office. A lift connects with Decks B and C.

Conway Class Modular Freighter A Deck

Deck Two

Officer’s Accommodation:  Staterooms for eleven officers and their wardroom. Lift connects with A (Bridge) and C (Crew) Decks.

Conway Class Modular Freighter B Deck

Deck Three

Crew Quarters:  Staterooms and facilities for the rest of the crew. This deck also has the main access to the module docking spine.  The spine also contains fuel tanks.  Modules only have access to the docking arms via their top deck airlocks. This deckplan shows a variety of modules  – I mean I had to use all those deck plans I already had prepared (see here and here for for full plans for the modules shown).  A Lift connects with B and A Deck. Port and Starboard are lifts that connect with all decks below this deck.

Conway Class Modular Freighter C Deck

Deck Four

Boat Deck: Docking for the two 50-Dton cutters, two 20 Dton Launches and four Cargo Bugs.  Also two small internal cargo bays.  Port and Starboard lifts connect with C (Crew) Deck and lower decks.

Conway Class Modular Freighter Deck D

Deck Five

Fuel Deck: Apart from a gangway, lift access and two fuel monitoring stations this deck is entirely given over to fuel storage.

Conway Class Modular Freighter E Deck

Deck Six

Engineering: This deck contains drives and power plants. Also the workshops and stores required to keep the vessel running. Additional Cargo space is located here for small volume cargo, accessed through a cargo lock in the ship’s belly.

Conway Class Modular Freighter F Deck

Conway Class Module Carrier - Black Outline reduced

Traveller Small Craft: 20-Dton Launch

While working on deck plans for the 2000-Dton Freighter I realised that I did not have any plans for the two launches that the vessel carries.  This is the standard Traveller 20Dton Launch. There are many variants of this small craft and I have knocked out some plans for some of the more common ones.   If you have any other ideas let me know and I will add them to the list. I dropped the fuel storage from these plans – assuming that the tanks are under the main deck.  These models are built at Tech Level 10.

Cargo Launch: 1-2 Crew, 1G Acceleration, 7 tons cargo.

Standard Launch: 1-2 Crew, 1 G Acceleration, 6 Passengers, 4 tons cargo.

Fast Launch: 1-2 Crew, 3G Acceleration, 6 passengers, 2.6 tons cargo.

Commuter Launch: 1-2 Crew, 1G Acceleration, 20 passengers, 0.5 tons cargo (baggage only)

VIP Launch: 1-2 Crew, 1 G Acceleration, 2-4 passengers, 1 ton cargo, 2 staterooms (lounge area converts to sleeping quarters).

10 Dton Launch

PS: I was asked where the battery goes.

Six New 30 Dton Modules for Traveller

Six new deck plans for some common and not so common modules for use with modular cutters and modular freight star ships.

Bulk Chemical Module – as it says – fill it up with whatever gas or chemicals you need to transport.

Hydroponics Module – Growing beds and the machinery to support them. Includes a control station and small office.  Polarized windows allow access to direct sunlight.

Dining Car Module – A galley and cramped seating for up to 96 diners. Usually used on Modular jump ships carrying lots of passengers in cramped quarters.  Talking of which….

High Capacity Berthing Module – Five bunk rooms each with 16 bunks and lockers (80 passengers). Shared toilet/shower facilities. Small cargo space mainly used for luggage and supplies. Most commonly seen used in in-system transport.

Search and Rescue Module – This module has large electromagnetic clamps that can grip onto a star ship hull and a large rescue air lock (and associated cutting gear to make an entrance into a ship’s hull. Eight emergency low berths are available for evacuees.

Recovery Module – Essentially a crane module. Used for recovery of vehicles or for those times when a conventional crane is not available or feasible. Clamps hold the ‘cargo’ in place.

Six New Modules

For more modules check out this post.

Traveller – Starship Size Chart

Here are all the ships I have done deck plans for (or are currently doing deck plans for) on one sheet so you can get an idea of scale. Some are obviously too small, and others probably a bit too big for their displacement tonnage. Too bad. I still think that they look cool.  Currently working on the two big merchants. Ship Size Comparison Chart Named

125 Dton Transit-class Jump Barge

If the 50Dton Modular Cutter is the workhorse of the Imperium, then there has to be a mule somewhere to carry all those cutter modules from system to system.  The Transit-class is designed to service those small out of the way worlds that are seldom visited by larger vessels.  The Transit-class is a small interstellar barge that can carry two standard 30Dton Modules.   It is capable of Jump 1 and 1G Acceleration.  The crew complement is two (Captain/Pilot and Engineer). It has one hardpoint but few examples are armed.  Many of these vessels are in use as family Traders, often with one module space taken up with family accommodation and the other used to transport cargo.

Traveller High Guard Stats

Ship: MV Transit Star
Class: Transit
Type: Merchant
Tech Level: 9

AL-1411111-020000-10000-0 MCr 37.658 125 Tons
Bat Bear             1     1       Crew: 2
Bat                  1     1       TL: 9

Cargo: 3.500 Crew Sections: 1 of 2 Fuel: 13.750 EP: 1.250 Agility: 0
Craft: 2 x 30T Modular Cutter Modules
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.377   Cost in Quantity: MCr 30.126

Detailed Description
(High Guard Design)

125.000 tons standard, 1,750.000 cubic meters, Close Structure Configuration

Pilot, Gunner

Jump-1, 1G Manuever, Power plant-1, 1.250 EP, Agility 0

Bridge, Model/1 Computer

1 Hardpoint

1 Dual Mixed Turret with: 1 Beam Laser (Factor-1).

1 Sandcaster in the Mixed Turret, organised into 1 Battery (Factor-2)

2 30.000 ton Modular Cutter Modules (Crew of 0, Cost of MCr 0.000)

13.750 Tons Fuel (1 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

2 Staterooms, 3.500 Tons Cargo

100dton Jump Barge Named

This plan shows a standard Cargo-Module and a Portable Field Shop-Module.  For more examples of common modules see this post.

To see two more Jump module haulers go to the posts for the 200Dton Jump Barge and the  400Dton Modular Jump Cutter.