Traveller Tuesday – Clement Sector ATU

DrivethruRPG had a science fiction sale during the month of May and I splurged on several items. After watching from afar for awhile I invested in a series of books from Gypsy Knights Games (GKG). The Clement Sector is GKG’s alternate Traveller Universe (ATU) setting that uses the Mongoose Traveller (MgT) RPG rules.

The Clement Sector: A Setting for Traveller is the foundational setting book. The pdf version is 140 pages and provides a broad background of the setting including the history, politics, and religion. Sector and subsection maps with Universal World Profiles (UWP) for the entire sector is provided. Chargen uses the Traveller Main Book (TMB) with setting-specific expansions and changes. The major change is in technology with the “Zimm Drive” which effectively limits starships to under 2000 dTons solidly making The Clement Sector a small-ship setting. Five sample starships are provided, along with setting-tailored rule changes or modifications. Overall, The Clement Sector is directed to the referee and provides most of the necessary support to start adventuring in the Clement ATU.

Career Companion is a sourcebook (61 page pdf) focused on chargen and includes rules for uplifts and altrants (genetically modified humans). Most importantly are the ATU changes to the aging rules; in The Clement Sector the average human lifespan is 254 years. The other major chargen change from the base Traveller rules is SOC versus Wealth. Your SOC characteristic represents not your social status but your “apparent” wealth. This makes the characteristic fluid as one can change their SOC simply by spending more – or less – money each month on appearance, clothing, or lifestyle. Career Companion also includes new career tracks tailored for The Clement Sector as well as an advancement system. Career Companion is equally useful to the referee or players.

The Clement Sector Player’s Guide (115 page pdf) is in many ways an expanded Career Companion. It expands chargen by adding more background (languages, events for youth/teenage/collegiate life) as well as more career options. It also introduces Character Packages, a collection of directed career builders. New skills are also introduced. Like the title says, this item is aimed at the Players though referees will find it useful too.

The Anderson & Felix Guide to Naval Architecture (114 page pdf) is the shipbuilding bible for The Clement Sector. The book presents a ship design sequence that merges the adventure class ships from the TMB with Book 2: High Guard. Though not credited, I think even some of Adventure 3: Trillion Credit Squadron makes it not the tables. It also covers Small Craft and Pre-Granitic Drive spacecraft. My major criticism of this book is the lack of ship designs; indeed there is only one ship and one small craft presented.

The one interstellar polity in The Clement Sector is The Hub Federation. I purchased three Hub Federation-related items:

  • The Hub Federation (62 page pdf) provides players and referees background into the history, government, and worlds of the Hub Federation. Focus is on system details of the worlds. This is definitely an adventure-seed book for referees and an encyclopedic-reference for players.
  • Hub Federation Navy (95 page pdf) is the sourcebook for naval characters in the Hub Federation. Setting background specific to the Navy, including organization, uniforms, and fleet composition is provided. There is also an expanded chargen with additional career tracks . Surprisingly, though a navy-focused book, there is not one-single ship design in the entire product. GKG apparently is trying to get you to buy their Ships of the Clement Sector series instead. At least ONE design would have been appreciated!
  • Hub Federation Ground Forces (104 page pdf) is the sourcebook for army and marine characters. A little bit of flavor-fiction starts off this product, an item lacking in Hub Federation Navy. Like that product, history, organization, uniforms and expanded career tracks are presented. Unlike Hub Federation Navy, Ground Forces includes toys such as Assault Landers, a Strike Carrier (think marine assault ship), as well as vehicles and weapons. The addition of ships, vehicles, and weapons makes this a much more useful book than the navy one.

Taken together, these products are more than enough to start playing in the Clement Sector ATU. Although all the products have background and history, the level of detail is superficial enough to give referees lots of room to build their own setting within the broad brushstrokes GKG provides.

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