
Travellers are known for their powers in spirit possession - jumping from body to body, and manipulating the body from the inside in various ways to inflict pain or change. All spells and incantations are performed in a different language outside of English. Travellers are much like gypsies - as they drift from place to place most of the time.

It is removed from Traditional magic (the basic kind that uses spirits and nature). Witches who practice this magic must stay in close to where their anscestors are buried otherwise they are powerless. One could be granted innate magical power, however, without family lineage, such in the case of Willow Rosenberg.Īncestral magic directly draws from the power of past anscestors who have died. Bonnie Bennett have steadily shown signs of strength as time goes on. For example the Bennett family has a history of strong witches and they are known for their mystical power. If witchcraft is in their lineage, they have the potential of becoming very strong with enough practice. Some witches have the innate gift of magic passed down through generations, giving them certain powers. Traditional magic often involve talismans or other elements with mystical energies such as the moon and the sun.

It is what most witches use - power from the earth/nature and peaceful spirits to generate power. This will delay the PCs 2 days.Traditional magic is what many call the basic but most pure form of magic. (The PCs might want to do something about this if they are in a hurry, which might cause even more interesting situations.) URNIAN Small Cargo: Advanced Combat Rifles (6 Rifles)Ĥ-6 Very strict control that the weapons aren't resoldĪt URNIAN. The referee secretly throws 1D6=4 and tells the players that their PCs are delayed for 2 days. The PCs decide to buy 5 lots of small cargo for Cr. Then they throw 2D6-2=6 and 6 lots are available. First they throw 2D6=5 and a small cargo is available. Throw 1D6 and consult the table to see if there is some problems.Įxample: The PCs wants to buy small cargo at URNIAN. There might also be some extra trouble with small cargoes which may lead to interesting situations. These rules can be a little modified if the planet has its own trade rules, with taxes and restrictions in the same way as with a normal cargo. Then they should use the standard procedure in Book 7 Merchant Prince (except that trade class don’t apply) with the small cargo. Then if it is available, how many lots they can buy. Now when the PCs wants to buy something, first they must find out what type that might be available (if there is more than one type). These have been slightly changed to make these rules easier to use. The modified small cargo rules are based on the rules in the Journal of the Travellers’ Aid Society (JTAS) issue #18 page 40. Major Cargo: Image from wikimedia.įoto: Martina Nolte / Lizenz: Creative Commons CC-by-sa-3.0 de However they fail, and their cargo is confiscated and they have to pay a fine of 10 times the value of the cargo. They don’t want to pay 100% duty so they try to smuggle this cargo. When coming back to URNIAN the PCs have a cargo of Luxury Goods. Military Products -2 50% Controlled fine 5*val Import rules: Drugs +5 not allowed 2D6 years Planet SP-TL TradeClass Price Avail D6 Qty. (This may be split up.) The PCs decide to buy 20 tons of cargo (Military Products) for Cr. Then they throw 1D6=3 and 30 tons are available. They throw 1D6=4 and the cargo is Military Products. First they throw 2D6=6 and a cargo is available. The penalty tells you what the punishment is if you violate the laws and are caught.Įxample: The PCs wants to buy cargo at URNIAN.

The duty/law tells you the duty or restrictions. The sell DM tells you the DM when selling such goods. These rules can be a little modified if the planet has its own trade rules, with taxes and restrictions. Then they should use the standard procedure in Book 7. Then what type of cargo is available, and how much. Now when the PCs wants to buy something, they first must find out if it is available. These have been developed because the players always wanted to know what their PCs were buying. These modified cargo rules are based on the rules in Book 7 Merchant Prince (Classic Traveller).
