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IMTU Code
Browse the "Holy War" appendix.
The IMTU Code is a rip-off of the "Geek Code". Display it on postings to the TML, so everyone knows where you're coming from!
IMTU tc+ t5++(LBB#000016) tp ge-() 3i(+) jt a ls+
Eneri Dinshaa 0609 A588865-B S 323
So you think you are a Traveller geek (T-geek), eh? The first step is to admit to yourself your T-geekiness. No matter what anyone says, T-geeks are people too; T-geeks have rights. So take a deep breath and announce to the world that you are a T-geek. Your courage will give you strength that will last you forever.
How to tell the world you are a Traveller geek, you ask? Use the universal IMTU ("In My Traveller Universe...") code. By joining the T-geek organization, you have license to use this special code that will allow you to let other un-closeted T-geeks know who you are in a simple, codified statement.
The single best way to announce your T-geekhood is to add your IMTU code to your signature file and announce it far and wide. But be careful, you may give other T-geeks the courage to come out of the closet. You might want to hang on to your copy of the code in order to help them along.
Instructions. The IMTU code consists of several categories. Each category is labeled with letters and some qualifiers. Go through each category and determine which set of qualifiers best describes your Traveller Universe Preferences in that category. By stringing all of these 'codes' together, you are able to construct your overall IMTU code. It is this single line of code that will inform other T-geeks the world over of what a great T-geek you actually are.
Some of the qualifiers will very probably not match with your universe exactly. Simply choose that qualifier that MOST CLOSELY matches it. Also, some activities described in a specific qualifier you may not engage in, while you do engage in others. Each description of each qualifier describes the wide range of activities that apply, so as long as you match with one, you can probably use that qualifier. Also, pay particular attention to case-sensitivity, there may (in the future) be a big difference between a 'tc' and a 'TC'.
Variables. Traveller Universes can seldom be quantified. To facilitate the fact that within any one category the T-geek may not be able determine a specific rating, variables have been designed to allow this range to be included.
@ for variable, said trait is not very rigid, may change with time or with individual interaction. For example, Geeks who happen to believe that jump torps exist but dislike using them might list themselves as j+@. () for indicating "cross-overs" or ranges. Geeks who go from tc+ to tc-- depending on the situation (i.e. mostly "tc+") could use tc+(--). Another example might be an tc++(**). This would be a person who mostly uses Classic Traveler, but also has an extensive collection of other types of works. > for 'wannabe' ratings. Indicating that while the geek is currently at one rating, they are striving to reach another.
For example, ?t4>+ $ Indicates that this particular category is done for a living. For example, tg++$ indicates that the person utilizes GURPS Traveller and gets paid for it. Quite a lucky geek, for sure. @ is different from () in that () has finite limits within the category, while @ ranges all over.Section I: Rules Sets
Classic Traveller
tc++ Bring back the LBBs!
tc+ I appreciate this system and owe a lot to it.
tc It's a resource.
tc- I just can't see any reason to use it.
tc-- I wouldn't let my ugliest, smelliest dog sit on these rules.
It's a bane that would wreck Traveller forever if allowed
to thrive.
?tc I don't know much
!tc I ignore these rules.
Likewise for the remaining rule sets:
23 2300AD
mgt or rtt Mongoose Traveller
tm or mt MegaTraveller
tn or tne TNE
t20 T20
t4 T4
t5 T5
t5(LBB) T5, LBB edition (add a member number if you like)
tp Proto-Traveller
tg GURPS Traveller
th Traveller HERO
to Other rules set (CORPS, GW, etc)
Overall Rules Use
ru++ The Traveller rules are the best.
ru+ The Traveller rules are great.
ru I use the Traveller rules, more or less.
ru- I have modified significant portions of most of the Trav rules.
ru-- I use mostly other rules systems.
Gearheadedness
ge++ Intricacy to the subatomic level, please!
ge+ Details === Color
ge Some detail gives me the flexibility I need for the game.
ge- Too many rules and steps stifles me.
ge-- Ack! Must we try to explain everything?
Section II: Canonicity.
The 3rd Imperium
3i++ The 3I is a massive juggernaut, with an amazing tax
base and thousands of SDBs in even minor systems.
Interplanetary trade is robust.
Many starports are huge city-sized affairs.
3i+ The 3I is a powerful force to reckon with, with good
control over most of its member worlds and the power
to back its authority.
Interplanetary trade is good on many worlds.
Starports are planetary trade centers.
3i The 3I is a stable confederation, held together by the
nobility of its population, but not all-powerful and
overall not wealthy.
Interplanetary trade is regular.
Starports are common.
3i- The 3I is a loose, vulnerable sprawl of worlds, which
by the way is no worse off than the other interstellar
states.
Interplanetary trade exists on major worlds.
Starports are significant on major worlds but not so
massive.
3i-- The 3I is a picture of gross mismanagement over impossible
distances. It's a wonder it held together so long.
Interplanetary trade exists on only the best worlds.
Starports are, on the whole, rather weak things.
!3i IMTU, the 3I doesn't exist or is irrelevant.
FTL Drives.
c++ I have the technical specs on jump drives right here...
c+ Jump drives work sort of like this...
c Well, we have jump drives, but I never had to explain them.
c- FTL drive mechanics are a bit different out here.
c-- We ride the sky in real slow beasties.
Jump Tonnage.
jt++ Jump torpedoes are not only canonical, but absolutely
necessary for survival as we know it.
jt+ Jump boats are do-able, economical in many cases, and cool.
jt Jumpships under 100t might exist in experimental form --
but there are various problems with the design.
jt- Jumpships under 100t are too small, or they open too big
a can of worms.
jt-- Small jumpships destroy Traveller.
jt? What's a jump torpedo?
-jt+ Depends on my mood.
Starship Automation.
au++ TL is sufficiently advanced that NO ONE need EVER crew
a starship, unless it's just on the off chance of someone
whacking the ship computers.
au+ Starship automation is commonplace.
au Starship automation is in the trial phases, and has bugs
to work out, or is quite expensive.
au- Starship automation doesn't work (for whatever reason).
au-- Terrible things happen when the referee allows it!
Life Support.
ls++ Life support is very expensive and very difficult to work on!
ls+ Life support is expensive and difficult to work on.
ls Life support can be do-it-yourself with off-the-shelf
components.
ls- Life support is a fraction of the cost published.
ls-- Life support is absorbed in other misc expenses.
Piracy.
pi++ Piracy exists and is rampant. Anyone may commit piracy.
Ship tracking and ID are uncommon.
pi+ Piracy exists. Antipiracy is mostly political or economic, and
is inadequate. Transponders may be changed or masked, or are
not widespread or sufficient.
pi Piracy only exists in the vacuum of government or corporate
morals.
pi- Piracy is not sustainable.
pi-- Piracy is impossible.
Drop Tanks and Tankless Systems.
ta++ Starships only really need fuel for maneuver.
ta+ "Tankless" systems are often used by large corporations.
ta Drop tank-assisted jumps are usable at TL14+.
ta- Drop tank-assisted jumps are expensive and dangerous.
ta-- Drop tank-assisted jumps should be banned.
Heresy.
he++ The technological devices, social structures, and related
background material IMTU require careful and detailed
analysis to prove any link with Traveller whatsoever.
he+ I'll diverge from canon when someone makes a convincing
argument, or where canon is clearly broken.
he The material is fine as it is.
he- Divergence from published background is just asking for
trouble. There's no way a single GM can achieve the
scope and consistency of the canon background, and trying
to tweak "just one thing" inevitably leads to contradictions.
he-- Marc Miller said it, I believe it, and that settles it.
Section III: Sapients
K'Kree.
kk++ I like K'Kree roasted over a spit with BBQ sauce.
kk+ I like K'Kree only if it the meat is mixed into a haggis.
kk K'Kree have a funny aftertaste...
kk- K'Kree smell funny.
kk-- All K'Kree should be catapulted into the sun.
Hivers.
hi++ Hivers are the Puppeteers from _Tales of Known Space_.
hi+ Hivers are convincingly alien.
hi Hivers are okay.
hi- I have some problems with Hivers.
hi-- All Hivers should be ground into haggis.
You get the picture. Follow the above model for:
as Aslan
va Vargr
dr Droyne
ith Ithklur
vr Virushi
ne Newt
etc.
Solomani.
so++ The heirs of the galaxy.
so+ Basically a bunch of great guys.
so You know how humans are...
so- A bunch of bad eggs. Rabble. Trash.
so-- Should be targetted for termination.
Likewise for:
zh Zhodani
vi Vilani
da Darrian
sy Sylean
Summary:
Code Rules Code Canonicity Code Sapient tc Classic Traveller 3i The 3rd Imp. kk K'Kree tm MegaTraveller jt Jump Tonnage hi Hiver tn Traveller, The New Era au Starship Automation as Aslan t4 Traveller 4.0 st Emperor Strephon va Vargr tg GURPS Traveller ls Life Support dr Droyne tt Traveller 2300 pi Piracy so Solomani to Other rules set . . zh Zhodani ru Rules Usage . . vi Vilani ge Gearheadedness . . da Darrian . . . sy Sylean
IMTU Code as a UWP.
The IMTU Code can be adapted to look like an ordinary UWP.Let me show you how.
IMTU-UWP Template
UWP Segment IMTU Translation IMTU Codes World Your Name: Location See "Subsector Position" below: Starport Dominant Rule System A:t4 B:tn C:tm/tc D:tg E:tt X:to World Size Drop Tanks/Tankless Systems 0=never; A=everywhere Atmosphere Life Support 0=cheap and easy; A=expensive and difficult Hydrosphere FTL Drives 0=total divergence; A=total conformity. Population Emperor Strephon Lives! 0=very bad; A=very good for Traveller Law Level 3I Control 0=total chaos; A=iron fist Government Starship Automation 0=none; A=total & complete & common Tech Level Rules Usage 0=low; F=total & complete Bases 100-diameter limit [none]=no opinion; S=star diameter too; N=tunable to a great degree Trade Codes IMTU:Sapient ratings go here. TAS Code Heresy A=mild heresy; R=severe heresy Pop Mult Gearheadedness 0=low; 9=subatomic-level gearhead Belts Jump Tonnage 0=no minimum; 3=100t minimum Gas Giants Piracy 0=impossible; 5=ubiquitous My IMTU-UWP would be: Eneri Dinshaa 0609 A588865-B S va- so- zh vi da+ 323 IMTU "Subsector Position"Coordinates are measured as absolute "latitude" and absolute "longitude" from Normal, Illinois. The following rule of thumb can help with your calculations:
First Digits:
04 if you're in IL
03 if you're in the midwest.
05 if you're in North America.
(06 if your state has an ocean coast)
07 if you're not in North America.
02 if you're across an ocean.
(01 if your province is landlocked)
08 if you're in a former state of the USSR.
(09 if your province is landlocked)
Second Digits:
01 if you're North-East of Normal, IL
02 if you're North-West of Normal, IL
04 if you're North of Normal, IL
05 if you're in Normal, IL
06 if you're South of Normal, IL
08 if you're South-East of Normal, IL
09 if you're South-West of Normal, IL
Location Position Normal, Illinois 0405 Phoenix, Arizona 0509 Dallas, Texas 0609 Connecticut 0601 Nagoya, Japan 0208 Ireland 0201
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