MGT2 — Mongoose Traveller for Foundry VTT
An unofficial system that runs Mongoose Publishing's Traveller as a campaign rather than as a character sheet: the damage chain, group character creation, space combat, trade, jump travel and the ship's ledger — in French, English, Spanish and Brazilian Portuguese.
Requires Foundry VTT v14 (14.366 minimum). Unofficial, and unaffiliated with Mongoose Publishing.
A session, as it runs
Round one, at Medium range.
The screen carries a range band for every pair of ships, the thrust the pilot has to spend, the initiative the side's Tactics check bought, and each crewed station with the combat duty it is standing. In the log: the dorsal turret's hit, the damage it offers in three readings, and the corsair's answer going wide.
The boarding party is aboard.
The snub pistol's damage was applied by the player who took it, from the card, against the armour she was actually wearing. Endurance is down five, the Endurance DM followed it, encumbrance followed that — and the recovery strip is already offering first aid, surgery, medical care and the day's rest.
The referee asks the whole crew.
One demand — skill, characteristic, difficulty, a named DM, and who it goes to. Every Traveller answers from their own screen; the card keeps the tally, and each answer carries a strip back to the demand that produced it.
Sheets, kit and creation
Twenty-two skills, two careers, and a programme five weeks into its eight.
The training strip names the level it is buying, the weeks logged against it and the button that grants it. On the left, what the boarding action left behind: Endurance at 3 of 8, the Endurance DM that follows it, and the carrying limit that follows that.
Four containers, and a locker ashore that is an Actor of its own.
Every row names the container it is in. Beside it, a Stash: a bonded locker at the highport, with its own weight, its own value, a lock, and a row per player saying who may open it. The pilot owns it, the astrogator may read it, nobody else sees the sheet at all.
Six Travellers, five terms, one career that went wrong.
Creation runs as a grid of Travellers by terms, and it is interruptible: close it, play a session, come back. Each cell carries the career, the assignment and whether survival was passed — and where it was not, the ejection and the note that says why. The strip underneath is the term itself, ten steps in the order the book prints them.
What the system does
At the table
- Roll requests. The referee composes one demand and sends it to the whole roster. Each player answers from their own screen, the card counts who is in, who declined and what they scored.
- Task chains. A check can be offered into the next one. The receiving card names its sources and carries their total, so a chain is auditable without storing a chain anywhere.
- The whole damage chain, resolved on the defender's side. An attack offers damage in three readings; whoever was hit picks one, and armour, traits, scale, the damage track, the DMs that fall out of it and the recovery options all follow from there.
- Play mode and edit mode, per sheet, so a sheet in play shows what a player needs and nothing they can break.
The Travellers
- Seven Actor types — Traveller, NPC, Vehicle, Spacecraft, Robot, World, Stash.
- Eighteen Item types — weapon, armour, ammunition, computer, drug, cargo lot, passage, ship component, crew role, contract, contact, disease, species, career and more.
- Group character creation, on a grid of Travellers × terms, interruptible without losing anything. Careers and species are templates the referee writes.
- Training, ageing, benefits and mustering out, on one log per Traveller.
The ship
- Space combat with a range band for each pair of ships, thrust allocated by the pilot, and a station for every crew member.
- Fleet battles, for the day the two ships become two squadrons.
- Voyages and jump, with real fuel, the ship's mortgage and the crew's finances.
- Trade — parsed Universal World Profile, derived trade codes, speculative trade, stop traffic and the hold manifest.
The world
- Forty-nine optional and variant rules in one settings screen — psionics, wealth, radiation, encumbrance, starvation, vacuum, the jump procedure, fleet battles and design validation among them. Each names the book and page it comes from, or says that no book settles it. The defaults are the game as printed.
- Four languages — French, English, Spanish and Brazilian Portuguese, interface and content strings alike.
- Three compendiums it writes itself — what the system does with the rules, one journal per language, and an annotated demo document for every type and sub-type it registers. A worked example, not a starter world: every figure in it is invented.
- One accent recolours everything. Four palette presets, eleven accents, light, dark or follow-the-system — and every text token clears 4.5:1 contrast in all of them.





