In the first episode, referee Matthew Capodicasa takes players Sydney Amanuel, Skid Maher, Alicia Marie and Seth Skorkowsky through Traveller's famed character creation system, building the lives of our crew together. Plans go awry, careers get discarded, dreams are abandoned and no one ends up where they expected.
We drop directly into our story with the crew of the Far Trader The Kate's Gambit in the midst of a job on the world of Garda-Vilis in the Spinward Marches. When they attract some unwanted attention, however, they'll have to improvise a new plan to finish the job and get away.
Now in custody aboard an Imperial Navy cruiser, the crew of The Kate's Gambit finds themselves the subjects of an intense interview process, but what happens next will surprise them all.
After accepting a high stakes and highly confidential mission from Imperial Naval Intelligence, the crew of The Kate's Gambit arrives outside of Imperium space to collect the legendary ghost ship ISS Ellison. However, the Ellison they encounter is anything but ghostly.
On board the Ellison, the crew of The Kate's Gambit investigates just what is going on. Are they in some sort of time dilation? Are they where they think they are? And just what happened to the former captain?
Still on board the Ellison, the crew of The Kate's Gambit hatches a daring plan with the ship's chief engineer to repair the jump drive, but they seem to have aroused the suspicions of a few unscrupulous crew members who don't take kindly to their investigation.
With the Ellison's systems shut down and a mercenary raiding vessel on an intercept course, the crew of the Kate's Gambit must scramble to fight the attackers off before they're boarded and all is lost.
With the Ellison's systems still largely offline, the crew of The Kate's Gambit finds themselves pinned down in a massive firefight in the cargo bay, trying to repel waves of mercenary raiders.
After the battle, the crew of The Kate's Gambit unearths a devastating piece of information about the Ellison's mission that could put millions of lives at risk.
On the Season 1 finale of Voyagers of the Jump, the crew finally discovers just what happened to the Ellison all those years ago. But when a revelation forces their hand, the fate of the Ellison—and charted space at large—is in their hands.
In the first episode of Season 2, referee Matthew Capodicasa takes players Sydney Amanuel, Skid Maher, Alicia Marie and Seth Skorkowsky through Traveller's famed character creation system. Spoiler alert: nothing goes as planned.
The travellers begin their adventure on a space station in a desolate sector of the Great Rift, their term of service completed and waiting for their ride home.
After boarding the Warbler, a bulk freighter on the Islands run, the travellers explore their ship and carouse with the crew—until disaster strikes
After a misjump caused the travellers to crash on an unknown planet, they set out to explore their surroundings and try to find a way back home.
Eight years after the Warbler crashed on this unknown planet that has become their home, the surviving travellers look up into the sky and see two other starships suffer the same fate. Will this finally allow them to escape the wilderness and find their way back to civilization?
After a firefight, the travellers parlay with the crew of one of the crashed ships and begin to formulate a plan to get off this hidden planet, but there's still someone else on-world who might have other ideas...
The travellers come face to face with the survivor of the other crash. Might he hold the key to their exodus?
With each discovery presenting them with more questions than answers, the travellers continue their trek to the wreckage of the Zhodani ship, hoping they're not walking into a trap...
The travellers must battle the lost planet's many natural obstacles to get the power plant back to the Kate's Gambit for repairs—including, it seems, a swarm of giant post-larval centipedes...
On the final episode of Season 2, the travellers scramble to stop their last chance for escape from blasting off without them. But even if they do, will they be able to jump away, or does this subsector have more in store for them?