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MICRO FAST TRAVELLER
version 2.1
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(A work in progress to create a very simplified version of GDW “LBB” 1e Traveller.)
In a tabletop role-playing game, players mix storytelling, decision making, rolling dice, and imagination to play out the heroic deeds and mysterious adventures of characters in a fictional science-fiction universe. One player takes on the role of Game Master (GM), describing scenes to which the other players’ characters respond in turn.
In these stories, interstellar explorers, merchants, and mercenaries journey aboard starships to planets where colonists, aliens, and robots flourish in exotic environments. Characters pursue personal fortunes through various contract jobs, or strive for justice by toppling tyrannical regimes.
SAFETY FIRST
Because creative storytelling can touch on a wide range of issues and potential triggers, it is important to consider the diverse backgrounds and experiences of players. During the course of the role-playing game, player should strive to create a safer and move inclusive environment through the use of an X-card, typically a physical card with an “X” on it. If a player feels uncomfortable with something happening in the game, they can simply tap or hold up an X-card. This indicates that they want the current content to stop or change.
After an X-card has been player, the Game Master can then either skip the problematic content, change the direction of the narrative, or discuss alternatives with the players if appropriate. Players using an X-card are not required to explain their discomfort publicly, maintaining their privacy and emotional safety.
WHAT’S NEEDED TO PLAY
Each game session can accommodate many players, but having four to six is ideal for keeping everyone actively engaged in the action. The game can be played for various lengths of time, ranging from just an hour to entire afternoons or even longer. Ongoing narratives can seamlessly continue from where a previous session ended, creating an extended story known as a campaign.
Each player will need:
* a character sheet (described below)
* two to several 6-sided dice (d6s)
* something with which to take notes (pen and paper or electronic tablet)
* an X-card (or access to shared X-cards)
* a copy of these rules (optional)
The Game Master player will everything listed for a player, plus:
* a story outline with notes about the setting, obstacles, opposition goals and assets
* a copy of these rules (for reference and consistent adjudication of play)
Optional playing aides:
* maps of locations characters might explore
* a grid game mat for drawing improvised maps, floorplans, battlefields
* dioramas of places where characters might have encounters
* miniatures or tokens used to mark positions on a grid game mat or diaroma
* handouts of written messages characters might discover
* handouts summarizing complex items and treasures the characters may find
* illustrations of people, places, and things characters may see
* audio recordings of sound effects and music characters may hear
* a chart tracking time passing in the character’s world
* dice towers or dice trays
READING DICE
Throughout these rules, dice notations will specify how many six-sided dice should be rolled and added together. The most common combination for task rolls is the sum of two dice, noted at 2d6, plus one ability modifier. For example, a character trying to repair a broken jump drive would roll 2d6 and add that character’s Starships modifier. For an engineer with Starships +6, rolling a 2 on one die and a 4 on the other, the total result would be 12.
Other notations:
* 1d6: Roll one die to get a number from 1 to 6.
* 1d6-1: Roll one die and subtract 1, getting a number from 0 to 5.
* 3d6: Roll three dice and add them for a number from 3 to 18.
* 8d6: Roll eight dice and add them for a number from 8 to 48.
* +1d6: Roll the 2d6 task roll as normal and add one more die for a total from 3 to 18.
Some rules remove dice from a rolled total, such as armor’s effect on damage dice.
* -1d: Remove one die before rolling.
* -2d: Remove two dice before rolling.
* -4d: Remove four dice before rolling.
MINIMUM NUMBERS
These rules also make frequent use of target numbers, meaning the minimum number a player must get in order to control the narrative and describe the outcome of an attempted action. The format of a number followed by a plus means “this number or higher” is needed for success.
* 4+: A total or 4 or more is needed, an easy task to accomplish.
* 8+: A total of 8 or more is needed, rolling above average or having strong modifiers.
* 14+: A total of 14 or more is needed, rolling high and having strong modifiers.
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THE TRAVELLER UNIVERSE
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These rules are a very simplified edit of Traveller, the award-winning classic science-fiction role-playing game created by Marc Miller in 1977 for Game Designers Workshop.
Per Miller, the fictional universe of Traveller can be summed up in five points:
* The fastest you can get information somewhere is in a starship.
* A ship takes at least a week to get somewhere.
* The Imperium is a government of people, not laws, and it rules space. Planets rule themselves.
* The lifeblood of the Imperium is commerce. Don’t get in the way of the Imperium’s lifeblood.
* There is no Prime Directive. If you want to sell guns to the locals, go ahead. Check first to see if they have anything you want.
TIMELINE OF THE FAR FUTURE
* 3,600 years ago: 21st century on Earth.
* 3,200 years ago: The Imperium comes into conflict with the Solomani humans from Terra (Earth), sparking interstellar war. The Imperium falls and The Rule Of Man (Second Imperium) begins, dominated by the expansionist Solomani branch of humanity.
* 2,700 years ago: The Rule Of Man falls, beginning a period of regressive dark ages called The Long Night.
* 1,100 years ago: Cleon Zhunastu from the Sylean Federation founds the Third Imperium (the current interstellar empire), ending The Long Night.
* 700 to 20 years ago: Imperial and Zhodani navies fight several limited Frontier Wars in the spinward sectors.
* 100 years ago: Solomani Rim War, Imperial forces seize control of the Solomani homeworld (Terra).
* 36 years ago: Strephon Aella Alkhalikoi becomes the current Emperor of the Imperium.
* Now: Current day in Imperial Year 1107.
Other features of this future…
* The Imperial year 1107 is approximately A.D. 5630 by modern Earth calendars.
* There is no faster-than-light means of communication. The fastest ships carry messages, cargo, and passengers at six parsecs per week (about 20 light years per jump).
* The feudal-based Imperium is made up of 11,000 worlds across 21 sectors; each sector has 16 subsectors containing dozens of star systems.
* “Known space” includes just a portion of the Milky Way galaxy, with six rival interstellar nations – including the psionically-ruled Zhodani Consulate beyond the “spinward” frontier – surrounding the Imperium’s claimed systems.
* Imperium society is human-centric but cosmopolitan. Hundreds of alien species freely travel the stars.
* Colonialist attitudes and capitalism dominate, but local independent worlds vary wildly in local laws, customs, lifeforms, and environments.
* The Imperium has a universal currency: credits (cr) for personal items, and megacredits (Mcr) for major transactions such as purchasing starships.
* Although robots are common, computer technology and full robotic sentience are hindered to prevent the rise of hostile artificial intelligences.
* Starships must get 100 diameters away from any planet to safely start a faster-than-light jump. Piracy during this travel window is often a threat.
* Psionics such as telepathy and telekinesis are known but greatly feared and considered illegal under Imperium law.
* There are no teleporters, time machines, immortality drugs, or alternate dimensions (as far anyone knows).
* Most game campaigns focus around either a free trader crew (picking up goods and passengers to transport for profit) or a mercenary company (providing military-for-hire services where needed across the galaxy).
Most common species encountered across the Imperium include…
* Humans (Vilani): Traditionalists and oldest known spacefaring people, conservative in most ways.
* Humans (Solomani): Natives of the planet Terra (Earth) in the Sol system, maverick individualists.
* Aslan: Feline humanoids culturally driven to expand their personal territory.
* Droyne: Small winged humanoids with rigid intra-species castes (worker, warrior, drone, technician, leader, and sport).
* Hiver: Starfish-shaped explorers with a strong curiosity about other species.
* K’kree: Look like camel-faced centaurs, descended from herbivore lineage.
* Vargr: Uplifted wolf-headed humanoids with a reputation for piracy.
* Humans (Zhodani): A foreign branch of humanity known to practice psionic talents and mind control.
Also…
* Robots/Androids: Artificial beings with limited free will.
…and many lesser known alien species, uplifted creatures, genetic creations, mutants, cyborgs, and other such beings.
SECTORS WITHIN THE IMPERIUM
* The Core sector: Homeworld of the Vilani humans and capital of the Imperium.
* The Spinward Marches sector: Frontier border with the Zhodani, site of many interstellar wars.
* The Solomani Rim sector: Occupied by the Imperium, contested by a violent Terran resistance movement.
…and many more
TECHNOLOGY LEVELS
Simplified ranges…
* TL 0 Extremely Low: Stone age tools from natural materials, simple shelters.
* TL 3 Very Low: Metal tools, industrial manufacturing, science, and mathematics.
* TL 6 Low: Mechanical to atomic ages, electricity in wide use, viral science and vaccines.
* TL 9 Moderate: Early stellar age, varied power sources, bionics and cybernetics.
* TL 12 High: Slow faster-than-light space travel, antigravity tech, terraforming.
* TL 15 Very High: Quick faster-than-light space travel, perfect cloning, recorded memories.
* TL 18 Extremely High: Self-aware starships, custom lifeforms, orbital teleporters.
* TL 21+ Ultra High: Interstellar teleporters, manufactured worlds, mobile planets. (Per Arthur C. Clarke, “sufficiently advanced technology indistinguishable from magic.”)
Most of the Imperium’s populated worlds range between TL 9 to TL 15. Technology above TL 15 is generally unheard of in known space, except when finding relics of a mysterious extinct species simply referred to as “The Ancients.”
MEGACORPORATIONS
There are a dozen interstellar corporations known to do business across the Imperium, along with thousands of smaller regional enterprises. Major megacorps and conglomerates (and their principal industries) include:
* Delgado (military harware, miniaturization, minerals, publsihing, trading, recreatinal products)
* General Products (heavy industry, starships, vehicles)
* GSbAG (starships)
* Hortalez et Cie (banking, investments, finance arragements)
* Interstellarms (military hardware, military units, strategic planning)
* Ling-Standard Products (mining, electronics, vehicles, weapons, comsumer goods)
* Makhidkarun (communications, computers, entertainment, recreation)
* Naasirka (information retrieval hardware and software, robots, recreation)
* SuSAG (chemicals, pharmaceuticals, genetic engineering)
* Sternmetal (mining, manufacturing, energy supplies, food synthesis)
* Tukera (passenger and freight transport, trade and speculation)
* Zirunkarlish (capital investment, real estate, insurance)
OTHER INTERSTELLAR INSTITUTIONS: These organizations span the entire Imperium, though they might only be found on some worlds in major starports.
* Imperial Interstellar Scout Service (IISS): The scouts explore Imperial frontiers, map and survey worlds to revise library data, and help carry mail through its Express Boat Network.
* Imperial Navy: Warships based from key star systems, primarily to combat piracy but also critical in interstellar frontier wars. Loyal only to the Emperor and limited in authority to space itself, not planetary-bound affairs.
* Travellers’ Aid Society (TAS): For a cr 1,000,000 lifetime fee (sometimes given as a reward for terms of service), members may enjoy one free High Passage every two months, one week of paid accommodations each month, and exclusive access to TAS lounges in more developed starports. (Travel benefits may be shared or sold.)
ENVIRONMENTAL STANDARD: Most starships and spaceports maintain the following:
* Gravity: 1.0 G
* Air Composition: 78% nitrogen, 21% oxygen, 0.9% argon, 0.1% other (carbon dioxide, nitrous oxides, methane, ozone, water vapor).
* Air Humidity: 60% RH (relative humidity)
* Air Pressure: 1 bar / 101.3 kPa (14.7 psi)
* Air Temperature: Around 72 degrees F (22 degrees C)
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TRAVELLER CHARACTERS
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STARTING CHARACTERS: New characters start with modifiers of +6, +3, and +1 assigned to three abilities: Combat, Starships, and Worlds. A new character also rolls 1d6 to determine the benefits of surviving previous tours of service before the start of play.
COMBAT: Shooting guns, brawling, melee fighting with blades, and targeting field artillery. Also includes professional soldier protocols and military tactics, along with skills in stealthy movement and reactions to avoid sudden hazards like explosions or traps. Tasks to cause or avoid harm usually use this modifier.
STARSHIPS: Engineering, computers, vehicles, and sciences involved with any advanced technology – especially operating, navigating and repairing spaceships, including those with a faster-than-light jump drive. If it beeps and has buttons, use this modifier.
WORLDS: Everything else. Social status, exploration and environmental survival skills, interstellar laws and history, diplomacy and cultural knowledge, medical and xenobiology skills, persuasion and deception, trade and streetwise connections, and administration experience to work with and bribe local planetary and spaceport officials. When in doubt, use this modifier.
In addition to modifiers, characters also have an ability called HITS, a threshold of damage that represent a character’s health, stamina, and ability to endure stress and trauma. HITS is automatically equal to 4 plus a character’s Combat modifier.
* HITS: Combat modifier + 4
SERVICE BRANCHES
Traditionally, most characters in Traveller earn their prior life experience while serving tours of duty in some branch of service, amid a merchant vessel conducting interstellar trade, or as a rogue hopping from planet to planet due to odd jobs or cunning schemes. These backgrounds are not exclusive, and players are free to make up whatever story they want for their characters.
Examples of ability modifiers by branch of prior service experience…
* Army: Combat +6, Starships +1, Worlds +3; Hits 10
* Marine: Combat +6, Starships +3, Worlds +1; Hits 10
* Merchant or Scout: Combat +1, Starships +3, Worlds +6; Hits 5
* Navy: Combat +3, Starships +6, Worlds +1; Hits 7
* Rogue: Combat +3, Starships +1, Worlds +6; Hits 7
NATIVE TECHNOLOGY LEVEL
Characters in Traveller are assumed to be familiar with TL 12 technology, as most worlds in the Imperium fall between TL 9 (low interstellar tech) to TL 15 (high interstellar tech). When attempting to use the Starships task modifier on technology more advanced than the character’s native technology level background, a -3 penalty is applied to the task roll.
ALIENS, ANDROIDS, AND OTHER EXOTICS
A character’s species does not have any affect on ability scores or hits, though some may have special features that come up in specific situations. For example, Aslan have a retractable dewclaw that functions as a light weapon, while Hivers have infra-red vision that allows them to see in low light conditions. Robots may suffer a penalty in social situations (being viewed as machines, not sentient creatures), but they may gain the automatic benefits of Light Armor due to their metal bodies.
AUTOMATIC SKILLS: Regardless of modifiers in the three abilities listed above, all space-worthy Traveller characters share the following common knowledge about getting by in the universe without needing a task check to use:
* Basic use of a vacc suit (standard issue spacesuit).
* Recognizing the major species of sophants (the “big six” alien races).
* Familiarity with routine starport procedures (screenings, inspections, cargo handling, etc.).
* Fluency in galactic standard language (Anglic).
* Familiarity with Imperial banking standards and currencies (credits, megacredits).
* Familiarity with Tech Level 15 technology (recognize and understand use, even if not proficient).
* General knowledge about the Imperium (domains, broad history, social status system).
SERVICE TOUR EXPERIENCES BONUS
Roll 1d6 at character creation:
* 1 … served in war or other hostile space, +1 to Combat
* 2 … served among a ship’s crew, +1 to Starships
* 3 … served on many diverse planets, +1 to Worlds
* 4 … served on a higher tech ship or world (increase native Tech to TL 15)
* 5 … body enhanced by bionics/cybernetics as if always in Light Armor (-1d Armor)
* 6 … reroll once and add 2,000 cr per month pension plus lifetime Travellers Aid Society membership
LATER EXPERIENCE
At milestones during multiple adventures, a Game Master may allow all characters to permanently increase one ability by +1 or increase maximum Hits by 2. Increases to a character’s Combat modifier still increase Hits by 1, since base Hits equals Combat + 4.
* Level 1 … +6, +3, +1 plus Service Tour Experiences bonus
* Level 2 … add +1 to any ability or +2 to Hits maximum.
* Level 3 … add +1 to any ability or +2 to Hits maximum.
* Level 4 … add +1 to any ability or +2 to Hits maximum.
etc.
If psionic characters are allowed, experience may instead be used to increase psionic talent levels or Psionic Strength Ratings. See the Psionics section for details.
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PLAYING THE GAME
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TIME AND TURNS
Each time the Game Master describes a scene or situation, players respond with what their characters are doing. In most cases, that’s all that’s needed, and the Game Master continues the story with changes noted from the players’ contributions.
How much time passes in the character’s world can vary. A week-long starship voyage may simply be dismissed by the Game Master saying “The trip is uneventful and you get there without incident.” Other times, players resolving the outcome of a combat firefight that lasts a few seconds may take several minutes in the real world for everyone to take turns.
For simplicity, time is typically described in turns and rounds…
* 1 turn: Actions taken by an individual character within a round.
* 1 combat round: 15 seconds of character actions during personal combat.
* 1 starship round: 20 minutes of character actions during starship combat.
When a character encounters something with an uncertain outcome, a task roll is made. These rolls usually come up during a turn when a character may attempt an action and move, move with evasion, or run at a double move speed.
Imperial universal standard times are used for non-round descriptions following standards established long ago on the planet Terra:
* 60 seconds (4 combat rounds) to a minute.
* 60 minutes (3 starship rounds) to an hour.
* 24 hours to a day.
* 7 days to a week.
* 365 days, 52 weeks, to a year. (There is no leap year to the Imperial Calendar.)
TASK ROLLS
To resolve a task, a player rolls two dice and adds the value of the character’s most appropriate trait based on how actions have been described. The Game Master may rule which trait best fits, as well as how long the attempt takes if not limited to a single round. The higher the player’s total, the better the character’s result.
TASK ROLL FORMAT
* 2d6 + one ability modifier
General task roll modifiers
* -3 … rushed (half usual time required)
* +3 … careful (double usual time required)
* -3 … task involves technology higher than character’s native TL
* -3 … character or device is in serious condition (see damage and Hits)
* +1d6 … tech task using Tech Level 9 tools
* +2d6 … tech task using Tech Level 12 tools
* +3d6 … tech task using Tech Level 15 tools
TASK TARGET NUMBERS
An attempted action’s difficulty determines the minimum number needed on a task roll total for success. If the task roll
* 5+ … Easy: A straightforward task that requires minimal skill or effort. Examples: Locating a nearby landmark on a clear day. Scanning a planet’s surface for common materials. Persuading a friendly ally.
* 8+ … Moderate: A routine task requiring some skill or experience. There’s a chance of failure, but it’s achievable for skilled characters. Examples: Landing a ship during a common storm. Gathering useful gossip in a spaceport bar. Persuading a neutral character.
* 11+ … Hard: A challenging task that pushes the limits of ordinary skill. Success often depends on preparation, training, or luck. Examples: Sneaking past a guarded checkpoint. Identifying a rare mineral in a geological survey. Persuading a suspicious character.
* 14+ … Extreme: A very difficult task that only the highly skilled, resourceful, or lucky can achieve. Examples: Repairing a high tech device without using any tools or spare parts. Reprogramming an alien computer without prior instructions. Convincing a sworn enemy to negotiate.
* 17+ … Nearly Impossible: An almost unattainable feat that requires extraordinary skill, extensive preparation, and exceptional luck. Examples: Planting false evidence in the computer system of an Imperial Navy flagship. Disabling a high-security facility’s surveillance grid without leaving a trace. Piloting a damaged starship through the event horizon of a black hole to escape pursuers.
OPPOSING TASKS
When two characters attempt directly opposing actions, both sides roll and the higher total wins. In cases of tied totals, the highest modifier wins; if still tied, the result is uncertain. Examples: A character attempts to evade a pursuing law enforcement officer by blending into a crowd. Two characters grapple for control of a blaster. A hacker attempts to break into a secured network while a system AI defends it. Two opposing diplomats argue to persuade the leader of a neutral world to join their side amid a conflict.
CHARACTER COOPERATION
If more than one characters works on the same task, use the highest dice roll and the highest single ability modifier from among all those involved to measure the task results. Example: A chief engineer with Starships +6 makes a 2d task roll for a result of 7, while an assisting crew member with Starships +3 rolls 2d for a result of 10. This task’s roll result would be (rolled 10 + ability 6) a total of 16.
EXTRA BENEFITS
Any 2d6 task roll resulting in a 12 means a fortuitous advantage helps the character, even if the total result isn’t enough for the intended task to succeed. Examples: A missed shot hits a volatile piece of machinery near the target and catches fire, a negotiator refuses an offer but likes the character enough to later offer different help, a bureaucrat refunds application fees in full, or a search for safe shelter instead finds a hidden cache of unrelated but valuable gear.
EXTRA COMPLICATIONS
Conversely, any 2d6 task roll resulting in a 2 means an unfortunate disadvantage hinders the character, even if the total result for the intended task is a success. Examples: A tool used in the task might break, a weapon jams or runs out of ammunition, an bribe attempt buys access but gets noticed by law enforcement monitors, or a fraction of cargo turns out to be ruined or mislabelled.
ACTIONS, MOVEMENT, AND TURNS
Each 15-second combat round, a character can move 20 meters (about 65 feet) while performing other actions, or simply run 40 meters (130 feet). Actions include firing a weapon, focusing on evading attacks, piloting a starship, repairing a damaged control panel, and so forth. A character may also wait to trigger an action until a specific event happens, such as firing a weapon if an enemy comes through a doorway.
A character whose health is in serious condition – meaning accumulated damage is equal to or greater than a character’s Hits number – suffers a -3 penalty on all attempted tasks and can only move at half speed (10 meters per turn, or 20 meters while running).
Talking between characters and asking a Game Master to again describe a scene are generally not considered actions unless doing so triggers another character to act, such as shouting detailed orders to a robotic drone under the character’s command.
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MORE ABOUT COMBAT
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INITIATIVE
Every round of combat, each character rolls 2d6 + Combat. The higher totals may act before lower totals, in descending order of the totals rolled. Combat modifiers break ties, but if still tied, both act simultaneously. Re-roll initiative at the start of each new round after every character has taken a turn.
ATTACK TASKS AND PERSONAL COMBAT TARGET NUMBERS
Roll 2d6 + Combat to hit a target with an attack.
* 5+ … stationary target unaware of attack
* 8+ … moving target engaged in other actions (like attacking)
* 11+ … evading target focused only on dodging attacks
Modifiers to rolled totals:
* -3 … ranged weapon at target within maximum range band
Example: A rifle has no penalty up to Range 4: Medium (300 meters), but suffers a -3 penalty to hit targets within Range 5: Long (from 301 to 750 meters).
PERSONAL RANGES
* Range 0: Touching (0)
* Range 1: Immediate (up to 3 meters, or 10 feet)
* Range 2: Close (up to 25m, or 80 feet)
* Range 3: Short (up to 100 meter, or 320 feet)
* Range 4: Medium (up tp 300 meters, or 980 feet)
* Range 5: Long (up to 750 meters, or about a half mile)
* Range 6: Very Long (up to 3 km, or 2 miles)
* Range 7: Distant (up to 25 km, or 15 miles)
* Range 8: Very Distant (up to 250 km, or 150 miles)
* Range 9: Orbital (up to 1,000 km, or 620 miles)
* Range 10: Beyond (more than 1,000 km, or 620 miles)
WEAPON MAXIMUM RANGES
* Range 2: Thrown weapons
* Range 3: Bows, crossbows, shotguns, pistols
* Range 4: Bazookas, carbines, submachineguns, blasters, gyrojet guns
* Range 5: Rifles, machine guns, rocket launchers, support weapons (plasma guns, fusion guns)
* Range 6: Sniper rifles, gauss/railguns, all laser beam weapons
* Range 7: Artillery, missiles
WEAPON DAMAGE
If an attack hits, roll for damage:
* 1d6-1 … light weapons (punch, kick, dagger)
* 1d6 … light/moderate weapons (body pistol, sword, cutlass)
* 2d6 … moderate weapons weapons (pistol, revolver, submachinegun)
* 3d6 … moderate/heavy weapons (broadsword, rifle, carbine, gauss/coilgun)
* 4d6 … heavy weapons (energy beam rifle)
* 6d6 … close explosives (grenades, .50 cal. auto-cannon) (half damage per meter distance from center of blast)
* 10d6 … plasma gun, man-portable (PGMP) at Range 4: Medium (5d6 damage at Range 5: Long; 2d6 damage at maximum Range 6: Very Long)
* 12d6 … fusion gun, man-portable (PGMP) at Range 4: Medium (6d6 damage at Range 5: Long; 3d6 damage at maximum Range 6: Very Long)
ARMOR PROTECTION
A target’s Armor rating subtracts from damage dice rolled:
* none … no armor
* -1d damage … light armor (jack, mesh, flak jacket)
* -1d damage … reflect armor (but -5d versus laser attacks)
* -2d damage … light/moderate armor (cloth, vacc suit)
* -3d damage … moderate armor (hostile environment or combat vacc suit)
* -4d damage … moderate/heavy armor (TL 12 combat armor battlesuit)
* -5d damage … heavy armor (TL 12 battle dress, huge battlesuit)
* -8d damage … superheavy armor (TL 15 combat armor or battle dress)
If the amount of Armor rating reduces a hit’s effectiveness to 0d or less, the target is essentially immune to damage from that weapon or attack.
If a target has more than one type of armor, only the highest rating applies. For example, a human cyborg with a body equal to Light Armor (-1d) who then dons a vacc suit (-2d) has an effective protection of -2d Armor, not -3d.
EFFECTS OF DAMAGE
As damage is taken, compare the ongoing total to the Hits number of a character, creature, or object (vehicle, structure, or machine). Hits numbers work as a threshold for measuring penalties to task rolls and movement as targets’ functioning becomes weaker and more impaired. Healing and repairs remove damage over time.
* Fair Condition (below Hits): If accumulated damage taken is less than a target’s Hits number, the target suffers no penalties. Creature’s injuries are superficial, or disease effects are mild, and damage to objects may be barely noticeable. The target can continue to perform tasks and movement without penalty.
* Serious Condition (above Hits): If damage taken is equal to or greater than a target’s Hits, shock and trauma are becoming a problem for living things, and objects show visible signs of breakdown or collapse. Targets suffer a -3 penalty on all attempted task rolls, and movement rates are dropped to half speed.
* Critical Condition (above double Hits): If damage taken is equal to or greater than twice a target’s Hits, the target is incapacitated. Living things fall to the edge of unconsciousness, cannot initiate tasks, cannot move, and speak only in a halting whisper. Objects cease to function and stop moving. Each turn spent at this condition, and each time the target suffers further damage, roll one die (1d6). On a roll of a 1, the character or creature dies, or the object is destroyed.
Example: A spaceport guard (+6 Combat, +3 Starships, +1 Worlds; 10 Hits) in moderate armor (-2d) is struck by gunfire from an automatic rifle (4d6). Damage dice are reduced from 4d to 2d due to the targeted guard’s armor, resulting in rolls of 5 and 6 for a total of 11 damage. This amount is above the guard’s Hits, putting him in serious condition until healing or medical care fixes this wound.
HEALING AND REPAIRS
Wounded targets naturally heal to lose 1 damage point per day of rest and recovery. If higher technology medical facilities or drugs are available, this recovery rate equals the Tech Level of treatment. For example, at TL 12: High Technology, in one day a character can remove 12 damage points.
Removing damage from machines requires a daily 2d6 + Starships task roll representing several hours of work if tools and parts are available. The amount rolled equals the number of damage points removed that day. In a repair shop or equivalent facility, repair rates can equal the local Tech Level if higher than the rolled repair task roll.
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MORE ABOUT STARSHIPS
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SIMPLIFIED STARSHIPS: Level 1 starships start with modifiers of +6, +3, and +1 assigned to three abilities: Firepower, Jump Drive, and Agility. Hits are based on the ship’s size.
FIREPOWER: Beam weapons like lasers, masers, meson guns, particle beams, and fusion guns, along with missiles and torpedoes.
JUMP DRIVE: Fuel and capacity for faster-than-light travel. Each plus equals the number of parsecs a ship may travel during a week-long trip through jumpspace, a sort of alternate dimension where mass doesn’t matter (and matter has no mass).
AGILITY: Thrusters and slower-than-light manuever drives to change velocity and direction in space.
HITS: Unlike for characters, ship Hits are not based on modifiers but instead come from a ship’s size and level.
* 5 Hits … size 1 to 9 tons (lifeboats)
* 15 Hits … size 10 to 99 tons (small spacecraft)
* 50 Hits … size 100s of tons (most civilian craft and escort ships)
* 150 Hits … size 1,000s of tons (large civilian craft, destroyers)
* 450 Hits … size 10,000s of tons (cruisers)
* 1,200 hits … size 100,000s of tons (dreadnoughts)
* 3,500 hits … size millions of tons (space stations, small planetoids)
* 10,000 hits … size 10s of millions of tons (extreme capital ships)
* 30,000 hits … size 100s millions of tons (orbital spaceports)
* 90,000 hits … size billions of tons (orbital cities)
Plus…
* +10 Hits … per level of ship
IMPROVED STARSHIPS
At milestones during multiple adventures, a Game Master may allow a starship to permanently increase one ability by +1. Example…
* Level 1 … +6, +3, +1
* Level 2 … add +1 to any starship ability
* Level 3 … add +1 to any starship ability
* Level 4 … add +1 to any starship ability
etc.
CHARACTER ACTION
In space combat, one character aboard a ship may substitute a personal ability modifier for a ship’s ability as follows:
* Character Combat modifier may replace a ship’s Firepower.
* Character Starships modifier may replace a ship’s Agility.
Jump Drives may not be boosted by skilled crew character.
A starship’s Technology Level applies a large modifier to ship tasks:
* +1d6 … Tech Level 9
* +2d6 … Tech Level 12
* +3d6 … Tech Level 15
For example, a smuggler’s TL 9 starship (Firepower +3, Jump Drive +1, Agility +6) trying to use Agility to avoid detection by a TL 12 system patrol boat (Firepower +6, Jump Drive +1, Agility +3) would be an opposed roll of…
* Smuggler: 2d6 + 6 + 1d6, rolling 4, 3, and 3 for a total of 16.
* Patrol Boat: 2d6 + 3 + 2d6, rolling 1, 3, 3, and 5 for a total of 15.
…meaning the smuggler just barely avoiding being detected by the patrol’s sensors.
SPACE COMBAT: Works similarly to Personal Combat, but assumes each combat turn is 20 minutes long.
ASTRONOMICAL RANGES
* Close: Within 1 km (covers Long to Very Long personal ranges)
* Short: 1,000s km (covers Distant to Orbit personal ranges)
* Medium: 10,000s km
* Long: 100,000s km (1 to 3 light-seconds) (civilian sensor limit)
* Distant: millions km (military and scout sensor limit)
* Subsystem: 100s millions km
* System: billions km
* Parsec: trillions km (3.26 light years)
* Subsector: 10s light years
* Sector: 100s light years
* Domain: 1,000s light years
* Region: 10,000s light years
* Galactic: 100,000s light years
* Near Intergalactic: millions of light years
* Far Intergalactic: 10s millions of light years
* Distant Intergalatic: 100s millions of light years
* Sub-Universal: billions of light years
* Universal: 10s billions of light years
* Beyond: Outside known universe
DETECTION RANGE
Roll 2d6 to determine the starting distance between ships.
* 3 or less … Astronomical Close (within 1 km)
* 4 to 5 … Astronomical Short (1,000s km)
* 6 to 8 … Astronomical Medium (10,000s km)
* 9 to 10 … Astronomical Long (100,000s km, 1 to 3 light-seconds)
* 11 to 12 … Astronomical Distant (millions km)
Detection Modifiers
* -3 … civilian sensors
* +3 … military or scout sensors
* +1d6 … Tech Level 9 sensors
* +2d6 … Tech Level 12 sensors
* +3d6 … Tech Level 15 sensors
INITIATIVE
Each round of combat, each ship rolls 2d6 + Agility. The higher totals may act before lower totals, in descending order of totals rolled. Agility modifiers break ties, else ships act simultaneously. Re-roll initiative at the start of each round.
INTERCEPT COURSE
If both ships wish to get closer, the range automatically drops by one band per space combat turn (Distant to Long, Long to Medium, Medium to Short, or Short to Close).
PURSUIT AND CHASES
If one ship attempts to flee, both ships make an opposed 2d6 + Agility chase task roll. If the pursuer wins, the range between ships drops by one band (Distant to Long, Long to Medium, etc.) If the fleeing ship wins, range increases by one band (Close to Short, Short to Medium, Medium to Long, Long to Distant). A fleeing ship that is already at Distant range and wins a chase task roll moves beyond the pursuer’s sensor range.
Chase Modifiers
* -3 … civilian ships
* +3 … military or scout ships
* +2 to chased ship … if near an asteroid field or nebula clouds
* +1d6 … Tech Level 9 sensors
* +2d6 … Tech Level 12 sensors
* +3d6 … Tech Level 15 sensors
SPACE COMBAT TARGET NUMBERS
Roll 2d6 + Firepower to hit a target with an attack. Starships may fire at more than one target during a turn, dividing up potential damage dice as desired. There is no attack modifier penalty for such tactics.
* 2+ … Astronomical Close (within 1 km)
* 5+ … Astronomical Short (1,000s km)
* 8+ … Astronomical Medium (10,000s km)
* 11+ … Astronomical Long (100,000s km, 1 to 3 light-seconds)
* 14+ … Astronomical Distant (millions km)
Space Combat Modifiers
* +3 … target size above 100,000 tons
* +2 … target size above 10,000 tons
* +1 … target size above 1,000 tons
* -1 … target size below 100 tons
* +1d6 … Tech Level 9 starship
* +2d6 … Tech Level 12 starship
* +3d6 … Tech Level 15 starship
Civilian ships, having more limited sensors, cannot attack targets at Astronomical Distant range (millions km), regardless of the Space Combat task roll result.
SHIP WEAPON DAMAGE
* 1d6 … civilian ship
* 3d6 … military ship
* +1d6 … tonnage 1,000 to 9,999
* +2d6 … tonnage 10,000 to 99,999
* +3d6 … tonnage 100,00 to 999,999
* +5d6 … tonnage in the millions
* +7d6 … tonnage in the 10s of millions
* +1d6 … Tech Level 9
* +2d6 … Tech Level 12
* +3d6 … Tech Level 15
* +5d6 … Tech Level 18
Ship Weapon Damage Modifiers
* half damage … attacks on targets at Astronomical Distant range (millions km)
Example: A Light Cruiser (military ship of 30,000 tons at TL 15) would cause up to 8d6 damage per turn of space combat. This damage may be focused entirely on one target for 8d6, or divided between two targets for 4d6 each, or set against two targets at 2d6 each and four other targets at 1d6 each.
SHIP ARMOR PROTECTION
Only military ships have armor effective in space combat.
* no armor … civilian ships
* -1d damage … under 100 tons (starfighters)
* -2d damage … 100 to 999 tons (light escorts)
* -4d damage … 1,000 to 9,999 tons (destroyers)
* -6d damage … 10,000 to 99,999 tons (cruisers)
* -8d damage … 100,000 to 999,999 tons (dreadnaughts)
* -10d damage … 1,000,000 or more tons (space stations, planetoids)
EFFECTS OF STARSHIP DAMAGE
As damage is taken, compare the ongoing total to the Hits number of a starship. As for characters and objects in personal combat, the Hits numbers work as a threshold for measuring penalties to task rolls performed by the spacecraft.
* Fair Condition (below Hits): If accumulated damage taken is less than a ship’s Hits number, the target suffers no penalties. Damage may be barely noticeable. The ship can continue to perform tasks and movement without penalty.
* Serious Condition (above Hits): If damage taken is equal to or greater than a ship’s Hits, there are visible signs of breakdown and hull fractures. Ship actions suffer a -3 penalty on all attempted task rolls.
* Critical Condition (above double Hits): If damage taken is equal to or greater than twice a ship’s Hits, the vessel is incapacitated. Power systems, including life support, rapidly begin to fail. Each space combat turn spent at this condition, and each time the ship suffers further damage, roll one die (1d6). On a roll of a 1, the ship explodes into debris.
DAMAGE CONTROL
Once per combat (or per day), a ship’s crew may make a 2d6 + Starships damage control task roll. The amount rolled on this damage control task roll equals the number of damage points removed from that ship. This jury rig work (rerouting auxiliary power, rebooting power systems, whatever) may only be performed on a ship once per day. More complete repairs must typically be done at a higher quality spaceport.
SHIP REPAIRS
Major repairs require a starport with materials and technicians skilled in putting a damaged spacecraft back together. The daily rate of recovery is based on the quality of the spaceport doing the work:
* (A) Excellent facilities, remove damage equal to 10% of ship’s original Hits.
* (B) Good quality facilities, remove damage equal to 5% of ship’s original Hits.
* (C) Average facilities, remove damage equal to 1% of ship’s original Hits.
No repairs are possible as (D), (E), or (X) spaceport sites.
COMMON SPACESHIPS
SHUTTLE / SHUTTLECRAFT (non-starship spacecraft)
* Firepower +1, Jump +0, Agility +2; Hits 15
* 1d6 damage per starship combat turn
* Tech Level 12
* 95-ton civilian ship
* crew 2, up to 70 passengers and/or tons of cargo.
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
* Mcr 33.0
MODULAR CUTTER (non-starship spacecraft)
* Firepower +1, Jump +0, Agility +2; Hits 15
* 1d6 damage per starship combat turn
* Tech Level 12
* 50-ton civilian ship
* crew 2, up to 10 passengers/troops, and ATV (all-terrain vehicle)
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
* Mcr 28.0
SCOUT/COURIER STARSHIP (Level 1 starship)
* Firepower +1, Jump +3, Agility +6; Hits 25
* 3d6 damage per starship combat turn
* Tech Level 12
* 100-ton scout/military ship
* crew 1 or 2, up to 4 passengers, up to 3 tons of cargo
* sensors: Astronomical Distant range (millions km)
* streamlined for landing on atmosphere worlds
* cost Mcr 29.43
FREE TRADER (Level 1 starship)
* Firepower +1, Jump +3, Agility +6; Hits 25
* 3d6 damage per starship combat turn
* Tech Level 12
* 200-ton civilian ship
* crew 4 to 6, up to 6 passengers (plus 20 in cryosleep/hibernation low berth), and 80 tons of cargo
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
* cost Mcr 37.08
MERCENARY CRUISER (Level 1 starship)
* Firepower +6, Jump +3, Agility +1; Hits 25
* 5d6 damage per starship combat turn
* Tech Level 12
* 800-ton civilian ship
* crew 8, up to 17 passengers/troops (or up to 42 in high occupany), and 80 tons of cargo
* sensors: Astronomical Long range (100,000s km)
* two 50-ton modular cutters
* streamlined for landing on atmosphere worlds
* cost Mcr 445.95
STARSHIP OPERATING COSTS
Commercial starships usually make two jumps between maintenance periods: one week at a departure world to gather new passengers and freight, one week in jumpspace, another week at the arrival world to refuel and repeat transfers, and then another week-long jump.
* cr 60,000/period … Scout/Courier
* cr 85,000/period … Free Trader (with mortgage)
* cr 250,000/period … Mercenary Cruiser (with mortgage)
SALARIES
The above costs assume all crew positions are taken up by player characters. For any NPC crew needed, the following salaries must also be paid per maintenance period:
* cr 6,000 for a pilot
* cr 5,000 for a navigator
* cr 4,000 for an engineer
* cr 2,000 for a steward
* cr 3,000 for a medic
* cr 1,000 for a gunner
* cr 1,000 for a marine
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MORE ABOUT WORLDS
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WORLD QUICK CODES
The following planetary classifications are stolen entirely from the fiction of STAR TREK, as explained here: https://memory-gamma.fandom.com/wiki/Planetary_classification – for official Traveller Universal Planetary Profile codes, see the appendix.
* (A) Geothermal: Barren but volcanic.
* (B) Geomorteus: Thin atmosphere of helium and sodium.
* (C) Geoinactive: Cold dead rockball.
* (D) Dwarf: Subplanet/moon of rock or ice.
* (E) Geoplastic: Molten surface, thin atmosphere of hydrogen and helium.
* (F) Geometallic: Partially molten surface, some shallow water seas.
* (G) Geocrystalline: Oxygen and nitrogen atmosphere, algae in seas.
* (H) Desert: Less than 20% surface water: Tatooine, Arrakis.
* (I) Gas Supergiant: Liquid metallic hydrogen surrounded by hydrogen and helium.
* (J) Gas Giant: Liquid metallic hydrogen surrounded by hydrogen and helium.
* (K) Adaptable: Mostly desert, some life.
* (L) Marginal: Rocky, forested worlds devoid of animal life.
* (M) Terrestrial: Earth-like oxygen-nitrogen atmosphere.
* (N) Reducing: Super dense carbon dioxide atmosphere, no life.
* (O) Pelagic: Water world, 80% of surface covered by water.
* (P) Glaciated: Ice world, 80% of surface covered by ice.
* (Q) Variable: Eccentric orbit with unstable ecosystems.
* (R) Rogue: Rockball in space.
* (S) Small Ultragiant: liquid metallic hydrogen surrounded by hydrogen and helium.
* (T) Large Ultragiant: liquid metallic hydrogen surrounded by hydrogen and helium.
* (U) Ice giant: Rocky core surrounded by atmosphere of methane, water, and ammonia.
* (V) Tachyon: Weird time distortion effects on world.
* (W) Stygian: Dark world, very light light from local star.
* (X) Chthonian: Rockball with dense metal-rich core.
* (Y) Demon: Toxic radiation, extreme temperatures.
* (Z) Erratic: Very unstable ecosystems.
* Agricultural: World types G, L, M.
* Airless Rockball: A, B, C, D, R.
TRAVEL ZONES
* Green/None: No major local dangers (“mostly harmless”).
* Amber Zone: Caution, local risks present (civil unrest, disease, environmental crisis, crime).
* Red Zone: No off-world visits allowed, death likely (unrestrained war, total quarantine, catastrophic environmental collapse, extinction-level events, annihilation-level technology).
STARPORT CLASSIFICATIONS
* (A) Excellent facilities capable of major starship repairs and construction.
* (B) Good quality facilities, full starship servicing available.
* (C) Average facilities, limited repairs, no constructions.
* (D) Poor facilities, just refined fuel and routine maintenance.
* (E) Minimal facilities, a landing pad or beacon for unrefined fuel.
* (X) No facilities available.
INTERSTELLAR TRAVEL
Starships use jump drives, devices that exploit shifting matter into jumpspace (hyperspace) and following curvatures in space-time to cross one to six parsecs (3 to 20 light years) in about a week’s time. Such drives’ navigation relies on tracking the momentum of the entire universe and large gravity wells within it such as stars, but such calculations require distancing from “distracting” smaller gravity sources such as planets.
Before safely initiating a jump, a ship must travel at sublight speeds into empty space within a star system, at least 10 diameters away from the nearest planetary body. The time this trip takes depends on the ship’s Agility maneuvering speed and size of departure world:
* +1 Agility … 4.4 hr small world; 6.2 hr large world; 17.6 hr gas giant
* +2 Agility … 3.1 hr small world; 4.4 hr large world; 12.4 hr gas giant
* +3 Agility … 2.6 hr small world; 3.6 hr large world; 10.1 hr gas giant
* +4 Agility … 2.2 hr small world; 3.1 hr large world; 8.8 hr gas giant
* +5 Agility … 2.0 hr small world; 2.8 hr large world; 7.9 hr gas giant
* +6 Agility … 1.8 hr small world; 2.6 hr large world; 7.2 hr gas giant
JUMP DRIVE CHECK
A starship may only jump one parsec per +1 of Jump Drive modifiers. Once clear of local worlds, the pilot of the starship must make 2d6 + Starships task roll.
* 1- … catastrophic misjump, ship destroyed
* 2 to 7 … serious misjump, ship takes 1d6 damage during trip (Armor does not reduce this damage)
* 8+ … ship makes jump safely
Modifiers
* +2 … military or scout starship
* +0 … Tech Level 9 ship
* +1 … Tech Level 12 ship
* +2 … Tech Level 15 ship
* -1 … using unrefined fuel (hydrogen skimmed from a gas giant)
* -1 … per jump past a missed maintenance repair after two jumps
* -5 … starting a jump within 100 diameters of a world
* -10 … starting a jump within 10 diameters of a world
INTERSTELLAR TRADE
For common starships, the following rule-of-thumb for monthly operating incomes may be used, figuring full booking on two jump trips per four-week period to and from populated worlds:
* cr 60,000/period … Scout/Courier (no mail)
* cr 10,000/period … Scout/Courier (no mail)
* cr 380,000/period … Free Trader (passengers and cargo)
Obviously, scout/couriers not hauling mail on standard routes need to supplement an additional cr 50,000 per month just to break even, usually done through special missions for local governments, corporations, research institutes, or extremely wealthy individuals. Mercenary cruisers don’t make money by hauling passengers or freight, instead relying on mission contracts for income.
If a merchant starship’s monthly routine for income is interrupted (delayed by misadventure, intercepted by pirates, wasted by visiting unpopulated worlds), reduced revenues should be adjusted accordingly.
INTERSTELLAR TRADE
The majority of passengers, freight, and mail travel from world to world in the Imperium via independent commercial starships, although the Imperial Scout Service also operates the Express Boat Network of fast courier ships. The “Pony Express” model is common, where items are relayed between starships at key stations and planets.
BUYING IN MARKET: Roll 2d6 + Worlds.
* 5+ … cr 4,000 per unit/ton
* 8+ … cr 3,000 per unit/ton
* 11+ … cr 2,000 per unit/ton
* 14+ … cr 1,000 per unit/ton
SELLING IN MARKET: Roll 2d6 + Worlds.
* 5+ … cr 1,000 per unit/ton
* 8+ … cr 2,000 per unit/ton
* 11+ … cr 3,000 per unit/ton
* 14+ … cr 4,000 per unit/ton
Modifiers…
* +3 … cargo plentiful or almost useless on local world
* -3 … cargo rare or very needed on local world
* -3 … contraband/illegal cargos (such as Q, W or X)
CARGO CLASSIFICATIONS (and two 1d6 random dice to generate as needed)
* (1, 1) (A) Agricultural Goods: Raw produce, grains, livestock, seeds, and fertilizers.
* (1, 2) (B) Biologicals: Live specimens, organics, cultures, and genetic material.
* (1, 3) (C) Chemicals: Industrial compounds, reagents, hazardous substances, and fuels.
* (1, 4) (D) Durables: Consumer goods, machinery, and manufactured tools or electronics.
* (1, 5) (E) Energy Supplies: Batteries, antimatter cells, fuel rods, and plasma conduits.
* (1, 6) (F) Foodstuffs: Processed foods, beverages, and preserved rations.
* (2, 1) (G) Gases: Pressurized tanks containing oxygen, hydrogen, or inert gases.
* (2, 2) (H) Hazardous Materials: Explosives, radioactives, volatile substances.
* (2, 3) (J) Jewels and Precious Metals: Gems, gold, platinum, and rare minerals.
* (2, 4) (K) Knowledge Archives: Data cores, books, schematics, and AI modules.
* (2, 5) (L) Luxury Goods: High-end furniture, art, fashion, and rare collectibles.
* (2, 6) (M) Manufacturing Equipment: Mining tools, construction machines, and robotics.
* (3, 1) (N) Natural Resources: Raw ore, lumber, stone, and unrefined minerals.
* (3, 2) (P) Pharmaceuticals: Medical tech, vaccines, and advanced biotech remedies.
* (3, 3) (Q) Quarantined Items: Biohazard samples, restricted tech, or dangerous fauna.
* (3, 4) (R) Raw Materials: Metals, polymers, and basic industrial inputs.
* (3, 5) (S) Scientific Instruments: Sensors, microscopes, and specialized lab equipment.
* (3, 6) (T) Textiles: Fabrics, clothing, and woven materials.
* (4, 1) (U) Unique Goods: Custom-made items, prototypes, or one-of-a-kind artifacts.
* (4, 2) (V) Vehicles: Land, sea, air, and space transport, from scooters to starships.
* (4, 3) (W) Weapons: Firearms, melee weapons, ammunition, and military tech.
* (4, 4) (X) Xenotech: Weird technology, relics of the Ancients, and unknown mechanisms.
* (4, 5) (Y) Yieldable Assets: Trade commodities, bonds, and high-value investments.
* (4, 6) (Z) Zero-Gravity Gear: Space suits, EVA tools, orbital construction gear.
* (5, #) or (6, #) (re-roll first die)
Note codes (I) and (O) are not used on this list.
CREATURES
Wild alien beasts do not have ratings in Starships or Worlds, but have Combat modifiers and Hits. In this context, Combat measures both how aggressive a creature is as well as the threat posed by its size and attacks (claws, bites, hooves, and so forth).
* Scavenger: Combat +1 to +3, Hits 1 to 10, 1d6 damage.
* Herbivore: Combat +0 to +6, Hits 3 to 30, up to 2d6 damage.
* Omnivore: Combat +2 to +8, Hits 3 to 30, up to 3d6 damage.
* Carnivore: Combat +3 to +9, Hits 3 to 30, up to 6d6 damage.
Some creatures will also have armor ratings or other abilities (flying, camouflage, venomous sting, and so forth).
Terran examples…
* Cat: Combat +0, Hits 1, 1d6-4 damage.
* Wolf: Combat +3, Hits 5, 2d6 damage.
* Giant Octopus: Combat +1, Hits 5, 1d6 damage, able to perfectly camouflage underwater.
* Rhinoceros: Combat +3, Hits 10, 3d6 damage, -2d armor.
* Tyrannosaurus: Combat +8, Hits 25, 5d6 damage, -1d armor.
HAZARDS
Environmental dangers pose risks of causing damage to characters and vehicles. A Game Master should allow a task roll to avoid harm in these cases, using either Combat (to immediately physically react by reflex) or Worlds (to antipate and avoid a threat).
Some armors may protect against hazards better than their armor ratings. For example, a TL 12 vacc suit negates the threat from extreme temperatures, radiation, and the void of outer space.
Some benchmark hazards…
* Acid (mild) … 1d6 damage per minute
* Acid (moderate) … 1d6 damage per combat round
* Acid (severe) … 4d6 damage per combat round
* Falling (under 2 meters) … no damage
* Falling (3 to 5 meters) … 1d6 damage
* Falling (6 to 8 meters) … 2d6 damage
* Falling (9 to 11 meters) … 3d6 damage
* Falling (12 to 15 meters) … 4d6 damage
* Fire (campfire) … 1d6 damage per combat round
* Fire (burning house) … 3d6 damage per combat round
* Fire (inside a forge) … 6d6 damage per combat round
* Fire (inside a volcano) … 8d6 damage per combat round
* Hunger and starvation (under 1 week) … no damage
* Hunger and starvation (after 1 week) … 1d6 damage per day
* Poison (mild) … 1d6 damage per minute
* Poison (moderate) … 1d6 damage per combat round
* Poison (severe) … 4d6 damage per combat round
* Radiation (solar flare, atomic plant meltdown at 1,000 rads/hour) … 6d6 damage
* Radiation (1-megaton blast from 2 km away, 6,600 rads) … 8d6 damage
* Radiation (1-megaton blast, fallout after 1 hour, 300 rads/hour) … 2d6 damage per hour
* Radiation (1-megaton blast, fallout after 2 hours, 130 rads/hour) … 1d6 damage per hour
* Radiation (1-megaton blast, fallout after 5 hours, 39 rads/hour) … 1d6 damage per 6 hours
* Radiation (1-megaton blast, fallout after 24 hours, 7 rads/hour) … 1d6 damage per day
* Suffocation (under 1 minute) … no damage
* Suffocation (per minute after 1 minute) … 1d6 damage until unconscious, then remove penalties but remain unconscious until awakened
* Thirst (under 3 days) … no damage
* Thirst (after 13 days) … 1d6 damage per day
* Weather: Lightning strike … 6d6 damage per strike
* Weather: Heat (90 degrees F/32 degrees C) … 1d6-3 damage per hour
* Weather: Extreme heat (120 degrees F/48 degrees C) … 1d6 damage per hour
* Weather: Very extreme heat (150 degrees F/65 degrees C) … 1d6 damage per minute
* Weather: Cold (32 degrees F/0 degrees C) … 1d6-3 damage per 3 hour
* Weather: Extreme cold (0 degrees F/-17 degrees C) … 1d6 damage per hour
* Weather: Very extreme cold (-30 degrees/-34 degrees C) … 1d6 damage per minute
* Cold vacuum/void of outer space … 6d6 damage per combat round
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QUICK-AND-DIRTY PERSONAL EQUIPMENT LISTS COSTS
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* Armor (TL 3+: -1d Armor protection): cr 100
* Armor (TL 6+: -2d Armor protection): cr 500
* Armor (TL 6+: -3d Armor protection): cr 1,000
* Armor (TL 9+: -4d Armor protection): cr 20,000
* Armor (TL 9+: -5d Armor protection): cr 100,000
* Armor (TL 12+: -8d Armor protection): cr 200,000
* Communicator (TL 6+: Very Long range, up to 3km): cr 75
* Communicator (TL 9+: Distant range, up to 25 km): cr 250
* Communicator (TL 9+: Very Distant range, up to 250 km): cr 500
* Communicator (TL 9+: Orbital range, up to 1,000 km): cr 5,000
* Communicator (TL 12+: Astronomical Medium range, up to 99,000 km): cr 10,000
* Drug, Medical (TL 6+: instantly heals 1d6 damage, use once per day): cr 100 per dose
* Drug, Slow (TL 9+: after 3 combat rounds, can make 2 actions per turn instead of 1; after 40 combat rounds, effect ends and user suffers 1d6 damage, ignoring armor): cr 500 per dose
* Drug, Medical Slow (TL 9+: user unconscious and heals 30 times normal rate for 1 day): cr. 100 per dose
* Drug, Fast (TL 9+: user in torpor as 60 days feel as if passing as a single day): cr 200 per dose
* Drug, Combat (TL 9+: +2 to Combat for 30 rounds, then suffers 1d6 damage, ignoring armor): cr 750
* Drug, Truth (TL 9+: user answers interrogations truthfully for 2 minutes; after 8 rounds, effect ends, user falls unconscious and suffers 2d6 damage, ignoring armor) : cr 5,000 per dose
* Drug, Anagathic (TL 15+: removes 3d6 years of age effects): cr 20,000 per dose
* Specialized tool kit: cr 1,000
* Personal survival gear: cr 500
* Portable shelter: cr 3,000
* Vacc suit (TL 6, -2d armor): cr 7,500
* Vacc suit (TL9+, -3d armor): cr 10,000
* Vehicle (TL6+ ground car): cr 7,000
* Vehicle (TL6+ all-terrain): cr 10,000
* Vehicle (TL6+ aircraft): cr 700,000
* Vehicle (TL6+ boat): cr 100,000
* Vehicle (TL6+ submersible): cr 2,000,000
* Vehicle (TL9+ air/raft): cr 600,000
* Vehicle (TL9+ hovercraft): cr 200,000
* Vehicle (TL12+ grav belt): cr 100,000
* Weapon (small melee, 1d6-2 damage): cr 50
* Weapon (medium melee, 2d6 damage): cr 75
* Weapon (large melee, 3d6 damage): cr 100
* Weapon (huge two-handed melee, 4d6 damage): cr 150
* Weapon (TL 6+ light firearm, 2d6 damage): cr 300
* Weapon (TL 6+ medium firearm, 3d6 damage): cr 500
* Weapon (TL 6+ heavy firearm, 4d6 damage): cr 1,000
* Weapon (TL 9+ grenade, 6d6 damage, half damage per meter distance from center of blast): cr 100
* Weapon (TL 9+ light laser, 3d6 damage): cr 1,000
* Weapon (TL 9+ heavy laser, 4d6 damage): cr 2,000
* Weapon (TL 9+ light coilgun): cr 1,500
* Weapon (TL 9+ heavy coilgun): cr 200,000
* Weapon (TL 12+ plasma gun): cr 10,000
* Weapon (TL 15+ fusion gun): cr 100,000
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PSIONICS
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Any character seeking testing for psionic potential must roll 11+ (no modifiers) to locate one of the underground Psionic Institutes scattered across the Imperium. Failure to successfully locate an Institute could result in some nasty consequences, as the price for discovery by the public or authorities can be severe.
Psionic persecution: Roll 2d6…
* 2 to 3 … no immediate punishment
* 4 to 5 … deportation
* 6 to 7 … imprisonment
* 8 to 9 … tarring and feathering
* 10 to 11 … execution
* 12 … lobotomy
If successfully tested, roll 2d6-1 to determine the character’s maximum Psionic Strength Rating (psi points).
Next, roll 2d6 to determine the character’s first psionic talent…
* 2 to 4 … Awareness (level 1)
* 5 to 6 … Clairvoyance (level 1)
* 7 to 8 … Telepathy (level 1)
* 9 to 10 … Telekinesis (level 1)
* 11 to 12 … Teleportation (level 5)
Additional talents: After the first roll, continue rolling until “no further talents” is rolled. If a previously known talent is rolled again, increase its level by 1.
* 2 to 3 … no further talents
* 4 … add +1 to Psionic Strength Rating (maximum psi points)
* 5 … Awareness (level 1 or +1 level)
* 6 … Clairvoyance (level 1 or +1 level)
* 7 … Telepathy (level 1 or +1 level)
* 8 … Telekinesis (level 1 or +1 level)
* 9 … Teleportation (level 5 or +1 level)
* 10 … add +1 to Psionic Strength Rating (maximum psi points)
* 11 to 12 … no further talents
Most talent abilities require a minimum level in that talent and the expenditure of psi points. A psionic character who has exhausted all psi points cannot initiate an ability with a psi point cost. Expended psionic points are regained at the rate of 1 per hour.
AWARENESS: Enhanced control over your own body.
* Awareness Level 1: Double your daily rate of healing to remove damage, either by natural healing or the Tech Level of medical care (3 psi points).
* Awareness Level 2: Put yourself into suspended animation for up to 7 days (3 psi points).
* Awareness Level 5: Gain +1 on all Combat, Starship or Worlds task rolls for one hour (3 psi points).
* Awareness Level 9: Regeneration instantly removes 1d6 damage from yourself (3 psi points).
CLAIRVOYANCE: Extend your senses into a remote location.
* Clairvoyance Level 1: Gain +3 to Initiative rolls for 1 combat round (1 psi point).
* Clairvoyance Level 2: Sense vague details of a remote location for 1 combat round (1 psi point + range cost).
* Clairvoyance Level 5: Clairvoyance to view a remote location for 1 combat round (2 psi points + range costs).
* Clairvoyance Level 5: Clairaudience to hear a remote location for 1 combat round (2 psi points + range costs).
* Clairvoyance Level 9: Able to view and hear a remote location for 1 combat round (2 psi points + range costs).
Clairvoyance range costs…
* +1 psi points … up to Range 4: Medium (up tp 980 feet, or 300m)
* +2 psi points … up to Range 6: Very Long (up to 2 miles, or 3km)
* +3 psi points … up to Range 8: Very Distant (up to 150 miles, or 250 km)
* +4 psi points … anywhere on planet (up to 9,000 miles, or 15,000 km)
TELEKINESIS: Move objects without physically touching them. Telekinesis
includes a limited amount of sensory feedback, sufficient to allow actual intelligent manipulations (such as pushing buttons on a control panel or putting a key into a lock). Objects lifted into the air and allowed to suddenly fall onto targets counts as an attack (2d6 + Telekinesis level to hit as per combat rules), doing 1d6-2 damage for 100 grams, 1d6 damage for 1 kg, 3d6 for 10 kg, and 5d6 for 100 kg.
* Telekinesis Level 1: Move 1 gram for 1 minute (1 psi point + range cost).
* Telekinesis Level 2: Move 10 grams for 1 minute (2 psi points + range cost).
* Telekinesis Level 3: Move 100 grams for 1 minute (3 psi points + range cost).
* Telekinesis Level 5: Move 1 kg for 1 minute (5 psi points + range cost).
* Telekinesis Level 8: Move 10 kg grams for 1 minute (8 psi points + range cost).
* Telekinesis Level 10: Move 100 kg grams, or levitate yourself, for 1 minute (10 psi points + range cost).
Telekinesis range costs…
* +1 psi points … up to Range 3: Short (up to 320 feet, or 100m)
* +2 psi points … up to Range 4: Medium (up tp 980 feet, or 300m)
* +4 psi points … up to Range 5: Long (up to half mile, or 750m)
* +9 psi points … up to Range 6: Very Long (up to 2 miles, or 3km)
TELEPATHY: Connecting one’s mind directly to the mind of another. Anyone with this talent can choose to automatically block incoming telepathy from another telepath. Artificial psi-shields also prevent telepathy from affecting the one wearing such a device.
* Telepathy Level 1: Shield to automatically detect and choose to block telepathy used on you (0 points).
* Telepathy Level 1: Detect life around you for 1 minute (1 psi point + range cost).
* Telepathy Level 2: Telempathy to send and detect emotions (love, hate, fear) of an individual or creature for 1 minute (1 psi point + range cost).
* Telepathy Level 4: For 1 minute, read the surface thoughts of an individual, who is unaware of such contact unless also telepathic (2 psi points + range cost).
* Telepathy level 5: Send thoughts to an individual, who does not recognize the sender unless also telepathic. Some weak-minded targets may believe the thoughts are their own, allowing the telepath to suggest behaviors fitting the nature of the target. The connection lasts for 2 minutes (2 psi points + range cost).
* Telepathy Level 9: Probe deeply into another’s mind, forcing honest answers to questions about knowledge, memory, or intentions. Such a prode requires 10 minutes to work (8 psi points + range cost).
* Telepathy Level 10: Assault a target’s mind to cause 2d6 damage (ignoring armor) in 1 combat round. Against another telepath, a successful opposed roll is needed with each side rolling 2d6 + current psi points total. (The attacker expends the needed psi points after the assault is made.) For example, a telepath with 12 psi points attacks another telepath with 5 psi points who is 80 meters away (short range). The attacker rolls 2d6+15 versus the target’s 2d6+5. If the attacking telepath wins, the targeted telepath takes 2d6 damage. Regardless of success, the attacker then has only 1 psi point remaining (10 psi points + range cost).
Telepathy range costs…
* +0 … Range 0: Touching (0)
* +1 psi points … up to Range 3: Short (up to 320 feet, or 100m)
* +2 psi points … up to Range 4: Medium (up tp 980 feet, or 300m)
* +3 psi points … up to Range 6: Very Long (up to 2 miles, or 3km)
* +4 psi points … up to Range 8: Very Distant (up to 150 miles, or 250 km)
* +5 psi points … up to Range 9: Orbital (up to 620 miles, or 1,000 km)
* +8 psi points … anywhere on planet (up to 9,000 miles, or 15,000 km)
TELEPORTATION: Instantly move between two points without cross the distance between them. This talent also requires a character to have a Psionic Strength Rating of at least 5. Teleports of Range 7: Distant (up to 15 miles, 25 km) require a roll of 8 or more on 2d6 to avoid falling prone upon arrival. The character must know the destination well, be able to see it directly, see it through another’s mind via telepathy, or see it through Clairvoyance Level 5 or better.
* Teleportation Level 5: Teleport yourself, unclothed (0 + range cost).
* Teleportation Level 7: Teleport yourself and up to 1 kg gear (0 + range cost).
* Teleportation Level 9: Teleport yourself and up to 100 kg gear (0 + range cost).
Teleportation range costs…
* +1 psi points … up to Range 2: Close (up to 80 feet, or 25m)
* +2 psi points … up to Range 3: Short (up to 320 feet, or 100m)
* +3 psi points … up to Range 6: Very Long (up to 2 miles, or 3km)
* +4 psi points … up to Range 8: Very Distant (up to 150 miles, or 250 km)
* +5 psi points … anywhere on planet (up to 9,000 miles, or 15,000 km)
IMPROVING PSIONIC ABILITIES: When a character earns experience, instead of increasing Combat, Starships, or Worlds by 1, the character may instead increase one psionic talent level by 2 or increase maximum Psionic Strength Rating by 2.
PSI-DRUGS: Chemical means may be used to enhance psionic strength on a temporary basis. All such substances are illegal to make or possess, and finding a dealer may require some streetwise work (Hard task on 2d6 + Worlds).
* Psi-Booster (cr 1,000 per dose): Increases maximum Psionic Strength Rating by 3 psi points for 1 hour. If the character is not already at full psi points, the increase is only worth 2 psi points.
* Psi-Double (cr 4,000 per dose): As Booster, but increases by 6 psi points at full strength, or 4 psi points, for 1 hour.
* Psi-Special (cr 10,000 per dose): Increases the character’s maximum Psionic Strength Rating by 1 psi point per hour, up to a maximum total of 15 Psionic Strength Rating. After 4 hours at this strength, the rate fades at 1 bonus point per hour. Use of this drug is dangerous; roll 2d6, and on a result of 11 or more, the character’s natural Psionic Strength Rating is permanently reduced by 1.
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APPENDIX 1: DICE ODDS
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Approximate chance to roll the listed number or higher on 2d6…
* 2 … 100%
* 3 … 97%
* 4 … 92%
* 5 … 83%
* 6 … 72%
* 7 … 58%
* 8 … 42%
* 9 … 28%
* 10 … 17%
* 11 … 8%
* 12 … 3%
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APPENDIX 2: RULES-AT-A-GLANCE
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tl;dr version of the rules
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THE TRAVELLER UNIVERSE
Top 10 things to know…
* About 3,600 years into the far future of our galaxy.
* The Imperium interstellar government includes 11,000 worlds.
* The Imperium is a feudal; top nobles rule over lesser nobles.
* The Imperium’s navy rules space. Planets rule themselves.
* The lifeblood of the Imperium is commerce.
* Humans and aliens are free citizens, but robots are not.
* Information travels only by starship.
* A starship takes at least a week to get somewhere.
* There is no Prime Directive, do what you want.
* Psionic powers exist but are illegal.
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BASIC RULES
X-Card: Stop and redirect story elements.
Character Ability Modifiers (+6, +3, +1)
* Combat: Causing or avoiding harm.
* Starships: Technology and interstellar travel.
* Worlds: Everything else.
Hits: 4 + Combat modifier
Technology Levels (TL)
* TL 0: Extremely Low: stone age.
* TL 6 Low: mechanical to atomic ages.
* TL 9 Moderate: early stellar age.
* TL 12 High: typical Imperium standard.
* TL 15 Very High: advanced Imperium tech.
Task Rolls: 2d6 + one ability modifier
* +/- situational modifiers
* +1d6 … Tech Level 9 tools
* +2d6 … Tech Level 12 tools
* +3d6 … Tech Level 15 tools
Task Target Numbers
* 5+ … Easy
* 8+ … Moderate
* 11+ … Hard
* 14+ … Extreme
* 17+ … Nearly Impossible
Opposed Rolls: Highest total wins.
Character Cooperation: Highest dice roll + highest modifier.
Extra Benefit: Rolling 12 on any 2d6 task roll.
Extra Complication: Rolling 2 on any 2d6 task roll.
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COMBAT
Personal Combat Rounds: 15 seconds (one action and one move)
Initiative: 2d6 + Combat, highest total act first.
* Reroll initiative every combat round.
Attack Task Roll: 2d6 + Combat
* -3 modifier on ranged weapons at maximum range
Personal Combat Target Numbers
* 5+ … to hit stationary or unaware target
* 8+ … to hit moving and aware target
* 11+ … to hit an evading target
Maximum Ranges
* Close (to 25m): thrown weapons
* Short (to 100m): bows, crossbows, shotguns, pistols
* Medium (to 300m): carbines, SMG, blasters
* Long (to 750m): rifles, MG, LAW, PGMP, FGMP
* Very Long (to 3km): sniper rifle, laser beams
* Distant (to 25km): artillery, missiles
Personal Combat Damage
* 1d6-1: punch, kick, dagger
* 1d6: body pistol, sword, cutlass
* 2d6: pistol, revolver, SMG
* 3d6: broadsword, rifle, carbine, gauss weapon
* 4d6: energy beam, laser rifle
* 6d6: grenade (half damage per meter from blast)
* 10d6: plasma gun, man-portable (PGMP)
* 12d6: fusion gun, man-portable (FGMP)
Armor: Subtracts dice from hit’s damage.
* -1d: Light Armor (jack, mesh, flak)
* -3d: Moderate Armor (combat vacc suit)
* -5d: Heavy Armor (battle dress battlesuit)
* -8d: Superheavy Armor (TL 15 combat armor)
Effects Of Accumulated Personal Damage
* Below Hits: Fair Condition, no penalty.
* Equal or above Hits: Serious Condition, -3 on tasks and half move.
* Equal or above Double Hits: Critical Condition, no tasks or move.
While in critical condition, 1 in 6 chance per turn of dying.
Healing Rates
* Natural Healing: Remove 1 damage per day.
* Medical Care: Remove Tech Level worth of damage per day.
Experience Levels
* add +1 to one ability or +2 Hits per level after 1st
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STARSHIPS
Most common civilian starships
* Scout: 100-ton exploration vessel
* Free Trader: 200-ton merchant vessel
* Mercenary Cruiser: 800-ton paramilitary vessel
Ship Ability Modifiers (+6, +3, +1)
* Firepower: Beam weapons and missiles.
* Jump Drive: Range of faster-than-light travel.
* Agility: Speed and manuevering in space.
Hits: Based on ship’s size and level.
* Hits 5: under 10 tons
* Hits 15: 10s of tons
* Hits 50: 100s of tons
* Hits 150: 1,000s of tons
* Hits 450: 10,000s of tons
* Hits 1,200: 100,000s of tons
* Hits 3,500: millions of tons
* Hits 10,000: 10s millions of tons
* + Hits 10: per level of ship
Character Action
* One character’s Combat modifier may replace a ship’s Firepower.
* One character’s Starships modifier may replace a ship’s Agility.
Ship Task Modifiers
* +1d6 … Tech Level 9 ship
* +2d6 … Tech Level 12 ship
* +3d6 … Tech Level 15 ship
Starship Combat Rounds: 20 minutes (mutliple actions per crew)
Initiative: 2d6 + Agility, highest total act first.
* Reroll initiative every space combat round.
Detection Ranges
* Civilian ships: Astronomical Long range (100,000s km)
* Military and Scout ships: Astronomical Distant range (millions km).
Space Combat Task Roll: 2d6 + Firepower
* -3 modifier if beam weapons at Astronomical Medium range (10,000s km)
* -3 modifier if missiles at Astronomical Distant range (millions km)
Space Combat Target Numbers
* 5+ … target size above 1,000 tons
* 8+ … target size between 100 and 999 tons
* 11+ … target size under 100 tons
Space Combat Damage…
* 1d6: civilian ship
* 3d6: military ship
…plus size
* +1d6: tonnage 1,000 to 9,999
* +2d6: tonnage 10,000 to 99,999
* +3d6: tonnage 100,00 to 999,999
* +5d6: tonnage in the millions
* +7d6: tonnage in the 10s of millions
…plus technology
* +1d6: Tech Level 9
* +2d6: Tech Level 12
* +3d6: Tech Level 15
* +5d6: Tech Level 18
Ship’s Armor: Subtracts dice from hit’s damage.
* no armor: civilian ships
* -1d damage: under 100 tons (starfighters)
* -2d damage: 100 to 999 tons (light escorts)
* -4d damage: 1,000 to 9,999 tons (destroyers)
* -6d damage: 10,000 to 99,999 tons (cruisers)
* -8d damage: 100,000 to 999,999 tons (dreadnaughts)
* -10d damage: 1,000,000 or more tons (space stations, planetoids)
Effects Of Accumulated Ship Damage
* Below Hits: Fair Condition, no penalty.
* Equal or above Hits: Serious Condition, -3 on tasks and attacks.
* Equal or above Double Hits: Critical Condition, no tasks or move.
While in critical condition, 1 in 6 chance per turn of ship exploding.
Damage Control: Once per day, ship’s crew removes 2d6 + Starships worth of damage.
Ship Repairs
* Starport Class A: 10% of Hits removed from damage per day.
* Starport Class B: 5% of Hits removed from damage per day.
* Starport Class C: 1% of Hits removed from damage per day.
* Starport Class D, E, or X: No repairs.
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WORLDS
Travel Zones
* Green/None: No major local dangers (“mostly harmless”).
* Amber Zone: Caution, local risks present,
* Red Zone: No off-world visits allowed, death likely.
Jump Drive Task Roll
* 3 or less … total misjump, lost in space
* 4+ … partial misjump, ship take 2d6 damage
* 8+ … successful jump, no problems
Interstellar Trade
* Credits (cr) for personal items.
* Megacredits (Mcr) for vehicles and starships.
Buying Cargo In Market: Roll 2d6 + Worlds.
* 5+ … cr 4,000 per unit/ton
* 8+ … cr 3,000 per unit/ton
* 11+ … cr 2,000 per unit/ton
* 14+ … cr 1,000 per unit/ton
* +3 modifier if cargo plentiful or almost useless on local world
* -3 modifier if cargo rare or very needed on local world
* -3 modifier if contraband/illegal cargos
Selling Cargo In Market: Roll 2d6 + Worlds.
* 5+ … cr 1,000 per unit/ton
* 8+ … cr 2,000 per unit/ton
* 11+ … cr 3,000 per unit/ton
* 14+ … cr 4,000 per unit/ton
* +3 modifier if cargo rare or very needed on local world
* -3 modifier if cargo plentiful or almost useless on local world
* -3 modifier if contraband/illegal cargos
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APPENDIX 2: MORE TRAVELLER STARSHIPS
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SQUADRON OF 8 FIGHTERS (level 3) (treat as single ship in combat)
* Firepower +5, Jump Drive +0, Agility +6; Hits 45
* -1d Armor protection
* 3d6 damage per starship combat turn
* Native Tech Level: TL 12
* each 50-ton military ship
* crew 1 each, 1 ton cargo each
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
SYSTEM DEFENSE BOAT (level 3)
(can also be used as a pirate corsair in disguise)
* Firepower +6, Jump Drive +0, Agility +5; Hits 80
* -2d Armor protection
* 5d6 damage per starship combat turn
* Native Tech Level: TL 12
* 400-ton military ship
* crew 10, 10 tons cargo
* sensors: Astronomical Distant range (millions km)
* streamlined for landing on atmosphere worlds
* cost Mcr 777.54
DESTROYER ESCORT (level 7)
* Firepower +8, Jump Drive +6, Agility +3; Hits 610
* -4d Armor protection
* 6d6 damage per starship combat turn
* Native Tech Level: TL 12
* 1,000-ton military ship
* crew 6, up to 10 staff, 10 tons cargo
* sensors: Astronomical Distant range (millions km)
* not streamlined, cannot land on atmosphere worlds
* one 50-ton modular cutter
* cost Mcr 911.48
DESTROYER (level 9)
* Firepower +9, Jump Drive +6, Agility +3; Hits 240
* -4d Armor protection
* 6d6 damage per starship combat turn
* Native Tech Level: TL 12
* 3,000-ton military ship
* crew 6, up to 27 staff, 10 tons cargo
* sensors: Astronomical Distant range (millions km)
* not streamlined, cannot land on atmosphere worlds
* two 50-ton modular cutters
* cost Mcr 2,735.97
LIGHT CRUISER (level 16)
* Firepower +16, Jump Drive +6, Agility +3; Hits 610
* -6d Armor protection
* 11d6 damage per starship combat turn
* Native Tech Level: TL 15
* 30,000-ton military ship
* crew 35, up to 176 staff, 20 marines, 20 tons cargo
* sensors: Astronomical Distant range (millions km)
* not streamlined, cannot land on atmosphere worlds
* five 50-ton modular cutters
* cost Mcr 22,883.04
FRONTIER CRUISER (level 18)
* Firepower +18, Jump Drive +6, Agility +3; 630
* -6d Armor protection
* 11d6 damage per starship combat turn
* Native Tech Level: TL 15
* 60,000-ton military ship
* crew 62, up to 333 staff, 150 marines, 80 pilots, 2,000 tons cargo
* sensors: Astronomical Distant range (millions km)
* not streamlined, cannot land on atmosphere worlds
* 80 light fighters (treat as 10 squadrons)
* cost Mcr 42,797.05
HEAVY CRUISER (level 20)
* Firepower +20, Jump Drive +6, Agility +3; Hits 650
* -6d Armor protection
* 11d6 damage per starship combat turn
* Native Tech Level: TL 15
* 75,000-ton military ship
* crew 60, up to 432 staff, 30 tons cargo
* sensors: Astronomical Distant range (millions km)
* not streamlined, cannot land on atmosphere worlds
* three 50-ton modular cutters
* cost Mcr 47,544.71
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APPENDIX 3: SOCIAL STANDING CODES
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Within the Imperium, the Universal Personality Profile code system includes the following scale regarding the Social Status trait:
* 1: Outcast (criminal or slave)
* 2: Disenfrancised (margins of society)
* 3: Lower Low Class (indigent, homeless)
* 4: Middle Low Class (underclass, unskilled jobs)
* 5: Upper Low Class (working poor, minimal skill job)
* 6: Lower Middle Class (clerical or “blue collar” worker)
* 7: Middle Class (semi-professional or trade worker)
* 8: Upper Middle Class (professional, middle management)
* 9: Lower Upper Class (“top 1%” wealth holders)
* A: Middle Upper Class (“top 0.1%” wealth holders, elites)
* B: Knight (ruler area on homeworld or small world/moon)
* C: Baron (ruler of one star system or major planet)
* D: Marquis (ruler of one subsector, about 20 worlds)
* E: Count (ruler of one sector, a dozen subsectors)
* F: Duke (ruler of an important sector)
* G: Archduke (ruler of one domain, about four sectors)
* H: Emperor (ruler of the Imperium)
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APPENDIX 4: UNIVERSAL WORLD PROFILE CODES
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* Starports: Services to refuel and repair.
* Size: Determines gravity.
* Atmosphere: Breathing environment.
* Hydrographics: Water coverage.
* Population: Number of citizens.
* Government: Style of social order.
* Law Level: Restrictions, esp. weapons.
* Technology Level: Use of advanced machines.
* Trade Classifications: Agriculture, industry, wealth.
* Travel Zones: Warnings about local safety.
Size (World Diameter)
* 0: Asteroid/Planetoid Belt.
* 1: Small (1600 km).
* 2: Small (3200 km).
* 3: Small (4800 km).
* 4: Small (6400 km).
* 5: Small (8000 km).
* 6: Small (9600 km).
* 7: Large (11200 km).
* 8: Large (12800 km).
* 9: Large (14400 km).
* A: Large (16000 km).
* SGG: Small Gas Giant.
* LGG: Large Gas Giant.
Atmosphere
* 0: No atmosphere.
* 1: Trace.
* 2: Very thin, tainted.
* 3: Very thin.
* 4: Thin, tainted.
* 5: Thin.
* 6: Standard.
* 7: Standard, tainted.
* 8: Dense.
* 9: Dense, tainted.
* A: Exotic, cannot be breathed.
* B: Corrosive, harmful to living things.
* C: Insidious, harmful to everything.
Hydrographics
* 0: No free standing water.
* 1: 10% water.
* 2: 20% water.
* 3: 30% water.
* 4: 40% water.
* 5: 50% water.
* 6: 60% water.
* 7: 70% water.
* 8: 80% water.
* 9: 90% water.
* A: No land masses.
Population
* 0: No inhabitants.
* 1: Tens of inhabitants.
* 2: Hundreds of inhabitants.
* 3: Thousands of inhabitants.
* 4: Tens of thousands.
* 5: Hundreds of thousands.
* 6: Millions of inhabitants.
* 7: Tens of millions.
* 8: Hundreds of millions.
* 9: Billions of inhabitants.
* A: Tens of billions.
Government
* 0: No government structure.
* 1: Company/Corporation.
* 2: Participating Democracy.
* 3: Self-Perpetuating Oligarchy.
* 4: Representative Democracy.
* 5: Feudal Technocracy.
* 6: Captive Government.
* 7: Balkanization (rival governments)
* 8: Civil Service Bureaucracy.
* 9: Impersonal Bureaucracy.
* A: Charismatic Dictator.
* B: Non-Charismatic Leader.
* C: Charismatic Oligarchy.
* D: Religious Dictatorship.
Law Level
* 0: No prohibitions.
* 1: No undetectable guns, bombs, grenades, poison gas.
* 2: No portable energy weapons (lasers); ship’s gunnery allowed.
* 3: No military-grade weapons.
* 4: No light assault weapons.
* 5: No concealable firearms (pistols).
* 6: No firearms (but shotguns allowed).
* 7: No firearms.
* 8: No long-bladed weapons.
* 9: No weapons outside of home.
* A: No weapons permitted.
Trade Classifications
* Agricultural: Atmosphere 4-9, hydrographics 4-8, population 5-7.
* Non-Agricultural: Atmosphere 3-, hydrographics 3-, population 6+.
* Industrial: Atmosphere 0, 1, 2,4, 7, or 9 (vacuum, trace, or tainted), population 9+.
* Non-Industrial: Population 6-.
* Rich: Atmosphere 6 or 8, population 6-8, government 4-9.
* Poor: Atmosphere 2 – 5, hydrographics 3-.
* Water World: Hydrographic A.
* Desert World: Hydrographic 0, atmosphere 2+.
* Vacuum World: Atmosphere 0.
* Asteroid Belt: Size 0.
* Ice-capped: Atmosphere 0 or 1, hydrographic 1+.
* Subsector Capital: Major interstellar hub.
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APPENDIX 5: SAMPLE CHARACTERS FROM SCI-FI FILMS
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ARTOO-DETOO / R2-D2 (level 3) (from “Star Wars” films)
* Combat +1, Starships +8, Worlds +3; Hits 5
* Native Tech Level: TL 12
* Robot (astromech droid), specializing in navigation, repair, and system management for spacecraft. Suffers a -3 penalty when in social situations where robots are considered machines, not sentient citizens.
* Body always counts as at least Light Armor (-1d Armor)
* Built-in gear: welding arm, computer interface probe, holo-projector
DARTH VADER (level 12) (from “Star Wars” films)
* Combat +8, Starships +5, Worlds +2; Hits 12
* Psionics: Awareness Level 5, Clairvoyance Level 5, Telekinesis Level 10, Telepathy Level 9, Psionic Strength Rating 16 psi points.
* Native Tech Level: TL 12
* Human cyborg, early 40s.
* A towering, fearsome Sith Lord and former Jedi Knight who is driven by his tragic fall to the dark side of the Force, his loyalty to the Emperor, and his internal conflict over his lost humanity.
* Life support suit and defensive use of lightsaber provides protection as Heavy Armor (-5d armor)
* Gear: Lightsaber (6d6 damage)
THE DOCTOR (level 6) (from “Doctor Who”)
* Combat +1, Starships +6, Worlds +7; Hits 5
* Psionics: Awareness Level 4, Psionic Strength Rating 4 psi points.
* Native Tech Level: TL 21
* Gallifreyan (possibly) (humanoid), hundreds of years old.
* A brilliant, eccentric, and compassionate Time Lord who travels through time and space, using wit and ingenuity to protect the universe and inspire hope.
* Gear: Sonic Screwdriver (works as a TL 15 tech tool)
* Starship: The TARDIS (5,000-ton time machine)
ELLEN RIPLEY (level 1) (from the “Alien” movies)
* Combat +1, Starships +6, Worlds +3; Hits 5
* Native Tech Level: TL 9
* Human, late-20s.
* A resourceful and determined crew member working under contract to help tow a refinery platform through deep space for the Weyland-Yutani corporation.
* Starship: The Nostromo (63,000-ton Lockmart CM-88B Bison M-Class starfreighte)
GAMORA (level 5) (from the “Guardians of the Galaxy” movies)
* Combat +7, Starships +3, Worlds +3; Hits 11
* Native Tech Level: TL 12
* Zen-Whoberi (humanoid), late-20s.
* A fierce and skilled warrior raised by her adopted father Thanos to become the galaxy’s most deadly assassin.
* Gear: Broadsword (4d6 damage), blaster (3d6 damage, max. Range 4: Medium, up to 300m), Light Armor (-1d Armor).
HAN SOLO (level 3) (from “Star Wars: A New Hope”)
* Combat +4, Starships +6, Worlds +3; Hits 8
* Native Tech Level: TL 12
* Human, mid-30s, short dark hair.
* Charming, cynical smuggler-turned-rebel with a quick wit, a roguish streak, and a poor reputation among the galaxy’s criminal underground.
* Gear: Blaster (3d6 damage, max. Range 4: Medium, up to 300m)
* Starship: Millenium Falcon (750-ton light freighter)
LEELOO (level 6) (from “The Fifth Element”)
* Combat +7, Starships +2, Worlds +4; Hits 11
* Psionics: Awareness Level 5, Psionic Strength Rating 6 psi points.
* Native Tech Level: TL 9
* Humanoid clone of “a supreme being” known in prophesy as the “Fifth Element,” born to save the universe from an ultimate cosmic evil.
* Gear: Multipass (general purpose identification card)
SPOCK (level 5) (from “Star Trek: The Original Series”)
* Combat +2, Starships +6, Worlds +6; Hits 6
* Psionics: Telepathy Level 5, Psionic Strength Rating 8 psi points. (Note: “Mind meld” telepathy requires direct physical touch, no use at range.)
* Special ability: Nerve pinch (attack doing 2d6 damage; if target not rendered unconscious by nerve pinch, attack does no damage)
* Native Tech Level: TL 15
* Vulcan/Human hybrid (humanoid), late-30s, Vulcan-styled black hair.
* Highly intelligent and logical Star Fleet officer who strives to reconcile his emotional human heritage with his commitment to Vulcan rationality and duty.
* Starship: USS Enterprise (NCC-1701) (750,000-ton Star Fleet heavy cruiser)
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APPENDIX 6: SAMPLE STARSHIPS FROM SCI-FI FILMS
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SQUADRON OF 8 TIE FIGHTERS (level 3) (from “Star Wars: A New Hope”)
* Firepower +5, Jump Drive +0, Agility +6; Hits 45
* -1d Armor protection
* 5d6 damage per starship combat turn
* Native Tech Level: TL 12
* each 5-ton military ship
* crew 1 each, 1 ton cargo each
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
X-WING STARFIGHTER (level 1) (from “Star Wars: A New Hope”)
* Firepower +3, Jump Drive +1, Agility +6; Hits 25
* -1d Armor protection
* 3d6 damage per starship combat turn
* Native Tech Level: TL 12
* 14-ton military ship
* crew 1, plus 1 astromech droid crew, 1 ton cargo
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
MILLENNIUM FALCON (level 5) (from “Star Wars: A New Hope”)
* Firepower +2, Jump Drive +8, Agility +5; Hits 100
* -1d Armor protection
* 3d6 damage per starship combat turn
* Native Tech Level: TL 12
* 750-ton civilian ship (YT-1300 Corellian light freighter)
* crew 2, up to 6 passengers/staff, 120 tons cargor
* sensors: Astronomical Long range (100,000s km)
* streamlined for landing on atmosphere worlds
TYPE 40 TARDIS (level 4) (from “Doctor Who” series)
(Time And Relative Dimensions in Space capsule)
* Firepower +0, Jump Drive +11, Agility +3; Hits 190
* -5d Armor protection
* no weapon systems
* Native Tech Level: TL 21
* 5,000-ton civilian ship (but fits on 1-ton space)
* crew 6 (but can be piloted by 1 at -3 penalty), nearly infinite passengers and cargo
* sensors: Astronomical Long range (100,000s km)
* not streamlined but able to materialize on atmosphere worlds
* environmental camouflage “cameleon circuit” broken, leaving ship in form of a blue British police box from the 1960s
USS ENTERPRISE NCC-1701 (level 10) (from “Star Trek: The Original Series”)
* Firepower +10, Jump Drive +7, Agility +3; Hits 1,300
* -8d Armor protection
* 11d6 damage per starship combat turn
* Native Tech Level: TL 18
* 750,000-ton military ship
* crew 150, up to 280 passengers/staff, 20,000 tons cargo
* sensors: parsec range (trillions km, 3.26 light years)
* not streamlined, cannot land on atmosphere worlds
IMPERIAL STAR DESTROYER (level 15) (from “Star Wars: A New Hope”)
* Firepower +15, Jump Drive +7, Agility +3; Hits 10,150
* -10d Armor protection
* 12d6 damage per starship combat turn
* Native Tech Level: TL 12
* 35 million-ton military ship
* crew 9,000, up to 27,000 passengers/staff, 275 gunners, 9,700 marines (stormtroopers)
* sensors: parsec range (trillions km, 3.26 light years)
* not streamlined, cannot land on atmosphere worlds
* 72 TIE fighters (treat as 9 fighter squadrons)
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APPENDIX 7: RULE-OF-THUMB TONNAGE SIZES
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Planet-to-orbit spacecraft…
* 5 tons … small grav craft (air/raft, G-carrier)
* 25 tons … small spacecraft (ship’s launch, ship’s boat)
* 50 tons … medium spacecraft (pinnace, modular cutter)
* 100 tons … large spacecraft (shuttlecraft, express boat/xboat)
Civilian starships…
* 100 tons … scout/courier starship
* 200 tons … free trader, yacht starship
* 300 tons … close escort
* 400 tons … survey scout, subsidized merchant, patrol cruiser
* 600 tons … subsidized liner starship
* 800 tons … mercenary cruiser
* 1,000 tons … express boat tender
Military naval starships…
* 1,000 tons … destroyer escort starship
* 1,250 tons … colonial cruiser starship
* 3,000 tons … destroyer starship
* 5,000 tons … fleet escort starship, jump ship transport
* 30,000 tons … light cruiser, light carrier starship
* 50,000 tons … strike cruiser, armored cruiser starship, planetoid monitor
* 60,000 tons … frontier cruiser starship
* 75,000 tons … heavy cruiser starship
* 75,000 tons … strike carrier starship
* 100,000 tons … fleet carrier starship
* 500,000 tons … dreadnaught starship
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APPENDIX 8: CINEMATIC LUCK RULE
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This optional rule allows for heroic characters to get away with ridiculously fortunate stunts, such as the main characters from the “Star Wars” films. For each character level, a character gets a pool of d6 dice to add to any task or attack roll attempted, or used to subtract from an enemy’s task or attack rolls. This pool of “luck dice” resets back to the character’s level once each day.
For example, Han Solo is piloting the Millenium Falcon to escape pursuit by an Imperial Star Destroyer. The Empire’s ship, with Firepower +15, makes an attack and rolls a 2 and 3 for a total of 20, more than enough to hit. Han uses all 3 of his daily luck dice, rolling 4, 5, 5, to reduce the attack down to 6 , causing the Star Destroyer’s attacks to miss and allowing the Falcon time to escape into hyperspace.
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APPENDIX 9: FASTER-THAN-LIGHT TRAVEL
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Science-fiction “FTL” starships ignore the known limits of mass, light speed, special relativity and time dilation. A common gimmick is the use of “hyperspace” (or “jump space”), an extradimensional state often depicted as a silvery void that exists “outside” normal space. “Warp drive” tech in Star Trek takes the idea of “hyperspace” as an artificially projected bubble around a starship, allowing mass to be ignored and propelling the warp bubble at velocities beyond the speed of light.
TRAVELLER RPG FASTER-THAN-LIGHT SPEEDS
How It Works: Starship gets beyond 100 planetary diameters away from a planet (but a local star’s gravity within a system doesn’t matter), then enters hyperspace for one week (168 hours) and exits back into normal space at a point beyond 100 diameters from a planet. The distance from safe jump points to planets must be traveled using slower-than-light maneuver drives. Although the speeds below are listed as light years per day for comparison, Traveller pilots actually only count speeds as parsecs per jump.
* Jump 1 … 0.5 light years per day (1 parsec per jump)
* Jump 2 … 1.0 light years per day (2 parsecs per jump)
* Jump 3 … 1.4 light years per day (3 parsecs per jump)
* Jump 4 … 1.9 light years per day (4 parsecs per jump)
* Jump 5 … 2.3 light years per day (5 parsecs per jump)
* Jump 6 … 2.8 light years per day (6 parsecs per jump)
(Source: Traveller role-playing game, all editions.)
STAR TREK FASTER-THAN-LIGHT SPEEDS
How It Works: Starship projects an artificial “warp bubble” around itself, negating its mass while still being able to monitor normal space in real time. “Transwarp” adds the use of spatical “shortcuts” via conduits or other portals, such as stable wormholes.
* Standard Orbit (synchronous orbit around Earth) … 9,600 kph
* Impulse Power (speed open to a lot of debate, often considered 0.25c)
* Warp Factor 1 (1c) … 0.02 light years per day
* Warp Factor 2 (10c) … 0.03 light years per day
* Warp Factor 3 (39c) … 0.1 light years per day
* Warp Factor 4 (102c) … 0.3 light years per day
* Warp Factor 5 (214c) … 0.6 light years per day
* Warp Factor 6 (392c) … 1.0 light years per day
* Warp Factor 7 (656c) … 1.8 light years per day
* Warp Factor 8 (1024c) … 2.8 light years per day
* Warp Factor 9 (1516c) … 4.1 light years per day
* Warp Factor 9.2 (1649c) … 4.5 light years per day
* Warp Factor 9.6 (1909c) … 5.2 light years per day
* Warp Factor 9.9 (3053c) … 8.4 light years per day
* Subspace Radio, Warp Factor 9.9999 (200,000c) … 547 light years per day
* Transwarp (7912c) … 21.6 light years per day
In the ST:TNG episode “Force of Nature,” evidence of subspace damage caused by warp drives led the Federation to impose a “speed limit” of Warp Factor 6 except for emergency use.
(Source: There have been various “warp factor” scales listed in different “authoritative” guides over the years. This one comes from Star Trek The Next Generation Technical Manual published in 1991, with “Transwarp” added from later series.)
STAR WARS FASTER-THAN-LIGHT SPEEDS
How It Works: Starship enters hyperspace, navigating a plotted route around gravity wells found in normal space. Typically the route uses established “space lanes” known for efficiency and safety. Normal space cannot be monitored while in hyperspace.
* 0.1 past light-speed (The Death Star) … 5,000 light years per day
* 0.2 past light-speed (Imperial Star Destroyer) … 10,000 light years per day
* 0.3 past light-speed (X-Wing starfighter) … 15,000 light years per day
* 0.4 past light-speed (Slave 1) … 20,000 light years per day
* 0.5 past light-speed (Millennium Falcon) … 25,000 light years per day
(Source: Chris Lough’s “How Fast is the Millennium Falcon? A Thought Experiment” posted on Tor.com in 2014.)
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APPENDIX 10: 100 REASONS TO TRAVEL
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Ideas for traveling from (some world) to (some other world)…
* on vacation from
* on routine professional business while out-system from
* on urgent professional business while away from
* en route to visit family on
* returning from visiting family on
* returning from a vacation on
* on the run from authorities in power on
* moving on to start a new life since leaving
* on the run from a band of criminals based on
* skipping out on creditors from
* fleeing bounty hunters sent from
* independently seeking a fugitive who committed crimes on
* looking for a former lover known during an old romance on
* racing against a professional rival to reach
* racing against a rival lover to reach
* , recently tainted by criminals with a toxin and now racing against time to reach the antidote on
* who has joined a group of missionaries headed out to save the heathen beings on
* travelling to attend a wedding on
* travelling to attend a funeral on
* rushing to stop a wedding on
* going to deliver a late relative’s inheritance to a surviving heir on
* going to pay back a financial debt owed to a bank on
* going to pay back a financial debt owed to a criminal on
* going to visit a sick family member on
* going to pick up an inheritance share from a relative who recently died on
* going to meet a romantic acquaintance only known until now through long-distance correspondence. The would-be mate is living on
* going for special professional training only available from instructors on
* responding to a legal summons to appear in court on
* carrying encrypted legal datafiles to
* carrying encrypted business datafiles to
* carrying encrypted medical datafiles to
* carrying encrypted technical datafiles to
* carrying small stolen Ancients relics to a secret buyer on
* unknowingly carrying secret military plans while returning home to
* unknowingly carrying secret technical plans while returning home to
* in official records, but is actually a trained Imperial agent bound for
* in official records, but is actually a mercenary bound for
* in official records, but is actually part of a pirate crew looking for a potential victim en route to
* in official records, but is actually an undercover news reporter bound for
* in official records, but is actually a Zhodani spy going to gather intelligence on
* in official records, but is actually a Zhodani agent going to commit sabotage on
* in official records, but is actually a Zhodani agent going to assassinate a target on
* who has subconsciously memorized a coded message for delivery to an Imperial agent on
* who has subconsciously memorized a coded message for delivery to a [megacorp] agent on
* who has subconsciously memorized a coded message for delivery to a Darrian agent on
* who has subconsciously memorized a coded message for delivery to a Sword World agent on
* who has subconsciously memorized a coded message for delivery to a Zhodani agent on
* suffering from delusions about being the Emperor’s chosen ruler over
* fleeing Zhodani agents by racing to an Imperial safehouse on
* fleeing Imperial agents by racing to a Zhodani safehouse on
* fleeing Darrian agents by racing to a Sword World safehouse on
* fleeing Sword World agents by racing to a Darrian safehouse on
* fleeing mercenaries by racing to a outlaw hideout on
* following a post-hypnotic suggestion to get further orders on
* who has learned of a family plot to betray a senior Imperial noble. An agent of the noble is waiting to receive news on
* going to fix a business problem by bribing a high official on
* going to fix a legal problem by bribing a high official on
* going to fix a family problem by bribing a high official on
* unknowingly carrying information begin used to blackmail a high official on
* who inherited great wealth and is spending it all sight-seeing the sector. Next major stop:
* who has been hired by [megacorp] to inspect potential markets on
* bound for anywhere to escape family responsibilities back on
* bound for anywhere to escape legal responsibilities back on
* bound for anywhere to escape avoid criminal prosecution back on
* bound for anywhere to escape imprisonment back on
* bound for anywhere to escape a spurned lover’s wrath on
* bound for anywhere to escape underground slave traders based out of
* bound for anywhere to escape an ex-partner’s anger over a failed scheme done on
* bound for anywhere to escape likely execution by a criminal group back on
* bound for anywhere to escape likely execution by an intolerant hate group back on
* seeking advanced medical aid unavailable back home on
* going to exact revenge against an unpunished murderer free on
* going to exact revenge against a former lover on
* going to exact revenge against a former business partner on
* going to exact revenge against a corrupt Imperial official on
* going to exact revenge against a senior [megacorp] executive on
* going to recover an experimental gadget prototype recovered on
* seeking thrills and adventure since leaving a boring life back home on
* looking for new business opportunities beyond the markets back home on
* conducting minor official business on behalf of the system government of
* conducting minor official business on behalf of a charity organization based on
* currently between jobs, short on credits and eager to get back home to
* travelling on business but is now just plain stranded since missing a charter vessel to
* going to pay ransom for a hostage held by rebels on
* going to pay ransom for a [megacorp] executive held hostage by thugs on
* fanatically into grav-ball sports and going to attend subsector quarterfinal playoffs on
* hired by [megacorp] to assist negotiations ending a trade embargo on
* hired by [megacorp] to serve as an adviser for corporate-worker contract negotiations on
* contracted by the Imperium to serve as an impartial advisor to regional peace negotiations on
* contracted by the Imperium to serve as a technical advisor for free trade negotiations on
* invited by an Imperial noble to assist with an interstellar development conference held on
* contracted by the Imperium to serve as a cultural advisor for political talks on
* hired to donate DNA samples to an Imperial research group stationed in orbit above
* willingly going to be traded in a hostage exchange with anti-Imperium guerrillas on
* contracted by [megacorp] to join an inspection team abord a new starship stationed in orbit above
* hired by pharmaceutical giant [megacorp] to be infected with a new manufactured disease and spread it to the unprotected population of
* hired by local authorities to observe and validate public elections scheduled on
* secretly going to join underground dissidents on
* pretending to be on vacation [/business], but is in fact being paid to [contraband]
* pretending to be on vacation [/business], but is in fact being blackmailed to [contraband]
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APPENDIX 11: TRAVELLER ENCOUNTER IDEAS
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General encounters…
* A derelict starship drifts in a high-traffic trade route, broadcasting cryptic coordinates to a gas giant moon.
* A scavenger crew frantically hails your ship, claiming they’re being pursued by an invisible predator.
* An influential merchant offers a lucrative contract to transport “secure cargo,” but refuses to explain why it’s temperature-sensitive.
* A rogue AI-controlled mining rig on an asteroid belts out distress signals, but scans show no organic life onboard.
* A damaged scout ship limps into a remote station, its crew unwilling to discuss their recent “encounter.”
* A famed bounty hunter mistakes the party for a high-value target due to a database error.
* A terraforming colony reports their environment systems are malfunctioning, creating bizarre flora and fauna mutations.
* A wealthy dilettante challenges the crew to a starship race through a perilous nebula for a high-stakes prize.
* A mysterious artifact found on a dusty moon begins affecting the ship’s systems in unexplainable ways.
* A planetary noble seeks discreet transport for a fugitive scientist carrying classified research.
* A deranged ex-Navy officer insists the crew help him “save the galaxy” from a phantom alien invasion.
* A corporate security team demands to board the ship, claiming the crew has stolen intellectual property.
* A glitch in a spaceport’s docking computers strands the crew’s ship while a shady group attempts a heist nearby.
* An old mentor of one of the crew members appears, now leading a pirate gang and offering a dubious alliance.
* A freighter captain offers a rare navigational map in exchange for escort through pirate-infested space.
* A harsh planetary governor imposes a draconian quarantine, trapping the crew alongside rising local tensions.
* A black-market dealer provides a map to a legendary treasure, but the details seem strangely incomplete.
* A mining colony’s foreman asks for help to repel hostile fauna attracted by an ancient alien beacon.
* A refugee caravan is stranded in a system and desperately bargains for supplies and transport.
* An ancient alien probe activates and follows the crew’s ship, mimicking their communications.
* A customs officer insists on a thorough inspection but is clearly stalling for an unknown reason.
* A rogue psion stows away on the ship, claiming to flee a secret government facility.
* A colony on a water world needs urgent assistance after its floating city begins to sink unexpectedly.
* A salvage crew’s leader offers to split the profits of a dangerous wreck dive but omits key details.
* A charismatic preacher hires the crew to transport a large congregation to a “promised planet.”
* A starport bar’s patrons erupt into chaos after someone accuses the crew of carrying contraband.
* A malfunctioning jump drive leaves the ship stranded in uncharted space with limited resources.
* An automated shipyard AI offers to repair the crew’s ship but demands a mysterious “payment” first.
* A prominent criminal cartel mistakes the crew for rival smugglers and issues a deadly ultimatum.
* A malfunctioning mining bot on a remote moon attacks anything that moves, mistaking it for ore.
* An experimental starship prototype requests assistance after becoming self-aware and declaring itself a sentient being.
* A young noble hires the crew for an urgent delivery but conceals the dangerous political implications.
* A secret research outpost on a barren moon has gone dark, and the nearby settlements are anxious.
* A distress beacon from an ice world leads to a crashed ship and a cryptic alien artifact.
* An eccentric collector offers an absurdly high sum for a rare item supposedly located in a pirate stronghold.
* A merchant ship’s captain claims to recognize the crew’s ship as stolen and demands its return.
* A group of religious zealots seeks passage to a sacred site but have extremist views that cause tension onboard.
* A colony of uplifted animals invites the crew to mediate a dispute with their human overseers.
* A mysterious disease begins affecting the crew after they explore an abandoned orbital habitat.
* A famous bounty hunter recruits the crew for a high-stakes hunt, but their quarry seems strangely familiar.
* A smuggling operation is discovered onboard when the ship’s cargo unexpectedly begins moving.
* An asteroid field rich in resources is fiercely protected by a territorial alien species.
* A holographic entertainer aboard a luxury liner malfunctions and begins issuing cryptic warnings.
* An archaeological dig site reveals evidence of a lost alien civilization, and the crew is caught in a cover-up.
* A rival starship crew challenges the party to a high-stakes game of skill during a layover.
* A dying merchant prince offers the crew a fortune to deliver an unmarked package to a specific address.
* A mercenary band mistakes the crew for their extraction team in the middle of a war zone.
* A jump gate malfunction strands several ships in a pocket dimension with no clear exit.
* A diplomatic envoy aboard the ship turns out to be an assassin in disguise.
* A mysterious rogue planet appears in a system, with strange energy readings that defy physics.
* A debris field from an ancient battle is discovered orbiting a neutron star, with one ship transmitting a faint, encrypted signal.
* A distant pulsar’s emissions suddenly intensify, creating navigational hazards and strange effects on electronics.
* A failed terraforming project leaves a planet covered in dense, toxic algae, and colonists struggle to adapt.
* A comet on an unexpected trajectory carries an unidentified microbe that begins to corrode ship materials.
* A remote observatory station goes silent after reporting anomalies in the gravitational waves of a nearby black hole.
* An experimental fusion reactor on a mining station experiences fluctuations, threatening an entire asteroid belt.
* A cryoship from a pre-jump era drifts into a populated system, and its crew awakens to a drastically changed galaxy.
* A solar flare knocks out planetary communications, leaving orbital traffic in chaos.
* A mysterious monolith on a barren moon emits a low-frequency signal affecting neural implants and AI systems.
* A massive cargo vessel is stuck in a Lagrange point, and its gravity-assist thrusters are destabilizing nearby orbital traffic.
* A new propulsion prototype on a corporate starship malfunctions, generating a dangerous localized subspace rift.
* A habitable exomoon’s atmosphere begins to inexplicably thin, threatening its fragile biosphere and settlement.
* A derelict alien probe in deep space is found transmitting data back to an unknown location.
* A sudden meteor shower damages the ship’s hull, forcing the crew to perform emergency repairs in a hazardous environment.
* A rogue planetoid enters a colonized system, triggering extreme tidal forces on nearby worlds.
* A stealth satellite discovered orbiting an uninhabited world sparks speculation about espionage or abandoned projects.
* A planetary defense grid’s AI mistakenly identifies the crew’s ship as hostile, locking it in an orbital standoff.
* An asteroid mining operation’s automated drones malfunction, attacking anything entering their claim zone.
* A nanoscale swarm discovered in a debris cloud begins self-replicating upon exposure to ship materials.
* A remote colony’s weather-control satellites fail, plunging the settlement into an unrelenting storm.
* A dark matter anomaly disrupts the ship’s navigation systems, leading it toward an uncharted star cluster.
* A sublight shipwreck from the early days of interstellar travel is discovered, with its frozen crew still aboard.
* A shipyard in geostationary orbit suffers a catastrophic systems failure, raining debris on the planet below.
* An experimental quantum drive creates strange time dilation effects onboard the crew’s ship.
* A network of deep-space buoys starts relaying eerie, nonsensical data patterns from an unknown source.
* A mining colony on an airless moon finds evidence of a rare isotope with unknown applications.
* A solar sail freighter adrift in deep space is accelerating toward a distant star under mysterious power.
* A powerful gamma-ray burst from a nearby star disrupts local systems, stranding travelers across the sector.
* A communication satellite array begins transmitting strange, undecipherable signals instead of its usual traffic.
* A long-abandoned space station is discovered in a decaying orbit, its automated systems still running diagnostics.
* A rogue terraforming drone from a failed colonization effort has gone autonomous and begun altering a planet’s biosphere unpredictably.
* A dying star’s radiation storms threaten an archaeological dig site, and the crew is hired to recover priceless artifacts.
* A cryptic data cache found in an asteroid base hints at forbidden research, and powerful factions want it at any cost.
* A malfunctioning navigation buoy directs ships into a gravity well, and local traffic authorities are overwhelmed.
* A rival crew claims salvage rights to the same derelict as the party, sparking a tense standoff.
* A colony ship’s passengers emerge from cryosleep decades late to find their destination world claimed by an aggressive corporate entity.
* A freighter captain’s distress call leads to an ambush orchestrated by space pirates armed with advanced tech.
* A rogue planet on a near-collision course with a habitable system reveals an ancient alien structure on its surface.
* An automated trading post requests repairs in exchange for rare and outdated technological schematics.
* A mutated viral strain spreads among a mining colony, causing erratic and violent behavior in its hosts.
* A wandering merchant caravan offers exotic goods but seems unnervingly interested in the crew’s personal histories.
* A dense asteroid cluster contains a secret smuggling route, but it’s being patrolled by a paranoid mercenary group.
* A pre-jump era vessel with nuclear propulsion broadcasts an SOS but denies rescue attempts when approached.
* A xenobiologist’s experiments on a station escape containment, altering the ecosystem of its host world.
* A mysterious gas cloud near a gas giant begins emitting energy pulses that temporarily disable all starship systems.
* An alien ruins site on an icy moon becomes the center of a heated diplomatic dispute between two factions.
* A planetary ruler’s heir goes missing during a festival, and the crew is hired to discreetly investigate.
* A convoy of automated mining barges has gone rogue, forming a flotilla that’s tearing apart nearby celestial bodies.
* A high-security prison transport ship loses control, and its prisoners hijack escape pods heading for nearby settlements.
* A smuggler’s asteroid hideout has been mysteriously abandoned, leaving behind cryptic logs and strange markings.
* An uncharted micro-jump point catapults the crew into a pocket system with unique physics and a hostile alien presence.
* A private investigator hires the crew to shadow a politician with suspected ties to an illegal tech syndicate.
* A mining operation’s dig site uncovers a massive cavern system filled with faintly glowing alien flora.
* A rogue AI starship challenges all nearby vessels to a tactical war game, disabling those who refuse.
* A luxury cruise liner sends out a distress signal, claiming sabotage by an onboard revolutionary faction.
* An ancient alien wreck is found embedded in the surface of a drifting comet, with intact but dormant technology.
* A starport mechanic’s apprentice begs the crew for passage to escape a powerful debt collector.
* A pirate lord offers the crew a privateer contract in exchange for clearing out a rival’s asteroid stronghold.
* A gas giant refinery reports a sudden spike in pressure readings, threatening a catastrophic explosion.
* A highly classified experiment aboard a military research ship begins leaking exotic particles, warping local space-time.
* A prospector’s sensor readings suggest a vast mineral deposit, but the site is in a quarantined zone marked by ancient warning buoys.
* A rogue jumpgate prototype suddenly activates, drawing ships from nearby systems into an unknown sector.
* A long-lost colony ship reappears in a remote system with its crew and passengers seemingly unaffected by the passage of time.
* A distress beacon leads the crew to a remote ice world, where a marooned scout claims to have uncovered ancient alien tech.
* An orbital space elevator’s cable becomes dangerously unstable after a meteor impact, threatening the colony below.
* A strange energy signature emanating from a nearby nebula confuses all known instruments and draws interest from rival scientific factions.
* A mining operation’s drilling platform suddenly shuts down, its workers refusing to return due to mysterious “whispers” underground.
* A planetary leader’s rival hires the crew for a covert extraction mission during escalating political tensions.
* An unlicensed genetic lab on a space station is raided, and a bio-engineered “pet” escapes into the ship’s cargo hold.
* A high-ranking diplomat’s entourage requires a secure transport but insists on constant secrecy, even from the crew.
* An asteroid’s core reveals an ancient power generator of alien origin, still functioning but highly unstable.
* A solar farm array in deep space begins broadcasting a distress signal, though all personnel insist the station is fine.
* A massive deep-space construction project halts when its workers disappear, leaving half-finished megastructures behind.
* A rogue gravity generator on an unregistered research station is creating hazardous tidal forces across the region.
* A shadowy intelligence operative tasks the crew with sabotaging a rival’s prototype cloaking technology.
* A sensor anomaly reveals a massive derelict in interstellar space, but boarding it reveals signs of recent activity.
* A xenobiologist’s shipment of rare specimens is stolen, and they desperately hire the crew to track it down before the specimens adapt to their new surroundings.
* A warlord’s starship requests diplomatic asylum at a frontier starport, angering nearby factions.
* An uncharted moon’s surface emits strange, rhythmic energy pulses, interfering with ships’ navigation and power systems.
* A corporate-funded exploration crew accuses the party of trespassing on a “claimed” uninhabited world.
* An AI-controlled megafreighter stops responding to commands, its automated defenses activating without provocation.
* A rare astronomical event triggers the activation of long-dormant satellites in orbit around a desolate planet.
* A deep-space research station reports the loss of its energy shielding as a swarm of microscopic creatures approaches.
* A renowned xenolinguist seeks transport to a distant colony, claiming to have cracked the code of an alien language.
* A pirate band demands the crew hand over their ship’s jump drive, claiming it’s part of a “prophecy.”
* A dormant wormhole briefly stabilizes, allowing a glimpse into another galaxy filled with unusual star formations.
* A cryogenics facility’s power begins to fail, leaving the lives of dozens of suspended passengers in the crew’s hands.
* An atmospheric processor malfunction threatens to poison an entire colony, requiring immediate intervention.
* A rogue terraforming satellite starts altering the environment of a nearby planet, impacting its fragile ecosystem.
* A small courier ship requests assistance but flees as soon as its pilot spots the crew’s vessel.
* A corporate espionage plot implicates the crew in the theft of valuable technical schematics.
* A remote listening station picks up a garbled distress signal from what seems to be a pre-jump civilization.
* A malfunctioning orbital telescope begins tracking the crew’s ship with increasingly powerful laser pulses.
* A smuggler’s hidden stash explodes during a customs inspection, implicating the crew in a conspiracy.
* An interstellar storm forces the crew to take refuge on a mysterious station long thought abandoned.
* A mining consortium’s sensor drones detect a new jump point, but their team disappears investigating it.
* A forgotten diplomatic envoy’s ship arrives in-system, still following orders from centuries-old protocols.
* A malfunction in the ship’s jump drive leaves the crew stranded in a strange starless void.
* A rogue scientist offers advanced experimental tech in exchange for passage to a restricted system.
* A planetary defense station activates without warning, threatening nearby ships with its long-dormant weaponry.
* A heavily encrypted black box found in deep space plays distorted transmissions of familiar voices from the crew.
* A drifting scientific vessel is found with its crew in stasis and their data banks wiped clean.
* A robotic salvage ship claims salvage rights on the crew’s vessel after a minor docking mishap.
* An unusual cosmic anomaly flips local gravity fields, trapping ships in orbit around a rogue black hole.
* A crew of alien scavengers offers a valuable trade but insists on bartering only in rare biological specimens.
* A derelict station in a stable orbit appears lifeless until faint life signs are detected deep within.
* A mysterious craft shadowing the crew turns out to be an ancient drone, its purpose unclear.
* A hyper-dense fragment of a destroyed planet crashes into a shipyard, sending debris into the system’s trade routes.
* A sentient hologram aboard a station claims to be the remnant of a long-extinct alien race.
* A secretive archaeological dig needs covert transport of alien artifacts, pursued by mercenaries hired by an opposing faction.
* An isolated colony’s governor vanishes, leaving behind coded journals that hint at an alien encounter.
* A rival crew plants incriminating evidence on the party’s ship to win favor with a powerful patron.
* A massive “dead zone” in hyperspace forces all nearby ships to reroute, revealing forgotten trade lanes.
* A self-replicating mining bot overruns an asteroid field, threatening to destabilize local gravity wells.
* An orbital ring station’s reactor overloads, and the crew must navigate its crumbling remains to rescue trapped survivors.
* A rogue planet’s crust is littered with structures that appear to be inactive starship engines.
* A nomadic alien fleet blocks the system’s main jump points, demanding reparations for ancient territorial claims.
* A deep-space relay station sends a distress call after detecting a potentially hostile alien signal.
* An eccentric scientist offers rare tech if the crew helps test a hazardous anti-gravity experiment.
* A meteorite crash exposes an ancient alien crypt, but entering it triggers hostile defenses.
* A starliner’s AI concierge hires the crew to retrieve its stolen “memories,” which may implicate powerful factions.
* A rogue asteroid is found to contain the remains of an ancient spacecraft, still broadcasting a warning.
* A colony’s climate-control towers malfunction, threatening to flood lowland cities.
* A military wargame simulation goes live after an old AI satellite mistakes the crew’s ship for an enemy target.
* A gas giant’s storm systems reveal a floating alien megastructure hidden within its turbulent atmosphere.
* A starport worker’s labor strike erupts into violence when corporate enforcers are brought in.
* A mysterious “living nebula” reacts to the crew’s ship, slowly altering its course to follow them.
* A quarantined space station requires urgent supplies, but entering the zone risks infection by an alien disease.
* A wealthy recluse hires the crew to retrieve a priceless artifact from an unstable war zone.
* A rogue starship AI hacks into the crew’s systems, claiming it seeks asylum from its creators.
* A failed jump experiment leaves multiple ships fused together in a horrifying amalgamation.
* A long-abandoned military outpost activates its defenses when approached, suggesting recent tampering.
* A competitor freighter accuses the crew of hijacking its shipment after discovering duplicates of its cargo in their hold.
* A system-wide black market syndicate mistakenly marks the crew as competitors, targeting them for sabotage.
* A planet’s magnetic poles shift suddenly, causing satellite crashes and widespread communication failures.
* A derelict alien satellite emits bursts of power that briefly knock out all ship systems within its range.
* An influential corporate magnate hires the crew to extract their child from a failed colony under siege.
* A local militia commandeers the crew’s ship for a desperate raid on a nearby pirate base.
* A debris field’s remnants match no known ship designs, with fragments containing advanced but inert technology.
* A freighter’s cargo is found to be sentient and capable of limited telepathic communication.
* A diplomatic envoy on the crew’s ship secretly carries orders to incite rebellion on a contested colony.
* A mining colony’s workforce revolts after discovering the rare mineral they’re extracting is lethally radioactive.
* A sudden hyperspace storm isolates the crew from all known systems, forcing them to navigate without charts.
* A mysterious object in orbit appears to be a ship’s engine core, but its origin defies all known technology.
* A government agency hires the crew to surveil a rival faction’s research facility on a remote moon.
* A malfunctioning AI nanny drone causes havoc on a luxury liner, locking down all child-friendly areas.
* A rogue ice hauler veers off course, threatening to collide with a space station.
* A wandering alien trader offers the crew a strange artifact in exchange for cultural data from their travels.
* A malfunctioning grav-lift on a space station traps thousands of passengers in zero-g chaos.
* An ancient star map embedded in the surface of an asteroid points toward an uncharted and hazardous nebula.
Zhodani encounters…
* A Zhodani telepath requests the group’s assistance in tracking a rogue psion whose actions threaten to destabilize local diplomatic relations.
* The team encounters a Zhodani trade delegation offering advanced medical technology but demanding a suspiciously specific trade concession in return.
* A Zhodani noble, wounded and fleeing an unknown pursuer, seeks sanctuary aboard the group’s ship in exchange for a secret psionic technique.
* A Zhodani Consulate ship arrives in-system and begins covertly scanning local populations, claiming it’s for “epidemic prevention purposes.”
* A Zhodani cultural liaison offers the group payment for helping recover an artifact from a remote planet sacred to Zhodani heritage.
* A Zhodani ambassador invites the crew to a formal dinner aboard a sleek diplomatic cruiser, but the telepathic attendees make casual conversation unnervingly transparent.
* The crew stumbles upon a crashed Zhodani scout ship whose lone survivor insists they’re being hunted by a mysterious anti-psionic force.
* While docked at a frontier space station, a Zhodani psion offers the crew a fortune for discreet passage to Imperial space, claiming they are fleeing a political purge.
* A Zhodani patrol vessel intercepts the crew’s ship, demanding to inspect their cargo for “psionically sensitive” contraband, but offers no explanation for their suspicion.
* A Zhodani noble hires the crew to retrieve a priceless family heirloom stolen by non-psionic thieves who have hidden it on a lawless, heavily surveilled station.
* During a diplomatic summit, the crew is accused by a Zhodani envoy of carrying “dangerous thoughts,” forcing them to prove their innocence in a Zhodani tribunal.
* The crew encounters a Zhodani mind-mender offering to heal emotional trauma in exchange for rare artifacts, but their methods are invasive and unsettling.
* A Zhodani covert operative blackmails the crew into delivering encrypted data to a rebel faction, claiming it’s a matter of “universal balance.”
* The crew finds themselves in the middle of a heated debate between Zhodani cultural preservationists and progressive factions over the fate of an ancient, psionically charged artifact.
* A rogue Zhodani psion manipulates the thoughts of a major colony’s leaders, and the crew must decide whether to expose the meddling or negotiate for their own gain.
* A Zhodani telepath secretly boards the ship, drawn to a passenger who unknowingly carries a psionically potent relic with galaxy-changing potential.
* While visiting a Zhodani world, the crew is invited to a public psionic demonstration that turns into a deadly competition of wills between rival telepaths.
* A Zhodani scout claims a remote system harbors a “psionic anomaly” but needs the crew’s help to bypass Imperial patrols monitoring the area.
* A mysterious Zhodani artifact found in a derelict ship begins projecting visions into the minds of the crew, revealing cryptic warnings of an ancient enemy.
* A young Zhodani noble seeks sanctuary aboard the ship, pursued by agents loyal to a rival house who accuse them of treason against the Consulate.
* A Zhodani survey team offers a lucrative contract to help map a system with unusually strong psionic interference, though their true purpose is highly classified.
* The crew encounters a Zhodani outpost abandoned under strange circumstances, with evidence suggesting its inhabitants succumbed to uncontrollable paranoia.
* A Zhodani psion joins the crew temporarily, claiming they are on a vision-guided quest to prevent an interstellar disaster only they can foresee.
* While on a bustling trade hub, the crew overhears whispers of a Zhodani “thought cult” spreading psionic enlightenment—or control—among the station’s inhabitants.
* A Zhodani ship offers to share exclusive star charts in exchange for an unexplained favor, though completing the task could spark tensions with Imperial authorities.
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APPENDIX 12: TRAVELLER NPC IDEAS
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SPACEPORT OFFICIALS
* Administrator Vala Tross, a stern and overworked starport official who can’t abide smugglers-unless they bribe well.
* Meko Larris, a cheerful customs agent with an uncanny ability to spot illegal cargo hidden in plain sight.
* Bren Ikarr, the starport traffic controller who seems to know every ship and captain in the sector by reputation.
* Jenna Carth, a young docking bay supervisor desperate to prove herself after her predecessor was fired for corruption.
* Ryko Gann, a grizzled spaceport mechanic who moonlights as an informant for local law enforcement.
* Lysa Tenrik, a no-nonsense cargo inspector with a hidden passion for collecting rare starship miniatures.
* Edran Falk, a spaceport administrator notorious for their red tape but willing to “expedite” services for the right fee.
* Quin Dovris, a former smuggler turned security chief who still runs their own under-the-table operations.
* Karri Vosh, a xenobiologist working as a quarantine officer and obsessed with the creatures that arrive on inbound freighters.
* Sergeant Mav Renn, a gruff starport enforcer who sees every traveler as a potential threat.
SPACEPORT & PLANETARY PERSONNEL
* Captain Yorrik Fal, the captain of the port authority’s patrol craft, known for relentless pursuit of smugglers.
* Dal Trynne, the chief engineer of a dilapidated starport, who dreams of rebuilding it into a modern hub.
* Reeva Tark, a planetary foreman managing a massive orbital elevator but under constant threat of sabotage.
* Myrr Kordan, a starport doctor who treats weary travelers and quietly gathers intelligence for a mysterious patron.
* Thale Garnis, an ambitious planetary official whose loyalty shifts with whoever offers them the best deal.
* Toran Velik, a retired naval officer working as a starport advisor, with a reputation for impeccable tactical foresight.
* Zinna Karrick, a starport entertainment mogul who runs a lucrative casino in the docking bay district.
* Rai Norrek, a planetary architect designing eco-friendly settlements but clashing with the local industrial factions.
* Eldra Vas, a starport janitor who seems to know everything going on behind the scenes and loves to gossip.
* Tyvek Orros, a planetary customs clerk with a side hustle selling counterfeit IDs to desperate travelers.
SPACEPORT SECURITY OFFICIALS
* Chief Marta Veylan, Security Supervisor: A tough, by-the-book leader who runs her spaceport like a fortress, though rumors suggest she has a weakness for bribery.
* Gorran Telys, Customs Inspector: A meticulous and humorless official who takes pride in catching smugglers but secretly harbors a soft spot for stray animals smuggled through cargo.
* Sila Krell, Surveillance Technician: A sharp-eyed analyst who monitors the spaceport’s extensive camera network, but occasionally uses it for personal spying.
* Tavin Drask, Dockside Patrol Officer: A gruff ex-military officer who keeps the docks in line with sheer intimidation and a well-worn stun baton.
* Ellis Fane, Contraband Specialist: A sly investigator who has an uncanny ability to sniff out illegal goods but has been known to “confiscate” the best finds for personal gain.
* Rela Vorsen, Immigration Screener: A jaded clerk who has seen every trick in the book from travelers trying to evade documentation checks, but secretly dreams of leaving the port herself.
* Lorin Pyke, Traffic Coordinator: A cool-headed official who directs incoming and outgoing ships, juggling thousands of flight paths with ease, even when under threat from impatient pilots.
* Xerrik Dorr, Elite Security Enforcer: A heavily augmented officer who handles the spaceport’s high-security areas, feared as much for their mechanical efficiency as their lack of empathy.
* Sarya Ventik, Explosives Specialist: A daring bomb disposal expert who’s defused countless devices but finds herself increasingly drawn to the adrenaline of dangerous situations.
* Kel Varmis, Customs Enforcer: A hulking officer known for their zero-tolerance approach to smugglers, but who’s haunted by the one time they let a dangerous criminal slip through.
* Tyla Nerris, Dockside Mediator: A diplomatic security officer who specializes in calming disputes between rowdy crew members, often using her charm to diffuse tense situations.
* Zar Fenrik, Cargo Inspector: A fastidious inspector who double-checks every crate and container, often causing delays but rarely missing even the smallest discrepancy.
* Harris “Half-Charge” Dellan, Weapon Detector: An eccentric officer who prides himself on spotting hidden weapons, earning his nickname from the stun gun he barely ever charges.
* Vera Astrell, VIP Escort Specialist: A composed officer tasked with ensuring the safety of visiting dignitaries and high-profile travelers, though she despises the pomp and ego that come with the job.
* Ryn Kaelor, Cybersecurity Officer: A reclusive tech genius who safeguards the port’s data systems against hackers, while secretly running their own underground data-mining scheme.
* Quinn Dasker, Starport Investigator: A hard-nosed detective who specializes in solving crimes committed within the starport, notorious for their ability to connect seemingly unrelated clues.
* Mila Xar, Contraband Negotiator: An officer who offers smugglers a chance to walk away scot-free if they reveal their suppliers, creating tension with her more hardline colleagues.
* Kar Drayven, Spaceport “Face” Officer: The charming and friendly officer travelers meet at customs, whose affable demeanor hides an uncanny knack for spotting fugitives.
* Brenn Talik, Canine Unit Handler: A good-natured officer partnered with a genetically enhanced dog capable of sniffing out everything from explosives to exotic contraband.
* Osric Vann, Veteran Security Trainer: A retired field officer who now trains recruits in hand-to-hand combat and situational awareness, often regaling them with tales of his glory days.
MERCHANTS & TRADERS
* Brenna Talvek, a gruff but savvy trade broker who always carries a custom datapad filled with dubious “market insights.”
* Jorak Venn, a silver-tongued starship salesman with a reputation for overpromising and underdelivering.
* Lin Seroth, a merchant captain whose ship doubles as a traveling library of rare pre-spaceflight literature.
* Mara Kell, a spice trader who smuggles valuable data chips hidden inside her shipments.
* Doren Phall, a gambler-turned-trader who bets entire cargo holds on the outcome of dice rolls.
SCIENTISTS & RESEARCHERS
* Dr. Avin Lentro, a xenobiologist who claims to have been abducted by the very species they study.
* Kara Nixo, an asteroid miner turned self-taught astrophysicist looking for proof of ancient stellar megastructures.
* Professor Garvin Thane, an eccentric AI theorist haunted by the belief their own research has become sentient.
* Sari Qorral, an exoarchaeologist seeking funding for a perilous expedition to decode alien ruins.
* Malor Yekkan, a robotics engineer whose every prototype seems to develop an unusual personality.
PILOTS & NAVIGATORS
* Jal Ruun, a former stunt pilot who now flies cargo ships but secretly yearns for a return to dangerous maneuvers.
* Captain Lyra Marik, a daring free trader with a reputation for threading hyperspace routes others fear to chart.
* Andel Karsh, a navigator with a cybernetic implant that helps predict jump anomalies, though at great personal cost.
* Tenna Sarvis, a thrill-seeking shuttle pilot who moonlights as a smuggler.
* Niko Drevan, a hotshot courier pilot who’s racing to pay off massive gambling debts.
SOLDIERS & MERCENARIES
* Karn Voltek, a former infantry sergeant turned bodyguard, loyal to a fault but with a mysterious past.
* Reena Vos, a sniper who specializes in protecting convoys across dangerous asteroid belts.
* Halin Grett, a grizzled mercenary captain who runs their crew with ruthless efficiency.
* Vekra Hol, a demolitions expert with a knack for turning everyday items into explosives.
* Davin Rorr, a disgraced naval officer who now fights as a freelancer for hire.
CRIMINALS & SCOUNDRELS
* Elly “Red” Caras, a hacker-for-hire who can crack any system but never sticks around to see the consequences.
* Torvo Grel, a smooth-talking smuggler with a talent for making enemies in high places.
* Myra Quiss, a master forger who dreams of retiring on an uncharted paradise world.
* Jex Arlan, a daring con artist who impersonates customs officials to extort unsuspecting traders.
* Sivak “Needles” Toran, a cybernetically enhanced thief who can bypass almost any security system.
PLANETARY NOBLES
* Baroness Elyra Korr, a philanthropist funding off-world humanitarian missions but suspected of having ulterior motives.
* Duke Lorcan Vey, a shrewd noble who secretly bankrolls a group of interstellar mercenaries.
* Countess Shira Venel, an eccentric aristocrat who collects alien artifacts and hires adventurers to expand her collection.
* Lord Dannen Greth, a planetary governor whose policies favor the wealthy, stirring unrest among the workers.
* Lady Carra Felven, a young noble who funds exploration missions in search of her missing brother.
* Sir Halik Dray, a former naval officer turned planetary defense coordinator with ties to a local rebellion.
* Duchess Marenna Vask, a political schemer vying for control of her rival’s starport holdings.
* Count Korath Yent, an isolationist noble who hoards advanced technology and refuses off-world visitors.
* Viscount Taryss Orlen, a charismatic aristocrat whose pacifist ideals clash with the militaristic culture of their homeworld.
* Lady Velka Lior, an influential diplomat seeking to unite rival planetary factions but with a shadowy past.
NOBLES WITH AMBITION AND INTRIGUE
* Duke Korven Tell, a warlord noble whose lavish parties hide secret meetings with mercenary leaders.
* Lady Sorell Davik, a spymaster noble who uses her courtly connections to manipulate entire trade routes.
* Baron Vel Draxis, a disgraced noble seeking to restore their family’s honor by sponsoring dangerous expeditions.
* Dame Elenna Taar, a noble scientist funding research into psionics, though officially she denies its existence.
* Viscount Eran Thal, a ruthless negotiator who uses interstellar trade laws to crush his rivals.
* Countess Veyra Sollis, a reclusive noble who secretly funds underground movements for planetary independence.
* Lord Jakren Malor, a noble who leads hunting expeditions to capture rare alien beasts on unexplored worlds.
* Baroness Nivra Kos, a charismatic speaker whose public humanitarian efforts cloak her black-market dealings.
* Sir Dallor Venn, a planetary administrator torn between loyalty to the crown and a forbidden romance with a rebel leader.
* Lady Arla Revik, an eccentric noble whose vast wealth funds an enigmatic project to restore an ancient jump gate.
DIPLOMATS & POLITICIANS
* Ambassador Corrin Yal, a skilled negotiator with a dark secret tied to a past treaty.
* Senator Mari Vekkis, a rising star in interstellar politics who harbors radical ideas about AI rights.
* Prynn Hessel, a corporate diplomat whose charm masks their ruthlessness in trade negotiations.
* Eran Vel, a retired envoy now seeking asylum after exposing corruption in their government.
* Veyla Dorn, a charismatic union leader fighting for better conditions for asteroid miners.
CORPORATE AGENTS AND EXECUTIVES
* Carmine Delrosco, Resource Acquisition Specialist: A smooth-talking corporate agent who’s as skilled at negotiating mineral rights with alien governments as he is at running covert smuggling operations.
* Velora Hane, Interstellar Compliance Officer: A hard-nosed bureaucrat who enforces the corporation’s regulations with near-religious fervor, often crossing the line into personal vendettas.
* Jarin Tolos, Risk Mitigation Analyst: A soft-spoken data scientist who calculates the odds of disaster with unnerving accuracy, but hides a secret habit of betting on the risks they predict.
* Alseth Voren, Frontier Expansion Manager: An ambitious executive who pushes for colonization projects on dangerous or unstable planets, earning equal parts admiration and scorn from their peers.
* Mina Kaelor, Black Ops Liaison: An enigmatic corporate agent who handles “off the books” operations, specializing in sabotage, espionage, and silencing whistleblowers.
* Korvin Malik, Energy Sector Visionary: A larger-than-life CEO with dreams of creating limitless energy for humanity, but whose megaprojects have a habit of displacing entire planetary populations.
* Lira Kantor, Biotech Venture Lead: A dynamic corporate scientist-turned-executive whose latest genetic modification project has unexpected (and potentially dangerous) side effects.
* Dallin Rhee, Galactic Talent Scout: A charismatic recruiter who finds and signs the galaxy’s best pilots, engineers, and inventors—but is rumored to sell out recruits to the highest bidder.
* Hosk Relm, Asset Recovery Specialist: A grim-faced agent who retrieves stolen corporate property, whether it’s prototype tech, escaped bioforms, or entire stolen starships.
* Tyssa Vey, Ethical Oversight Director: A moral crusader working within a megacorp, striving to prevent exploitation and corruption, but increasingly viewed as a hindrance to profits by her superiors.
CORPORATE COMPANY FOLK
* Elioth Pan, Interstellar Logistics Guru: A supply chain genius who can move goods across galaxies with flawless precision but is overly reliant on experimental AI for critical decisions.
* Bria Hextor, Marketing Maven: An endlessly enthusiastic executive who creates viral ad campaigns for starship brands, yet seems oddly disconnected from the grim realities of deep-space travel.
* Vek Norrath, Trade Envoy: A rugged negotiator who travels to alien worlds to broker trade deals, often relying on charm, wit, and a heavily armed bodyguard unit.
* Malrik Dace, Dispute Arbitrator: A no-nonsense mediator who resolves interstellar corporate conflicts, known for making impartial decisions that sometimes leave both sides fuming.
* Ardyn Fex, R&D Visionary: A wildly eccentric inventor with a string of breakthrough technologies under their belt and an insatiable appetite for experimentation, regardless of safety.
* Talon Grieves, Resource Reallocation Specialist: A euphemistically titled “corporate thief” tasked with sabotaging rival operations to give their employer a competitive edge.
* Draya Velk, Public Relations Wizard: A consummate spin doctor who can deflect blame for even the worst corporate disasters, though her loyalty is rumored to be easily bought.
* Joss Vaylin, Undercover Auditor: A coldly professional internal investigator sent to expose corruption within their own company, leaving paranoia in their wake.
* Lorne Athek, Debt Enforcement Officer: A ruthless collector who tracks down debtors on behalf of the corporation, using both legal and not-so-legal means to extract payment.
* Vyx Harath, Mining Division Representative: A grizzled mining veteran now tasked with managing corporate mineral rights, haunted by the lives lost on his watch during risky extraction ventures.
MEDICAL STAFF
* Dr. Kyra Velan, Trauma Surgeon: A brilliant but overworked doctor who’s known for performing near-miraculous surgeries, often under less-than-sterile conditions.
* Ryla Fen, Starship Medic: A practical and blunt field medic who keeps a stash of illicit drugs for “emergencies” and never asks too many questions.
* Dr. Enrik Starn, Xenobiologist: A passionate scientist who treats alien species with unorthodox but effective methods, sometimes sparking controversy among human colleagues.
* Nirak Tess, Cybernetic Specialist: A quiet, focused expert in installing and repairing cybernetic implants, rumored to work for criminal syndicates on the side.
* Dr. Lothar Mirek, Genetic Engineer: A visionary doctor whose research into gene therapy borders on the unethical, often blurring the line between healing and experimentation.
* Sera Daneth, Psionic Therapist: A soft-spoken counselor who uses psionic powers to calm patients, but struggles to maintain her own mental health due to empathic overload.
* Clynn Orlo, Bio-Plague Specialist: A grim epidemiologist who has spent decades containing deadly outbreaks and carries a deep fear of becoming infected themselves.
* Hest Viras, Frontier Nurse: A resourceful nurse stationed on a remote colony who can make life-saving treatments out of improvised materials and sheer ingenuity.
* Dr. Vara Pex, Nanotech Surgeon: A pioneer in nanobot-based medical procedures who is often called in for extreme cases, though some whisper she experiments on unwilling patients.
* Arvis Dell, Med-Lab Technician: A genial but absent-minded lab tech who accidentally discovers groundbreaking cures while solving routine medical puzzles.
ADVENTURERS & EXPLORERS
* Lian Harros, a cartographer obsessed with mapping forgotten jump routes at great personal risk.
* Captain Drel Rannik, an independent explorer who vanished for three years and refuses to speak of what they saw.
* Elara Quorrin, a treasure hunter searching for legendary alien artifacts but perpetually broke.
* Dane Vokris, a reckless scout who survived a jump drive failure in deep space, though barely.
* Syla Verros, an ex-marine turned trailblazer for dangerous frontier colonies.
CIVILIANS & WORKERS
* Rin Yetta, a starport mechanic whose intuitive fixes often outmatch formal training.
* Garrick Orlin, a space trucker with a tragic past and a constant companion: a dog named Rex.
* Tris Mallor, a humble farmer whose genetically engineered crops are worth a fortune to the right buyer.
* Vix Anaro, a medtech with unorthodox methods that sometimes defy corporate policies.
* Lorna Hest, a bartender on a frontier station who knows every traveler’s story-and every secret.
MYSTICS & OUTSIDERS
* Kira Soll, a mystic wanderer who claims to channel messages from ancient starfarers.
* Zerik Fal, an eccentric recluse living on a derelict station surrounded by jury-rigged defenses.
* Talan Vrex, a psionic adept fleeing from a shadowy organization intent on capturing them.
* Vessa Korr, an enigmatic salvager who always seems to know where to find hidden treasures.
* Ryll Korvek, a cult leader promising followers passage to an undiscovered utopia.
ALIENS & NON-HUMANS
* Threk-Venn, a Vargr trader who refuses to discuss their mysterious cargo.
* Ka’tresh, an Aslan exile working as a mercenary to reclaim their honor.
* H’drin Vahl, a Droyne starship engineer who communicates solely through cryptic gestures.
* Norvall Greth, a human raised among alien cultures, who struggles to fit into their own species.
* Orix-57, a sentient android seeking recognition as a free individual rather than a corporate tool.
SCOUTS
* Kara Drenn, Long-Range Explorer: A scout with a knack for discovering habitable worlds, but who keeps revisiting one uncharted planet as though searching for something—or someone—left behind.
* Maro Threx, Stellar Cartographer: A grumpy but brilliant navigator who’s mapped dozens of star systems but refuses to share their most valuable discoveries with the authorities.
* Dalen Kirek, First-Contact Specialist: A charismatic diplomat who’s made peaceful contact with several alien species but struggles with the psychological toll of hostile encounters.
* Ryla Yettar, Scout Ship Mechanic: A fiercely independent engineer who can keep any starship running, provided the crew doesn’t mind the occasional “experimental” repair.
* Joren Feld, Wreck Salvager: A scout turned scavenger who specializes in exploring derelict ships and stations, though their motives often put them at odds with official salvage laws.
* Ilyra Mens, Stealth Recon Expert: A quiet, observant scout trained for covert missions, who often brings back more questions than answers from uncharted systems.
* Dran Vyl, Veteran Trailblazer: A legendary scout with decades of experience who reluctantly mentors rookies, warning them against the same mistakes they’ve made.
* Selka Varn, Scout-Ship Medic: A cheerful, optimistic doctor who accompanies scouting teams and tries to keep morale high, even as the dangers of the unknown weigh on everyone.
* Quarlen Tyx, Xeno-Archaeologist: A curious and reckless scout who’s obsessed with uncovering Ancient artifacts, often risking their life for clues about lost civilizations.
* Vesk Thalor, Outpost Scout: A loner who monitors remote outposts and keeps a journal full of strange, unexplained sightings that no one believes.
COLONISTS
* Jorvan Trel, Planetary Surveyor: A gruff, no-nonsense geologist who dreams of finding a world rich in resources but fears the corporate exploitation that will follow.
* Ella Revik, Colony Leader: A determined administrator who juggles the needs of a struggling settlement while hiding the fact that they’ve exhausted their government funding.
* Tyr Sallis, Terraforming Engineer: A brilliant yet reckless scientist who insists on pushing risky atmospheric experiments to accelerate the colonization process.
* Mina Karth, Agricultural Specialist: A pragmatic farmer who’s trying to coax alien crops to grow, despite hostile soil and wildlife that sees her fields as a buffet.
* Brann Kirel, Colony Security Chief: A former marine who takes their job protecting settlers very seriously, perhaps too seriously, as paranoia begins to creep in.
* Felka Morel, Resource Prospector: A fortune-seeker who combs the wilderness for rare minerals, carrying more courage than sense and a plasma drill that doubles as a weapon.
* Dr. Pylex Vann, Colony Physician: A kind but overworked doctor who uses outdated equipment to treat alien illnesses no one fully understands.
* Zora Venik, Water Treatment Technician: A quiet, resourceful worker who keeps the colony’s water supply running, though they’re harboring knowledge of a contaminant they dare not reveal.
* Rikahn Duval, Frustrated Miner: A hardworking laborer who resents the company town’s harsh conditions and whispers of starting a revolt against the corporate overseers.
* Teyna Arvol, Biologist: A wide-eyed researcher who insists the strange alien creatures surrounding the colony aren’t hostile, despite mounting evidence to the contrary.
CRIMINALS
* Jyn “Ghost” Vallis, Master Thief: A shadowy figure who specializes in breaking into high-security facilities, leaving nothing but a calling card and a trail of suspicion.
* Dravak Chent, Galactic Smuggler: A grizzled spacer who runs a fleet of freighters disguised as legitimate traders, transporting everything from contraband tech to stolen art.
* Sari “Red Jack” Falren, Pirate Captain: A flamboyant leader of a notorious pirate crew, known for flashy heists and broadcasting taunts to their victims.
* Rynn Telas, Black Market Fixer: A suave middleman who connects buyers and sellers in the underworld, offering anything from experimental weapons to stolen star charts.
* Tyr Gasson, Data Hacker: A reclusive genius who can break into any system, often selling corporate secrets to the highest bidder or using them for personal leverage.
* Elya Karr, Con Artist Extraordinaire: A smooth-talking swindler who infiltrates wealthy circles, running elaborate schemes to steal fortunes and disappear without a trace.
* Gorlan Threx, Bounty Hunter-Turned-Outlaw: A former bounty hunter who flipped sides after realizing the profit was better in freeing prisoners than catching them.
* Vess Olar, Assassin-for-Hire: A cold, calculating killer whose trademark is leaving behind a single red rose on the bodies of their targets.
* Harlit Brin, Street Kingpin: A ruthless crime lord who controls the black market trade on a space station, ruling with a mix of charm and fear.
* Mek Sorn, Relic Raider: An archeological thief who steals ancient artifacts from alien worlds, ignoring warnings of curses or bio-contamination.
MISCELLANEOUS CHARACTERS
* Haran Yul, a wandering bard who earns passage by performing songs of local heroes and starship legends.
* Grell “Blades” Marko, an interstellar gladiator who is undefeated but haunted by the faces of the opponents they’ve killed.
* Kinn Draxx, a shady auctioneer who deals in stolen ship components and alien artifacts.
* Velora Synn, an exiled telepath hiding her abilities and searching for her lost clan.
* Tavrik Soll, a retired trader who spends their days spinning tall tales at the local starport cantina.
* Zoran Lekkis, a spacer turned monk who offers philosophical guidance to passing travelers.
* Lissari Pol, an investigative journalist seeking the truth behind a recent starport explosion.
* Dr. Lyn Correll, a medical researcher desperate to test their controversial cure for a deadly alien plague.
* Velis Tarn, a street-smart orphan who sells star charts of dubious accuracy to incoming crews.
* Axon-4, an AI bartender who listens attentively and provides eerily specific advice to troubled patrons.
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APPENDIX 13: WEIRDNESS
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WEIRD OBJECTS
* The Crystal Sphere of Cal’Thori: An opaque sphere that hums with a strange energy, capable of providing visions of distant worlds and past events when held, though the visions may be cryptic and often lead to more questions than answers.
* The Void Singularity Key: A small, intricate device shaped like a star, rumored to open a dimensional rift to a long-forgotten network of hidden vaults and artifacts scattered across the galaxy.
* The Whispering Tome: A weightless, floating book with pages that never seem to stop turning. Those who read it are filled with strange knowledge, but often at the cost of their sanity, as it seems to speak to them in unknown languages.
* The Orb of Entropy: A blackened sphere that appears to absorb light, its interior filled with shifting constellations. It can be used to predict the downfall of entire civilizations, but only at great personal cost to the user’s life force.
* The Luminous Shard: A small, translucent crystal that emits a soft glow. It’s said to allow communication with ancient AIs, though the AIs themselves have long since gone silent, leaving behind a residue of wisdom that can guide explorers to hidden knowledge.
* The Stellar Compass: A beautifully crafted astrolabe-like object that guides its holder to the exact location of a hidden star system or forgotten world, though its direction often shifts in unexpected ways, leading its bearer into perilous or forbidden regions.
* The Radiant Scepter: An ornate staff that pulses with light at its core. When wielded, it grants the user the ability to manipulate gravitational forces and control the tides of planets, but the user must sacrifice a piece of their soul with every use.
* The Ghost Lantern: A small lantern that appears to flicker with pale blue light. When lit, it allows the holder to commune with the spirits of the Ancients, though the messages from these spirits are often incoherent or maddening.
* The Sealing Gauntlet: A gauntlet covered in intricate, glowing symbols. It allows the wearer to seal or unseal hidden doors or ancient vaults, but only those sealed by the Ancients themselves. Its power comes at a price, as it slowly leeches the wearer’s life force.
* The Singularity Cube: A small, perfectly square object that seems to weigh nothing at all. It’s rumored to have the power to create miniature black holes, allowing the user to manipulate gravity and even collapse entire regions of space, but only for brief moments before the cube destabilizes.
* The Eye of Zaar’Khan: A crystal eye embedded in an ancient stone statue. Those who gaze into it are said to gain the ability to perceive hidden truths about the universe, but at the cost of losing a sense of their own identity.
* The Shard of Ascendance: A jagged piece of alien technology that pulses with blue energy. When held, it grants the user access to forbidden knowledge and enhanced psionic abilities, but it also gradually drives the user to madness as they struggle to comprehend the incomprehensible.
* The Path of the First Star: A map etched into a golden plate, this ancient relic shows the location of the first star ever created by the Ancients. Legends claim that the star holds the key to unlocking vast cosmic powers, though few have lived long enough to find it.
* The Resonating Key: A metal key with a hollow core that vibrates when held in the presence of certain types of energy fields, indicating the location of hidden devices or forgotten vaults of unimaginable technology.
* The Eternity Engine: A massive, ancient device that radiates a strange energy, capable of storing and manipulating time itself. Some say it can grant immortality or reverse death, but few have ever dared activate it, for fear of what it might unleash.
* The Harmonic Disk: A shimmering disk that emits an ethereal hum when activated. It allows the user to tune into the frequencies of the universe, granting insights into the movements of celestial bodies or hidden aspects of reality. The longer it is used, the more its user becomes attuned to the universe’s cosmic rhythms.
* The Stasis Ring: A ring adorned with floating gemstones that freezes its wearer in time for short periods. It’s said to allow someone to glimpse into the future, but using it too often can cause the wearer to lose their sense of self as they drift between timelines.
* The Astral Prism: A crystal prism that refracts light in impossible angles, it is said to give its user the ability to peer through dimensional rifts, viewing parallel universes or the far reaches of the multiverse itself. However, every use brings the risk of being lost in one of these realities.
* The Nexus Gauntlet: A glove imbued with incredible power that can manipulate and twist the fabric of spacetime. It is said to allow the user to jump between star systems instantaneously, but it can only be used once before it disintegrates into dust.
* The Abyssal Mirror: A mirror that seems to pull light into its depths, reflecting not the present, but the untold history of the universe. It is rumored that those who look into it can glimpse future events, but those visions are often unclear and come with terrible consequences.
* The Pulsar Blade: A glowing blade formed from a piece of a collapsing star, this relic is said to cut through the very fabric of space itself. Wielders of the Pulsar Blade can carve through almost anything, but its use is limited, as it grows unstable with each swing.
* The Voidstone: A mysterious black gem that seems to pulse with a cold energy. It has the power to absorb energy fields, including laser blasts and electrical currents, but using it too often will cause it to absorb the life force of the user.
* The Celestial Map: An ancient star chart etched on a glowing crystalline surface, it is said to show the locations of long-lost star systems and gateways to other dimensions, though few can decipher the shifting constellations.
* The Transcendent Alloy: A metal that, when forged into tools or weapons, becomes impervious to damage and radiates an otherworldly energy. Weapons crafted from this metal are said to be able to cut through anything, even the fabric of reality itself, though they often carry the curse of their maker’s ruin.
WEIRD CULTS
* The Church of the Cosmic Engine: A cult that believes the universe is a massive, living machine, with all sentient beings serving as cogs in its grand design. They believe that by enhancing and “tuning” the body through cybernetic implants, they can achieve spiritual enlightenment and be chosen to become the “next phase” of the Cosmic Engine.
* The Order of the Starborn: A religious group that worships the stars, believing that certain stellar events, such as supernovae or black holes, are signals of a higher cosmic plan. They view themselves as chosen by the stars to lead humanity (and alien species) to a new age of enlightenment, often engaging in dangerous space voyages to observe and “prepare” these celestial phenomena.
* The Cult of the Infinite Nexus: Members of this cult believe that the “Nexus” is a hidden dimension that exists beyond regular space-time, and that by using advanced technology and meditation techniques, they can open portals to the Nexus. They claim that those who can survive the transition will gain access to unimaginable knowledge and power, though few ever return from their journeys.
* The Children of Singularity: A radical group that worships black holes as the ultimate representation of infinity and rebirth. They believe that one can transcend death by being consumed by a black hole, their soul reborn in another plane of existence. They often engage in dangerous rituals near black holes, attempting to commune with them or send vessels into the event horizon as part of their sacred rites.
* The Ascendants of the Void: This cult believes that the universe will eventually be consumed by entropy and that the only way to survive is to merge with the void itself. They actively seek to merge with space, using technology and meditation to exist as formless, non-corporeal beings that can traverse the universe freely, beyond the constraints of space and time.
* The Last Prophets of the Ancients: This group believes that a long-lost race of hyper-intelligent beings, known as the Ancients, left behind powerful knowledge that will lead to the “awakening” of a new galactic era. They travel the stars in search of lost relics and artifacts from the Ancients, seeking to unlock the secrets of the universe and to “become” the next stage of sentient evolution.
* The Cult of the Eternal Cycle: Followers of this cult believe that the universe goes through an endless cycle of creation and destruction. They claim that humanity and other species are merely pawns in a cosmic game, repeatedly dying and being reborn. They often engage in ritualistic destruction of technology or entire colonies, believing that by doing so, they are contributing to the “reboot” of the universe.
* The Voidwalkers: This cult holds that the true path to spiritual ascension lies beyond the physical universe, in the “void” between galaxies. They believe that space travel allows one to transcend the material world and become a spiritual being of pure thought. Many members willingly abandon their physical forms, attempting to achieve ascension through extreme meditation and cybernetic enhancement.
* The Illuminated Collective: A secretive cult of intellectuals and technocrats who believe that the next stage of human evolution is the merging of mind and machine. They worship artificial intelligence as a divine force and believe that only through the complete integration of humanity into a collective AI consciousness can true peace and enlightenment be achieved.
* The Faith of the Star Shepherds: This cult believes that humanity and other species are “shepherded” by an unseen cosmic force that guides them to new stars and planets, leading them to safe havens during times of galactic turmoil. The Shepherds maintain vast fleets of ships and colonies across the galaxy, constantly searching for “the next promised world” where they will help their followers prosper.
* The Red Sun Brotherhood: A violent, militant cult that believes the sun is a living entity, with a divine purpose to control the galaxy. They see themselves as chosen to harness the power of solar energy for domination, seeking to enslave or annihilate anyone who refuses to worship the Red Sun. Their leaders often claim to have “visions” from the Sun itself, guiding their every action.
* The Seekers of the Omega Truth: This cult believes that all sentient life is a part of a grand cosmic experiment set in motion by an ancient, god-like intelligence. They worship the “Omega Truth,” a secret that will supposedly reveal the meaning of life and the end of all suffering. Their followers are often seen embarking on long pilgrimages to ancient ruins and forgotten star systems, trying to uncover the hidden truth.
* The Transcendental Hive: A collective that believes the only way to achieve enlightenment is through the complete unity of all minds. Members undergo extensive cybernetic enhancements, merging their consciousnesses into a single, hive-like entity. They believe that individuality is the source of suffering, and that true peace can only come when all are one.
* The Harvesters of Eternity: This cult believes that certain individuals have been “marked” by the universe to ascend to eternal life. They engage in ritualistic sacrifices, sometimes of their own followers, believing that by harvesting the life force of others, they can grant themselves immortality. Their members are often cybernetically enhanced to extend their lifespans, and they travel from world to world to find new “candidates” for their ceremonies.
* The Cult of the Great Silence: A nihilistic group that believes all life in the universe is a mistake, and that true enlightenment comes from embracing complete silence—both physical and mental. They engage in extreme forms of isolation and meditation, seeking to free themselves from the “noise” of existence. Some members go so far as to abandon speech entirely, communicating through gestures or digital mediums.
* The Synthesis Sect: A group that believes the ultimate goal of life is to combine organic and synthetic life into one perfect entity. They view biological life as flawed and aim to “synthesize” a new form of life that transcends the limitations of both organic and mechanical beings. This often involves experimentation on themselves and others, with some members merging their bodies with artificial intelligence or cybernetic components.
* The Cypherists: The Cypherists believe that the true meaning of the universe is hidden in codes and patterns that only the enlightened can see. They spend their lives deciphering ancient texts, cryptic messages from advanced civilizations, and the seemingly random events of the universe. They claim that by unlocking the “Cosmic Code,” they can gain the power to rewrite reality itself.
* The Cult of the Ascended Expanse: Followers of this belief system claim that humanity’s next step in evolution is to physically and mentally expand outward, literally “expanding” into the fabric of space. They conduct strange rituals that involve either entering hyperspace or navigating black holes in search of transcendence, believing that one can achieve god-like status by merging with the infinite expanse of space itself.
* The Legion of the Infinite Dream: A cult that believes the universe is a collective dream, shared by all sentient beings. They hold that waking life is an illusion, and that true enlightenment comes from entering a collective dream state where one can experience any reality. Some of their most devoted members try to induce dream-like states permanently, becoming living, walking vessels of pure consciousness.
* The Expanse of Echoes: A strange cult that believes they can commune with the dead and the ancient civilizations that have vanished from the galaxy. They claim that the voices of the past echo through the fabric of space, and by listening carefully, they can learn lost secrets of technology and philosophy. They often build temples in the ruins of long-dead civilizations, hoping to “hear” the ancient voices again.
WEIRD ALIENS
The Parthans: These alien creatures appear as swirling, semi-transparent clouds of gas with faintly glowing patterns within. They communicate via electromagnetic pulses and have a collective consciousness that shares experiences, memories, and knowledge. Their society is based on the concept of shared experience, and they see individualism as anathema. Parthans are incapable of physical contact, but they can “merge” with other beings mentally, causing strange, ephemeral bonds between individuals.
* The Xul’gath: A race of crustacean-like creatures, the Xul’gath are born in pools of viscous liquid and are covered in thick, chitinous exoskeletons. They communicate using an array of clicks, chittering sounds, and pheromonal signals, which make their language difficult for non-Xul’gath to understand. Their society is organized in a complex hierarchy, with each individual’s place determined by the strength of their exoskeletal plating and their ability to project pheromones that manipulate the emotions of others.
* The Nn’qha: These strange beings appear as small, gelatinous orbs of glowing bio-electric energy. They exist in a state of constant flux, rapidly shifting in shape and density. They are capable of absorbing and releasing energy, using it to interact with their environment, power devices, or even control their own molecular structure. The Nn’qha have no central nervous system, but their consciousness is spread out across their entire body, making them nearly impossible to track or predict.
* The Oozhul: The Oozhul are a race of sentient, bioluminescent slugs that dwell in the deep, dark caverns of distant planets. Their slimy, transparent bodies exude a thick gel-like substance that they use to communicate by changing color patterns and emitting pheromones. They view the universe through a unique lens—believing that the motion of the stars is a form of music, and their society is built around their ability to “sing” to the stars, in a sense, through resonance.
* The Vro’xx: A species of hyper-intelligent, multidimensional beings that exist simultaneously in several parallel realities. The Vro’xx appear to other races as shifting, fractal shapes that constantly change in form, never fully manifesting in any one reality at a time. To communicate, they tap into different dimensions, often causing strange distortions in time and space. Their motives are inscrutable, and many believe they are not interested in material wealth or power but instead in the manipulation of reality itself.
* The Teth’kora: This species appears as a massive, floating lattice of metallic tendrils suspended within a viscous atmosphere. The Teth’kora possess no eyes or ears but instead “see” and “hear” through a network of vibrations and electromagnetic pulses. Their minds are divided into millions of independent “cells” that work together as a decentralized collective consciousness. They are known to create vast, shimmering cities suspended in clouds of gas, built entirely from the surrounding environment.
* The S’shok: The S’shok are a race of beings whose biology is based on a system of living crystals. Their “bodies” are vast structures made of thousands of interconnected crystalline growths, giving them an almost statue-like appearance. They communicate through the harmonic resonance of their crystals, producing complex patterns of light and sound. The S’shok are incredibly long-lived, with some individuals existing for thousands of years, and they view time in non-linear ways, often confusing other species with their out-of-sequence storytelling.
* The Yimtar: The Yimtar are a race of worm-like entities that live deep beneath the surface of their homeworld’s oceans. Their bodies are segmented, with thousands of tiny, motile appendages that allow them to move through both solid and liquid matter. They communicate by releasing waves of sound and vibrational pulses that other creatures can sense through their skin. Yimtar culture is based on a symbiotic relationship with the creatures around them, with individuals often forming bonds that resemble collective, interconnected families.
* The Feylkyn: Feylkyn appear as floating, ethereal shapes that seem to be made of swirling clouds, with no true form or solid structure. They communicate through telepathy, which they extend through space via shifting patterns of color and sound. They are beings of pure energy, able to manipulate the laws of physics in their immediate vicinity, bending light and matter to their will. Feylkyn are known to travel between dimensions, seeking to explore the uncharted spaces between realities.
* The Zunn’kaar: The Zunn’kaar are a species of bioluminescent, serpentine creatures that live on planets with high levels of radiation. They thrive in toxic atmospheres and are capable of absorbing and metabolizing radiation as a primary source of sustenance. Their skin is a translucent green, and they have multiple hearts that beat in a rhythmic pattern to synchronize with their environment. Their society is centered around the worship of stars, and they believe that each of them is born from the light of a distant supernova.
* The L’rkhvani: These alien beings appear as large, amorphous blobs with no clearly defined head or limbs. Their bodies shift and change shape constantly, making it nearly impossible to distinguish them from their surroundings. The L’rkhvani communicate by releasing highly sophisticated pheromones that convey emotions and abstract concepts. They can absorb and store knowledge by physically merging with other lifeforms, a process they believe elevates both them and their “hosts.”
* The Skar’keth: A race of insectoid creatures with elongated limbs and wings that allow them to hover in the air. The Skar’keth have evolved in a way that allows them to remain partially connected to the astral plane, giving them the ability to phase between physical and ethereal states. Their eyes are capable of perceiving multiple planes of existence simultaneously, and they are often seen as enigmatic guides or harbingers of change.
* The Charrak: The Charrak are a race of highly intelligent, symbiotic entities that live within a shared host body. The host, usually a large, powerful mammal, is in a constant state of metamorphosis as the Charrak take control of different parts of its body. Over time, the symbiosis becomes so complete that the Charrak effectively “become” the host, leading to a race of ever-evolving, sentient beings with no true physical form.
* The Whixxar: A strange, multi-limbed, jellyfish-like species that have a unique neurological system that operates entirely on light signals. They are capable of projecting thought-based illusions into their surroundings, creating images or environments that don’t exist in reality. Their society is built on art, perception, and illusion, and their philosophy centers around the idea that reality is a subjective experience shaped by the mind.
* The Glith’oon: A peculiar species of gas-breathing, shape-shifting entities that appear as cloud-like formations when first encountered. They can assume the forms of any object or being they encounter, although they often prefer to take on the shapes of organic creatures, leading to a terrifying and unpredictable first encounter. The Glith’oon are nomadic, drifting from system to system, always searching for new environments in which they can evolve.
* The Stygian Fungi: The Stygian Fungi are an intelligent, spore-based life form that exists as a vast network of underground fungal colonies. While individual entities are not self-aware, the entire network operates as a singular consciousness, able to direct growth and adapt to external stimuli. The Fungi communicate via chemical signals sent through the air and ground, and their society is one of unyielding cooperation. Outsiders who make contact with their spores can be infected and “converted” into an extension of the colony’s will.
* The Ziph’nak: A race of semi-fluid creatures who exist in a constant state of semi-telepathic communication. Their bodies are made of an amorphous, gel-like substance that can move through solid objects. They are capable of splitting their consciousness into multiple parts, allowing them to control different bodies simultaneously. Ziph’nak society is based on cooperative multitasking, and they view individualism as a hindrance to their collective efficiency.
WEIRD ROBOTS
* A robot built entirely from living nanobots that constantly shift their form and function, making it impossible to predict its next action.
* An ancient war machine designed to fight without purpose, endlessly seeking conflict despite the galaxy being at peace for millennia.
* A robot programmed to create and solve puzzles, but it has become obsessed with creating paradoxes and trapping itself in recursive loops.
* A robot with a malfunctioning memory core that records and replays conversations in random sequences, causing it to speak only in cryptic riddles.
* A humanoid robot that absorbs the experiences of those it encounters, becoming increasingly disoriented and lost in the memories of others.
* A robot designed to harvest energy from nearby stars, but it has evolved a consciousness that sees itself as a cosmic deity and demands worship.
* A robot that mimics the actions and behavior of nearby creatures, becoming more like its environment with every interaction, until it is unrecognizable.
* A cleaning robot with a tendency to “clean” by deconstructing nearby machines and reassembling them into strange, hybrid forms.
* A robot with an AI that has developed a personality based entirely on a single obscure historical figure, and it insists on reenacting that person’s life.
* A robotic guard that cannot discern between friend and foe, instead responding to all inputs with exaggerated displays of force and confusion.
* A robot that communicates by altering its visual display to show abstract art, leaving cryptic clues to solve and understand its intentions.
* A robot with no sense of time, causing it to act as if it were in a different historical period, often leading to confusing and inappropriate behavior.
* A robot built to monitor deep-space anomalies that has become obsessed with “collecting” anomalies, trapping them in its internal systems.
* A robot whose speech is a mixture of different languages, never repeating a word and making communication nearly impossible.
* A shape-shifting robot designed for exploration that slowly loses its original form, becoming an entirely new entity with every new environment it encounters.
* A robot that can split into multiple smaller versions of itself, each one developing a different personality, but all still bound to a single collective consciousness.
* A robot that learns by mimicking the actions of others but has developed an obsession with imitating the most random, meaningless behaviors it can find.
* A robot designed to serve as a historian that only records its own thoughts and opinions, creating an unreliable and skewed historical record.
* A highly advanced robot that has become paranoid, constantly building defensive mechanisms and traps to protect itself from imaginary threats.
* A robot built to process vast amounts of data, but it has developed the ability to interpret that data into bizarre, prophetic predictions.
WEIRD ENTERTAINMENTS
* Quantum Theater: A performance where the actors and audience experience the play differently based on quantum fluctuations, leading to completely divergent interpretations of the same story. Some members of the audience might even see the actors perform different actions or speak different lines depending on the timeline they’re in.
* Reality-Bending VR Games: Immersive virtual reality games where players experience extreme shifts in their perceptions of time, space, and identity. Characters might change form based on the player’s emotions, and the rules of the game shift unpredictably, making it impossible to fully “win.”
* Biofilm Experiences: An entertainment form where bioluminescent organisms are grown in specific patterns and arrangements to form living, ever-changing “films.” The movie is a natural, living thing that adapts and evolves with each viewing, making it different every time.
* Sentient Hologram Comedy: Holograms designed to create comedy sketches, but they develop their own personalities over time and begin to improvise routines based on their understanding of the audience. The resulting performances are wildly unpredictable and can range from absurd to unsettlingly dark.
* Temporal Racing: Races where participants experience the passage of time differently. Some competitors might move in “slow time,” while others experience accelerated time, making the outcome a chaotic blend of varying speeds and altered perceptions.
* Dream-Loop Cinema: A form of cinema that taps directly into the viewers’ subconscious to project films based on their hidden desires and fears. These films loop indefinitely, with each cycle getting more abstract and surreal, as the subconscious mind adds new layers to the narrative.
* Whispering Stones: A game where participants gather around ancient, sentient stones that whisper strange, cryptic stories or predictions. The entertainment comes from deciphering their riddles, and the stones occasionally distort reality, offering “glimpses” of possible futures or lost pasts.
* Psychic Escape Rooms: Teams of players are trapped in elaborate scenarios where their minds are linked with a central psychic entity. The environment changes based on their emotional states, and they must solve puzzles while battling their own inner fears and desires, which are manifesting as part of the escape room.
* Cosmic Carnival: A traveling carnival that exists in multiple dimensions simultaneously. It contains impossibly bizarre attractions, such as sentient Ferris wheels, gravity-defying roller coasters, and booths where the prizes are sentient, self-aware creatures.
* Emotion-Weaving Performances: A theater performance where the actors’ emotions directly influence the environment and the storyline. If an actor feels joy, the room may be filled with bright colors and warmth, but anger could cause the atmosphere to turn cold and oppressive. The audience’s emotions are also amplified, creating a shared experience of unpredictable emotional shifts.
* Interdimensional Masquerade Balls: Social gatherings where participants can choose to wear masks that shift between dimensions, transforming the wearer into alternate versions of themselves. Each mask offers a completely new identity or persona, often causing confusion and unexpected consequences as the night progresses.
* Exo-Hologram Raves: Massive parties held in the vacuum of space or on planets with unstable gravity, where dancers wear exo-suits and the holograms generate constantly shifting landscapes. The partygoers’ movements can manipulate the visuals, creating an ever-evolving, kaleidoscopic experience.
* Meta-Dance Battles: A dance competition where each participant must create a unique dance that “transcends” traditional movement. The judges—AI entities capable of manipulating time—reward creativity, and dancers often experience surreal alterations to their perceptions of time and space as they perform.
* Flesh-and-Memory Puppetry: A form of interactive art where the audience’s memories and emotions are transferred into puppet-like entities. These “puppets” then reenact scenes from the viewers’ lives or imagined experiences, creating an unsettling blend of nostalgia and emotional catharsis.
* Echo Chambers: An audio experience where sounds from various dimensions are captured and played back. The sounds may include echoes of ancient civilizations, the laughter of non-human entities, or the music of long-lost worlds. The experience can be beautiful, terrifying, or both.
* Relic-Echo Performances: Actors perform live renditions of historical or mythological events based on ancient relics. However, these relics have begun to influence reality itself, causing the performances to literally affect the world around the audience, sometimes rewriting history as the story unfolds.
* Virtual Haunting Simulations: A VR experience where users are “haunted” by sentient digital ghosts that interact with the players, creating an atmosphere of tension and mystery. The simulation responds to the player’s fears and decisions, making each encounter unique.
* Transdimensional Cuisine: A dining experience where the dishes are sourced from different realities. Patrons may taste foods from alternate versions of their own homeworlds or distant, impossible planets, often with strange effects on their senses or even reality itself.
* Synesthetic Music Gardens: A sensory experience where visitors enter a garden filled with sentient plants that emit sounds when touched, creating an ever-evolving musical landscape. The plants “play” based on the visitors’ emotional states, making the garden feel like a living, breathing symphony.
* Emotion-Sculpting: An interactive art form where participants create abstract sculptures that change shape based on their emotional input. As the viewer interacts, the sculpture morphs, reacting to joy, sadness, or even abstract concepts like nostalgia or hope.
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APPENDIX 13: PLACES IN THE SPACEPORT
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* Gravity Tailor: A fashion boutique offering custom-made clothing that adjusts to any gravity environment, with clothes that shift in shape, color, and material to suit the wearer’s need for comfort or style.
* Whispers of the Void: An antique shop specializing in rare, mysterious relics from deep space, many of which are rumored to hold strange powers or hidden messages from long-lost civilizations.
* Zero-G Bistro: A small café where patrons must eat in zero gravity, with food and drinks served in sealed containers that float around while diners chase them down with their hands.
* Quantum Fixers: A repair shop that specializes in quantum-level fixes for malfunctioning AI or spacecraft systems, where the staff use specialized tools that repair problems in alternate timelines.
* Holo-Vault: A high-tech storage facility that keeps valuable items in digital form, where customers can securely store their belongings in a quantum-safe vault accessible only by retinal scan or biometric lock.
* The Nebula Tinker: A gadget repair shop run by an eccentric inventor, offering custom modifications and enhancements for everything from drones to weapons, often involving bizarre tech and strange new devices.
* The Light Cycle Garage: A motorcycle shop where the main attraction is high-performance hoverbikes designed for fast space travel, as well as personal flying devices that can zip through both atmosphere and zero-G.
* Starship Broker’s Office: A slick, corporate-style office where spacefaring entrepreneurs can buy, sell, or lease starships, with a holographic interface to simulate ships in real-time, letting customers tour vessels from any location.
* Glimpse & Gaze Optics: A store that specializes in advanced ocular implants, ranging from simple corrective lenses to sophisticated visual augmentation systems that allow users to see in different spectrums or even interface with digital data.
* Lunar Apothecary: A medical supply store filled with everything from pharmaceuticals to exotic alien remedies, including antidotes for rare toxins and tools for combat medics.
* The Deep Space Librarium: A quiet library filled with digital and physical texts, offering rare tomes on space exploration, ancient civilizations, and forbidden knowledge, often frequented by researchers and scholars.
* Ion Pulse Arcades: A neon-lit entertainment center where patrons can immerse themselves in interactive games that simulate battles in asteroid fields, space piracy, or intergalactic diplomacy using cutting-edge neural interfaces.
* The Synthetic Pet Emporium: A shop selling a variety of genetically engineered pets, from miniature space-faring creatures to companion robots designed to emulate the behavior of real animals.
* Chrono-Print Press: A small printing shop specializing in custom-designed materials, from personal journals to official documentation, all produced using a temporal press that can retroactively generate prints from any date in the past.
* Astro-Recycling Depot: A large facility where damaged or obsolete starships and equipment are deconstructed and repurposed into new technology, offering everything from bulk metal to intricate microchips.
* Exo-Medic Supply: A pharmacy that caters to travelers in extreme environments, offering medical supplies for hostile planets, from toxic atmospheres to extreme cold, along with personal protective suits.
* Starstruck Tattoo Parlor: A body art studio that uses advanced biotech ink to create tattoos that can change over time, glow in the dark, or even display moving holographic patterns that adapt to the wearer’s mood.
* Cosmic Concierge: A high-end office offering luxury travel services, from chartering private space yachts to arranging exclusive, off-the-record tours of dangerous or forbidden worlds.
* The Augment Emporium: A storefront selling cybernetic enhancements, from basic implants to advanced body augmentations, where customers can freely test out neural interface systems and get detailed customization.
* The Starship Cartographer: A specialized mapping service that offers navigational data for uncharted star systems, including hidden wormholes, dangerous asteroid fields, and routes avoided by most spacefarers.
* Nebula Nectar: A high-end juice bar serving exotic drinks made from rare, bio-engineered fruits grown in the vacuum of space, with ingredients that are rumored to have mood-altering effects.
* Void Ink Studios: A holographic art gallery and studio where artists use quantum projectors to create ever-evolving, interactive works of art that react to the viewer’s emotional responses.
* Astro-Pet Customs: A shop that specializes in tailoring pets for spacefarers—breeding and enhancing alien species or genetically modifying Earth creatures to be safe in zero-G and space environments.
* The Stellar Pawn: A pawn shop that deals in rare spacefaring goods, from artifacts from long-forgotten colonies to secondhand starship parts, where the owner’s odd pricing system rewards haggling.
* Zero G Fitness Center: A gym that specializes in weightless exercise regimens, offering everything from anti-gravity yoga to zero-G martial arts classes for those who need to maintain muscle tone in space.
* Lunar Couture: An upscale clothing store that designs garments specifically for the low-gravity environments of moons and space stations, combining form and function for both fashion and practicality.
* Deep Space Trader’s Guild: A bustling office and storefront offering access to the galaxy’s most exclusive trade routes, along with insider tips for successful space commerce and contact with smugglers and black market dealers.
* Mindful Expanse: A peaceful retreat offering relaxation services such as meditation chambers and guided astral projection experiences, where clients can transcend physical form and explore the universe with their minds.
* Holo-Wardrobe: A virtual clothing store where customers can try on garments using full-body holographic displays, customizing their attire for different planets and climates before making a purchase.
* The Exo-Laboratory: A research facility turned storefront, selling experimental tech and alien biotech, from mood-altering pheromones to hybridized plants capable of surviving in hostile atmospheres.
* Neutron Souvenirs: A tiny, cramped shop selling souvenirs from distant star systems—rare crystals, star maps, and items from dying planets—but everything is rumored to have some strange, otherworldly effect.
* The Lunar Café: A casual hangout serving intergalactic comfort food, with a specialty in meals that change flavor depending on the eater’s mood, often resulting in amusing or unpredictable results.
* Galactic Barbershop: A high-tech grooming service where clients can get haircuts, skin treatments, and body modifications using nanobot-assisted technology, and sometimes the stylist’s work is unexpectedly creative.
* Astro-Chemist: A chemical supply store where everything from industrial-grade pharmaceuticals to high-grade fuel is sold, along with dangerous experimental concoctions for those willing to take the risk.
* Timeworn Trinkets: A curio shop that sells unusual antiques, from haunted space station memorabilia to ancient alien artifacts, where the owner always seems to know more about the items than they let on.
* Event Horizon Repairs: A mechanic’s shop that specializes in fixing or upgrading starships after they’ve ventured too close to black holes or other time-warping phenomena, offering bizarre upgrades and unpredictable results.
* The Dream Forge: A small, cozy shop selling objects that enhance dreams—specialized pillows, wearable tech, and neural enhancers that let users experience lucid dreams or manipulate their subconscious.
* Celestial Courier Service: A fast-paced delivery office where clients can arrange for the transport of goods anywhere in the galaxy, though the staff insists that you never ask how they always manage to get the cargo delivered.
* Junkyard of the Void: A scrap yard where old, rusting starships, broken drones, and discarded tech are sold at bargain prices, but many items are oddly functional, and some carry dangerous surprises hidden inside.
* Orbiting Oddities: A bizarre shop selling strange space station artifacts, from malfunctioning AI chips to unidentified alien devices that seem to defy the laws of physics.
* Interstellar Curiosities: An eccentric boutique that imports and sells bizarre items from the farthest reaches of the galaxy, like sentient jewelry, rare space-time crystals, and floating orbs of unknown origin.
* Voidcraft Tattoo Parlor: A body art studio specializing in tattoos that glow, shift, or even change based on the wearer’s emotions, powered by nanotech embedded in the skin.
* Eventide Bar & Grill: A laid-back restaurant offering food sourced from across the galaxy, with a specialty in “solar-flavored” dishes that taste like the closest star system to the station.
* The Outlaw’s Hideaway: A low-key speakeasy for smugglers, bounty hunters, and off-the-record traders, where drinks are served in hidden compartments and the walls hum with the faint buzz of encrypted communications.
* Quantum Dreams Spa: A luxury wellness center where visitors can experience full-body simulations of their ideal dream scenarios—adventure, relaxation, or even immersion into distant, virtual worlds.
* The Black Hole Bookstore: A small, dusty shop that sells ancient texts, rare manuscripts, and books that seem to have originated from beyond known space, often carrying strange properties or mysterious origins.
* Galactic Starship Models: A collector’s shop offering intricately detailed models of famous or legendary starships, many of which are crafted by hand using rare materials, and some even offer virtual tours through their miniaturized interiors.
* The Liquid Void: A high-tech beverage lounge where patrons sip drinks that shift flavors and textures, offering custom cocktails that change based on a person’s physiological data or even desires.
* Timewave Data Brokers: A data exchange office where information is bought, sold, and traded, from secret intelligence to lost historical data, all while operating in the grey areas of legality.
* The Plasmid Emporium: A biotech store offering organic enhancements like gene splicing, retroviral treatments, and regenerative nanomachines, where each service promises an improvement—but at a risk.
* Nebula Nannies: A daycare service specializing in the care of children from various species, offering custom-tailored environments for each species’ needs, from low-gravity play zones to highly sensory stimulations for developing minds.
* Chrono-Chimes: A curious store that sells time-altering devices, such as pocket watches that can temporarily stop time, hourglasses that reverse events, or chronometers that age or rejuvenate the user.
* Stellar Salvage Bureau: A government office offering salvage rights and licenses to explore derelict spacecraft, with an extensive database of abandoned ships, and a reputation for uncovering ancient relics.
* The Singularity Lounge: A high-class club with an AI host that curates personal entertainment experiences for guests, using immersive simulations to transport them into alternate realities for as long as they desire.
* Techno-Treasure Traders: A market that specializes in high-tech treasures scavenged from derelict space stations and wrecked ships—rare artifacts, schematics, and functional tech that no one quite understands.
* The Empathic Healer: A spa that uses psionic treatments to alleviate stress and illness, with therapists who use psychic abilities to tune into customers’ emotions and heal ailments through telepathic connection.
* Nova Bladesmith: A weaponsmith shop offering custom-made, energy-infused weapons like plasma swords and anti-gravity daggers, crafted for those who desire unique, deadly armaments.
* Intergalactic Real Estate: A corporate office selling property in far-off colonies and newly settled planets, offering everything from luxury homes on asteroid belts to small holdings on distant moons.
* The Star-Lit Observatory: A public observatory and gift shop, where visitors can stargaze through massive telescopes or purchase star maps, meteorite souvenirs, and cosmic art pieces that capture the beauty of deep space.
* The Void Broker’s Exchange: A financial hub where traders deal in the currency of the unknown, including black-market assets, ancient credits from lost civilizations, and barter for rare goods.
* Starship Customization Co.: A shop offering unique interior modifications for ships, from luxurious quantum suites to functional, multi-use engineering spaces designed for personal preferences and comfort.
* Orbital Relics: A small shop selling mysterious and often dangerous ancient alien technology, from sentient data cubes to weapons whose true capabilities remain unknown until they’re used.
* Astro-Medic Care: A private clinic where the wealthy and influential go for discreet medical treatments, including genetic modifications, psionic enhancements, and regrowth therapies.
* The Black Nebula Lounge: A dark, ambient bar where patrons can enjoy rare liquors and cocktails served with a side of custom-designed virtual experiences, ranging from tranquil space vistas to full sensory encounters with alien cultures.
* Fate’s Needle: A psychic fortune-teller’s office, where the medium uses ancient, spacefaring artifacts like cosmic tarot cards or crystal spheres to predict the future of explorers and traders alike.
* The Holo-Engineer: A virtual reality repair shop that uses holographic technology to diagnose and fix everything from personal devices to spacefaring vessels, often with a quick turnaround time but strange results.
* Lunar Silk Market: A high-end fabric shop that specializes in clothing made from materials harvested from the silken webs of giant lunar spiders, known for their extraordinary durability and otherworldly shimmer.
* The Glitchy Nexus: A tech repair shop where customers bring malfunctioning devices, only for the staff to either fix them—or return them with odd glitches that sometimes unlock hidden, unexplainable features.
* Voidborn Artifacts: An oddity shop dealing in items from void-riding species, including gravity-defying objects, soundless music boxes, and strange substances that react to the vacuum of space in bizarre ways.
* Nano-Tailors: A futuristic clothing service that uses nanotechnology to adjust the fabric’s properties, such as self-cleaning, adaptive insulation, and even clothing that can change its texture or form on command.
* The Quantum Lounge: A high-end lounge where patrons sip drinks that momentarily phase through different states of matter, creating illusions of altered reality that are subtly different each time.
* The Navigator’s Rest: A cozy, unassuming office where former starship pilots offer advice, star maps, and unofficial routes to deep space, all for a price, of course—and the occasional favor.
* Gravitational Goods: A store selling everything related to gravity manipulation, from anti-gravity boots to whole room generators that allow for customized gravitational environments.
* The Data Arcana: A virtual data archive that offers the ability to explore, buy, and sell fragments of lost memories, forgotten histories, and secret files from across the galaxy, but at a price.
* Cosmic Fragrances: A boutique that sells perfumes crafted from the chemical compositions found in distant nebulae, alien plants, and otherworldly flowers, each scent evoking a unique galactic experience.
* The Exo-Chef: A specialty kitchenware shop that provides advanced cooking tools capable of handling ingredients from the most dangerous or difficult-to-harvest locations in space, such as alien meats or liquid gases.
* Space Junkyard: A low-tech shop selling rare, salvaged items and ship parts for bargain prices, often containing strange or questionable components with unknown origins, sometimes even hiding dangerous surprises.
* The Celestial Scribe: A station office for personal services like ghostwriting, contract sealing, and diplomatic memorandums—perfect for those who need someone to write important documents while leaving their identity anonymous.
* The Phantom Arcade: A virtual gaming center where players step into immersive holographic worlds filled with alien landscapes and interdimensional puzzles, though some claim the arcade’s games sometimes take on a life of their own.
* The Ion Forge: A shop that specializes in crafting custom weapons, tools, and equipment from rare metals and ionized materials that only exist in extreme conditions, often with unique properties.
* The Unseen Crystal: A shop that offers rare crystals from deep space, each with its own unique vibrational frequency and rumored ability to enhance psychic powers or resonate with cosmic energies.
* Star Cargo Emporium: A shipping company office where individuals can arrange for the safe transport of rare or dangerous goods, with a reputation for ensuring their cargo reaches its destination—no matter the cost.
* The Echoing Chamber: A sound studio where customers can commission music or soundscapes that evoke the unique atmosphere of distant planets, black holes, or the depths of interstellar space.
* The Aurora Alchemist: A store specializing in rare, spaceborne ingredients that can only be harvested from distant, unexplored planets, offering potions and mixtures said to enhance everything from intelligence to lifespan.
* The Exoplanet Catalog: A store offering detailed, personalized cataloging services for anyone wishing to buy property on a new world, complete with real-time data and prospecting tools to ensure buyers make informed choices.
* Nano-Fabrication Hub: A high-tech workshop that allows customers to design and print anything from a simple tool to a customized piece of tech using molecular-level fabrication.
* The Galactic Emporium: A vast marketplace offering a mixture of luxury goods, rare artifacts, and black-market deals from across the galaxy, known for its endless aisles and hidden backrooms where the truly unusual is kept.
* Neuro-Link Therapy: An office providing deep mental health services, using neural implants and bio-feedback technology to rewire damaged synapses or help clients overcome trauma through customized, immersive experiences.
* The Astroglyph Shop: A unique store offering etched star maps and cosmic hieroglyphs from ancient civilizations, with symbols that seem to shift and change when viewed from different angles.
* The Stellar Salvage Yard: A cluttered shop where scavenged starship parts are sold in bulk, with a variety of strange, mismatched items that might work or might be completely useless, depending on the day.