TEXT: Michael J. Cross
  Setting Update
  Beta
  
  Setting Book Beta
  Twilight Sector Edition
  
  AUTHORS 
  Michael J. Cross
  EDITING & LAYOUT 
  John Lees 
  INTERIOR ILLUSTRATIONS 
  John Lees (pg 5, 7, 8, 12, 22, 38, 39, 40, 42, 49, 50. 56. 60) 
  Emel Akiah (pg 10, 20, 33) 
  Dreamstime.com: © Luca Oleastri (pg. 2, 14), © Fckncg (pg. 18), © 
  David Sharrock (pg. 21), © Higyou (pg 27) © Martine De Graaf (pg. 28), © 
  Agsandrew (pg. 30)
  COVER 
  © Luca Oleastri (Dreamstime.com)
  Twilight Sector 
  Setting Book Beta
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence 
  can be obtained from Mongoose Publishing. The mention or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Product Identity, as defined in 
  the Open Game License version 1.0a, Section 1(e) and are not open content: All trademarks or 
  registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, 
  locations, characters, artwork and trade dress. (Elements that have previously been designated 
  as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as product identity (see above) any game 
  mechanics are Open Game Content as defined in the Open Gaming License version 1.0a 
  section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Twilight Sector: Campaign Setting Sourcebook is published by Terra/Sol Games LLC under 
  the Open Game License version 1.0a, Copyright 2000 Wizards of the Coast Inc.
  Terra/Sol Games LLC, the Terra/Sol Games logo and the Twilight Sector logo are trademarks 
  of Terra/Sol Games LLC © 2009 Terra/Sol Games.
  CREDITS 
  
  Setting Book Beta
  Page 2
  
  Twilight Sector
  Page 3
  Contents
  Twilight Sector News Items ................................. 4
  Galactic News Service Wirefeed I .............................................5
  The Casual Observer ...................................................................7
  Prominent Newspapers ..............................................................8
  Galactic News Service Wirefeed II ............................................9
  Slices of Life  ....................................................... 11
  Cigars & Cigarettes .............................................................12
  Highways & Traffic Grids ....................................................14
  Skid Technology  ....................................................................... 18
  AutoWarz .................................................................................... 21
  Synthetic Meat:  ..................................................................22
  Gloop .....................................................................................24
  Pets in the 30th Century ......................................................26
  Medievalist Society ............................................................28
  Holographic and Immersive Technology .......................30
  Game Changer: Using H&IT in Play ..........................................33
  Living Spaces in the 30th Century ....................................36
  Coffin Apartments ..............................................................................38
  “Standard” Dwellings .........................................................................39
  Condapt ....................................................................................................39
  Freestyle ....................................................................................................41
  Hero's Park (Map) ................................................................42
  Adventure Seeds ................................................ 43
  Adventure: Dark Tower ......................................................44
  The Problems of Chantry ...................................................51
  Chantry’s Adventure Seeds ...........................................................52
  Tigue Gun Works .................................................................54
  Krupp-Martin KM52 Laser Pulse Rifle  .....................................56
  Setting-Based Adventures ................................................57
  Adventure Seed: Initiate that Pretty Sausage Program… 57
  Mini-Adventure: Emergency on Route 66 ...........................58
  Mini-Adventure: Smoke em’ if you got em’ ..........................59
  Adventure Outline: American Royale .....................................60
  Adventure Seed: To Catch a Thief ..............................................63
  
  Setting Book Beta
  Page 4
  Twilight Sector 
  News Items
  One of the mainstays of both fan and official Traveller periodicals 
  of the past were the news tidbits of the setting, generally found 
  at the front of every issue or running along the bottom of the 
  page like today’s continuous crawl.  
  We’ve tried to capture that feel with the Galactic News Service 
  Wirefeed.  This is information from the Known Galaxy in the 
  Twilight Sector Setting.  The wirefeed will capture all the hard 
  news that affects the setting as a whole.  
  But we didn’t stop there. The Casual Observer: Weekly Galactic 
  News is the super market tabloid of the setting.  Here you’ll 
  find to paraphrase what one super-secret agencies top 
  troubleshooter referred to as the “Best investigative reporting in 
  the Galaxy”.  You never know if the information is at all credible 
  but the idea that even a little of it might be is frightening.  
  But how could your news be complete without some local news.  
  That’s where The Star of the Plains comes in. It provides the local 
  news for the Twilight Sector and it’s environs.
  This news is provided via the Twilight Sector newsletter.  An 
  occasional email newsletter that contains these newsfeeds 
  on a rotating basis as well as all the latest information on new 
  products for the Twilight Sector Campaign setting. You’ll want to 
  sign up for it as soon as possible: http://terrasolgames.com/
  
  Twilight Sector
  Page 5
  Thursday, March 3, 2991 (received 14:25 UTC. Earth)
  Mauryan Empire (GNS):  
  An Interstellar incident was touched off when the 
  private yacht Daddy’s Pride strayed off course into 
  Mauryan Empire space and is now being held by Mauryan authorities 
  under espionage charges. The yacht reportedly only had two 
  passengers: Myron George, CEO of Apollo AeroSpace, one of the 
  largest shipbuilders in Terran Space, and a second individual who 
  remains unidentified as of this report.  
  This is only the latest round of saber rattling by the Empire.  Two 
  months ago an Empire patrol attacked and destroyed a system 
  defense boat in the Anroy system well within Terran Union Space.  
  Despite deep philosophical differences, the Oster Republic has 
  repeatedly defended the Mauryan Empire, the Osters threaten military 
  action if the Terran Union should use force to respond to Mauryan 
  encroachment.  The Empire has been accused of gross human rights 
  abuses by the Terrans, which has lead to the current state of tension 
  and occasional raiding along the two nation’s common border.  
  The Oster Republic has supported the Mauryan position that Terran 
  accusations amount to interference in Mauryan internal politics.  Off 
  the record, several Terran diplomats accuse the Oster Republic of 
  cynicism stating “the only common ground the two nations possess 
  is their opposition to anything Terran.”
  Saturday, May 14, 2991 (received 09:39 UTC. Earth)
  Earth/Terran Union (GNS): 
  A joint mission between the Orion Confederation, 
  Terran Union, and the Union of United Planets will 
  attempt to look back in time to determine the origins 
  of Terra/Sol.  The project, announced on Earth will send a mobile 
  observatory to a position far enough distant from the Terra/Sol 
  system to detect light emitted by the star at least 1,000 years ago.  
  This is expected to take the mission far into unexplored space.   
  Estimated cost for the mission is 1.68 trillion credits.  The mission will 
  involve the use of at least one Dreadnought which will be provided 
  by the UUP.  The Dreadnought will depart UUP space directly 
  opposite Terra/Sol and continue into unknown space.
  Galactic News Service Wirefeed I
  
  Setting Book Beta
  Page 6
  Thursday, June 23, 2991 (received 22:13 UTC. Earth)
  Solteir/Terran Union (GNS) - The Aquatic Sentience 
  Institute on the waterworld of Soltier suffered a bomb 
  attack today.  Six Dolphin and two human researchers 
  were killed, and eleven other sentients were injured.  The Institute is 
  currently attempting to uplift Orcinus orca, commonly known as the 
  Killer Whale.
  Credit for the blast was immediately claimed by the ELF, the Exolife 
  Liberation Front.  The environmental organization has long opposed 
  additional uplifts by humans, and has previously been responsible 
  for over a hundred attacks on organizations or facilities known to 
  engage in uplift research.  Since the ASI is owned and directed by 
  uplifted Dolphins it’s unclear if ELF has broadened their opposition to 
  oppose any uplift activities.
  Monday, August 1, 2991 (received 08:21 UTC. Earth)
  Uttica/Shenzhou (GNS) – Unforecast solar flares 
  in this system resulted in the deaths of over 8,000 
  asteroid miners working the rich inner belt of the Uttica 
  system. Uttica’s solar primary has long been prone to flare activity. 
  In previous decades, this has been extremely predictable, but the 
  latest outburst gave only a few hours warning. The flare was also the 
  largest on record based on in-system and pre-settlement findings. 
  Stellar scientists are at a loss to explain the event, but are currently 
  investigating to learn what they can.
  Tuesday August 9, 2991 (Received 12:55 UTC. Earth)
  Terra-Sol/Orion  Confederation(GNS) – Another 
  ritual kidnapping and brutal slaying has occurred today 
  in the Republic of the Plains on Terra-Sol. Dubbed as 
  the “Yamaguchi Ripper”, these flagrant criminal actions have become 
  magnified by the reluctance of authorities to shed any light on their 
  nature. 
  “We see these kind of events come and go in modern society,” said 
  Police Spokesentient Hobarth Hulmann-Orlanski-Babangida, “Kansas 
  City is home to 43 million Sentients, 42 million of which are biologicals. 
  These things happen from time to time, so while the murders and 
  abductions are themselves serious criminal acts, there is no need for 
  this sensationalism. Rest assured, the Kansas City Police Department is 
  dedicated to finding this killer and bringing them to justice.”
  
  Twilight Sector
  Page 7
  St Petersburg. Federated Republics of Russia.
  June 28, 2991, Captain James Jonah:
  Local Police today reported the discovery of the body of infamous 
  Terra/Sol scientist Professor Johan Ivach. 
  From 2940 to 2980, Professor Ivach was 
  regarded as one of the finest minds in 
  the sector. His outstanding work on 
  T-Space physics, Quantum reality 
  and Time-Space divergence were 
  required reading at many Twilight 
  Sector Universities.
  However from 2980 onwards Ivach’s work took a downturn into bizarre 
  theories and speculations on the nature of T-Space. The professor 
  asserted that although tachyons only exist at a speed beyond that of 
  light, Tachyon Space still carried the same potential to spawn life as our 
  so called normal space. The professor had not been in the public eye 
  since his ill fated 2987 expedition which culminated in the loss of all 
  hands aboard the lab ship Estevanico. 
  With his reputation in ruins, Ivach vanished from the public eye 
  and has not been seen until the discovery of his body.  Authorities 
  refused to comment on the cause of death or the condition of the 
  Professor’s body when it was discovered.  
  This reporter is left to wonder after the good Professor’s fate.  Was it 
  a foregone conclusion after showing the audacity to challenge the 
  scientific establishments Unified Theory of Transluminal Space?  We 
  at the Casual Observer will continue to investigate!
  Albion, Orion Confederation. 
  July 3, 2991, Chet Leewood:
  Suppressed research from an Albion government laboratory 
  indicates that a highly adaptable Alien virus is to blame for this 
  planets high incidence of so-called “Natural Mutation”.  Similar to 
  other reports this publication has received over the past twenty years 
  from a number of government sponsored researchers not just in the 
  Orion Confederation but in Terran Union Space as well.  
  This mounting evidence can only lead us to conclude that the real 
  story behind humanities so called “next evolutionary step” is more 
  than has been provided to the general public.
  We at the Casual Observer will continue to investigate!
  The Casual Observer
  
  Setting Book Beta
  Page 8
  Star of the Plains August 7, 2991
  Remembrance Day
  Kansas City – Sylvia Cruz
  President Smith today marked the 109th 
  anniversary of the loss of the Battleship 
  Kansas to thwart the APR invasion of Terra/
  Sol.  He placed a wreath at the Soldiers 
  and Starmen memorial before making a 
  few brief remarks praising the courage and 
  sacrifice of Plainsman in support of the 
  Confederation during the war.  The event 
  was attended by many of the relatives of 
  those lost.
  Other Services:
  ROP Supports Texas
  (The Star Grid Service)
  Foreign Minister Gerald Laughing Bear today reiterated the 
  ROP’s support of the Republic of Texas. The matter deals with 
  the claim over a 15 square mile section of land now south of the 
  Rio Grande after a shift of the river in 2889. Several artillery duels 
  have occurred over the last several weeks…
  Aztec Empire Bans Press
  (EP) – Mexico City
  Aztec Press Secretary Manual Norova today announced that 
  the foreign press would be banned from the southern province 
  of Quintana Roo. Huastec rebels, who are reportedly receiving 
  help from the Andes Free State, have launched offensives from 
  this area lately. In part the statement read: “The Son of Heaven, 
  Coyote a Quesquatal has decreed that foreign wordsmiths are 
  to no longer have access to the Quintana Roo as they are easily 
  deceived by the Crow Shaman of the Huastec. If they are so 
  gullible I must protect them from this deception.”
  l
  l
  Prominent Newspapers
  
  Twilight Sector
  Page 9
  Friday, September 2, 2991 (received 3:22 UTC. Earth)
  Mauryan Empire (GNS):
  The diplomatic standoff between the Terran Union 
  and the Mauryan Empire continues as Myron George, 
  CEO of Apollo AeroSpace, continues to be held by the 
  Mauryans.  He has now been indicted for espionage and crimes 
  against the state by the Mauryan high court.  The Terran Union 
  has now placed three Dreadnoughts (the Pacific, the Chile and the 
  Australia) at Anroy in response to the Mauryans placement of two 
  Dreadnoughts and the Oster Republics placement of two of their 
  Dreadnoughts within six parsecs of Anroy.
  The Grand Yogi Reverend Stratmore Van, a Shenzhou roving 
  ambassador continues to shuttle between the three parties trying to 
  reach a diplomatic solution.
  Monday, October 10, 2991 (received 19:43 UTC. Earth)
  Revolution/APR (GNS): 
  The 74th quadrennial Congress of the Communist 
  People’s Party was rocked today by denunciations of 
  several key potential successors of Party Chairman Li Po.  
  The Congress was convened two years early to coincide with the 
  Chairman’s 200th birthday celebration.  However those good feelings 
  have been shattered by the denunciations of Vladimir Volstock and 
  Sergi Li by a coalition of junior party apparatchiks primarily from the 
  APR’s intelligence agencies.  
  The well timed assault has appeared to gain traction within the 
  Congress as several lesser Chairman Candidates have apparently 
  latched onto the movement.  It is unclear at this time if Volstock or Li 
  will be able to weather this denunciation.  
  Thursday, November 10, 2991 (received 11:56 UTC. Earth)
  Revolution/APR (GNS): 
  Chairman Li Po has recessed this contentious 74th 
  Peoples Party Congress with no resolution as to a 
  successor and with the two primary candidates at the beginning of the 
  Congress, Vladimir Volstock and Sergi Li, still holding onto their party 
  positions.  The Chairman set October 10th, 2993 as the date the 74th 
  congress would reconvene.  
  Galactic News Service Wirefeed II
  
  Setting Book Beta
  Page 10
  The only clear result is the Peoples Communist Party is more 
  fractured than at any time in the history of the APR and tensions 
  are high as the Congress lined up in support of the two primary 
  candidates and the so called rebel faction of junior party officials who 
  attempted the political assassinations of Volstock and Li. There have 
  already been reports of rioting and military confrontation between 
  various factions throughout the Republic.  Without strong leadership 
  from Chairman Po, these are only likely to escalate.  
  Tuesday, December 27, 2991 (received 01:16 UTC. Earth)
  Kaifeng/Shenzhou (GNS): 
  Black smoke from the Prime Yogi’s residence in Perchan 
  City today announced the passing of Prime Guru Mati 
  Chowdhury. 
  The controversial leader who oversaw the Shenzhou Hegemony’s 
  entry into the Mutant War surprisingly on the side of the Expansionist 
  States was beloved in the Hegemony but reviled in the Terran Union 
  and the Orion Confederation.  Her decision to enter the war on the 
  side of the Expansionist States was viewed by the Terrans and the 
  Orions as a personal betrayal.  Both governments believed that the 
  move was a cynical attempt to try and wrest the Terra/Sol system 
  away from the Orions since so many Shenzhou adherents believed 
  that world to be their mythic “divine land”. 
  Manish Gowda and Lu Duc Phat are considered to be the 
  main candidates to succeed her as the Prime Guru. 
  airman  Po  recesses  contentious  74th  Peoples  Party  Congress…      New  Gra
  Static Feed
  
  Twilight Sector
  Page 11
  One of the regular pieces found on our 
  website is the “Slice of Life” article. These 
  Slice of life articles are designed to give 
  you a peek inside what life in the 30th 
  century is like.  With these articles we 
  attempt to take a look at the technology 
  of the Twilight Sector Setting and figure 
  out how that would affect the lives of 
  characters within the setting…
  Slices of Life 
  
  Setting Book Beta
  Page 12
  Tobacco was a part of human 
  culture long before the North 
  American Natives of Old Earth 
  introduced it to the Europeans. 
  After they discovered the’ 
  wonder leaf,‘ the Europeans 
  then proceeded to attribute 
  both virtue and vice to its 
  use.  The last millennia has 
  seen the use, rise, and fall 
  of tobacco many times but 
  it has never left humanities 
  side.  As with anything extant 
  at the beginning of the current 
  millennium and still around 
  today, tobacco has gone 
  through many styles and 
  modes of use.
  As of 2991 the predominate 
  form of tobacco use is cigarettes.  
  Once considered the worst means 
  of consumption, cigarettes are 
  considered reasonably safe in the 
  30th century. A once-a-decade trip 
  for gene spa therapy removes the 
  accumulated tar and corrects any 
  potential medical problems. In fact, 
  this is a commonplace practice 
  to visit such a spa just before the 
  implementation of a longevity 
  treatment, and most of the better 
  clinics will simply perform both procedures at the same time. Even 
  with that fact, there are still those who abhor the concept of smoking 
  and attack it on medical grounds. Claiming that the standard ten 
  year gap between treatments is too long to be safe where smoking is 
  concerned or simply casting doubt on the research figures.  
  “Tobacco, divine, rare, super 
  excellent tobacco, which goes far 
  beyond all the panaceas, potable 
  gold, and philosophers’ stones, a 
  sovereign remedy to all diseases…” 
  Robert Burton (1577-1640),  
  English clergyman & Author
  Cigars and Cigarettes
  Smoking in the Twilight Sector
  
  Twilight Sector
  Page 13
  “Smoking is a custom loathsome 
  to the eye, hateful to the nose, 
  harmful to the brain, dangerous to 
  the lungs, and in the black, stinking 
  fume thereof nearest resembling 
  the horrible Stygian smoke of the pit 
  that is bottomless…” 
  King James I of England 
  The opponents of smoking have 
  seen success in some political 
  entities most especially in the Terran 
  Union.  They have gotten regulations 
  passed requiring so called “Cleaner 
  Cigarettes” more commonly 
  called cleaning rounds by smokers 
  (presumably in reference to cleaning 
  rounds used in some weapons).  
  These “Cleaner Cigarettes” contain heat activated nanites which 
  clean out any tar deposits in the lungs.  There is typically one “Cleaner 
  Cigarette” in each pack.  The main problem cited by smokers is that the 
  cleaners induce coughing fits, which are actually deliberate (in that 
  they clear the debris that the nanites remove). And of course, Cleaners 
  taste horrible.  Most places that require them find that they are seldom 
  used by consumers (“Pitching the Cleaner” is a common practice).  
  Cigarette usage rises and falls over the decades often as a fashion 
  statement.  Currently the practice is quite popular on Terra/Sol with 
  approximately 41% of the population smoking at least every week. 
  Studies have shown that much of this is driven by visibility in the 
  media.  This has lead to cutthroat competition for product placement 
  in things like movies and vid programs, where cigarette advertising is 
  also one of the major revenue sources.
  So how does this affect my game?
  For the most part this is background ‘window dressing’ to make your 
  game feel deeper.  And there aren’t many substitutes for a cigarette 
  as an icebreaker with your underworld contact or that cute guy or girl 
  in the corner.  However there are some tangible uses as well.  Some 
  Orion states like the Federated Republics of the Russias (The Russian 
  Empire) and Ukraine have extensive restrictions on tobacco use and 
  impose extraordinary taxes on tobacco products.  This has created 
  a thriving black market.  A two credit pack of cigarettes can sell for 
  anywhere from four to six times its value in the Russian Empire.
  On an interstellar level, there is a large market for Orion tobacco 
  products on Argos.  Apparently the cheap cigarettes provided in 
  the company stores by the PAX Combine are not organolepticly  
  pleasing…in the extreme!  Therefore a black market for Orion 
  products (which are banned) exists.  MAC workers often smuggle in 
  a few cartons to make an extra credit.  A shipload sold to the right 
  contacts could make a crew a pile of money. 
  
  Setting Book Beta
  Page 14
  Vehicular traffic on a heavily inhabited, relatively wealthy, hightech world 
  like Terra/Sol is extremely dense. Terra/Sol has a population of 15 Billion, 
  but there are actually even more vehicles on the planet, an estimated 18 
  Billion. Moving around in one of the planet’s dense urban areas would 
  be akin to playing Russian roulette if not for the aid of AI controlled traffic 
  grids. These grids have proven to be a boon to major cities, not just for 
  safety but to ensure efficiency in the delivery of goods and supplies.  
  These traffic grids are the controlling factor for both personal and 
  commercial travel, especially in the skies. While air travel via grav 
  vehicle is commonplace, ground travel remains the more efficient 
  means for getting goods from point A to point B planetside. That’s 
  why outside of the cities, surface highways still exist in the 30th 
  century (albeit in an updated form from those of 21st century Earth). 
  The more things change the more they remain the same. 
  The Look and Feel of Vehicular Travel
  The 30th century transportation corridor is the province of the 
  machine. These corridors are ablaze of activity: grav cars fly overhead, 
  fast trains scream along at ground level, and thousands of automated 
  skid-tractors move along huge highways. The highways are nearly 
  the sole providence of machines. If you were to find yourself along 
  one of these highways you’d feel rather lonely. As opposed to the 
  Highways & Traffic Grids
  
  Twilight Sector
  Page 15
  pedestrian slideways, few if any humans are present on the highways 
  except those sealed in the climate controlled comfort of other 
  passenger vehicles. Traffic grids can be nearly as lonely in some of 
  the subterranean sections of the cities, but there are also places were 
  pedestrians and vehicles come together, often in nauseatingly slow-
  moving tangles (for the vehicle passengers) on surface streets. City 
  designers often try to create as few of these choke points as possible. 
  From inside of the vehicle, travel in a grav car or 30th century ground 
  car is significantly different than the 21st century version of personal 
  vehicle transit. In most instances, the driver is only needed to initiate the 
  journey and tell the traffic grid what destination they need. This means 
  that without entertainment or refreshments even a short trip can be 
  somewhat tedious. 
  The “Civilian Vehicles” article in Starfarer’s Gazette #1 details some of the 
  available options, including entertainment packages and snack bars 
  to reflect this 30th century reality. Even smaller groundcars, without the 
  space for such luxuries, use the windshield of the vehicle as a forward 
  screen for the occupant’s personal computing devices. Outside of the 
  traffic grids, in rural areas for example, the driver must actually drive 
  themselves (something of a novelty for many 30th century citizens), 
  making the existence of the traffic grid another one of these “golden 
  handcuffs” that further tie urbanites to their caves of steel. 
  Flying the Unfriendly Skies
  Traffic grids run by AI systems control air travel by grav cars –or any other 
  sort of flying vehicle – at all times over urban areas. This allows air traffic 
  to flow at a very good pace while protecting against accidents. Despite 
  30th century advances, accidents still occur. Most often however, these 
  are due to mechanical breakdowns or human interventions 
  Mechanical breakdowns are reasonably rare, but with a system so 
  complex they can occur almost anywhere. The classic example is 
  when a breakdown happens in the vehicle themselves: a sudden 
  loss of power; a thruster out of alignment; a piece of the vehicle that 
  shears free; the positioning sensors for the vehicle or the antenna 
  system which broadcasts the data becomes interrupted or corrupted. 
  Beyond the vehicle, the breakdown might be somewhere in the grid: 
  the sensornets embedded in the roadway; the grid control systems; 
  automated lights can go out or be subjected to power surges that 
  make them act unpredictably. While 30th century technology is robust 
  and far better than 21st century equivalents, there is simply much more 
  that can go wrong.
  
  Setting Book Beta
  Page 16
  Hacking the traffic system is far more likely to be the cause of an accident 
  than some random AI fault. These efforts usually have less-than-optimal 
  results for the passengers of these vehicles, despite the claims of success 
  on Hacker sites. People hack their auto pilots for a variety of (often illegal) 
  reasons which can exacerbate mechanical 
  issues long-term. Some drivers alter their 
  transponders for anonymity; which means 
  that other vehicles might slam into them 
  since the AI does not have the proper 
  information to make routes safe. Certain 
  individuals have even jammed the traffic 
  grid signal deliberately, which is the most 
  problematic of all human interventions. 
  This deliberate sabotage can also take 
  place on a more massive scale: such as the 
  2978 GrossBerlin Incident, in which the 
  traffic grid was hacked and the ensuing 
  traffic accidents that came as a direct 
  result claimed over 2,300 lives. This 
  single wanton act of malicious hacking brought the city to a standstill for 
  weeks as people refused to use airborne transportation out of fear that 
  something similar would happen again; many took years to fly again. 
  In rural settings, gravcar drivers usually have the option of manual 
  control of their vehicle if they are a citizen of the state in which they 
  are operating. For example if one was a citizen of the Republic of Texas, 
  they would be allowed manual control of their vehicle in rural areas 
  over the plains of Texas. But this varies from place to place: as a citizen 
  of the Republic of Texas you most assuredly would not be allowed 
  manual control of a vehicle at any time in the Aztec Empire. Most 
  political entities realize the power of an airborne vehicle in the hands 
  of a terrorist or madman.
  The GrossBerlin incident also resulted in the first recorded AI suicide. The 
  suicide was Jarrett Hazelbloom-Mercer-Figgins-Hoge-Vatterman, the AI 
  running the GrossBerlin traffic grid at the time of the accident. Jarrett 
  deleted himself and, using a timer program, turned off his host hardware 
  in such a way that deliberately scrambled all of his backups. This all-too 
  human act has become the subject of considerable debate: was Jarrett 
  driven ‘over the edge’ in a manner that is not entirely inconsistent with 
  humans? Was he simply flawed? Corrupted deliberately?
  The Final Victim of GrossBerlin
  Hacking the 
  traffic system is 
  far more likely 
  to be the cause 
  of an accident 
  than some 
  random AI fault. 
  
  Twilight Sector
  Page 17
  Rolling, Rolling, Rolling. 
  Grav Vehicles tend to predominate, but they have not completely 
  eclipsed ground vehicles. In addition to wheeled vehicles, Hover-
  type vehicles are common on some worlds (usually backwaters 
  with the pretension of considering themselves “advanced” or where 
  wheeled travel is problematic due to local surfaces). Ground-based 
  drivers normally have the option to control their vehicles even in the 
  cities. Incidents here, while potentially serious, tend to have less fatal 
  ramifications. This of course varies by the local government. Most drivers 
  still slave their vehicles to the traffic grid even when on the ground. It 
  is estimated that over 95% of ground vehicles inside of the traffic grids 
  are slaved to the grid. Stiff fines for 
  accidents will dictate this if nothing 
  else, providing a good economic 
  incentive for doing so. Likewise, in some 
  jurisdictions there are fines for impeding 
  the efficiency of the system and/or a 
  special license must be obtained for “self-
  drivers” (usually a level 1 or higher skill 
  is sufficient to obtain one of these licenses). 
  Many public service announcements extol the 
  virtues of “grid-transitting” (slaving to the grid) 
  and warn of the dangers of “self-driving” with 
  cameos by well-known media and sports figures.
  Ground traffic in some areas can be quite convoluted, especially when 
  the vehicle serviceways pass through foot traffic areas. This is why most 
  ground vehicles either use the subterranean express tunnels underneath 
  major cities or the designated “Elevated Roads” (which some locations 
  use in lieu of the subterranean expresses). At certain “pinch points” the 
  vehicles must be directed through urban surface areas, but these are 
  relatively well-controlled. Better businesses (and the best Conapts) have 
  their own entry/exits to the subterranean expresses.
  A few areas which are not built up enough to require slideways and 
  similar pedestrian systems use ground vehicles in a manner not 
  dissimilar to 21st century cities and towns. Here the surface streets are 
  much like they were 900 years before. Traffic Grids tend to be catch-
  as-catch can in some of these places, especially squatter towns and 
  retrotech enclaves where AIs are either unavailable or undesirable. 
  Inhabitants of such areas tend to be slightly annoyed when (generally 
  poor) drivers “spoiled by the grids” descend onto their communities 
  and start bumping into things.
  Better businesses 
  (and the best 
  Condapts) have 
  their own entry/
  exits to the 
  subterranean 
  expresses.
  
  Setting Book Beta
  Page 18
  Skid Technology 
  Skid technology has also been used for smaller standard-passenger-
  vehicles, but these are often specialty cars for specific purposes like 
  racing and stunt-driving. In fact, the name “skid” comes from the type 
  of racing that vehicles of this type perform (the name subsequently 
  stuck). 
  In more “conventional” ground vehicles however, there is generally 
  little need to cancel this kind of weight. At least not in a way that 
  is cost-efficient considering the power output required for grav 
  (as compared to simply ramping up conventional drivetrains). 
  Do not look for this feature to be a standard option from most 
  manufacturers. Instead the technology has very reasonable, very 
  efficient specific uses (such as in Skid-tractors).
  Where this “skid” technology has truly surpassed itself has been in the 
  off-road market. Light offroad vehicles using the Skid concept (both 
  in wheeled and Hover versions) have become very popular and very 
  widespread among thrillseekers throughout the Known Galaxy. A full 
  line of offroad skids are commercially available from many automakers.
  Tinkers have also been known to use skid vehicles of various types 
  for their inherently mobile lifestyle. They do not have the problems 
  associated with full grav vehicles, they can often be fixed “on the go,” 
  and they can carry large amounts of goods. All and all, the perfect 
  example of “Applied Tinker Technology.”  
  
  Twilight Sector
  Page 19
  The Wheels of Commerce 
  Except for rapid delivery freight, the norm for any commercial entity 
  moving its goods is that the cheapest method of transportation is 
  the best. Even after 900 years, wheeled transport and even trains 
  continue to be a useful and efficient means of travel.
  On Terra/Sol – and for that matter on most high technology planets 
  – short range movement is accomplished by grav-assisted ground 
  vehicles or skid-tractors. Appearance wise, these vehicles are not that 
  dissimilar to their 21st century counterparts, tractor-trailers. Under the 
  hood though things have changed considerably. Most skid-tractors 
  are powered by hydrogen power plants to cut down on pollution, 
  and because hydrogen-based fuel is inexpensive on worlds like Terra/
  Sol (thanks to the large hydrographic percentage). The cargo trailers 
  sport grav plates on their bottom-chassis, which lowers the weight of 
  the cargo and thus makes the tractor even more efficient. The wheels 
  provide both the motive-force and the traction for the vehicle. Since 
  the grav plates only need to negate the weight of the cargo and not 
  be able to provide propulsion (as they do in a grav vehicle) skids are 
  cheaper to manufacture and cheaper to power, lowering the overall 
  fuel needed to move cargo from point A to point B. 
  These skid-tractors are usually remotely operated and travel via the 
  highways. The highways usually follow along the routes of the high 
  speed trains with branches to smaller highways to deliver goods to 
  the smaller and smaller distribution points. While having superficial 
  similarities to 21st century highways, that impression is quickly overcome 
  by the sheer magnitude. The largest highways run parallel to the high 
  speed train routes. These are usually stacked four or more layers high 
  with six to eight lanes running in each direction. They are loaded with 
  sensors to monitor and control the remotely controlled skid-tractors that 
  use them for medium and short-run hauls. 
  Highways are certainly not the only method that goods are 
  distributed by of course: Long distance commercial cargo is often 
  transported via high speed rail like the SeaBal (Baltimore to Seattle) 
  line in North America, the Berlin-Moscow line in Europe or the 
  Hercules-Goodhope run in Africa. These high speed trains deliver 
  freight to large population centers, which is then delivered to 
  distribution facilities by smaller (ground or grav) vehicles. 
  Passenger trains are also available, and relatively cheap, but they 
  face stiff competition from the only slightly more expensive air 
  alternatives. This said, they still appeal to many travellers.
  
  Setting Book Beta
  Page 20
  The Lure of the Sea
  A significant amount of travel over water is done by grav vehicles, which 
  many thought would end the very concept of conventional boats. 
  This has not been the case due to practical reasons. Grav vehicles cost 
  much more than equivalent shipping vessels. Also, grav vehicles require 
  constant power output, even to “hover”, while boats do not (making 
  them both safer and more economical). Some Grav Vehicles are even 
  equipped around boat-like hulls that allow them to “settle” on water, 
  a 30th century version of the hydroplane. This 
  has become so common that even a few 
  spaceships (like the Mirador) use such 
  an arrangement.
  Most travel on or in water is done 
  either by Submarine or Hover-
  capable vessels. Submarines have 
  become very useful for underwater 
  and even abovewater sea habitats. 
  A considerable amount of pleasure 
  boats and even small (rather 
  than the huge cargo barges) 
  commercial watercraft ply the 30th century seas. Many of these still 
  resemble 21st century boats. This is especially true in areas of open 
  water which are difficult for submarine or hover vehicles to travel, such 
  as rivers and areas known as rough seas. A version of the traffic grid in 
  the areas immediately around major metropolitan areas does exist, but 
  is considered less-efficient than groundside or skyside grids because of 
  the “considerable variations” caused by water.
  Some Grav 
  Vehicles are even 
  equipped around 
  boat-like hulls 
  that allow them to 
  “settle” on water…
  
  Twilight Sector
  Page 21
  AutoWarz
  Some of the more extreme Sports of the 30th century have 
  bridged the gaps between transportation, entertainment and 
  combat. This is perhaps best typified by the phenomenon of 
  AutoWarz. These bouts, usually 
  between heavily armed and 
  armored groundcars in quasi-
  historical body styles and garish 
  paintjobs, are splashed over the 
  popular media landscape.
  Using robot cams, H&IT tech from 
  the drivers and VEO projections, 
  the audience is able to see and 
  hear the action, sometimes 
  literally from inside of the driver’s 
  seat. The action is intense, and 
  sometimes aspects of the games 
  are “enhanced” during production.
  AutoWarz tends to attract the 
  more outlandish competitors, 
  those who like to fire big guns 
  and hog as much publicity as 
  they can. Most of them adopt fanciful names and bigger-than-
  life costumes and entourages. The current top contender is 
  Commander Del “Hardrock” Shayne, a Mutant War veteran who is 
  practically a wallflower by Autowarz standards. 
  On Terra/Sol, the home of this particular sport is in the Republic 
  of Texas, where this sport has come to predominate even over 
  gravball. The New Dallas Roadkill Rally is considered to be the 
  premier contest, held annually in late June. 
  Game Mechanics:
  Obviously Drive Skill, with a specialty in Wheeled or whatever 
  vehicle that is being used. Often, these kinds of contests are 
  played out in intricately arrayed arenas or tracks complete with 
  various entertaining obstacles that have to be bypassed or 
  avoided (such as pop-up guns or explosions). 
  Use of the vehicles gunnery suite requires Heavy Weapons skill.
  
  Setting Book Beta
  Page 22
  Synthetic meat, aka vat meat, faux meat, or 
  tube meat, is found by literally thousands 
  of different brand-names across the 
  Known Galaxy. The basics of the process 
  involve harvesting a cell culture from 
  an animal, placing it in a mould which 
  is equipped with self-replicating 
  permeable membranes (produced 
  by nano-technology). These expand 
  with the culture, delivering all the 
  necessary nutrients and hormones as 
  the culture matures. The small cell 
  culture eventually grows to the 
  limits of its mould and is ready 
  to harvest: the perfect steak, 
  chicken breast, or pork loin.
  This is a relatively simple 
  technology that has 
  revolutionized food creation 
  everywhere from deep space 
  habitats on the far frontiers 
  of space to the dense Hive 
  cities of the Terran Union. 
  Making analogues of  beef, 
  poultry, pork (or any meat for 
  that matter) via this process has 
  had a radical effect on the footprint 
  of meat production and improved the 
  efficiency of human food production enormously.
  For example a deep space habitat can import a new culture, devote 
  a space for molds and keep churning out meat for years. Nutrients 
  for the process can be mined from asteroids or any space debris 
  and hormones can be created using recombinant DNA technology 
  pioneered in the Long Pause era. This technique can even eliminate 
  the necessity of regular food supply in a sufficiently large facility 
  (other than luxuries and the like). In short, a space habitat can 
  become a sustenance provider for its own population.
  Synthetic Meat: 
  It’s What’s Good-Enough to Eat
  
  Twilight Sector
  Page 23
  But this technology has much greater implications than just feeding 
  space habitats. It has provided a guilt-free way for those opposed to 
  harvesting animals for food to enjoy meat. This sort of thing plays very 
  well in the Terran Union, where animal rights sensitivities run high, 
  often with laws governing the treatment of animals and in some places 
  even outlawing the use of them for food. Some 
  individuals do still object to the pain and 
  suffering the animals experience when cells 
  are harvested using nano tubes, but most 
  veterinarians agree the sensation would be 
  far less than a fly bite. 
  The process has also greatly reduced the 
  footprint needed to create meat. No 
  longer do you need vast amounts of 
  grazing land to service large numbers 
  of animals. Instead the importance of 
  specific animals has become the norm. A 
  specific cow that produces excellent tasting 
  meat can be harvested literally millions of times 
  all while the donor animal lives a pampered life. 
  Some of the best restaurants have hundreds of different types of beef 
  associated with the specific animal it was harvested from. Names 
  like Tender Daisy or Robust Ralph are designed to advertise the taste 
  properties of the culture’s original source and establish a market 
  presence.
  Despite this technology and the advantages it provides, there are 
  still some who prefer the taste of real food. In fact, a rather large 
  segment of the population claims that ‘natural’ meat is far superior 
  to synth meat. Some psychologists feel this is an effect of socio-
  psychological dynamics, of having been told this year after year, 
  but a good number of these researchers express that they too have 
  a preference for real foodstuffs and can tell the difference. There is 
  some scientific backing to this notion: tests indicate that a solid 25% 
  of the population can indeed tell the difference between vat grown 
  and natural meats. The problem is that no researcher can say exactly 
  how or why they can do so. 
  A much smaller number, approximately 5%, actually prefer the taste 
  of sythmeat to that of ‘real’ meat. These individuals claim synthmeat 
  tastes better and helps their digestion more than the real thing. The 
  rest of the population, some 70%, cannot tell the difference enough 
  to form a genuine preference. 
  No longer do 
  you need vast 
  amounts of 
  grazing land 
  to service large 
  numbers of 
  animals.
  
  Setting Book Beta
  Page 24
  Gloop is the 30th century staff of life.  It is the stuff that goes into 
  feeding the cell culture that becomes your synth meat or into the food 
  synthesizers to directly become your ham or potatos. Gloop is made 
  from organic materials. It comes both in a liquid form and a dried brick 
  form.  As a liquid the stuff just looks like “gloop” hence the name. The 
  most common form of gloop in the Twilight Sector is Krill foodpaste 
  from Argos.  It is the raw material that 
  most food synthesizers use to 
  create instant meals. 
  On the grand 30th century 
  food pyramid, gloop is firmly 
  entrenched at the bottom. 
  Synthetic products like synth 
  meat and hydroponic vat-
  grown vegetables are regarded 
  more highly. Above everything else 
  are those rare natural foods.  But just because 
  it sits at the bottom of consumer preference doesn’t diminish its 
  importance. For space travel, space habitats and sealed environmental 
  habitats where storage is at a premium, gloop is a godsend.  
  The problem with gloop has always been taste — with good reason.  
  Early versions of the stuff were simply awful but with time and 
  consumer demand more palatable versions of gloop came onto the 
  market.  Like any consumer product, from carpet to gauss weapons, 
  there are endless quality levels of gloop.  The quality of taste that is 
  experienced by the consumer is based on two factors: the quality 
  of the gloop itself; and the fidelity level of the food synthesizer that 
  ultimately converts the gloop into a food item or recipe.  
   l
  The quality of gloop is usually described as being in one of three 
  tiers, low, moderate or high.  For purposes of determining the 
  quality of what you are consuming the factor assigned to each 
  level is 75% for low, 90% for moderate and 99% for high.  The costs 
  for the three tiers per meal equivalent is 2, 4 or 8 credits.  Clearly, 
  as stated above, there is room in each tier for higher and lower 
  quality gloop with corresponding incremental price adjustments.
   l
  The second factor is the quality of the food synthesizer that 
  ultimately converts the gloop into a meal. These are rated as a 
  fidelity factor to the recipe program used by the processor, the 
  range is 91 to 99%.  So an example of the worst quality meal 
  Gloop
  …just because it 
  sits at the bottom of 
  consumer preference 
  doesn’t diminish its 
  importance. 
  
  Twilight Sector
  Page 25
  would be low quality gloop (75%) and a low quality synthesizer 
  (91%). Food produced by this combination would result in a meal 
  that tasted 68% like a meal using natural ingredients.  It doesn’t 
  sound too appetizing but that is what many starship crews must 
  put up with (besides whatever real food they can sneak on board 
  and keep out of the hands of their shipmates). On the other end, 
  more expensive versions can be quite good: high quality gloop 
  with a state of the art synthesizer (99% x 99%) would produce a 
  meal that tasted 98% like a natural one. The average person would 
  have a hard time telling the difference.  
  Gloop Cost 
  Low
  2 Cr
  Medium
  4 Cr
  High
  8 Cr
  Food Synthesizer Quality & Cost (base cost)
  Quality
  Low
  Medium
  High
  Cost*
  Economy    
  68%
  81%
  90%
  2,000cr
  Standard
  71%
  85%
  94%
  5,000cr
  Advanced
  74%
  89%
  98%
  10,000cr
  *Multiplied by the size of the synthesizer rated in meals produced per 10 
  minutes (see chart below), but also by the variety possible (“Range”).
  Synthesizer Type (cost multiplier, base size)
  Type
  # of Meals
  Cost Multiplier
  Size of Unit
  Personal
  1
  .5
  5 kg
  Compact
  2
  .75
  15 kg
  Small
  5
  1
  50 kg
  Medium
  10
  2
  0.1 dton
  Large
  20
  5
  0.5 dton
  Industrial
  50
  10
  1 dton
  So a starship with a medium unit can serve a crew meal of ten and (at 
  least) ten minutes later a passenger meal of ten separately; while a liner 
  with two large units can serve up to forty at a single meal. 
  Synthesizer Range (cost and size multiplier)
  Range
  Recipes
  Cost multiplier
  Size multiplier
  Limited
  20/3
  0.5
  0.5
  Good
  100/5
  1
  1
  Excellent
  500/u
  2
  2
  The size multiplier adds to the weight of the unit (above). A Standard 
  Quality, Large Synthesizer with an Excellent Range is 50,000 Cr and 1 dton.
  Synthesizer Tables:
  Select the Quality, Type (size) and Range 
  (recipe variety) of your synthesizer.
  
  Setting Book Beta
  Page 26
  Fluffy has changed! So has Fido for that matter. In the 30th Century, pets 
  are what you make of them.  Many aren’t even all biological anymore.  
  A digital dog never grows old, never gets tired and doesn’t throw up 
  on the rug.  If that’s what you’re looking for then robotic Fido is the 
  answer for you.  Combine such a pet with an Agent (or if you want to 
  go all out an Intellect program) then you can have a pet sensitive to 
  your every whim.  Snuggling when you’re down, leaving you alone 
  when you’re angry and playing when you’re bored.  Your pet can 
  even carry on a conversation with you with the correct programming.  
  Replace the faux fur every few years and, viola! Fido is immortal, 
  something that can be handed down from one generation to the next 
  and is probably a better repository of family lore than Grandpa.
  Combining digital and biological nets you even more options.  A 
  BioCon dog outfitted with an intellect program can be hard to tell from 
  an uplift.  Implanting digital brains in biological organism’s accounts 
  for some of the extremely unusual pets seen in the 30th century.  Things 
  like talking goldfish and snakes.  Beyond that even, we reach the realm 
  of the truly bizarre.  Flying talking cats, a Chimera (with or without 
  mechanically added fire breathing), a miniature dragon, or an neon 
  pink talking purse dog running an intellect program that probably 
  makes it smarter than the person toting it around.  
  Besides the bizarre, these unusual pets have actually taken on useful 
  roles.  The Cheshire cat might now be running an EdSoft program 
  providing a useful learning tool for your toddler all the while 
  entertaining them.  The BioCon mastiff with augmented muscles 
  running an intellect program makes for a more than adequate night 
  watchman.  Needless to say, a Vet now has more to keep up with than 
  a doctor, and a second degree in computer science might be in order.
  How does this affect my game?: That is only limited by you and your 
  players imaginations.  Pets would now make very useful intelligence 
  gathering assets.  The Villain with the Neon Pink purse poodle now 
  becomes just that much more memorable especially if the damn 
  thing is hurling insults at the players.
  The tools you need for creating unusual pets are all contained in the TMB 
  mostly around page 92 where Software is discussed and the previous 
  page which discusses non-ship computer hardware.  The Encounters 
  and Dangers chapter of the TMB starting on page 69 also is a good 
  source for inspiration on what an unusual ‘pet’ might look like.
  Pets in the 30th Century
  
  Twilight Sector
  Page 27
  “Mr. Jingles” BioCon Purse Pet 
  by Creative Bionics  
  Cost: 8,000 Cr (Robot: 3,500 Cr)
  The Mr. Jingles model of 
  purse pet resembles a very 
  small (2.5 kg) dog or cat. 
  The base model is a 
  robot (pictured here), 
  but it can be found 
  in a BioCon form for 
  a slightly higher 
  cost.  The onboard 
  computer is 
  somewhat limited, 
  but even the most 
  basic models are 
  programmed to be 
  sympathetic to their 
  owners. A hardware/
  software upgrade 
  (+1,500 Cr) allows 
  these pets to carry on 
  a reasonable conversation 
  on a wide variety of subjects. Quite 
  popular with female celebrities and small 
  apartment dwellers, they come in a variety of colors and body styles. The 
  BioCon version of this product has become all the rage among the elites; 
  as social commentator Kylie Cromar put it: “If it poops, it has caché”.
  Cheshire Cat by Socrates EdSoft  
  Cost: 17,500 Cr (TL 12), 105,500 Cr (TL 13)
  This educational robot can serve as a combination baby sitter and 
  educational toy. Programmed by Socrates EdSoft with the latest 
  educational memes (Instruction 1), these mobile educational systems 
  can teach children from toddler to teen. For younger children, the 
  Cheshire Cat is one of the most popular models but Spark the Dragon 
  and Cuddly Bear are also very popular. The interaction history can be 
  downloaded to a more age appropriate robot as the child ages. The 
  higher end database programs (purchased separately) are good until 
  the child reaches college level, and many parents rely on these robots 
  and their software packages to home-school their children. The TL 13 
  has an enhanced Expert system (Instruction 2) for even greater utility.
  
  Setting Book Beta
  Page 28
  In the 30th century, human culture is more productive and far richer than at 
  any point in its history, yet at the same time has higher unemployment than 
  at any other time in history.  To avoid the breakdown of society, social safety 
  nets are the most generous they’ve ever been in human history.  Most people 
  live at least a lower middle class lifestyle unless there are some extenuating 
  circumstances.  With the average unemployment rate at 30% in most of the 
  Stellar Nations people have to find something to do with their time.  One of 
  the things that have proved popular is lifestyle groups.  
  Lifestyle groups take any number of forms, from Tango dancing clubs to 
  amateur geology.  But perhaps the ones that draw the most attention in the 
  Tri-dees are the so called simulationist groups.  Modern technology allows 
  the recreation of any number of environments to simulate everything from 
  historical eras to the settings of literature. Ratan has a whole industry based 
  on creating these immersive types of environments for tourists to enjoy.  
  These groups can be all consuming with individuals living full time within 
  the simulation. Let’s look at one such group.
  The Medievalist Society is a lifestyle/simulationist group that — according 
  to their mission statement — provides members with the opportunity 
  to study and experience Earth’s Medieval Northern European culture.  In 
  truth the Society more accurately provides members the opportunity for 
  live action role-playing, 30th Century style.
  The Society has several venues scattered across Terra/Sol.  One in the foothills 
  of the Rocky Mountains at approximately 40 degrees north latitude, another 
  close to Middleborough in England and one just outside of GrossBerlin.  
  Members have access to any of these venues but must create a “character,” 
  an alternate personality, for each.  Membership requires dues. Fortunately for 
  the Dolee these are based on the level of public subsidies that an individual 
  receives, up to a specified maximum level (currently 24,000 Cr).  Those who 
  aren’t Dolees simply pay the 24,000 credit annual fee. Once this fee is paid, 
  the “player” lives, works, and plays inside the simulation.
  Medievalist Society 
  
  Twilight Sector
  Page 29
  Modern 
  technology 
  allows the 
  recreation of 
  any number of 
  environments 
  to simulate 
  everything from 
  historical eras 
  to literature 
  settings.
  Additional in-game accouterments can be purchased.  Things like titles, 
  specific weapons and armor, businesses and residences.  It’s estimated 
  that as much as a quarter of the Societies income is derived from these 
  additional sales. Most governments give these types of groups tax breaks 
  as their existence is a boon to social order.
  Lets take a look at the Colorado based Pax Britannia 
  setting. Obviously the society has already got 
  their periods mixed but apparently the boys in 
  marketing decided the name sounded cool and 
  it has indeed become quite popular. The setup is 
  on a 7,225 square kilometer piece of land in the 
  foothills of the Rocky Mountains. Pax Britannia 
  represents a medieval Duchy with a number 
  of small towns, villages, castles and fiefs.  
  Position within Pax Britannia can be 
  achieved by involvement in the setting 
  itself or to the level of Knighthood via 
  those in-game accouterment purchases.  
  Part of the land is set aside as a Viking 
  Kingdom which within the parameters 
  of the setting (or as mentioned previously 
  more aptly titled ‘live action role-playing 
  game’) wars with Pax Britannia.  
  Nearly 300,000 people participate at any one time 
  in this setting, making it a significant “cottage industry” for tourism.
  How does this affect my game? 
   l
  Interesting NPCs: Perhaps the guy with the key piece of 
  information in the investigation you’re conducting is a resident 
  and won’t talk to anyone out of character.  Maybe the retired 
  scientist who discovered the formula you need is now a resident, 
  playing an Alchemist persona of course.  
   l
  Adventures within Adventures: Another avenue would be a 
  murder investigation within the setting.  Perhaps you’re called 
  in to determine if a battle accident was indeed an accident or 
  murder.  You must go undercover within the setting.  Another 
  cool idea is a serial killer loose within the setting with the players 
  having to track him down while staying in character.
   l
  Player Background: One of the Civilian Events from Tinker, Spacer, 
  Psion, Spy (#22, pg. 51) uses these simulationists societies, but they 
  can be part of literally any background (off-duty military et al).
  
  Setting Book Beta
  Page 30
  Holographic and 
  Immersive Technology
  The ability to place someone in a whole new environment or artificial 
  world has long been a staple of science fiction.  From holo decks to 
  the electronic frontiers of cyberspace, our settings have always strove 
  to find new and different places for us to explore. The Twilight Sector 
  in the 30th century is no different.  Our setting explores both of the 
  major branches of science fiction’s human made artificial worlds, 
  holographic and digital.  This article describes 
  the abilities of holographic technology to 
  create such artificial worlds within the 
  Twilight Sector Setting.
  Holographic technology has become 
  big business in the 30th century.  It 
  is a training platform used by many 
  organizations seeking to teach physical 
  skills. Despite the advantages of 
  cyberspace it is still a popular if expensive 
  entertainment platform.  This technology 
  should not be confused with computer based Virtual Reality, the so 
  called cyberspace. Holographic and Immersive Technology (H&IT) 
  creates an overlay on the real world and so the user actually interacts 
  with this overlay on a physical level.  On the other hand, cyberspace 
  Holographic 
  technology has 
  become big 
  business in the 
  30th century.  
  
  Twilight Sector
  Page 31
  creates a Virtual Reality that exists solely within the mind of a user.  
  For teaching physical-based skills like combat or sports (anything 
  where muscle memory is a key in the learning process) it has been 
  found that an immersion suit or the far more effective Holo chip, 
  H&IT is the most effective training platform to teach physical skills. 
  For the uninitiated, let’s start by defining Holography as it is 
  understood in the 30th century.  At its core, holography is a 3D 
  recording of…pretty much anything that can be seen in the visible 
  spectrum and then transferring that recording to a three dimensional 
  light projector.  The basic technology is light projection that 
  provides a 360° view of an object.  Improvements to Holography 
  came by adding quantum computing technology to the equation 
  which provided the processing power to take a static 3D image and 
  impart realistic animation to it, animation that can adjust to a users 
  interaction with it.  Practically what that means is that a holographic 
  vase although only a light projection feels like a physical object to a 
  H&IT user.  This technology created a paradigm shift in the training 
  and entertainment industries that quickly spread. 
  The Immersion piece of H&IT is a second generation technology that is 
  symbiotic with holography.  H&IT takes holograms and makes your mind 
  think they are real. It tricks the mind by providing the senses of touch, 
  taste and smell.  Sound is usually provided by a separate audio system 
  that in itself is quite impressive and can augment the sense of touch via 
  vibration. H&IT is accomplished via a number of technological devices.  
  Everything from visors to whole body suits but perhaps the most 
  ingenious and effective is the H&IT chip.  Implanted in a wafer jack, this 
  chip actually sends out a series of tendrils into the various centers of the 
  brain connected to the five senses and with the proper authorizations 
  supplants reality in telling the body what it is sensing.
  Applications for holographic technology alone are most commonly 
  communications and entertainment. But where the technology has 
  really changed things is when it is combined with H&IT and creates 
  virtual environments that feel real to the user.  Examples of how this 
  technology has changed the human condition come from a number 
  of fields.  At its most basic level, the ability to record and then share 
  a human experience and then allow the user to interact with this 
  recorded environment was and is profound.  
  For example, during the Mutant Wars, the ability of journalists to 
  record the scenes of carnage and mayhem around them down to the 
  smells of the battlefield created the ability for the average man on 
  the street to experience and understand what the war was actually 
  
  Setting Book Beta
  Page 32
  like.  But unless physical interaction with the environment of the 
  recording is needed or desired, a Virtual Environment Overlay (VEO) 
  part of computer based Virtual Reality is a far simpler and cheaper 
  technology to accomplish the same task. 
  Other examples include sports and entertainment. The popularity of 
  watching sports was even more enhanced when you could experience 
  every event as if you had sideline seats at mid-field. The cold wind 
  whipping your face, the smell of the hotdog being eaten by the fan next to 
  you, all of this made it possible to experience a sporting event that might 
  have occurred many light years from you as if you were actually there.  
  Then there was the rise of Immersive cinema where a patron could feel like 
  they were literally in the middle of the movie. Once again these effects can 
  also be accomplished by VEO technology 
  far more inexpensively.  However many 
  aficionados of H&IT claim the experience 
  in an H&IT recording is superior and more 
  immersive than a VEO experience of the same 
  recording. 
  As discussed above many of the uses 
  of H&IT can be approximated through 
  computer based Virtual Reality, especially 
  with the use of VEO technology (which will 
  be detailed in the forthcoming Techbook: 
  Cybertechnology sourcebook ).  This experience is usually not as 
  ‘real’ as H&IT but monetarily VR is a much more friendly technology 
  for the average person’s pocketbook.  Where VR can’t compete with 
  Immersive Technology is in training.  With immersive technology it 
  is possible to train people for any number of jobs, especially those 
  with an integral physical element to them. VR cannot train muscle 
  memory, H&IT can. The military was quick to embrace the technology 
  which allowed them to train their personnel in any number of 
  dangerous situations up to and including combat. The usefulness 
  of the technology in training people for dangerous jobs can’t be 
  overstated as they can be put into realistic appearing situations 
  without the threat of real injury.  Other dangerous professions 
  quickly followed the militaries lead.  
  Top of the line computer equipment is necessary to run an H&IT 
  simulation or presentation (entertainment such as a movie).  At 
  a minimum a Model 2 ships computer with a quantum core is 
  necessary to run an immersive program.
  Where VR can’t 
  compete with 
  Immersive 
  Technology is 
  in training. 
  
  Twilight Sector
  Page 33
  This technology presents profound opportunities for a referee. It 
  allows him or her to create any number of campaigns in any number 
  of genres and run them with the same set of characters.
  For example, if you want to run a fantasy campaign (and if you do, 
  might I suggest the Netherell Campaign Setting?) you can run one 
  using H&IT.  The same characters who are involved in the overlying 
  Science Fiction campaign can be used, garnering experience as they 
  go.  So you can see that you could run any number of campaign 
  experiences for your players using the same set of characters. You do 
  not have to end one campaign to start another.
  That is a game changer!
  So your adventure seed is that Cthulhu-mythos campaign everybody 
  has been clamoring for; or they all want to do a little WWII based 
  shoot’em up action; perhaps they want to have a one-shot western. 
  Any or all of these are definitely possible.
  This technology is therefore the ultimate adventure seed: Anything 
  the players are asking for can be done through Immersive 
  technology, and unlike some other technologies (such as Virtual 
  Reality), this is something that entire groups can participate in rather 
  than single-experiences.  
  Game Changer: Using H&IT in Play
  
  Setting Book Beta
  Page 34
  H&IT Wafer Jack Chip, TL 15, Cost: 15,000 Cr
  This chip is designed to fit into a standard Wafer Jack or in the 
  case of most new models they come as standard equipment.  The 
  chip allows the user to record and with the aid of communications 
  equipment broadcast up to 10 hours of their personal experiences.  
  By broadcasting a chip user can contact another chip user 
  communicating directly via their chips, this noiseless communication 
  in essence becomes a weak form of technological telepathy. These 
  broadcasts can of course be intercepted or jammed.  
  H&IT Suit, TL 14, Cost 10,000 Cr
  (12,000 Cr. For the Deluxe Suit)
  IT Suits come in a variety of styles and options but at their heart they 
  cover the user’s body head to toe with millions of sensor pads which 
  react to the visual cues being relayed to the mind via IT goggles.  This 
  quite effectively mimics the sense of touch.  The IT program and the suit 
  and goggles need to be synced for the effect to work. Deluxe suits also 
  come with a scent feature.  The suit can release a variety of chemicals 
  to mimic the sense of smell and to a lesser extent the sense of taste.  
  Note that a VR suit must be used with VR goggles for the full immersive 
  experience. Where the IT Suit is deficient is the sense of taste.  Without an 
  IT chip the technology has no good way to mimic this sense.
  H&IT Goggles
  These goggles can be used in a variety of ways.  Simply to provide 
  a richly immersive experience with entertainment or news 
  programming or as part of a VR Suit to provide an interactive 
  experience in an entertainment program or as part of a training 
  program. VR goggles are available in a number of configurations.  As 
  simple eye coverings similar to glasses, as wrap around goggles and 
  even as contact or bio-replacement lenses.
  IT Glasses or Goggles, TL 13 Cost 2,000 Cr
  IT Contacts, TL 14 Cost 2,500 Cr
  IT Bio-replacement Lenses, TL 15 Cost 5,000 Cr
  H&IT Display/Training Area, TL 14  
  Cost 10,000 Cr Per 3 Meter Sq.
  In order to work properly H&IT needs a place to call home, an 
  area where a training exercise or entertainment program can 
  be presented to users, a holo deck type of environment.  These 
  facilities can be immensely expensive.  What it is, is an area specially 
  constructed with holographic and sonic projectors embedded in 
  the floors walls and ceiling.  Some also contain chemical projectors 
  
  Twilight Sector
  Page 35
  to mimic smell and to a lesser degree taste.  The size can vary from 
  just a 3 meter square to huge areas hundreds of meters by hundreds 
  of meters.  One of the few limitations of this type of device is in 
  replicating open vistas like plains and the like but clever programming 
  can overcome this problem in most instances.   
  H&IT can be used in conjunction with a real world environment and often 
  elements of a real world environment are used in an H&IT display/training 
  area.  They save money and computer processing power.  
  How does this affect my game?:
  Well this one is a game changer but in a very good way.  The fact that 
  we have fully immersive technology lets the Referee do a couple of 
  really cool things. One off adventures can be used in the middle of a 
  campaign, presented as either training or entertainment.  That especially 
  dangerous adventure you had in mind that would probably kill everybody 
  off but you’re just dying to run can now be played without the worry of 
  permanent player characters death and without you the Referee having to 
  hold back and potentially lesson the dramatic impact of the adventure.
  The H&IT can be the introduction to an 
  adventure as well.  Players with IT chips 
  would likely be able to find work recording 
  unusual experiences.  For example footage 
  from the front lines of the latest bush war 
  would be valuable to news organizations.  
  An IT recording of Goliath Corps latest 
  invention would be valuable to its competitors 
  (An IT recording is the perfect espionage tool.).  
  Any number of IT recordings of dangerous or 
  exotic locals could be sold to clients ranging 
  from movie studios to travel agencies.  So as 
  a plot device the need for an IT recording 
  of place “X” could be the beginning of any 
  number of adventures. 
  The possibility of electronic telepathy can also be 
  an interesting sidelight of the IT chip.  Whether you 
  use psionics in your campaign or not this can be an interesting foray into 
  telepathy, and with the possibility of eavesdropping and jamming of the 
  PCs “telepathic” communications, it does not unbalance even a game 
  without psionics.  It could be Referee gold to see the bewilderment on the 
  player’s faces when the bad guys cavalry shows up at just the right time 
  because they intercepted the players “Telepathic” communication: “It was 
  like they were reading our minds!”
  …IT recordings 
  of dangerous 
  or exotic locals 
  could be sold 
  to clients 
  ranging from 
  movie studios 
  to travel 
  agencies.
  
  Setting Book Beta
  Page 36
  In this installment of ‘Slice of Life’, we’re going to look at your living 
  space in the Twilight Sector Campaign Setting.  Where do you live?  
  What does it look like?  What major appliances do you own?
  First lets give this all some context.  We’re going to take a look at what 
  the typical ‘Coffin Apartment’, Standard Apartment, Condominium 
  or Condapt, and free standing domicile looks like on Terra/Sol in the 
  Twilight Sector.  We’ll look at size, standard fittings and locations.  
  But first, let’s talk about some of the 30th century tech you can use to 
  dress up the old living space.
  Most living spaces in the 30th century do have a few key technologies 
  in common.  Most of these domiciles are smart places run by computer 
  technology running a household expert program.  The residence 
  responds to the occupants, turning on lights when you enter a room or 
  responding to verbal commands like “make me a cup of coffee” etcetera. 
  Your digital butler can tell you how much butter or cleaning solution you 
  have on hand, and with your permission, order up additional supplies 
  as needed.  It can create a personalized 
  diet for every member of the household 
  and relay that information to your food 
  synthesizer. In short, it does most of the 
  domestic thinking for you. 
  One of the most ubiquitous home 
  technologies is memory plastic. Blocks 
  of this remarkable material can be shaped 
  into any number of preprogrammed configurations, everything from 
  a vase to a couch. This material can be condensed and stored recessed 
  into the floor or wall thus taking up no valuable floor space until it is 
  needed. So when for example it’s meal time a command can be given 
  that activates the plastic to become a table and chairs.  When dinner 
  is done simply give the command for the couch and viola the material 
  morphs back into the floor and returns as your living room couch.
  Wireless access to the internet is a part of your living space; and 
  because we know what comes in can go out, in some places like the 
  Orion Confederation that has become a personal privacy issue.  In 
  others like the Archenar Peoples Republic this is just another tool 
  the state uses to keep its population in line.  Monitoring for fire, 
  Living Spaces in the 
  30th Century
  Wireless access 
  to the internet 
  is a part of your 
  living space… 
  
  Twilight Sector
  Page 37
  pathogens or medical emergencies can be a public safety issue and 
  provides an excuse for the state to have some access to your home 
  for at least the performance of these functions.
  One of the most common kitchen home appliances in the 30th 
  century is the flash freezer. It provides ice or instant freezing for your 
  leftovers as long as they fit in its admittedly small dimensions. The 
  average model is only 30.5 cm x 30.5 cm x 15 cm (or 12”x12”x6”). It 
  can provide a couple of cups of ice in approximately 3 to 8 seconds 
  (depending on the quality of the model you own) and can just 
  as quickly freeze food for later use. Actual refrigerators are now 
  somewhat rare and if present are usually quite small since the 
  storage of raw foodstuffs isn’t really necessary with the advent of 
  Gloop (see page 24-25). Our next common home appliance is the 
  Food Synthesizer. This ubiquitous device is present in most homes 
  or apartment complexes. They range from the fancy with almost an 
  unlimited range of foods that can be provided to much more limited 
  versions for which you have to switch programming every so often so 
  you don’t get bored with what the machine is spitting out.   
  For housekeeping, cleaner bots are quite common. These are usually 
  30.5 cm (12”) diameter flat circular bots, which are 10.2 cm (4”) tall and 
  equipped with the same anti-grav technology used for “skids” (see 
  page 18).  They roll around the floor cleaning but can also levitate to 
  surfaces to clean those up; and with a retractable arm clean up dishes 
  and such.  A single bot can clean 800 square feet in 4 hours.
  For the bedroom memory plastic beds, or in lower end dwelling old 
  fashioned Murphy pull down beds, are the norm. A high tech option 
  that is gaining popularity is the zero-g sleeping field. These are of course 
  powered by grav plates and because they aren’t really zero-g but low 
  gravity they are surprisingly not that expensive. Since they don’t have to 
  handle as high of load capacities as they might when installed on a skid 
  tractor or in a starship they are very reasonably priced.
  Entertainment comes from a number of sources:  Net based VR can 
  be accessed through home Sensoriums, basketball sized devices 
  that can interpret complicated net programs designed to make you 
  feel like you are in the action.  Other far more expensive options like 
  Holographic and Immersive Tech display areas might be available in 
  higher end homes.  For a lower tech option when you just want to 
  veg out, wall sized Tri-D displays can play your favorite shows.  These 
  can also be used to give your home a different feel depending on 
  your mood. A wall sized display of a tropical reef might provide some 
  needed relief from an Antarctic winter in Defiance City. 
  
  Setting Book Beta
  Page 38
  Coffin Apartments
  To start our tour of the various living abodes, let’s discuss the proverbial 
  Coffin Apartment, the smallest and most standardized type of living space. 
  Typically a coffin apartment is just three meters wide by six meters 
  deep.  That’s not a lot of space!  But it could be worse; the Archenar 
  equivalent only comes in at 12.5 square meters (2.5 x 5 meters).  
  Because of the size issues the technology for these apartments is 
  specialized to save space.  Fold down Murphy beds, Murphy couches, 
  or Murphy tables (assuming you don’t use memory plastic described 
  previously), toilets that lower into the floor when you want to take 
  a shower, kitchen cabinets flush with the wall, taking advantage of 
  what would be dead utility space in most dwellings. In short, the idea 
  is to make these apartments highly configurable based on the needs 
  of an occupant at a particular time. So for example, when it’s bedtime 
  you configure the space as a bedroom, at dinner time a dining room 
  and for leisure a living room. 
  Depending on the apartment building, you might not have a kitchen 
  at all. Instead, the resident would have access to the communal gloop 
  machine. The cost of your meals being part of your rent or dole benefit. 
  Residents of these types of apartments range from singles to dolee 
  families. Though some are surprisingly affluent, they might simply 
  be single and only need a small living space. In a large 30th century 
  urban environment there are plenty of common areas both indoor 
  and outdoor where people can spend their time so that small living 
  spaces will not make them feel claustrophobic.
  Average Rent: 250 to 400 Cr, but that usually includes a meal plan. 
  The price variation is accounted for by location, location, location!
  
  Twilight Sector
  Page 39
  “Standard” Dwellings
  The next step up in living accommodations is the standard apartment. 
  Still somewhat cookie cutter in shape and accouterments but they are 
  a definite step up from the coffin apartments.  They typically range 
  from 56 to 93 square meters (600 to 1,000 square feet) in size. 
  Most come with their own food synthesizers, no more waiting in line 
  at the gloop machine like so many coffin dwellers. Individual spaces 
  (i.e. rooms) can offer multiple occupants some privacy and some 
  status objects like the odd piece of real furniture. 
  The main upgrade the standard apartment offers is space. The thing 
  most at a premium in densely populated cities like those on Terra/Sol.
  Average Rent: 500 to 900 Cr
  Condapt
  The next step up is a condapt, a portmanteu of condominium and 
  apartment. The name implies ownership but that is not always 
  the case; some are simply luxury apartments, but in the common 
  parlance whether the domicile is owned or rented these types of 
  living spaces are called condapts.  
  Average space in a condapt has a rather wide range of 110 to 335 
  square meters (1,200 to 3,600 square feet).  This of course leads to a 
  wide range of rent or mortgage payments as well.  Price goes up with 
  size and location of course.
  
  Setting Book Beta
  Page 40
  Condapts usually have purpose 
  driven rooms, bedrooms, kitchens, 
  dining rooms and so forth instead of 
  the multipurpose spaces common 
  in lower end accommodations.  
  Owners or renters are also more 
  likely to have the income to afford 
  some status items like handmade 
  furniture and to be able to afford 
  real food items hence the need for 
  kitchens. However they would likely 
  still be equipped with a high quality 
  food synthesizer for those meals 
  on the run. The use of wall screens 
  becomes commonplace, with an 
  average of two or more in each 
  room so the owners can catch up 
  on the latest entertainment 
  programming, or set their 
  surroundings to anything 
  from mountain vistas to the 
  latest rave club.
  Memory plastic is still 
  used, but it’s usually pulled 
  out for spare chairs and 
  such when required to 
  accommodate company 
  or those pesky relatives 
  who stop by to get a look 
  at your place. Prompting 
  comments like: “Can you 
  believe it Harold? They have 
  a room just for the toilet! It’s 
  nice and all but it just feels 
  a little too ostentatious for 
  my tastes.”
  Average mortgage or 
  rent: 1,200 to 4,000 Cr 
  depending on size and 
  location.
  
  Twilight Sector
  Page 41
  Freestyle
  The final step in living places is a free standing domicile. These can range 
  from the truly outrageous prices charged for a house in the middle of a city 
  to the more affordable suburban homes. But any ‘house’ in a major city is an 
  expensive item that it takes a substantial income to be able to purchase. 
  In the distant past, many futurists believed that as the ease of transportation 
  increased and technology advanced to the point that you didn’t need to 
  physically go into the office that humanity would spread out. Everyone 
  would have their own plot of land and their own house. 
  What the future was yet to reveal was that while transportation became 
  faster with ever greater numbers of humans, ease did not follow. The 
  sheer volume of traffic absorbed the gain in speed. 
  Technology did indeed advance to the point that you could work from 
  anywhere and you could even dial in virtually to sit in on meetings. 
  However two factors combined to save the office and cities for that matter. 
  Productivity did not increase for virtual workers in fact it declined. Much of 
  the population were not self starters, they needed the proximity of other 
  workers and supervisors to inspire them to productivity. Even beyond that 
  (and maybe far more importantly), Man is a social creature and even those 
  who lived far from the city center found themselves coming into the city for 
  entertainment and interaction. Societal Engineers coined the term ‘Human 
  Gravity’ to describe the effect. They found that society creates its own 
  gravity, the more humans that were present the more they are drawn to 
  each other much the same way as the matter in a solar system accretes to 
  form every larger objects with their own gravity.
  These social realities of course affected houses. Although they are 
  extremely popular with those who can afford them, owners still want to be 
  close to the center of the human gravity. This fact is just another factor that 
  plays into the old real estate axiom, ‘Location is everything’.
  As for the houses themselves, they boast the entire range of technology. 
  They are usually run by a powerful computer that takes care of everything 
  from stocking the pantry to sensing when the roof needs repaired and 
  then even hiring the roofer. 
  Status symbols abound: full kitchens, natural foods, dedicated rooms, 
  custom made handcrafted furniture, virtual reality sensoriums and 
  holographic rooms. The range of amenities and the size of houses are 
  enormous and cannot be easily described.
  Average mortgage: 1,500 to 100,000 Cr
  
  Hero's Park
  Terra/Sol, Kansas City, Republic of the Plains
  1
  Yellow Cab Garage (10)
  2
  Teese Plaza (36)
  3
  City Center Square (62)
  4
  MAC Building (108)
  5
  Kansas City Towers (72)
  6
  MAC Pavilion (68)
  7
  Jones Square (38)
  8
  The Republic Bank Building (88)
  9
  Argyle Building (52)
  10
  Pendergast Building (42)
  11
  Hero’s Park
  12
  Allright Parking Garage (80)
  13
  Merchants Exchange Building (85)
  14
  The 1101 Building (78)
  15
  JAD Bar
  16
  Public Library (56, tallest tower)
  17
  Federal Office Building (88)
  18
  Congress Hall (102)
  19
  Embassy Building (71)
  *
  Subway Entrances
  Map Key:
  Number in parenthesis is height (in stories)
  
  Twilight Sector
  Page 43
  The following Adventure outlines or 
  sub-plot oriented adventures are set in 
  the Twilight Setting, but with minimal 
  adjustment, can be used in any Traveller 
  Setting.
  Adventure Seeds
  
  Setting Book Beta
  Page 44
  Adventure: Dark Tower
  This adventure is best run in the background of your campaign.  
  It should start out slowly with the items below labeled clues 
  being interspersed in your regular play sessions. At some point 
  then the action will move to the foreground and then the 
  adventure should race to its horrific conclusion, the discovery of 
  the grisly practices of the adventures antagonists.  
  Plot: 
  This adventure is set in a coffin apartment building. I used the 1101 
  Building in the Heroes Park neighborhood of Kansas City on Terra/
  Sol as my ‘Dark Tower’. It is important that at least one member of 
  the players party be a resident of the building. The building is home 
  to many returning veterans of the Mutant War as well as some lower 
  income people most of whom are Dolees. Many of these individuals 
  have few or tenuous ties to other people. The building and its tenants 
  create the perfect storm for this very dark adventure.
  In a highly automated residential building like the 1101 Building 
  certain positions within if have access or the ability to gain access 
  to some very personal information about the residents. In the 1101 
  Building that position is the building superintendent.  
  Corvis Chapman, or ‘double C’ to those who actually work with this 
  socially awkward introvert, is the super for the 1101 Building.  A 
  glorified 30th century handyman, Corvis has access to things like a 
  master key to every apartment in the building, residents applications, 
  the building delivery sign-in sheets (and often the deliveries 
  themselves if an impatient delivery person chooses to leave a residents 
  package with him), robotic helpers and of course the security monitors. 
  That doesn’t include the ‘extra’ monitors that Corvis has set up himself 
  because of his access or the ones on those mousebots he purchased 
  to “clean the air ducts”. These ‘extra’ monitors seem to turn up in the 
  apartments of residents, many of whom just happen to be pretty girls. 
  Corvis isn’t dumb, although sometimes his awkwardness makes 
  it seem that way.  In fact Corvis is very bright. What Corvis doesn’t 
  have is a moral compass, a conscience, or any sense of obligation 
  to anyone besides himself. In fact he has the perfect makeup to be 
  a serial killer which is just what he is. But Corvis is no ordinary serial 
  killer: he has a patron who has ensured that Corvis has been able to 
  practice his hobby for the last thirty years totally undetected by the 
  authorities.  
  
  Twilight Sector
  Page 45
  Brien Dulvolchett is a deep cover APR intelligence officer.  He has 
  spent 30 years on Terra/Sol spying for his communist masters.  He has 
  managed to maintain his loyalty to the APR despite being confronted 
  daily by the truth that illustrates the lies used by his homeland to 
  paint the Orion Confederation (among others) as demons hell bent of 
  the destruction of Galactic Socialism. This in itself indicates a certain 
  moral flexibility on his part. Something he often has need of in his 
  dealings with Corvis Chapman.
  Dulvolchett has found some unusual uses for the odd little man 
  who he first met when he lived in the 1101 Building. That was all 
  those years ago when he first came to Terra/Sol. Dulvolchett quickly 
  discovered Corvis’ secret when Corvis had taken a person of interest 
  to one of his basement dungeon rooms. He made Corvis an offer, 
  actually one that the serial killer couldn’t refuse. Work with Brien, 
  occasionally abducting people that he was instructed to and turning 
  them over to Dulvolchett. In return, Brien would cover up for any 
  messes that Corvis made and he has made a few over the years. 
  Since then Dulvolchett has used Corvis to help disappear persons 
  of interest to the APR, and still others for simple monetary reasons. 
  Dulvolchett has used the interstellar slavery market as a means of 
  financing his operations on Terra/Sol.  All in all, Dulvolchett has found 
  a multitude of uses for the horrendous excuse for a human being 
  that is Corvis Chapmen.
   l
  Clue 1: You find a teddy bear lying in the hallway.  You recognize 
  the battered toy as belonging to that little girl down the hall 
  who talks to you. She was never without the bear. If the player 
  tries to return the bear they find a moving crew taking the few 
  possessions of the girl and her mother out of their apartment. The 
  movers aren’t able to tell you where they are taking the stuff as 
  “that would be a violation of privacy” they claim.  But if you bribe 
  them with a six pack of beer they tell you everything is going to 
  storage.  (The privacy line is just a blow-off)
   l
  Clue 2: The carpet on your floor’s hallway has a stain running 
  down it. That’s not unusual the common areas in this building are 
  often a pig sty. What is unusual is the mousebot diligently cleaning 
  up the stain.
   If the players are nosey and check it out further, they will see 
  that the stain is dark maroon and sticky. The trail leads from an 
  empty apartment to the freight elevator.  
   l
  Clue 3: Walking down the hall you see yet another mousebot, 
  those things are expensive you’d think maybe they’d spend a 
  little money on new carpet and getting the graffiti off the walls.  A 
  
  Setting Book Beta
  Page 46
  detailed examination reveals it has a full (and very expensive) A/V 
  suite (low-light, thermographic, motion-sensors, et al.).
   l
  Clue 4: In an attempt to knock down some cobwebs from the 
  corner of your apartment something else falls to the floor. It is 
  the same color as the wall and so you hadn’t noticed it before.  It’s 
  round and only a couple of millimeters across.  [Referee’s Note: 
  Whether the players recognize what it is or not is a function of 
  their backgrounds and experiences in your campaign.  The item is 
  a remote camera, the kind often used in surveillance activities.]
  When Corvis get’s an alert from his monitoring program that 
  the camera is down he will check and send a self destruct signal 
  to it when he figures out what has happened. The camera and 
  the monitoring base have a unique (Each camera has a unique 
  signal, this is very sophisticated and high tech stuff, far beyond 
  what even a knowledgeable civilian should be able to get) 
  signal and so the transmission will be untraceable after the self 
  destruct signal is given.
  Referees may want to use this scene later on as part of the 
  revelation of what Corvis is up to.
   l
  Clue 5: You’ve developed a passing relationship with a woman 
  who lives in your building. You guess she’s a prostitute but she 
  seems very nice and you’ve shared a few jokes around the gloop 
  dispenser.
  You are passing her apartment one day when you see the 
  building super in front of it directing some men who are moving 
  stuff out of the apartment. If you ask the super what’s up he’ll say 
  it’s an eviction. 
  For curious players; it’s odd evictions are usually around the 
  first of the month because they have to get a court order and 
  anyway getting government assistance for an apartment here 
  should be a cinch, besides the girl usually seemed flush with 
  cash, especially considering her profession. 
  Scene 1: 
  Stumbling on the Truth. In the lobby of the building you recognize the 
  brother of a female tenant. You have a passing acquaintance with her 
  and you met the brother at a party she had a few months ago to watch 
  a big grav ball game. He is arguing with the building super (Corvis) 
  about why his sister’s stuff has been moved out of her apartment. 
  He is making quite a scene. Corvis loudly proclaims he’s called the 
  police and that the brother should leave. At that moment, a group of 
  four (Referees feel free to adjust this number as needed. It should feel 
  
  Twilight Sector
  Page 47
  like overkill and odd) uniformed police arrive. They proceed to arrest 
  the man for disorderly conduct and are quite physical about it using 
  what the players would judge to be excessive force.
  At this point the players should be given a chance or just recognize 
  that the policemen aren’t real. The uniforms don’t have the typical 
  ‘Metro PD’ emblem on the sleeves and their badges look like cheap 
  party favors. This is an opportunity for the players to become involved. 
  If they do not, the brother disappears never to be seen again.
  If they do become involved and are successful in driving off the fake 
  police, Corvis will act shocked that they weren’t real police. “How 
  was I to know?” He quickly extracts himself from interaction with the 
  players and if the real Metro PD are there they separate the parties 
  anyway for questioning. If they try and talk to him later, Corvis will 
  tell them he doesn’t have time right now.
  Scene 2: 
  Shortly after scene 1 when most of the players are in the apartment 
  of the person who lives in the building, fumes will come into the 
  apartment through the ventilation system.  If the players try and get 
  out they’ll find the door locked from the outside, which shouldn’t be 
  possible.  It must be a magnetic seal. They’ll need to either figure out 
  a way to open the door or protect themselves from the gas before it 
  knocks them out.
  This is an attempt by Corvis to gas them (tranq gas) and make them 
  disappear. At this point the players should realize that someone, 
  probably Corvis is out to get them.  
  Scene 3: 
  At some point (we’ve been beating them over the head with clues 
  after all) the players are going to look into Corvis Chapman.  
  If they attempt to take the easy way out and get the authorities 
  involved they’ll find that nothing happens. Corvis will have one of 
  the best lawyers in Kansas City representing him and throwing up 
  roadblocks to an official investigation right and left. So if this is going 
  to get solved it’s going to have to be done by the players.
  By the way, where does a building super get the kind of cash it takes 
  to employ a 2,000 credit an hour lawyer?  This in-and-of-itself should 
  be seen as a clue.
  Investigating Chapman should eventually lead the players to his 
  dungeon complex below the building, which is composed of cleverly 
  disguised storerooms which break through into a long abandoned 
  
  Setting Book Beta
  Page 48
  subway tunnel below the building. Corvis will attempt to flee here 
  and make his way away from the building and eventually meet up 
  with his patron Brien Dulvolchett.
   l
  Room 1: A wall of monitors showing the feeds from all the 
  buildings security monitors as well as those from those ‘extra’ 
  monitors that Corvis has placed.  The place is a pig sty what with 
  pizza boxes and other even less savory trash strewn everywhere.  
   l
  Room 2: Nothing here, an antechamber with doors to Room 3 and 4.
   l
   Room 3: A true dungeon of horrors.  This is where Corvis performs 
  his sick tortures on his victims.  It is complete with a rack, iron 
  maiden, vivisection table and an assortment of whips and other 
  implements on stands and occupying niches in the walls.
   l
  Room 4: Another antechamber, with doors to Room 2, 5 and 6. There 
  are a few water pipes here as well, but these are not exotic in any way.
   l
  Room 5: The cold room. This is a refrigerated room. It contains 
  the grisly remains of a staggering number of people (53 when 
  the DNA guys get done with their analysis), many rendered into 
  cuts of meat. What is really curious is a line of 12 state of the art 
  brain cases on one wall. These are suspended animation devices 
  similar to ones used to transport the remains of military KIAs 
  home for possible brain peels. Eight of the cases currently have 
  brains in them. 
  Note: one curious aspect of these devices is they are all of 
  APR manufacture. In addition to this there are a number of other 
  suspended animation devices here.  A couple of full body ones 
  as well as others designed to transport various body parts.
   l
  Room 6: This room is an electrical trap designed to slow down any 
  pursuit of a fleeing Corvis.  Entering the room without the proper 
  broadcast code (provided by Corvis’ wafer jack) or entering the 
  proper code on a 10 key pad on the side of the door leading into 
  the room will result in a severe electrical shock (10d6) to those 
  rushing into the room. The room though gives off an audible to 
  anyone taking time to notice. 
  Needless to say this room is something of a death trap. It is 
  meant to be. This is no easy thing taking down a monster like 
  Corvis Chapman, it should pose a very real threat of death to the 
  players.
   l
  Room 7: Last ditch defense. This room is guarded by a pair (Or 
  however many the referee feels will provide adequate opposition 
  to the players. It is suggested that this should be a very difficult 
  challenge) of military grade robotic guards (see page 50).
  
  Twilight Sector
  Page 49
  
  Setting Book Beta
  Page 50
  Conclusion: 
  Hopefully at the end of this adventure the players will have defeated 
  Corvis Chapman and brought the monster to justice. It’s best from an 
  ongoing story angle that Corvis is dead, he’s fought to the bitter end 
  but the players have prevailed.  
  For referees who wish to continue this storyline it is rather easy. 
  The players investigation has revealed a number of unanswered 
  questions.
  1:  Where did Corvis come up with all this sophisticated and 
  expensive equipment and how did he pay for it on a supers 
  salary?
  2:  What was Corvis doing with those “brains on ice”?
  3: 
  Not all of the victims were from the 1101 Building, in fact most 
  were not. How many victims have there been over the years?
  4:  How could such a prolific serial killer have gone undetected for 
  so long?
  5:  What has Corvis been doing with human organs? The 
  technology to create vat grown organs has been around for a 
  long time, why would he be harvesting them?
  Post Script: 
  Referees should use these questions to craft additional adventures.  
  These could focus on the interstellar slave trade, the depth of APR 
  intelligence operations in the Twilight Sector, a list of Corvis’ victims 
  and what they had in common and the ability of the APR to use 
  human brains for their own nefarious purposes.[Note: For Twilight 
  Sector story purposes, the APR has come up with a process to do a 
  brain peel, digitalizing the brain in the process and then add false 
  memories. This is pure cutting edge technology and incredibly 
  expensive and sophisticated but it is one of the primary tools in the 
  APRs covert arsenal.] 
  Military Grade Robots
  STR
  DEX
  Armor
  Hull
  Structure
  12 (+2) 10 (+1)
  14
  4
  4
  Traits: Integral System (grav floater) with Expert 
  Systems Flyer (Grav) 1, Integral System Expert 
  running Gun Combat (Slug Rifle) 2 
  Weapons: Victory Arms GAW2 ERF (See Six Guns: 
  Gauss Weapons) Range: Assault Weapon, 
  Damage: 5D6, Auto: B/4 AP: 1
  
  Twilight Sector
  Page 51
  Chantry Yethry is a relatively short (5’8”) man with a light brown 
  complexion and close cropped dark hair.  He is the manager of the 
  Lotus Blossom, a bakery/coffee shop located in a downtown urban 
  setting.  On Terra/Sol in the Twilight Sector Setting it is located in the 
  Hero’s Park neighborhood of Kansas City as part of the MAC Pavilion.  
  In whatever setting you place the Lotus Blossom it could be the place 
  the PCs stop at on their way to work every morning or maybe its right 
  across the street from their apartment.
  Chantry is a chatty guy who seems to know all the latest 
  neighborhood gossip and is willing to discreetly whisper it in your 
  ear.  Everybody stops into the Lotus Blossom so when Chantry isn’t 
  chatting people up he has his ear cocked in their direction and so 
  is a wealth of information on everything from high society to the 
  unsavory workings of the local mob.  He would be one guy the 
  players would think of when they needed to acquire a little bit of 
  local information.
  Referees can use Chantry as one of those people the players know 
  well in a superficial sort of way.  He always greets them by name 
  when they come into the Lotus Blossom, asks if they want the usual 
  and inquires about their Mother’s health.  “I know she was feeling 
  poorly last month did you convince her to go to the gene spa?  You 
  can’t wait too long to go, every decade like clockwork Mira and I go.”  
  So when he takes one the PCs aside and asks for a favor the request is 
  coming from a friend and not a stranger.
  The Problems of Chantry
  Chantry Yethry Age: 42, Civilian (6 Terms), Rank 4
  STR
  DEX
  END
  INT
  EDU
  SOC
  6
  6
  5 (-1)
  10 (+1) 12 (+2)
  9 (+1)
  Skills: Accounting 1, Admin 1, Advocate 1, Art 0, Broker 1, 
  Carouse 2, Computers 1, Confidence 2, Diplomat 2, Flyer 
  (Grav) 0, Notice 2, Physical Science 0, Social Science 0, 
  Steward 1, Streetwise 1, Trade (Small Business) 2
  Equipment: Hand Computer 
  Chantry has kept up his Longevity treatments since he was 
  in his mid-20s, and thus appears to be that age. He is nearing 
  the end of his second longevity treatment.
  This profile for the 
  character uses 
  the character 
  generation 
  method from 
  Tinker, Spacer, 
  Psion, Spy. For the 
  Traveller Main 
  Rulebook version, 
  see next page.
  
  Setting Book Beta
  Page 52
  Chantry’s Adventure Seeds
  The Racketeers
  One morning the players come into the Lotus Blossom to find the place 
  a wreck.  Furniture and equipment has been destroyed and the bits are 
  strewn all over the shop.  It looks like someone took a club to the place.  
  Chantry sees the players and takes one or all aside and tells them he 
  is being shaken down by a local gang (in Kansas City it’s the Zombie 
  Posse).  He says the gang has been trying to shake him down for years 
  but he never took them seriously and there was never any trouble 
  before now.  Would the players help an old friend figure out what is 
  going on?
   l
  The PCs can easily find the local Zombie Posse hangout and return 
  the favor so to speak. Intimidating the gang members either verbally 
  by using the intimidate skill or physically by beating them up.  Once 
  the players have accomplished their goal of intimidation however 
  they’ll come to find out that the Zombie Posse is now working for 
  the local mob, helping out with their racketeering operations.  And 
  now the mob is looking into who is interrupting their gravy train.
   l
  If they are to help Chantry, the PCs will need to find some way 
  to deal with the mob.  They might attempt to become arbiters 
  between the local businesses and the mob.  Or maybe finding some 
  kind of dirt on the mob boss that will make him leave the Hero’s 
  Park neighborhood alone, thus becoming local heroes and getting 
  discounts on stuff for quite some time.  Maybe they attempt to 
  gather enough info on the Mobs racketeering operation for the 
  police to take them down.  They could become the neighborhoods 
  protectors striking at the mobs shakedown teams from the shadows 
  till they get the message it’s not profitable to do business in Heroes 
  Park.  Of course any of these options could go badly and find the 
  players fleeing for their lives.
  The Serial Killer
  One day when they come into the shop they find Chantry with a very 
  worried look on his face.  He and his daughter serve them as usual but, 
  there is some obvious tension. Eventually, Chantry makes his way over 
  to the players table and sits down with them.  He points to a patron 
  sitting at a table by himself.  He is a clean-cut, impeccably dressed, 
  fastidious young man (note: with longevity, this could be deceiving, 
  make that note with players).  Perhaps too much so on each count 
  to the point he seems kind of creepy.  The guy keeps looking around 
  intently at everyone almost like he is expecting trouble at any moment 
  
  Twilight Sector
  Page 53
  from any direction.  But he seems to be eyeing Chantry’s daughter 
  Mikala more than anyone else.  
  Chantry begins to tell the players a story about a string of murders 
  they are vaguely familiar with by media accounts.  The murders 
  happened several years ago and lasted for a number of months 
  before abruptly ending.  Chantry tells the players that the police 
  had questioned him during the investigation because several of the 
  victims had been regulars.  They wondered if the killer hadn’t been 
  targeting women who frequented his shop.  Nothing really came 
  of the questioning as the murders stopped shortly afterwards and 
  Chantry couldn’t think of any information to offer them.  Well word 
  on the streets is that the murders have started again, although the 
  Metro PD won’t acknowledge that.  Chantry tells them that he had 
  never noticed it before but the guy sitting at the table had been a 
  regular who quit coming in around the time the murders stopped 
  and has only recently started coming in again.  He fears this may be 
  the guy and “Now he keeps coming in and looking at my daughter.  “I 
  called the police but they don’t even acknowledge the murders have 
  started again.”  Could the players help?
   l
  Unbeknownst to Chantry and the players at this point is that 
  Chantry’s suspicions are correct.  If the players investigate, they 
  find the guy lives in a fancy condo in one of the Heroes Park 
  Neighborhoods nicest buildings.  He doesn’t appear to work 
  and looks to be independently wealthy (perhaps he’s a hit man) 
  although they can’t determine where his wealth has come from.  He 
  is a loner and the more they examine him the creepier vibe they get.  
   l
  They will eventually end up following the guy somehow to find 
  out what he’s up to.  He’ll lead them on a bizarre chase; lose them 
  for just a few minutes while he kills his next victim (in whatever 
  gruesome manner fits your campaign) then shows up behind 
  them as if to taunt them.  
   l
  From then on he’ll be stalking 
  the PCs.  At this point the 
  players will write the adventure 
  for you as they plan out what 
  steps to take to deal with this 
  guy.  Just follow along making 
  the encounters fun.  If they 
  don’t give you anything to 
  work with, have our killer start 
  picking them off one by one.
  Chantry Yethry (TMB)
  Average Joe, 6 terms 
  (see Starfarer’s Gazette #1)  
  STR 6 DEX 6 END 5 (-1) INT 10 (+1) 
  EDU 12 (+2) SOC 9 (+1)
  Skills: Accounting 0, Admin 1, 
  Broker 1, Carouse 3, Confidence 
  1, Computers 1, Diplomat 1, Flyer 
  (Grav) 1, Trade (Small Business) 2
  
  Setting Book Beta
  Page 54
  Tigue Gun Works
  The Tigue Gun Works is best located in a downtown urban setting on 
  a well settled SciFi world. In the Twilight Sector Campaign setting it is 
  located on Terra/Sol in the Heroes Park Neighborhood of Kansas City 
  (specifically in City Center Square).
  John Tigue has owned the Tigue gun works for the last 17 years. 
  Located on the 3rd floor in the City Centre Square Building, the small 
  120 square meter shop is a Heroes Park neighborhood icon.
  For gun aficionados the shop is a haven. The target range in the rear 
  of the shop is a gathering place for them. Although the shop has a 
  rather limited inventory it can usually acquire any legal firearm within 
  two business days. John Tigue is an expert marksman and can offer 
  good advice on the performance of any number of weapons systems. 
  Because of his expertise he is widely sought out by “gun guys”.
  Tigue himself was a Confed Marine who had a stellar service record 
  with the 315th Drop infantry on Sologne. A large number of former 
  Marines live in the heroes Park neighborhood and look out for 
  one another. Tigue is no exception, and although his shop has 
  only standard security precautions (besides all the guns under the 
  counter) should he find himself in need any number of “friends” 
  would quickly come to his defense.  Mostly well armed friends.
  Tigue lives in a modest apartment in the Kansas City Towers building 
  on the 32nd floor. His son Martin, also an ex-Marine, lives with him 
  occasionally. In his lucid moments he also helps out at the gun works. 
  Unfortunately Martin has suffered stress-related maladies since being 
  released from the service. He now spends far too much time hooked 
  up to a wire connected to the pleasure center of his brain. Volt Junkie 
  is a term far too commonly associated with veterans of the Mutant 
  War and is applicable to Martin. The elder Tigue does what he can to 
  help this son out, but until Martin is ready to be helped it feels like a 
  losing battle. 
  John Tigue and Martin’s mother were never married. Martin was the 
  product of a wartime romance. His mother no longer lives on Terra/
  Sol she left with her husband a commodities broker to immigrate to 
  the Orion Confederation capital of Koning several years ago. This has 
  only exacerbated Martin’s problems as he feels abandoned.
  
  Twilight Sector
  Page 55
  Ways to use Tigue Gun Works and John and Martin Tigue in your 
  campaign:
   l
  To own a Krupp-Martin KM52* you need a special license and 
  one of the only places in Kansas City authorized to issue the 
  proficiency certificate for the KM52 is the Tigue Gun Works.
   l
  John Tigue is a good source for gun advice and in procuring 
  weapons.  
   l
  The local mob would like to acquire some of The Gun Works wares 
  especially the Krupp-Martin KM52s, but John will not sell his 
  stuff illegally.  They have resorted to using a local thug gang (The 
  Zombie Posse) they use for muscle to try and pressure John Tigue.  
  The players could run across a situation where some of the gang 
  members have John cornered and he is in need of some help.  Or 
  they could be in the Gun Works when some gang members come 
  in trying to intimidate John.
   l
  The shooting range in the back of the Gun Works is an excellent 
  place to meet people and would be a good place for a Referee to 
  place a patron looking for just the right kind of people for a little 
  job (the Referees next planned adventure) the patron needs done.
   l
  An interesting aside is the computer terminal by the shooting 
  range has an odd quirk. In one of his periods of deep depression 
  Martin sent a note to his dead grandmother who he had been 
  close to via the terminal...he got a reply.  He then sent a note to 
  one of his dead comrades from the Marines.  Again he got a reply.  
  These replies seemed totally in character with the personalities 
  of the dearly departed and Martin believes they are real.  His 
  correspondence with these departed souls is one of the things 
  that has kept him hanging on as they have encouraged him to 
  fight his addiction.  
  The funny thing is he has been getting responses.  It’s left to 
  the Referee where these responses are coming from.  The great 
  beyond, a rogue AI just messing around, whatever?  But what 
  would Martin do if the PCs were to burst his bubble and his last 
  tenuous link to reality?
   l
  Players could run across Martin on one of his benders, an 
  electrode planted in his head and a battery pack in his hand that 
  is trickling current through his brain. He is laying in Heroes park 
  (the namesake of the neighborhood) in a pool of his own urine 
  staring blankly towards the sky.  In the alternative John may have 
  recruited the players to help him find Martin.    
  
  Setting Book Beta
  Page 56
  In 2884 the upstart Krupp-Martin 
  Armaments company won the 
  contract to supply the assault 
  weapons to Marine forces raised 
  on Terra/Sol.  Since this was at the 
  beginning of the Mutant War, this 
  proved to be a lucrative contract 
  that launched Krupp-Martin as a 
  major armaments manufacturer.  
  The KM52 was the weapon that won them 
  the contract.  A revolutionary bullpup design, 
  the KM52 incorporated a radical new battery 
  developed in conjunction with the SubAtomic 
  Corporation that allowed a clip sized battery to 
  function just like a clip would in a slug thrower for a 
  reasonable number of discharges. In terms of weight, the 
  battery is even more revolutionary, coming in at less than half of a 
  standard belt-mounted battery of the same approximate size. 
  Pulsing the beam allows for longer battery/clip life and has also 
  created an auto fire capability: something unique in laser weapons.  
  While autofire draws far too much juice for sustained usage, the mere 
  capacity to fire in this way enhances the utility of this rifle above 
  other laser weapons. The drawbacks of the weapon are it’s range, cost 
  and the cost of it’s magazine/ battery. While admittedly expensive, 
  the battery is rechargeable for over a few thousand charges. 
  Unfortuntely, the battery is also prone to loss on the battlefield.  
  Krupp-Martin KM52  
  Laser Pulse Rifle 
  Cost
  TL
  Mass
  8,000 Cr
  13
  4 kg
  Recoil
  Auto Capacity
  -
  4
  20
  Reloading time:  
  1 minor action
  Magazine Cost:  
  2,000 Cr
  Damage:  
  4d6+3
  
  Twilight Sector
  Page 57
  Adventure Seed: 
  Initiate that Pretty Sausage Program…
  Chester is a stunningly beautiful Chesapeake Bay Retriever… on the 
  outside. Inside, he is all robotics and expert systems. He has been the 
  longtime companion of the Vanderlake family of (insert somewhere 
  distant from the campaign center but not too distant).
  Chester is also the sole repository of the Vanderlake Vienna Sausage 
  secret recipe. A recent “data glitch” (which was the result of corporate 
  espionage) in the Swiss-Datavault SdDB (Société de Data Banque) 
  has erased the backup copy of the recipe, while a physical intrusion 
  of the Vanderlake main system in the Columbia InfoCorridor literally 
  vaporized the company’s main system where the recipe was held as a 
  closely guarded secret. 
  Then Uncle Mike remembered the robotic dog his great-grandfather 
  loved so much. Gee-paw once told him that the dog knew the secret 
  recipe. (Unfortunately, Uncle Mike remembers this out loud, and this is 
  heard by spies from the corporate enemy).
  But there is a problem: Chester was handed down to the “poor” side 
  of the family a few generations ago and now rests in the hands 
  of a dowager of the Vanderlake family, Eunice Vanderlake (living 
  somewhere distant, but not too distant, from the player’s current 
  location or base of operations). Eunice now has to be tracked down 
  before the competition finds her and “retires” her and poor Chester. 
  Complications:
  The adventure involves either finding Eunice and Chester and/or 
  getting the data out of Chester to protect the Vanderlake Foods 
  empire. What if Eunice doesn’t want to be  helpful, hurt by the 
  treatment of the ‘poor” side of the family? What if the recipe is 
  protected and Chester cannot access it without risking his very 
  existence? And of course there is the opposition. They don’t have to 
  worry about any of this, they just need to smoke the ‘bot. Enjoy!
  Setting-Based Adventures
  The following material uses the setting material 
  section to create adventure seeds, mini-adventures, 
  and adventure outlines. 
  
  Setting Book Beta
  Page 58
  While flying over one of these 30th century highways in your sealed 
  Grav car, perhaps sipping an adult beverage and watching the latest 
  episode of Star Patrol your eye is drawn to some motion below on the 
  highway.  A skid tractor has gone out of control slid across several lanes 
  of traffic, and off the highway.  Unfortunately the high speed rail line is 
  right next to the highway at this point and the skid tractor has come to 
  rest on top of it.
  In a rural area like the players find themselves in taking control of 
  their grav car is simply a matter of flipping a switch and leaving the 
  restricted airspace that follows the highway below. The players are now 
  presented with an opportunity to be real heroes.  
  This is the 30th century and the track itself will probably have sensors 
  to alert the train grid that something is blocking this track but the laws 
  of physics are a harsh mistress and a train travelling at 600 KPH doesn’t 
  stop on a dime.  
  There are two problems a referee can present to the players:  A train 
  is in the vicinity and the skid tractor needs to be removed quickly 
  to avoid a collision.  The second is someone is in the cab of the skid 
  tractor.  The safety regulations call for a sentient rider inside of these 
  vehicles in case of emergencies. In practice, this “ridealong” is generally 
  a scut-job that is given to the new hires, who are of course the least-
  well equipped to actually deal with an emergency.  It would have 
  been slaved to the traffic grid.  Maybe it was just someone along for 
  the ride, maybe it’s a cool story that the referee wants to come up 
  with launching an extended adventure.  At any rate the players have 
  someone who needs saving.  Throw in a little fire and the person being 
  trapped in the cab and you have a problem for the players to work out 
  with some time constraints.
  Again this is a good spot to let the players come up with their own 
  solutions.  Using the tractors skid plates creatively is one way to move 
  the vehicle.  Using their grav car to help tow the vehicle might be 
  another.  This is an excellent spot for that Mechanic skill to come into 
  play.  Lacking that, a player might be able to hack into the vehicles 
  computer controls using their Computer skill and then use whatever 
  functionality is left to move the vehicle via their Remote Operations skills.  
  Don’t worry, your players will come up with their own plans.  Reward 
  ingenuity.  
  Mini-Adventure: Emergency on Route 66
  
  Twilight Sector
  Page 59
  Plot Guerilla product placement is the latest marketing tactic.  It entails 
  getting products seen on live Tri-D programs or sports events.  Cigarettes 
  are an excellent candidate for this type of marketing.  The trouble is in 
  some locales organized crime or gangs try and charge a “tax” on this 
  activity.  The players have been recruited to carry out some of this type of 
  product placement at a prominent playoff game this weekend.  
  Scene 1 At the stadium the players need to scout things out to try 
  and determine their best opportunities to get their cigarettes on 
  camera. Let the players script this for you. They will most likely come 
  up with some ideas you never could have imagined. Let them run 
  with any reasonable ideas they come up with.  Good skill checks for 
  this process would be things like; Recon, Investigate or Notice.
  Scene 2 Complications will take the form of several groups of gang 
  members roaming the stadium looking for people doing just what 
  the players have been contracted to do and the game day security. 
  Referees should feel free to add a third complication in the form of 
  another Guerilla placement gang, competing for placement time with 
  the players group.  Security will not stop the players from getting their 
  cigarettes on camera as long as they don’t get in places the public isn’t 
  allowed (like on the field).
  Possible placement opportunities might be in the background of 
  an on field interview or when the sideline reporter does one of their 
  standup shots.  Also any crowd pans by the cameras or fan interviews 
  would be additional opportunities.  This scene should be all about 
  getting into position(s) for their product placement shots.  Applicable 
  skills would be things like; Streetwise, Stealth or Deception.
  Scene 3 Possible combat could ensue if the players are spotted by 
  one of the gang groups.  It should be fisticuffs for the most part unless 
  someone pulls a knife!  
  If they get somewhere where security doesn’t want them it will 
  probably result in a chase sequence instead of combat as the players 
  attempt to avoid being ejected from the venue. If they do decide 
  to resort to combat with security it probably shouldn’t end well for 
  them as security can call for large numbers of reinforcements.  The 
  players should end up spending the night in the pokey for drunk and 
  disorderly conduct. 
  Rewards Our suggestion is that the product placement agency 
  should pay by the second, somewhere around 2,500 Cr a second.
  Mini-Adventure: Smoke em’ if you got em’
  
  Setting Book Beta
  Page 60
  Plot: 
  Kansas City like its 
  namesake on old 
  Earth has an annual 
  livestock and horse 
  show. It is one of the 
  premier agricultural 
  exhibitions on Terra/Sol 
  and widely attended by 
  those in the agricultural 
  industry.  One of the 
  highlights of the Royale is 
  the crowning of that year’s 
  grand champion animals in a 
  number of categories. 
  In an earlier time this would 
  simply have been based on the 
  physical characteristics of the animal 
  and how they conformed to the breed standard. 
  Those factors still weigh into the decision but for 
  cattle taste has now entered the equation. One of 
  the most surrealistic scenes imaginable is watching a 
  judge seated in the show ring sampling a steak from the animal calmly 
  chewing its cud not a meter in front of him.
  Needless to say the value of grand champions soars and the price of 
  cell cultures from these animals is highly sought after.  
  The Royale is as much spectacle as business though and this 
  year someone came up with the classic idea to conduct a cattle 
  drive of these extremely valuable animals through the streets of 
  downtown Kansas City.  Apparently forgetting why the practice was 
  discontinued back in ‘48’. 
  Cattle are skittish animals and any cowboy worth his salt will tell you 
  that they and the accouterments of a modern city usually don’t mix 
  well. Throw in celebrity cowboys as part of the action and you leave 
  an old cowboy with nothing to do but spit and shake his head.
  Such is the confluence of events that has occurred at this year’s 
  American Royale parade.  The cattle drive bringing up the rear of 
  Adventure Outline: American Royale
  Note: While this 
  adventure is set 
  in Kansas City on 
  Terra/Sol but could 
  easily be adapted 
  to another locale.
  
  Twilight Sector
  Page 61
  the parade. It almost made it to the end of the route…almost.  Who 
  knows what set off the stampede, the whining of a grav car engine, 
  the whining of a child, an animal pelted with a rock from a juvenile 
  delinquent spectator?  But something did and now we have a new 
  totally unplanned version of the running of the bulls rampaging 
  through downtown Kansas City.
  What the players can do: 
  This adventure is presented as a number of vignettes which can be 
  presented in any order by the referee for the players to solve.
  Vignette 1: 
  One of the cows has somehow managed to find its way onto a 
  subway platform below the city streets.  No one is quite sure how the 
  animal got there but there it is.  
  This is an extremely valuable animal and the owner may collar one 
  or more players on the street pleading with them to come down into 
  the subway to help him chorale his property.  
  The players will need to come up with ideas to capture the animal, 
  keep if from panicking and running off the platform onto the track 
  where we’re sure to end up with nothing more than single use 
  hamburger and getting it back up the escalator to the street above.  
  The skill Animals/Veterinary or Training would come in very 
  handy here, as would Athletics/co-ordination if the player(s) 
  decide to try and rope the cow.  An ad hoc use of the Tactics skill 
  might also come in handy.
  Vignette 2: 
  A group of school children here for the parade now finds themselves 
  trapped in the middle of a stampede.  A couple of teachers do their best 
  to steer (no pun intended) the animals around the gaggle of kids but it’s 
  clear that without some help they are fighting a losing battle and the 
  problem isn’t as simple as waiting for the cows to pass them by.  With 
  panicked crowds at both ends of the street the cows find themselves 
  rampaging from one of the street to the other and back again.
  There are several skittish horses abandoned by their celebrity riders 
  milling about the edges of the stampede that the players might be 
  able to make use of.
  In addition to the skills mentioned above for this problem 
  Animals/Riding would possibly come in handy.
  
  Setting Book Beta
  Page 62
  Vignette 3: 
  The players find themselves in an ally the way out blocked by an 
  angry longhorn bull.  A husband gored badly by the bull and his 
  wife cower at the back of the ally. The man needs medical attention 
  quickly and the bull needs to be kept at bay or turned back into the 
  greater stampede occurring only scant feet behind him.  
  Additional skills that would be useful in this situation are Medic 
  and possibly Melee/Unarmed Combat.
  Vignette 4: 
  One of our celebrity ‘cowboys’ finds himself up the Marine’s 
  Triumphant statue, a 12’ statue that sits in the middle of the street. It 
  is surrounded by milling (now mostly calm) cattle.  He is weeping and 
  sobbing like a little girl begging for someone to get him down. 
  You’ll need to be careful not to spook the cattle again, but it should 
  be a relatively easy job to wade through them and get our brave 
  action hero down off the statue. That’s when our hero notices a 
  group of teenagers pointing and laughing, one of them is recording 
  the whole scene with his personal computing device. The celebrity at 
  this point offers the players an exorbitant amount of money “to get 
  that device”.
  Rewards: 
  Rewards for the various actions range from potentially quite lucrative 
  in the case of vignettes #1 & #4.  While for #2 & #3 there might be 
  no rewards at all.  Rewards are left to the discretion of the referee 
  so that they might determine what would be appropriate for their 
  campaigns.  
  
  Twilight Sector
  Page 63
  Adventure Seed: To Catch a Thief
  Your eye catches the sight of a grav car over a skid tractor on a trek 
  across some desolate highway.  The grav car has matched speeds 
  perfectly. Someone is hanging out the car’s door, using what looks 
  like a laser torch to cut a hole in the top of the skid tractor’s trailer.  
  You’ve obviously stumbled upon a robbery in progress.
  What do you do?  Call the authorities, ignore the whole thing?  
  Either way a creative referee can draw the players into the action.  
  Reporting the crime puts the players names on a police report, 
  something the thieves might have access to.  In the alternative just 
  looking at the situation the player(s) might suddenly realize that 
  someone in the grav car has a pair of binoculars and is looking back 
  at them! The thieves probably don’t want any loose ends.
  With a few answers to the following questions specific to their 
  campaigns referees can easily create an adventure or mini campaign 
  based on this seed:  
   l
  Who are the thieves?  Organized crime? Agents of foreign 
  interstellar powers? A common-enough roadgang? The local law? 
  There is also the possibility of a gap between who or what these 
  thieves seem to be and what they really are (i.e. in disguise as local 
  police forces, but really organized crime or foreign agents).
   l
  What are they stealing?  This is the golden egg. To some extent, 
  Referees should probably answer this question last, once they 
  know how far they want this thread to go (the last question) and/
  or who they want the players to tangle with (the first question).
   l
  What are they going to do with the item they are stealing? This is 
  entirely dependent on the nature of the item that is being stolen, 
  however it also is something that the referee will want to consider 
  in terms of the long-term goal: is this a one-off, is this the kick-off 
  for a whole adventure? Is this the start of a thread that will run as a 
  sub-plot through many adventures? The answer to these questions 
  will help determine what the thieves are going to do with their 
  cargo. If the Referee wants this to be a simple one-off, it might be 
  nothing more than hijacked cigarettes with no real ‘goal’ beyond the 
  monetary value of the cargo. If the Referee wants to turn this into 
  the first phase of a campaign arc, this might be a critical component 
  to the new APR superweapon being hijacked by foreign agents.
  
  Setting Book Beta
  Page 64
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  © 2000, Wizards of the Coast, Inc. Traveller System 
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Twilight Sector/Traveller - Terra Sol Games LLC - Twilight Sector - Setting Update Beta.pdf