TEXT:  
  Through the Veil Part 7 
   
  Written by Martin J. Dougherty 
  Traveller Guy (order #10464697)
  
   
   
   
   
  THROUGH THE VEIL 7 
  SP 0202 (7) 
  © Spica Publishing. 
  First edition. 
  November 2013. 
  Published in the United Kingdom. 
  1 2 3 4 5  
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  herein are copyrighted by Spica Publishing. Parts of this game product have been published under the Open Game Licence. A copy of this licence is shown on the last page of this book. To 
  learn more about the Open Game Licence, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom and of the United States. 
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  THROUGH THE VEIL 7 
  CREDITS 
  AUTHOR 
  Martin J. Dougherty 
  ADVENTURE CONCEPT 
  Dave Chase 
  EDITED BY 
  Colin Dunn 
  ADDITIONAL EDITING, 
  INTERIOR DESIGN & LAYOUT 
  John Griffiths 
  SET IN THE OUTER VEIL SETTING 
  CREATED AND WRITTEN BY 
  Omer Golan Joel 
  Richard Hazlewood 
  CONTENTS 
   
  REFEREE’S INFORMATION 
  2 
   
   
  EPISODE 7: TOOTEGA 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Traveller Guy (order #10464697)
  
   
   
   
  REFEREE’S INFORMATION 
  BETA PAVONIS SUBSECTOR 
  Beta Pavonis subsector lies almost entirely beyond the fringe 
  of explored space. This does not mean that no-one has ever 
  been there; missions have undertaken basic mapping and the 
  presence of various planetary bodies is noted in the star charts. 
  In some cases this is all the available information in the official 
  databases and often carries an ‘unverified’ flag. 
  Officially, the subsector has no population, inasmuch as 
  there are no sanctioned or recognised colonies. There are some 
  unofficial colonies that are listed as uninhabited and unexplored 
  in the more pedantic star charts but more realistic map-makers 
  chart the subsector’s five unsanctioned colonies, of which 
  Baldoon and Bolthole are the most important. Those charts that 
  admit there is any population at all estimate it at no more than 
  10,000 people. 
  Beta Pavonis subsector is not a great colonisation prospect, 
  since there are only four worlds with breathable atmospheres in 
  the entire subsector. Expansion into the region is likely to be 
  along the Bolthole Main from Avanim subsector. The Baldoon 
  Cluster and the four worlds around Endless Blossom are more 
  difficult to reach, although Endless Blossom’s breathable 
  atmosphere may make it an attractive colonial destination. This 
  might create friction with the existing colonists, whose unofficial 
  mission was to find a place to live in isolation. 
  A cluster of worlds along the Trailing edge of the subsector 
  called The Tootega Branch provides a jump 2 link from Avanim 
  subsector into Dark Reaches. The link is currently of little 
  importance as Dark Reaches subsector has not been settled or 
  even explored much but in time the port at Tootega may 
  expand. This link has seen a few Naval ships and support craft 
  in the past year or so, which is considered to be an unusually 
  high level of activity for such a remote area. The destination and 
  mission of these ships remains unknown. 
  Tootega C4A0232-8 
  Tootega is a small desert world with a thin atmosphere 
  composed mainly of carbon dioxide and nitrogen. Whilst 
  humans cannot breathe this mix it is not actually toxic. More 
  importantly, Tootega’s atmosphere contains a number of useful 
  gases in unusual concentrations. 
  The world is officially not inhabited but there is one unofficial 
  settlement. ‘Corp Town’, is the headquarters and just about the 
  sole asset of the Tootega Corporation, which runs the facility 
  and claims the whole planet as its territory. 
  Colloquially known as ‘TootyCorp’, the corporation runs a 
  small mine and an atmospheric gas processing facility, both of 
  which are co-located with the spaceport. TootyCorp employs 
  nearly everyone on the planet, other than a few entrepreneurs 
  who have opened some businesses and a handful of freelance 
  experts on temporary contracts. 
  The Tootega Corporation ships out a few containers of high-
  quality rare earth metal ores, some unusual rock crystals and a 
  large amount of pure gases for industrial uses. A small 
  secondary income is made from starships using the port, which 
  is one of the best for many parsecs. This is not saying much but 
  Tootega is a place where you can at least get fuel and spares 
  without having to make them yourself. 
  Like many frontier installations, Tootega is a free and easy 
  place. There is a security force and they have some cells which 
  are usually occupied by drunks sobering up. Most crime is 
  limited to the odd brawl or theft and is quite often dealt with by 
  the victim and their friends. 
  The corporation has not yet formulated a set of laws and the 
  general rule is ‘take care of your own business if you can; as 
  long as it doesn’t get out of hand, the corp doesn’t get involved’. 
  Those that do cross the line, such as persistent offenders, those 
  who put others in danger by not observing sealed-environment 
  protocols, or anyone who escalates violence beyond an 
  acceptable point, will be put aboard the next available starship, 
  forced into dangerous labour in the mine or simply shot while 
  resisting arrest. Tootega cannot afford a ‘proper’ penal system, 
  so the line between acceptable but antisocial behaviour and a 
  thorough beating by the security force can be a fine one. 
  2
  Traveller Guy (order #10464697)
  
   
   
   
  EPISODE 7: TOOTEGA 
  The Naddod’s foray into Beta Pavonis subsector is a fairly 
  short one, with a single stop at Tootega to refuel and resupply 
  before moving on to Trailing into Dark Reaches subsector. 
  John is up and about most of the time but he is clearly very 
  ill. He is subject to dizzy spells and the occasional blackout but 
  in between he can function almost normally, unless he is 
  stressed or forced to do anything remotely strenuous. 
  John is bad-tempered at first if pressed about his illness but 
  finally admits that he is “not so good, really”. He encourages the 
  crew to try to work out what he has contracted, not least for their 
  safety, but with the limited available equipment this will be a 
  problem. What can be determined is that John’s blood chemistry 
  is wrong; it contains a number of compounds that should not be 
  toxic but seem to have become so. This phenomenon may be 
  related to his illness and there is evidence that he is suffering 
  from gradual organ failure: his body is slowly shutting down. 
  John obviously needs a hospital but the tiny colonies that 
  exist this far out will not have the necessary facilities. A military 
  or Naval base might the necessary medical facilities but where 
  would you find such a base out here? 
  “Just stick to the plan and keep going”, John tells his crew. 
  Astute observers might realise that he seems to know 
  something they do not but he is not yet willing to explain himself. 
  Amber spends an increasing amount of time looking after John, 
  leaving Geoff largely in charge of the mission. 
  Geoff is increasingly distracted and has taken to wandering 
  around the ship. He seems happy to have company if anyone 
  encounters him or offers to walk with him while he makes small 
  talk about endless trivialities. Unless the characters deliberately 
  try to spy on Geoff and do an excellent job of it, there will be a 
  fair amount of time when nobody knows where he is or what he 
  is doing but that could also be said of some other 
  crewmembers. Everyone has jobs they do alone or when they 
  are conducting the daily ‘walk around’ inspections of the ship’s 
  interior. 
  There is nothing odd about a crew member being out of sight 
  for a couple of hours now and then and, unless something 
  makes the characters take notice, they will probably not realise 
  that Geoff is off the radar more frequently and for longer than 
  usual. 
  Geoff actually spends a lot of time doing inspections and 
  maintenance, and wandering around the ship muttering in an 
  effort to clear his head and relieve some of the stress he is 
  suffering. That Geoff is experiencing stress is not surprising: 
  John seems to be dying, the ship is off the edge of the map 
  heading for a remote destination and, to cap it all, Amber has 
  started flirting with him. This is a problem: Geoff is strongly 
  attracted to her but does not want to compromise the mission. 
  Some of Geoff’s off-radar time is spent undertaking some 
  unobtrusive snooping. He wants to know why Naddod is all the 
  way out here, what the ship is transporting and exactly what 
  Colonel Schmidt is up to. Geoff has suspicions that there is 
  more to this mission than the colonel explained back on Marcos. 
  Geoff’s employers, the SEC (Survey, Exploration and 
  Colonisation) Group, are concerned that someone might get a 
  head start on the new frontier and that they might lose 
  opportunities. Geoff’s mission is to find out as much as possible 
  about the situation and the intentions of the people involved. 
  That does not mean that he or his employers would actually be 
  opposed to an expansion in the area; they just want information 
  about what is really going on. Geoff is none the wiser yet and 
  does not want his trip to be a waste, especially if John dies 
  without revealing what he knows about the mission destination. 
  PLANETFALL AT TOOTEGA 
  Any ship approaching Tootega has two choices of landing 
  area: the port or anywhere else. Landing anywhere else is 
  pointless; there is only one settlement on the planet and the 
  planet has an atmosphere that is not breathable. There is no 
  surface water so fuel has to be obtained by searching for ice, 
  which is time-consuming, or drilling into an artesian basin, which 
  is not feasible for a visiting starship. 
  Consequently the corporation town, or Corp Town, is the only 
  feasible destination and soon the Naddod is settling onto a 
  landing pad. As the ship touches down, Amber suggests that 
  she can handle the routine procedures that John would normally 
  do, such as obtaining fuel. The characters can leave the ship 
  and do whatever they wish for a day or two. Amber stresses that 
  the Naddod needs to get underway as quickly as possible, so 
  any business the crew has should be conducted quickly. While 
  the characters are planetside, Amber adds, there are some 
  useful medications that would benefit her father. The colony’s 
  infirmary may have a stock and a purchase might be possible. 
  She strongly urges the characters to see what they can obtain. 
  In Port on Tootega 
  There are no problems passing through Tootega customs, 
  such as they are. Local security regulations are relaxed, except 
  for those relating to environmental integrity and any experienced 
  spacer follows best practise on that matter as a routine part of 
  staying alive. 
  Although they are pushed for time, the characters have an 
  opportunity to look around shops, to stock up on whatever they 
  need and to grab a meal that is not shipboard rations. Although 
  the selection of shops and bars is limited this could be the last 
  chance to obtain any urgently needed luxury or just plain 
  ‘essential-to-have-in-jump-space’ items. 
  3
  Traveller Guy (order #10464697)
  
   
   
   
  Tootega Corp Town has a clothes and shoes store, with a 
  rather limited selection, a hardware, tools and survival gear 
  dealer who does more trade in repairs than sales, a rather 
  clever food outlet that sells pre-packaged long-storage meals 
  and serves the freshly made version in a small restaurant, three 
  bars of varying quality and another store rather interestingly 
  named ‘SimsonStuff’. 
  SimsonStuff is a general dealer run by the Simson family. 
  Their very varied wares include a number of items traded in or 
  pawned to the previous owners. The store has a few 
  ‘departments’ with similar items grouped on or around a counter 
  but much of the stock is simply jammed in wherever it will fit. 
  The result is both claustrophobic and colourful and a rummage 
  through the more obscure parts of the store might turn up some 
  unusual and all-but-forgotten items. 
  The Simsons sell a lot of guns, mainly to spacefarers who 
  feel the need to have the latest weapon strapped to their hip or 
  a classic hunting rifle on their shoulder. Their display ranges 
  from classic and entry-level home defence weapons to 
  obsolescent military hardware and a few experimental weapons, 
  or those that never really caught on. 
  The store makes its living from selling mundane basics such 
  as kitchen utensils and entertainment vids shipped in for sale to 
  the locals but relies on sales to spacefarers to bring in the real 
  money. The store has other things that starfarers tend to buy, 
  ranging from spacecraft-specific tools and spares, to refurbished 
  vacc suits, to all manner of amusing items that people with too 
  much time on their hands and a salary they cannot spend tend 
  to buy. 
  Away from the obvious ‘departments’ there is an element of 
  blind luck as to what can be found on or under the shelves. 
  There is even a small, working grav skimmer under a tarpaulin 
  in the middle of the floor, though its power cells need charging. 
  The family would love to sell it as it takes up a lot of room but it 
  is expensive and most customers do not have the need. 
  Obtaining Medication 
  If the characters start asking about medication, they are 
  referred to a TootyCorp executive called Anton Clye, whose 
  office is not far away, like everything in Corp Town. He is a very 
  young man for his post, though very well qualified, who has 
  ended up as a ‘junior executive in charge of just about 
  everything’. Clye is not a medical expert, it turns out.` 
  Clye’s main problem is in the mine just outside the town. Part 
  of the mine has become flooded due to leakage from the 
  artesian basin that supplies starship fuel for the port and 
  drinking water to the town. Pumps normally keep the mine dry 
  but they have broken down and the two repair crews sent in to 
  fix the problem came back with some very strange excuses for 
  not going back in. 
  According to the crews, there are ‘little, scuttling things’ in the 
  mine, which have a habit of biting anyone who ventures into the 
  deeper areas. This would not normally be such a problem as the 
  creatures are not very big, except that the bites cause vacc suit 
  punctures that have forced the teams to withdraw. 
  Clye’s problem is that if the mine becomes inoperable then 
  the world’s economy will be crippled. What he needs is 
  someone with experience of simple machinery to enter the 
  mine, go to the pump room, fix whatever is wrong with the 
  equipment and get the lights and other electrical equipment 
  back on. 
  Clye says that the crew can have free fuel and a supply of 
  the drugs they need in return. This is not a bad offer; the drugs 
  are expensive and might be needed by someone in the town 
  before the next supply arrives. The task should take no more 
  than a few hours and Clye is not willing to budge on his end of 
  the deal. He needs the mine reopened and the solution, in the 
  form of the characters, is right in front of him. 
  Entering the Mines 
  The mine consists of a 150 metre vertical shaft served by an 
  elevator, which terminates at a main underground cavern. From 
  here, several tunnels run off, most of them horizontal. 
  ‘Carrybots’ bring raw ore to a central point, where it is sorted by 
  machine and loaded into boxes for transit to the surface. The 
  actual mining is done by machines but they are closely 
  supervised by human operators. The material left over after the 
  valuable ore is removed goes into a ‘powdering’ machine and is 
  turned into rock-based cement. This cement is pumped into old 
  tunnels to refill them, or formed in moulds into blocks which are 
  then used as building materials or supports for areas of the 
  mine that are still being worked. 
  The upper works still have lighting and power and the 
  machinery still works but they are largely played out. A wide 
  tunnel slopes down to the lower level, a further 100 metres 
  underground and this is also lit. The lights in the cavern at the 
  bottom have failed and there is about 25 centimetres of water in 
  the cavern. The characters’ vacc suits are proof against shallow 
  water like this, though the sensation of slogging through water is 
  strange. 
  The withdrawal from the mine was orderly. Most of the robots 
  and machines were removed before the water reached them 
  and electricity was shut down in areas where the water could 
  cause a short. There is still a fair amount of clutter around the 
  cavern and this could cause a character to trip. Moving quickly 
  is both hazardous and extremely hard work. The only light 
  available is what the characters have with them; there is always 
  the danger of failing to see something truly dangerous, such as 
  the edge of a catwalk or a collection of sharp tools under the 
  water. 
  The Referee should note that the mine’s intercom system is 
  inoperable and vacc suit radios will only work over very short 
  distances underground. Characters who wander off will quickly 
  find themselves out of touch with the rest of the group. 
  4
  Traveller Guy (order #10464697)
  
   
   
   
  The lower cavern is rougher than the upper one, with a 
  couple of tunnels that go down quite steeply from the floor 
  rather than the walls as in the upper cavern. It can be difficult to 
  determine water depth just by looking, so a character crossing 
  what appears to be solid floor might find there is nothing under 
  their foot when they put it down. At one side of these floor 
  entrances, the drop is a few extra centimetres; enough only for 
  an uncomfortable stumble. It is possible that a character might 
  not realise what is happening and go forward a few more steps 
  before realising that the water is now much deeper. 
  At the other side of the entrance is a drop of several metres 
  to the floor of the tunnel below. In most cases there is a safety 
  barrier but not all of the drops are marked. A character who 
  steps off the edge might be able to hurl themselves backwards 
  but if not then they will pitch forwards and fall into deep water. 
  A standard vacc suit is not much less buoyant than a typical 
  person. Slim-fitting advanced suits have less air in them and are 
  actually prone to sinking quicker. The helmet is the most 
  buoyant part of course, so characters will at least sink feet first. 
  Swimming in a vacc suit is extremely difficult and immersion 
  results in an immediate sensation that water is penetrating the 
  suit. This is not immediately the case and electronics will not fail 
  immediately. Vacc suits are intended to keep air in, not water 
  out and the seals are not designed to withstand pressure in that 
  direction. Water will slowly seep into a suit that is immersed but 
  this will take hours before becoming dangerous unless the suit 
  is in deep water with a high pressure. Electronic systems will 
  continue to work underwater in the short term but water in a 
  vacc suit will eventually lead to electronics failures. 
  Fortunately, there is no need to explore these deeper tunnels 
  while they are full of water. The pump room is located at the end 
  of a 200 metre tunnel running out of the side of the cavern. It 
  used to be a wide ore vein and has become an equipment 
  storage and utility area. It is very cluttered, with objects under 
  the water posing a trip hazard. There are even a couple of 
  abandoned carrybots feebly attempting to push through the 
  water. Their batteries are low and they cannot make a good 
  contact with the floor due to buoyancy; if they were weighted 
  with ore, tools or something similar, they would be able to make 
  slow progress along the tunnel floor so long as underwater 
  obstructions could be avoided. The carrybots’ lights still work 
  but are not on as the machines’ automated systems attempt to 
  conserve any remaining power. The tunnel to the pump room 
  has a quite uneven floor and angles downward slightly, which 
  may alarm some characters.  
  There are creatures in the water. The creatures are a 
  nuisance rather than a major threat. They are between 20 and 
  30 centimetres in length, shaped somewhat like a lobster with a 
  pair of powerful claws that could easily make a hole a vacc suit. 
  They swim away from the characters rather than approaching 
  them but it is possible that one might get stepped on or nip at a 
  character as they pass. 
  The creatures breathe water and it is most likely that they got 
  in from wherever the water is seeping in from but they can 
  survive above the surface for several minutes. They are clumsy 
  out of water and are easily avoided by anyone who can move 
  quicker than a very slow crawl. 
  The creatures should cause little more than alarm and some 
  annoyance, even if one manages to nip a hole in a vacc suit. 
  That will let water in but not very quickly. Shooting at the 
  creatures creates a danger for everyone. Bullets lose velocity 
  very quickly in water and are unlikely to cause much harm once 
  they have gone into the water, which is where the target is likely 
  to be. They can ricochet off the surface if fired at an acute angle 
  and may strike a hard surface under the water before they lose 
  velocity. A bullet that re-emerges from water after a ricochet will 
  have shed much of its velocity but will be on an unpredictable 
  trajectory. 
  The Referee should reduce damage from guns by 1d6 per 
  metre of water the bullet has passed through, rounding down. 
  For example, a weapon that normally does 3d6-3 damage 
  would only do 1d6-3 damage to a target two metres under 
  water. That said, shooting at the creatures is not really 
  necessary. 
  Fixing the Pumps 
  The main electrical control system for the lower level of the 
  mine is a fairly large piece of equipment that sticks up out of the 
  water. A few indicator lights remain lit despite it being in safety-
  shutdown mode. The characters may be concerned about 
  reactivating the system while they are standing waist-deep in 
  water but a good look at the system suggests that there will not 
  be much danger of a shock or other dangerous discharge. 
  Getting the power back on will take about 20 minutes of 
  work, most of which is taken up with tracing diagrams of power 
  distribution centres to work out if there is going to be a 
  spectacular problem. When the switch is thrown the result is 
  anticlimactic. 
  Other than a few more indicator lights coming on and a 
  systems diagram appearing on the power unit’s display nothing 
  happens immediately. Elements of the display flash repeatedly 
  and then go out; as they do, lights come on in that area. A 
  couple of fixed machines also start up, which may cause 
  momentary alarm. The sudden change in lighting and 
  movement of machines confuses the eye and some characters 
  may think they saw something dive into the water off the top of a 
  tool cabinet. No impression other than ‘something about the size 
  of a big dog, black and shiny’ comes to mind and there is no 
  sign of whatever it was, if it was anything at all. 
  After this distraction the characters will realise that the pumps 
  are not working. The distribution display shows a break in the 
  power network leading to the pumps. Tracing this means 
  looking under the surface of water that is about 1m deep at this 
  point and tracing the heavy-duty cable from the power 
  distribution unit until the break is found. 
  5
  Traveller Guy (order #10464697)
  
   
   
   
  The point at which the break has occurred is obvious: a 
  power distribution box has been broken open or could it have 
  been gnawed open? The main power unit has automatically cut 
  the power to the distribution box, which is just as well, as the 
  investigating character is staring at bare power cables whilst 
  immersed in water. After the shock of realising this wears off, 
  they will conclude that the box must be inert or they would have 
  already been electrocuted. 
  Then the character will spot the eggs. Something has lain 
  what appear to be eggs in the power distribution box. Some are 
  broken and have hatched into the smaller swimming creatures, 
  which are immature versions of the big one, while others remain 
  intact. The obvious inference is that there is a mother creature 
  around somewhere. 
  The character will eventually realise that, in order to get the 
  pumps working again, it will be necessary to run a new power 
  cable from the main distribution unit’s auxiliary power outputs to 
  the pumps. The pumps are located in a chamber full of water 
  underneath this room. 
  Underwater Adventures 
  The diagram on the distribution unit screen shows the pump 
  room is located at the top of a vertical 10 metre shaft that runs 
  into the aquifer under Corp Town. Water seeps into the shaft 
  and is then pumped up to a point just under the pump chamber. 
  From there the water is redirected into a pipe system to the 
  town’s water storage tanks and to the starship fuel refinery. The 
  top of the shaft is capped with a large metal hatch. 
  The broken power distribution box supplies power to the 
  pumps; when the power was cut off, the pumps stopped working 
  and water filled the shaft and flooded the mine. The mine will 
  empty and the town’s water source will be restored when the 
  pumps are restarted. 
  To achieve this someone must enter the chamber, and 
  descend 10 metres down in the water and attach a new power 
  cable to the pumps. If the cable is properly connected and is not 
  damaged then there should be no danger of electrical shock 
  even if it and the pump is underwater – indeed, the pumps are 
  intended to operate underwater. Turning the power on while the 
  end of the cable is exposed to water should trigger a fail-safe 
  that will cut the power from the room above. 
  At 10 metres under water a vacc suit and its wearer will 
  experience an extra atmosphere of water pressure. The integrity 
  of a vacc suit will be tested but it should hold out long enough to 
  complete the job, assuming that the suit is not breached by 
  accident or by creature. If it is, then air will escape and water will 
  enter, fast! 
  The character trying to attach the cable may be subjected to 
  nuisance attacks by juvenile creatures, which is a moderately 
  serious problem as it may cause vacc suit leaks. Air pressure in 
  the helmet will cause the water level in the suit to slowly rise, 
  assuming the wearer stays upright of course, rather than 
  instantly filling the suit; all the same, this is a problem. 
  Attaching the cable is a difficult task under ideal conditions 
  but under the current circumstances it is a major technical 
  challenge. The pump begins to operate once the power cable is 
  attached and the power turned on but not as it should. The 
  pump makes a grinding sound and does not begin pumping 
  water immediately. A close inspection of the pump will reveal 
  the cause of the malfunction: the carcass of a creature similar to 
  the ‘mother’ in the chamber above. The pump has chewed 
  through most of the creature and the pump has become 
  jammed, causing the original flood. 
  It should be possible to dislodge the corpse or to break it up 
  with a bit of hard work so that the pump can chop through. Once 
  freed, the pump will operate at full capacity. It will take more 
  than a day to empty the mine but in the immediate moment 
  anyone nearby in the water risks being pulled into the pump 
  mechanism and becoming a new obstruction. 
  Getting back to the surface will be a struggle, since there is 
  now a downward current but once the characters are through 
  the pump room it is simply a matter of slogging through the 
  water back to the upper level and then returning to the surface. 
  The Referee may decide to have the larger creature attack 
  some of the characters. It is most likely to do so in response to 
  any disturbance of its mate’s corpse, which was jammed in the 
  pump, or perhaps anyone interfering with the eggs in the 
  distribution box. 
  This problem aside, the characters can return to the surface 
  and collect their reward, which may now seem a little paltry 
  given the danger they endured. Clye might be bargained into 
  giving the characters something extra but he is preoccupied with 
  the colony’s real problems. The mine needs to be reopened, the 
  creatures cleared, the pumps properly repaired and the water 
  system checked for yet more unwelcome beasties. 
  The play characters can collect the medication needed for 
  John and return to the Naddod for the next leg of the trip. This 
  will take them out of Beta Pavonis and into Dark Reaches 
  subsector. 
  OPPOSITION 
  Tootega Water-Beasties 
  Str 
  4 (–1) Dex 6 (+0) End 3 (–1) 
  Aquatic Hunters 
  Skills: Athletics (Swim) 2, Survival 0, Recon 0, 
  Melee (Natural Weapons) 0. 
  Weapons: Pincers (2d6 damage) Armour 1. 
  These previously unknown creatures normally dwell in the 
  underground water reservoirs of Tootega. They resemble shiny 
  black lobsters and have a powerful set of claws. Juveniles are 
  not much of a threat to a human but the adults can grow to the 
  size of a large dog and are capable of inflicting a serious injury 
  on anyone who ventures into their territory. 
  6
  Traveller Guy (order #10464697)
  
  OPEN GAME LICENCE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All rights reserved. 
  1. Definitions: (a) ’Contributors’ means the copyright and/or trademark owners who have 
  contributed Open Game Content; 
  (b) ’Derivative Material’ means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; 
  (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; 
  (d) ’Open Game Content’ means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this Licence, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity; 
  (e) ‘Product Identity’ means product and product line names, logos and identifying marks 
  including trade dress; artefacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; 
  (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game Licence by the Contributor; 
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content; 
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 
  2. The Licence: This Licence applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this Licence. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this Licence except as described by the Licence itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this Licence. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this Licence. 
  4. Grant and Consideration: In consideration for agreeing to use this Licence, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence with the exact 
  terms of this Licence to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this Licence. 
  6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this 
  Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly Licenced in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly Licenced in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Content: 
   
  The Universal World Profiles (UWPs) on pages 2 and 3, excluding the world name. 
   
  The creature statistics and skills on page 7, excluding the creature’s name. 
  The following are not Open Content and are © 2013 Spica Publishing unless otherwise 
  stated: 
   
  Artwork/Images: The artwork/images on the front cover. 
   
  Text: All other content contained in this product that has not been specifically 
  identified as Open Game Content in the section titled “The following are classified as 
  Open Content:”, above; all non-player character names, ranks or titles and 
  descriptions, company/corporation names, starship names and unit/platoon names; 
  the world name on page 2. 
   
  The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated versions 
  of this Licence. You may use any authorised version of this Licence to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this Licence. 
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor to 
  do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  Licence with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  Sub-Licences shall survive the termination of this Licence. 
  14. Reformation: If any provision of this Licence is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc. 
  Traveller System Reference Document. Copyright © 2008, Mongoose Publishing. 
  Traveller is © 2008-2014 Mongoose Publishing. Traveller and related logos, character, 
  names, and distinctive likenesses thereof are trademarks of Far Future Enterprises, Inc. unless 
  otherwise noted. All rights reserved. Mongoose Publishing Limited, authorised user. 
  Career Book 1 (CB1) is © 2008-2014, Spica Publishing. All rights reserved. 
  Career Book 2 (CB2) is © 2009-2014, Spica Publishing. All rights reserved. 
  Nemesis Class Pursuit Ship (NCPS) is © 2009-2014, Spica Publishing. All rights reserved. 
  Allies, Contacts, Enemies and Rivals (ACER) is © 2010-2014 Spica Publishing. All rights 
  reserved. 
  System Book 1: Katringa (SB1) is © 2010-2014, Spica Publishing. All rights reserved. 
  Field Manual (FM) is © 2011-2014, Spica Publishing. All rights reserved. 
  Outer Veil (OV) is © 2011-2014, Spica Publishing.  
  Outer Veil Sector Map is © 2011-2014, Spica Publishing. All rights reserved. 
  Outer Veil and related logos, character, names, and distinctive likenesses thereof are 
  trademarks of Spica Publishing unless otherwise noted. All rights reserved. Spica Publishing, 
  sole authorised user, 2012. 
  Career Book 3 (CB3) is © 2012-2014, Spica Publishing. All rights reserved. 
  The Astral Splendour (AS) is © 2013-2014, Spica Publishing. All rights reserved. 
  System Book 2: Xibalba (SB2) is © 2013-2014, Spica Publishing. All rights reserved. 
  Through the Veil Parts 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 (TTV1-10) are © 2013-2014, Spica 
  Publishing. All rights reserved. 
  Traveller Guy (order #10464697)
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/Through the Veil/Through_the_Veil_Part_7.pdf