TEXT:  
   
   
  Through the Veil Part 10 
   
  Written by Martin J. Dougherty 
  Traveller Guy (order #10464697)
  
   
   
   
   
  THROUGH THE VEIL 10 
  SP 0202 (10) 
  © Spica Publishing. 
  First edition. 
  April 2014. 
  Published in the United Kingdom. 
  1 2 3 4 5  
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  THROUGH THE VEIL 10 
  CREDITS 
  AUTHOR 
  Martin J. Dougherty 
  ADVENTURE CONCEPT 
  Dave Chase 
  EDITOR 
  Colin Dunn 
  ADDITIONAL EDITING & INTERIOR LAYOUT 
  John Griffiths 
  SET IN THE OUTER VEIL SETTING 
  CREATED AND WRITTEN BY 
  Omer Golan Joel 
  Richard Hazlewood 
  CONTENTS 
   
  REFEREE’S INFORMATION 
  2, 3 
   
   
  EPISODE 10:  EVERY BLADE OF GRASS 
  4-7 
   
   
   
   
  In memoriam 
   
  David Chase 
   
  (26 October 1963 – 26 March 2014) 
   
  With thanks and appreciation. 
   
  Traveller Guy (order #10464697)
  
   
   
   
  REFEREE’S INFORMATION 
  NSSC 3009 X558000-0 
  NSSC 3009 is a hot prospect for colonisation. Its atmosphere 
  is thin and there is somewhat less water than on Earth, but the 
  air is breathable and terrestrial plants – and animals – can live 
  there. In a universe of rockballs and airless moons, that makes 
  this gray-blue coloured world a rich find indeed. In time, it may 
  become a government-backed colony and receive massive 
  investment. However, that day is a long way off. 
  NCCC 3009 has extensive deserts, and the equatorial region 
  is particularly harsh. However, most of the land is habitable and 
  some areas are well-watered and fertile. The second-largest 
  continent has a huge inland bowl, sheltered by mountains and 
  watered by three great rivers plus their tributaries, that is perfect 
  for agriculture and the construction of cities. If the world is 
  settled, this will be the cradle of civilization.  
  To the north of the Fertile Bowl, as it has been labelled by 
  explorers, lies a deep rift valley with indications of mineral 
  wealth close to the surface. The three great rivers flow east to 
  the ocean, across a wide coastal plain that, whilst less 
  welcoming than the interior, is entirely suitable for habitation. 
  Great forests cover part of the bowl, becoming thinner to the 
  south as the land rises. This is not only good country to settle, it 
  is also quite beautiful. 
  Located so very far out from Terra, NSSC 3009 has received 
  only a cursory survey and a note that it is a suitable location for 
  a colony when practical. Indeed, charts of this region are not 
  publicly available; initial mapping expeditions have not been 
  followed by confirmation missions, and all data is thus rated as 
  unreliable in the few databases that present it at all.  
  Although NSSC 3009 is officially off the map, there have 
  been some less-than-formal expeditions into the region, and by 
  the time government-sanctioned settlers arrive, the world may 
  have already been ‘landgrabbed’ by others. Indeed, the process 
  has already begun. 
  There is already an unofficial colony on NSC 3009. Actually, 
  there are three colonies if each settlement is considered 
  separately, but they are all part of the same group. The largest 
  is the unimaginatively named Seeder Town, set up as a ‘seeder’ 
  colony to receive other arrivals at a later date. Seeder Town has 
  a population of about three hundred souls, most of whom are 
  part-time technicians, mechanics and farmers as necessary. 
  Seeder Town was set up with some under-the-table 
  assistance from ‘The Colonel’ (Carlos Schmidt). Although what 
  he is doing is illegal, Schmidt feels that it is right. He has 
  siphoned off a little of each shipment to the forward base, 
  sending it through to the colonists on NSSC 3009. 
  They are not just any group of people who happened to turn 
  up on an uncharted world, of course. Most are either former 
  Marines that Schmidt commanded or who served with honour, 
  or their dependents in the case where personnel were killed in 
  action. 
  Some years ago, the colonel quietly put the word out that he 
  was creating a place where former marines who had nowhere 
  else could go. In many cases, the assumption that he was 
  funding a veterans’ rehabilitation and support program turned 
  out to be correct, but those that met with the colonel’s approval 
  were given the chance to join the community at Seeder Town 
  and the two satellite communities. There is no political agenda 
  here, no attempt to create a militarised veterans’ state, just the 
  Colonel trying to look out for people who gave him their best 
  when he asked for it. 
  The result is that about two-thirds of the households at 
  Seeder Town contain one or more individuals who have military 
  experience, and in many ways it shows. Roads may be nothing 
  more than packed earth but they are arrow-straight and free 
  from rubbish. The colonists may dwell in prefabricated shelters 
  but most have neat gardens with white-painted fences. Seeder 
  town may seem a little bizarre upon first arriving, but the place 
  makes sense after a while. It is quiet, orderly and purposeful… 
  and occasionally rowdy when there is a reason to celebrate. 
  A reasonable proportion of the population carry injuries of 
  one sort or another, and in a few cases personnel were 
  invalided out of the service for physical or mental reasons. 
  However, Seeder Town is not a retirement home for troubled 
  veterans, it is more a place that a group of motivated people – 
  who happen to be mostly former military – made for themselves. 
  Many struggled to find a job or to fit into society when they left 
  the military, but those seriously in need of rehabilitation were 
  directed to medical or mental health care facilities rather than 
  being transported to the edge of explored space and expected 
  to build a new world. 
  The atmosphere in town is pleasant and welcoming for the 
  most part. For all their military origins – or perhaps because of 
  them – the locals are willing to take new arrivals at face value 
  and are accepting of pretty much anyone who does not cause 
  trouble. Likewise, the population are not apparently concerned 
  about security. There are rather a lot of guns in town, however. 
  These are mostly sidearms and hunting-type weapons, with a 
  few military weapons that are possibly missing from some 
  armoury somewhere. This is one reason why the population are 
  not very concerned about outsiders causing trouble – they have 
  military support weapons available if necessary, and most 
  visitors know that. 
  2
  Traveller Guy (order #10464697)
  
   
   
   
  Seeder Town has a concrete apron for use as a landing pad, 
  complete with a ship dispersal area surrounded by earth berms, 
  but nothing that could really be called a ‘starport’ as such. Ships 
  are guided in from Mast Hill and met by a bunch of guys walking 
  over from town – a hike of about 500m. Seeder Town is 
  primarily a subsistence farming community with a little basic 
  manufacturing. Farming (which includes raising cattle and 
  sheep) is a fairly easy business on NSSC 3009; the soil is fertile 
  and well watered, and the climate is generally fairly moderate. 
  Cereal crops, fruit and vegetables grow quickly and without 
  much effort, and the farm animals are easy to feed. 
  There are a few problems, of course. NCCS 3009 has an 
  ecosystem of its own, and the local predators have taken 
  something of a liking to Terran farm beasts. Protecting the herds 
  is a full-time job which requires a fair amount of mobility. With 
  relatively few vehicles available, the locals have become very 
  good cross-country runners despite the thin air. Most farm 
  hands think nothing of jogging a few miles between herds to 
  check there have been no attacks. 
  The colony’s few horses are generally used for rounding up 
  cattle and chasing down sightings of predators if vehicles are 
  not available. A new generation of Vaqueros is beginning to 
  emerge on NSSC 3009; men and women who spend days in 
  the saddle looking after their herds, then come back into town 
  for a few well-earned beers. Most of them would say that they 
  have come to love their simple life and do not want to go back to 
  any other existence. 
  The two satellite communities are Mast Hill, a township of 
  about thirty people about 10km west of Seeder Town, and The 
  Dam Project, which is about 30km south. Mast Hill is a home-
  grown scientific outpost, with cobbled-together equipment for 
  weather monitoring and a tall communications mast that sees 
  relatively little use.  
  The Dam Project is even smaller. A dozen or so personnel 
  live in construction shacks near one of the many minor rivers 
  that flow through the region. They are engaged in preparation 
  work for a dam which will create a large reservoir when it is 
  completed. This will only be necessary if the population grows to 
  hundreds of thousands, but the colonists have long-term plans – 
  which should be obvious, given that their home is called Seeder 
  Town, in the sense of a ‘seeder community’ being the basis of 
  most planned colony missions. 
  3
  Traveller Guy (order #10464697)
  
   
   
   
  EPISODE 10: EVERY BLADE OF GRASS
  Arrival at NSSC 3009 (the locals just call it ‘home’ or ‘our 
  world’, though it will probably gain an official name at some 
  point) may be triumphant or bittersweet, depending on whether 
  John is alive. The storyline assumes that he is, though if not his 
  place will generally be taken by Amber.  
  John is still very weak, and will require several weeks or even 
  months to convalesce. He is most definitely not up to rushing 
  around the outback, and even if he were determined to try, he 
  would most likely collapse within minutes and require medical 
  treatment. Thus John’s part in this episode is minimal; he is a 
  weakened figure in a chair or leaning on a wall after walking for 
  a couple of minutes, and this frustrates him enormously. That in 
  turn leads to bouts of bad-temperedness which makes him 
  rather poor company.  
  John will improve over time, and within a few weeks is strong 
  enough to return to his more accustomed lifestyle. Between 
  then and now, however, he is not much help with physical 
  problems. 
  SEEDER TOWN 
  Upon arriving at Seeder Town the characters are greeted by 
  ‘Just Ken’ Banksville, formerly captain Kenneth Banksville of the 
  marine corps. Ken is 40-something, cheerful and highly active, 
  and difficult not to like. In his former career he pulled several 
  stints as a logistics officer and now handles the supply and 
  production side of the colony’s administration.  
  Ken is expecting several crates, and he knows what is in 
  them. Not precisely of course; redirected shipments generally 
  vary somewhat in composition, but he does know that there 
  should be significant quantities of various necessities plus some 
  military hardware. If the guns are not delivered, Ken will want to 
  know why.  
  This raises a question for the characters – should they hand 
  over the guns to an illegal colony? They can’t get into trouble for 
  that – not here, anyway – but making the delivery does 
  technically make them accomplices in the whole illicit supply 
  chain. When it was boots, beans and bandages that was one 
  thing, but military weapons are in a whole different league.  
  If the characters attempt deceit, Ken will probably realise that 
  they are lying since he knows there should be a shipment of 
  weapons aboard. Outright refusal to hand over the weapons will 
  be greeted with hostility but not violence. The crew will be told to 
  board their ship and leave, and not to come back. The colonists 
  do not want a fight, and will not go so far as to try to storm the 
  ship though many of them are highly trained to do just that,  but 
  they will fight if forced to. 
  Handing over the weapons, negotiating, or demanding an 
  explanation for why a colony needs milspec hardware are all 
  possible options. The explanation is simple – the colonists are 
  on their own and have no protection from anyone but 
  themselves. So, if they get raided they have to be able to drive 
  off the attackers with their own resources. Raids do happen, 
  especially against unlicensed colonies that are not on the naval 
  patrol routes. 
  Ken is willing to bargain for the guns, but he does not like it. 
  The colonists will bear a grudge against a crew that demanded 
  payment for something that – as far as the colonists are 
  concerned – they have a right to. Their patron, Colonel Schmidt, 
  promised them these weapons and has gone to great lengths to 
  get them. It’s not for some starship crew to start making 
  demands. However, Ken will agree to a decent bargain, though 
  the colonel might have things to say about it later.  
  If consulted, John tells his crew to just deliver the cargo as 
  agreed. Colonel Schmidt is a friend and John said he’d do this; 
  his crew should not take it upon themselves to break John’s 
  deals. 
  Cargo unloading is largely a manual process, with a single 
  robotic lifter unit for the heaviest items. The colonists work 
  efficiently, as might be expected, and soon have the cargo 
  under cover. Since night is falling and the job is done, well 
  then… that’s grounds for a party. 
  The party mostly takes the form of people drinking locally-
  made beer and some harder liquor while chatting in little groups 
  around the landing area. An impromptu barbecue gets started 
  up soon after. The night is warm, and many people enjoy being 
  outdoors. A few buildings stand open, and some groups wander 
  off to houses or into the open buildings as the temperature 
  drops, but some remain outside even during a brief rain shower. 
  Assuming the characters did not offend the colonists, they 
  are invited to the party, and will be respected a lot more if they 
  contribute something. Even just a bottle or two will win favour 
  among the colonists, who are for the most part an agreeable 
  bunch. After a long time in space or aboard stations, it is always 
  pleasant to be outdoors and feel a natural breeze. Throw in a 
  barbecue and a few beers, and a lot of spacers would think they 
  are in heaven. 
  4
  Traveller Guy (order #10464697)
  
   
   
   
  ASSISTANCE AT THE DAM 
  Amber thinks that it is best if John spends some time 
  planetside at Seeder Town convalescing in a natural 
  environment. This represents an opportunity to relax for the 
  crew before beginning their next voyage, but within a couple of 
  days it is likely that someone will have itchy feet. There is plenty 
  to do for folks who want to make themselves useful, though, and 
  perhaps a working vacation as a cattle hand or assistant 
  gardener might be enjoyable. The colonists do have something 
  more technical that the crew can help with, however. 
  Their dam project is highly ambitious for a small colony like 
  theirs, and has run into some problems with the equipment they 
  are using. The matter can best be explained by Sandra 
  Perrique, the lead engineer (actually the only engineer) on the 
  project. She is at the dam with her crew, some 30 km away, and 
  the problem is best explained in context if the characters can 
  see for themselves. 
  The dam is intended to run across a wide valley, from one 
  high bank to the other, and represents a very large-scale 
  undertaking for a handful of personnel. Thus far the only 
  progress on the dam itself is the excavation of part of the valley 
  walls where the shoulders of the dam will sit, and the marking-
  out of its projected course. Before any work can be done on the 
  main dam, the colonists need heavier construction equipment 
  than their two bulldozer/diggers, and will require materials for an 
  industrial quantity of concrete. They are expecting to receive 
  these at some point.  
  However, preparation work is ongoing in the meantime, 
  which includes surveying the foundations and sinking a few test 
  piles to find out if the ground is suitable. More importantly, the 
  team are building a much smaller dam upstream to reduce the 
  water level in the valley at the main site. This dam is partially 
  completed, and is built mainly from natural material such as logs 
  and boulders. It is a rather haphazard and even ramshackle 
  looking construction, but it is only intended to be temporary. 
  Sandra’s problem is that she does not have enough 
  technically skilled people to operate all her equipment, so the 
  project is becoming bottlenecked while the techies run from one 
  area to another. The less skilled jobs, such as lumber jacking in 
  the woods upstream, are going faster than the technical stuff, 
  and Sandra basically needs people to carry out a series of 
  surveys on the water, soil, rocks and geological layout of the 
  valley as well as operating the diggers, repairing some damage 
  to the workbot that is being used for log-shaping… the list goes 
  on and on. 
  This is quite a big and varied job, with a fair amount of 
  problem-solving required since the characters are working with 
  limited equipment in a frontier environment. Some tasks have to 
  be carried out while dangling down a cliff on a line, or up to the 
  character’s waist in cold and fast-flowing water. The work is 
  rewarding though, as within a day or so the characters can see 
  the project start moving once more as they clear the technical 
  bottlenecks. 
  It is not all plain sailing though. 
  DISASTER AT THE DAM 
  The characters who try to repair the workbot will quickly 
  become aware that it is an old and hard-used device, repeatedly 
  repaired by its previous owners with parts that were not always 
  quite the right ones. It is still in use because the colonists have 
  nothing better, but it is only a matter of time before a final 
  breakdown occurs, especially if it is used for heavy tasks like 
  log-shaping. The ‘bot not only shapes logs with tools attached to 
  its manipulator arms, it also drags them down to the river. 
  There, they are kept in a pool by a removable barrier until they 
  are needed, at which point a bundle of logs is floated downriver 
  to the temporary dam project. 
  All goes reasonably well until the workbot malfunctions and, 
  instead of dragging a log into the river and placing it among the 
  others floating in the ‘ready-pool’, the ‘bot careers down the river 
  bank and sends several logs smashing into those already in the 
  pool. These in turn are driven through the barrier, freeing the 
  whole cluster which is then carried downriver. 
  There is not enough warning to get everyone at the small 
  dam project out of the way, and some workers are still on the 
  dam when the large group of logs punches a hole in the 
  temporary structure. Water floods through, endangering those 
  working downstream. Worse, there is a real chance that the 
  whole temporary dam might collapse, wasting months of work 
  and possibly causing injuries or even deaths among anyone 
  downstream. 
  There are several problems to be dealt with here: 
   
  The workbot is still active and is lurching around 
  erratically. Its power tools and its mass make it a 
  threat to anyone nearby. 
   
  There are two injured workers on an intact 
  section of the dam, and another in the water 
  among the logs. 
   
  The dam itself is becoming increasingly unstable 
  and might collapse 
  The Rogue Workbot 
  The ‘bot has not turned to evil or anything like that; it is 
  simply a dumb machine with damaged control circuits, moving 
  randomly about. However, it is the size of a bulldozer and is 
  equipped with manipulator arms that lash about, posing a 
  hazard even if they did not have power tools on the end.  
  The ‘bot could possibly be stopped by shooting it. It is not 
  armoured, but it is a big metal vehicle. It will be difficult to hit 
  anything important, so a precise kill-shot is not really feasible. 
  Riddling it until it is thoroughly smashed up will work, but the bot 
  is treated as having 4 points of armour against small arms, and 
  requires 100 cumulative points of damage to render it immobile. 
  This will also wreck the only workbot the colonists have, so 
  might be considered a last resort. 
  5
  Traveller Guy (order #10464697)
  
   
   
   
  Alternative methods of stopping the ‘bot might include using 
  a bulldozer/digger to push it over or jam it against something 
  while an intrepid character boards the workbot and shuts it 
  down manually. Trying to get it to run into a barricade or hole 
  might work, but the ‘bot cannot be lured – it is moving at random 
  and will not follow a character who tries to lead it.  
  It might also be possible to leap onto the moving ‘bot and 
  shut it down. Again, the workbot will not actively resist this; it is 
  malfunctioning, not directed by malign intent. Shutdown is just a 
  matter of not falling off or being clobbered by a flailing tool-
  bearing arm whilst using the manual controls. There is an 
  emergency shutdown but this only works on 9+ on 2d6; the 
  malfunction is a pretty thorough one. If the emergency shutdown 
  does not work, a character will have to open up the bot’s control 
  system and pull out cables until he finds one that gets a result.  
  Anyone close to the ‘bot might be hit by a flailing tool arm. 
  The base chance to be hit is 10+; the arms are not directed so 
  being hit is essentially random, but a wary character might be 
  given a chance to dodge. Anyone hit takes 1-3 (determine 
  randomly) dice of damage. Anyone run down by the workbot 
  would be crushed and killed, but it is not fast so anyone who 
  can even walk briskly can get out of its way. The only real 
  danger is to anyone who cannot move (e.g. casualties) or 
  people who are trying to get close enough to shut the 
  rampaging machine off.  
  If it is not shut down the workbot will eventually smash into 
  enough trees and other obstructions to become stuck, and will 
  remain there until its power runs down or the motor burns out. 
  The later would put the machine out of service indefinitely, as a 
  replacement is not available, and may possibly cause a fire.  
  The colonists would prefer to shut down and fix their ‘bot if at 
  all possible, but are not willing to take insane risks to preserve it. 
  Rescue at the Dam 
  At the dam, two workers are trapped in the middle section, 
  which is separated from the near bank by a widening gap in the 
  structure. One more is in the water among a collection of large 
  logs that bash into one another in the current. These individuals 
  need rescue, and fast. Ideally, the dam needs to be shored up 
  as much as possible, preventing a collapse for at least long 
  enough to get everyone clear.  
  It is still possible to run along the top of the dam and leap 
  across the gap, but not for much longer. Of course, since the 
  dam is made from logs and boulders, it is uneven as well as wet 
  and slippery. It might also be possible to move from one floating 
  log to another, but this would be quite a feat of balance. The 
  three casualties can offer only limited help due to their injuries, 
  which include broken limbs and a concussion.  
  The characters will need to come up with a way to get the 
  casualties clear and, ideally, to prevent the dam’s collapse. The 
  Referee should keep a rough track of time, and every 2d6 
  minutes, apply the next event on the list: 
   
  The dam shifts and groans, and begins to 
  leak from several points; 
   
  The gap in the dam widens and some logs 
  fall out. It is no longer possible to cross the 
  dam by moving along the top; 
   
  The dam bursts near the far bank, causing 
  water to rush through the gap and many of 
  the logs behind the dam to shift that way, 
  gravely endangering anyone in the water. All 
  Athletics rolls to swim become one level 
  harder; 
   
  The dam bursts, carrying away everyone on 
  it or still in the water. 
  Swimming from either bank to the centre of the dam takes 
  1d3 minutes, or twice as long if helping a casualty. Every minute 
  a character is in the water he may be jammed between logs or 
  squashed up against the dam. This occurs on a roll of 10+ on 
  2d6. This assumes a successful Average Athletics roll to make 
  any progress, otherwise the character cannot make any useful 
  headway.  
  Running along the top of the dam takes1-2 minutes and 
  requires a Difficult Athletics roll to leap the gap and reach the 
  centre safely. It is possible to pick one’s way carefully along 
  taking twice as long, but the gap must still be crossed somehow. 
  Falling off the high side of the dam causes 1-3 d6 damage. 
  Most likely the character will bounce down the dam rather than 
  fall all the way. Falling into the water causes no damage but the 
  character will have to swim or climb back up the dam. 
  Anyone in the water when the dam bursts will be swept away 
  in a torrent of boulders, loose timbers and logs. Any character 
  caught up in the flood will suffer 6d6 damage, which may be 
  survivable, and must then try to swim clear of the flood. They 
  will likely end up well-downstream. 
  There are many ways the characters might go about the 
  rescue. The Referee should keep note of the time taken to 
  move from place to place, and also time spent wondering what 
  to, going to get a bulldozer, or whatever else the characters 
  want to do. A miscellaneous action such as assessing and 
  reassuring a casualty, administering basic treatment and getting 
  him ready to be brought to safety can be assumed to take about 
  1 minute. 
  AFTER THE FLOOD 
  Whether the dam is lost or not, the colonists are mostly 
  concerned about avoiding casualties. Some of those on the dam 
  survived several years in the marine corps, and being killed by a 
  log would be anticlimactic to say the least. Thus the colonists 
  will take great risks to save lives, but are realistic enough to 
  abandon their hard work if it cannot be saved or would put 
  further lives in too much danger. They will, however, greatly 
  appreciate any help the characters offer. 
  6
  Traveller Guy (order #10464697)
  
   
   
   
  After the disaster at the dam, everyone returns to Seeder 
  town for a couple of days except Sandra and her assistant, who 
  will assess the damage and decide what is to be done next. In 
  the meantime, there is a survivors’ party, which has an 
  unexpected guest. 
  As the barbecue is being lit, someone calls out from the 
  comms hut that a ship has entered orbit and is its way down. It’s 
  the Colonel, they add soon afterward. And sure enough, before 
  the first steaks are ready, Colonel Carlos Schmidt’s ship is 
  settling onto the far side of the landing area. 
  The colonel and his crew have arrived with a couple of dozen 
  new recruits for the colony, in low berths, plus some additional 
  equipment. Schmidt is glad to see John’s ship, and wants to see 
  his friend (if he is still alive). He does, however, make time to 
  talk to the characters during the party. 
  This is the far outer edge, the Colonel says. The colonists 
  have made a home for themselves – literally – right on the edge 
  of the map. It’s a good place and he’s trying his best to support 
  the colony with a little underhanded– okay, outright illegal – 
  support. Someday, official exploration will get out this far and 
  even beyond, and there will be other worlds to colonise. But for 
  now, these few dozen people are about as isolated as you can 
  be. 
  So, he says, maybe the characters would like to be part of 
  the big plan? It’s not Jump science; just a bootstrap endeavour 
  to create a viable colony as a base for further exploration. But 
  there’s so much to be done – supply runs, exploration of local 
  star systems, surveys for resources in this system and even on 
  this planet. That rift valley looks like it would reward an 
  expedition… 
  Or maybe the characters want to turn around and head back 
  in, through the Outer Veil and into the core regions. Whatever 
  they decide to do, that’s their business. Whatever they decide to 
  do, the Colonel says after he hears the characters’ tale, they 
  have earned themselves a party. They’ve travelled through the 
  Outer Veil to the unexplored reaches beyond. They’ve braved 
  airless worlds and flying predators, ice lakes and flooded mines. 
  It’s been quite a trip. 
  Tomorrow the characters might have to decide what to do 
  next, but for tonight there’s beer and steak and a sky full of 
  unknown stars. 
  7
  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 
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  (b) ’Derivative Material’ means copyrighted material including derivative works and 
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  (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_10.pdf