TEXT: TRAVELLER
  TRAVELLER
  5
  THE STARCHILD PART TWO
  A Traveller Adventure By Courtney Parsons
  ENCOUNTER IV: 
  THE RAINBOW SUN
  The Rainbow Sun is at underground docking bay 13 
  and security at the starport is tight at the moment 
  due to the recent “terrorist attack” in the rail tunnels. 
  It will not be possible for the group to walk up to the 
  ship and simply saunter aboard. They may be able to 
  obtain a crew ID badge by bribing or even assaulting 
  another crewmember. The Referee should be mindful 
  that he does not press the group here – experienced 
  players will have their own ideas and newcomers will be 
  anxious to try. This portion of the adventure, planning 
  and executing an operation, is the responsibility of the 
  players and experienced Referees will know to take care 
  not to pressure them into a particular course of action 
  or the game will feel contrived. For this portion of the 
  adventure, the Referee should refer to the details of 
  the Type R Subsidized Liner on pg. 119-120 of the 
  Traveller Core Rulebook and might-if, for example, the 
  adventurers think to check a relevant Library Data 
  program- photocopy it for their perusal. 
  The Engineer (Chief Yardin Anois), a tall, part-Vilani 
  spacer with a friendly disposition and a twinkle in his 
  eye, will be helpful as well. He will not let the PCs 
  aboard but he will offer to look himself. When he 
  returns, he says he cannot find her. Yardin is in fact well 
  aware that the girl is aboard, because he is hiding her in 
  his cabin, which is adjacent to the commons area and 
  directly above the j-field mechanism, which seems to 
  have a calming effect on her, even when in low power 
  state. His partial Vilani heritage makes him notoriously 
  difficult to read but a successful Difficult (10+) test of 
  Deception, Social Sciences (Psychology) or Investigate, 
  indicates that he’s hiding something but little else. 
  There are other crewmembers who might be more easily 
  persuaded or perhaps the group will come up with an 
  entirely different plan – posing as a maintenance crew, 
  for instance. This would involve some computer hacking 
  and the theft or manufacture of uniforms. The exact 
  method of getting aboard is completely up to the group 
  but silly or unrealistic plans will quickly land them in 
  jail or even get them killed. 
  Aboard the Ship
  Before the group reaches this portion of the adventure, 
  a bit of preparation and forethought by the Referee will 
  make it flow much more smoothly. Begin by examining 
  the map of the Subsidized Merchant on p.120 of the 
  Traveller Core Rulebook and decide just where any 
  intercom terminals and intercoms will be; each separate 
  area of the vessel has one and some – such as the Bridge 
  and Engineering – have several; the passenger and crew
  cabins and common areas all have at least one. Also, the 
  Referee may wish to prepare by taking a few moments 
  to create a simple map of the maze-like grid of access 
  tunnels that run beneath the crew deck and between the 
  bulkheads on which Shalini is hiding; should the group 
  be careless with her in the initial encounter, she may 
  well lead them on an extensive chase through the grid. 
  The Referee should again refer to p. 120 for assistance in 
  this endeavor. The grid may be as simple or as complex 
  as you wish it to be. It is not necessary for the two 
  decks to be connected via the grid, should you wish to 
  keep things simple. If, however, you foresee a lengthier 
  chase – perhaps to teach the group a valuable lesson in 
  forethought and planning for the next adventure – then 
  by all means, make the tunnels a veritable maze with 
  numerous outlets on every deck and room.
  Most of the crew is on leave but there are a few still 
  working aboard. Though several options are given on the 
  table, only six or so crew members are likely to be aboard; 
  the referee should take care to mark off each encounter 
  as it occurs and roll no more after six crewmembers and 
  the passengers have been encountered. If the PCs are 
  there at night (during the graveyard watch), there is one 
  couple who are here for a layover who are staying in their 
  quarters. The Chief Engineer is also aboard. Encounters 
  aboard the ship will be random by nature – roll 1d every 
  few rounds while the party is aboard or each time they 
  enter a new area. A 1 indicates an encounter. Roll below 
  for the results, DM –2 if at night. Count a result of zero
  as a one. Partial statistics are given for each below, as 
  they relate to combat or any reasonable interaction that 
  might occur between the adventurers and the individual; 
  these are guidelines only and the Referee should feel free 
  to flesh them out further as necessary. If the encounters 
  below are armed (Referee’s discretion), it will be with 
  the sidearm types with which they have greatest skill. 
  Otherwise, encounters will be unarmed.
  1. Insomniac Passenger (1–3, the man, 4–6 the woman, 
  use the same statistics for either)
  565889  Citizen
  Gun Combat (Body Pistol)-1; Trade (Architect) –2; 
  Persuade–1
  2. Working Passenger 
  467677 Ex-Rogue
  Melee (Blade Combat) –2; Streetwise –2; Melee 
  (Unarmed) –1
  
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  3. Working Passenger Citizen
  789A96 Gun Combat (Auto Pistol) –3; Carousing –2; 
  Diplomat –1; Persuade –1
  4. Assistant Engineer 
  878B98 Ex-Scout
  Gun Combat (Auto Pistol) –1; Engineer (M-Drive) –1; 
  Engineer (J-Drive) –2
  5. Crewman 
  AAB977 Ex-Marine
  Gun Combat (Energy Pistol) –3; Carousing –2; 
  Persuade –2
  6. Engineer
  878B98 Ex-Scout
  Gun Combat (Auto Pistol) –1; Engineer (M-Drive) –1; 
  Engineer (J-Drive) –2
  7. Crewman
  787986 Citizen
  Investigate –1; Diplomat –0; Computers –3
  8. Cheif Engineer Yarin Anois 
  See NPC section for the Chief’s statistics
  9. Sensors Officer
  988A98 Ex-Navy
  Gun Combat (Slug Pistol) –2; Sensors –2; Computers 
  –1
  10. Steward
  567987 Citizen
  Steward –3; Diplomat –1; Investigate –1; Deception 
  –2
  11. Astrogator
  668997
  Astrogation –1; Computers –3; Pilot –1
  12. Executive Officer Lyliian Arducci
  979BA8 Ex-Navy
  Gun Combat (Gauss Pistol –3) Leadership –2; 
  Astrogation –1; Deception –2; Investigation –2; Melee 
  Combat (Unarmed) –2; Melee Combat (Blade) –2
  Hopefully, the adventurers have authorization (false or 
  otherwise) to be aboard, in which case they can expect 
  little trouble from the crew and passengers. If, however,
  they have sneaked aboard, hopefully they will have
  brought snub pistols with tranq rounds or other non-
  lethal (and quiet) weapons, with which to dispose of the 
  potential witnesses. If not, the group may find themselves 
  at odds with local police as well as the Sodality and The 
  Spectre-making their objectives considerably more 
  difficult to achieve. If the individuals encountered above 
  have reason to become suspicious of the group, their first 
  action will invariably be to sound an alarm rather than 
  directly confronting the group. Most of the encounters 
  above will avoid combat at all costs – only fighting if 
  cornered. If an encounter is successful in sounding the 
  alarm, the crew will attempt to evacuate the vessel and a 
  heavily armed Starport Authority task force will arrive in 
  1d6 minutes. If the characters are caught and have shot 
  and killed somebody, they will be arrested for murder or 
  at the very least, assault – and this particular adventure, 
  as such, is pretty much over for them. If the group is 
  arrested for Criminal Trespassing and Breach of Security 
  on Starport property they will pay a fine of Cr100,000 
  and do 1d months in jail, or 2d years if they do not have
  the money to pay the fine. Any jailbreak attempts are 
  strictly the purview of the Referee.
  Shalini
  The final goal of the group is to reach the crawlspace 
  behind the hidden access panel in the Engineer’s cabin 
  where Shalini is hiding. Chief Engineer Yardin Anois’
  cabin will be one of the cabins labeled ‘area 3’ on the 
  deckplan on The Traveller Core Rulebook, p.120. The 
  Engineer may or may not be in his cabin; if he has not 
  yet been encountered, he will be in the cabin on a 1–3 on 
  1d6. If he is there, Shalini will be out of the crawlspace 
  and he will be playing with and talking to her when the 
  group arrives. If they press the buzzer and ask to be let 
  in, the Chief will stall them while he quickly opens the 
  access panel (see below) and hurries her inside.
  If Chief Anois is not there, getting inside the cabin 
  should not be too difficult for a group of relatively 
  experienced adventurers. Defeating security measures 
  and doors on board a vessel is covered on pp. 143-145 
  of The Traveller Core Rulebook. Most of the vessel’s
  security systems are TL 10 and her security measures are 
  Electronic in nature.
  Once the group has gained access to the cabin by whatever 
  means, there is evidence inside that two individuals 
  have in fact been living in this single-occupant officer’s
  cabin. A successful Average test of Investigate or Recon 
  (or Int, if none of the adventurers have either skill) 
  will allow the group to notice that the trash receptacle 
  contains candy and ice cream treat wrappers. The bed 
  is missing a blanket and a pillow and finally that there 
  are scrape marks across the floor, leading from the small 
  desk against the wall to the corner of the room. Moving 
  the chair reveals an access panel and that the paint has 
  obviously been worn away around the screws from 
  where they have been removed repeatedly. Listening 
  closely, followed successful Average test of Recon (or 
  the Int skill again) may reveal the sound of someone 
  moving or breathing quietly behind the wall.
  If the group opens the accessway and barges in, they 
  may find themselves in for a shock. Shalini is waiting 
  on the other side with a makeshift blade (a scissor-like 
  implement used for clipping gel microconduits that the 
  engineer gave her with which to amuse herself) and the 
  minute she sees a body part appear around the corner 
  from which she is hiding, she will stab at it in terror 
  and then flee further down the access tunnel, which 
  branches out in several different directions. If the group 
  
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  is not quick, they might lose her very quickly. If she feels 
  cornered, she may use her psionic abilities to thwart the 
  group’s pursuit.
  If the adventurers make too much noise or stay too long 
  in the cabin, there is a 2 in 6 chance every round that 
  the Engineer will stop by to either check on the girl or 
  come running if he has heard noise. If the adventurers 
  attempt to reason with the Chief, he may stop to listen; 
  the Referee may call for a successful Average to Difficult, 
  Persuade test to prevent him from immediately going 
  for the alarm on the intercom panel by the door. If the 
  group can get the Chief to listen and they have thought 
  to bring the datachit with Shalini’s father’s last message 
  (and something to play it on, of course), the teddy bear 
  and/or the religious symbol (which he will recognize, 
  as Shalini wears one just like it) and explain that they 
  are trying to help, he will agree to assist them. See the 
  description of Chief Yardin Anois in the NPCs section 
  for more information on dealing with him. Shalini will 
  come to his call; she will be wary of the group at first 
  but will warm to them once she sees the symbol or hears 
  her father’s voice. 
  If for some reason the Engineer does not, or can not,- 
  appear to assist the group, hopefully they have brought 
  the items Jaye gave them or they may be in for a long 
  and difficult chase indeed.
  ENCOUNTER V: 
  THE SPECTRE
  If the group manages to escape the vessel without being 
  arrested or being taken down by SPA security forces and 
  if they have Shalini in tow, they are about to discover that 
  their life has become quite a bit more difficult. Sometimes, 
  fortune favours those who would travel the stars but more 
  often, it scorns them. Within the hour after the group 
  has Shalini, the Starport will issue an ion storm advisory
  (see Planetary Description for more information on 
  ion storms and the Solar Winds that cause them). The 
  Starport Authority will initiate a full Level 5 (maximum) 
  lockdown before another hour is passed and no one will 
  be allowed to leave- legally, anyway.
  The group will be forced to hole up on Jae Taellona until 
  they can find transport off the planet. Perhaps this is a 
  good time for a member of the group to recall Captain 
  Klaargh and his corsairs. If the adventurers have earned 
  their respect, through combat or otherwise, Klaargh 
  will be more than willing to assist them with leaving 
  the planet – for a fee, of course. Whether or not the 
  Corsairs are ultimately to be trusted is an issue for the 
  Referee to decide, certainly they can be up to a point. If
  the group has not befriended Klaargh, they will have to 
  make other arrangements or wait the storm out, which 
  will last for six solar days.
  Meanwhile, the Zhule Sodality has been watching The 
  Rainbow Sun and unless the group has taken precautions 
  to prevent it, they will be getting ready to take Shalini 
  from them. This time, The Spectre intends to see to the 
  matter personally. If the group has somehow taken care 
  of the agents tailing them and the human informants that 
  are watching The Rainbow Sun or if they have managed 
  to somehow exit the ship with Shalini without anyone 
  seeing them, The Spectre will resort to his Clairvoyance 
  ability in an attempt to locate them. Note that although 
  Shalini, due to her Neutralize Psionic Ability power, is 
  immune to this search, the characters themselves are 
  not. See Shalini’s description in the NPCs section for 
  more information about Shalini’s Neutralize Psionic 
  Ability power.
  The likelihood is, however, that no matter where the 
  adventurers go, The Spectre will find them as that is what 
  he does and he does it well. Eventually, probably while 
  the group is holed up in some seedy hotel somewhere
  (perhaps on the surface?) The Spectre and his men will 
  attack. If the group has managed to set up a defence, 
  The Spectre will initiate a Zhule Sodality Strike Squad to 
  initiate a frontal assault, while he attempts to teleport in 
  behind the group, probably catching them by surprise. 
  He will use his stunner on Shalini to prevent her from 
  using her psionic abilities, grab her and teleport out. 
  Later, he will lock an anti-psionic helmet over her head 
  to prevent her from accessing her abilities. If the attack 
  succeeds, The Spectre will teleport (or run) to an air/raft 
  parked nearby and fly away. As soon as he is able, he 
  will transport Shalini to his ship, hidden in the desert
  some 500 km. south of Stargate Artica and prepare to 
  take off as soon as the storm lets up just enough that he 
  can do so relatively safely. Meanwhile, he has left orders 
  with the remaining Strike Squadron members that the 
  adventurers are to be disposed of for good.
  The Spectre’s vessel is a modified Type S Seeker (see 
  The Traveller Core Rulebook, pp. 114-116); the Zhodani 
  version of this vessel is essentially the same as the 
  Imperial one on the pages indicated. The storm will 
  slowly begin to abate over the next several days but it 
  will be a minimum of six days before anyone can lift 
  off reliably. If the group (or the Spectre, in the Referee’s
  opinion) wishes to lift off before the six days are up, 
  then it requires three successive tests of Pilot skill. The 
  first day, no flying is possible, no matter how skilled. 
  The second day, the difficulty level becomes Formidable 
  and the third day, Very Difficult and so forth, until the 
  storm is abated. 
  If The Spectre manages to make it into space with 
  Shalini aboard, he will head directly for the large gas 
  giant (see the Planetary Description section) to refuel, 
  then, if he is being pursued, he will risk misjump by
  entering jumpspace as soon as his grid is powered 
  without travelling to an optimum jump point. If the 
  characters have allowed him to get this far, then the 
  characters will have to resort to space combat in order 
  to resolve the situation and a possible boarding action. 
  All the data necessary to play out this scenario is given 
  in The Traveller Core Rulebook. If the group is aboard 
  
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  the Vargr corsair, the Referee should not allow them 
  to pass off all the work onto the Vargr. Klaargh may 
  allow them to take up crew stations (gunnery position, 
  even the pilot’s station) so they can have an active role 
  in stopping The Spectre’s flight. If the group is of no 
  assistance, then Klaargh may claim all booty recovered 
  for himself and crew, including Shalini. Of course, 
  should a space battle become necessary, the adventurers 
  will want to be careful to selectively disable the Seeker’s
  engines without seriously damaging the vessel, else they 
  could hurt Shalini. 
  CONCLUSION
  This adventure may conclude in any number of ways; 
  this is deliberate, since nothing is worse for the players 
  than a game with a predetermined outcome. If the 
  players feel that no action they can take can possibly 
  affect the conclusion, then it detracts greatly from their 
  enjoyment of the game. There is enough information 
  given here for the Referee to accurately predict how the 
  NPCs will react to the player characters’ actions and to 
  keep the game alive and fluid, instead of stilted and rigid. 
  This adventure is presented so that it can be organic 
  and evolving. The most minor of the players’ actions 
  early on can have an enormous effect on how things 
  turn out later. If the Referee has done his homework 
  and fully familiarized himself with the characters and 
  information presented herein, then he should have no 
  trouble running this adventure and keeping it alive and 
  interesting for the players and most important of all: 
  responsive to their actions.
  It is, of course, entirely possible that the group 
  abandoned their search for the girl early on to follow 
  Rumour 5 in Encounter III. If they have done this, 
  then certainly, The Spectre’s vessel might no longer be 
  in perfect working condition. It is also likely in this 
  event that The Spectre and his men have spread enough 
  money around to discover that the Engineer is keeping 
  Shalini on The Rainbow Sun and that they already have
  her. If this has happened, the Referee should take care 
  not to reward the adventurers for so quickly abandoning 
  their mission objectives for unlikely tales of possible 
  treasure in the desert, regardless of whether that treasure
  is real or not. Perhaps the group might pick up a bit 
  of information on the streets when they return about 
  a girl being hidden in an abandoned warehouse on the 
  surface; the possibilities are myriad. When, or if, the 
  group deserves a second chance in this case is entirely 
  up to the Referee. 
  Rewards
  If the group manages to be observant and has taken 
  heed of the rumours and information to be gleaned 
  from the Census bureau, then it is likely they have set an 
  effective trap for The Spectre-by researching methods 
  and gathering enough materials to construct an antipsi 
  field, for example. If they have managed to keep the 
  Spectre from capturing Shalini and making off into 
  space with her, then they have done exceptionally well. 
  As a reward and at the Referee’s discretion, they may 
  find The Spectre’s PDA or map box with the coordinates 
  and security codes to his vessel. If the Referee does not 
  wish them to have the entire vessel, then perhaps they 
  can arrive just after the Vargr raiders have left, leaving 
  them just enough parts to salvage to make a tidy profit 
  in addition to the Free Trader they now legally own on 
  Regina, as well as what is left, if any, of the Cr8000 they 
  were paid for expenses by Jaye A’ssynii. 
  If the Spectre gets away with Shalini in spite of (or due 
  to a lack of) the group’s preparations, then they will 
  most likely be forced to enlist the aid of either the Vargr 
  corsairs or some equally disreputable crew with a fast 
  ship and knowledge of the desert and the solar system. 
  After all, there very few above-board starship crews 
  who would be willing to take on a group of strangers 
  in the middle of a storm claiming to be on a secret (or 
  contrived) mission, unless they were of course willing to 
  pay far more than the adventurers could afford. If the 
  group is mistrustful of Vargr and chooses to team up 
  with a disreputable human crew of the sort found on 
  the surface of Jae Taellona, then it is likely their “allies”
  will wait patiently until the group kills The Spectre for 
  them, then they will rise up and kill the adventurers in 
  turn. At the very least, they will probably try to abandon 
  them in space with very little air and even less hope of 
  rescue. If, on the other hand, the group has elected to 
  team up with Klaargh and his men, they will not be 
  betrayed. Klaargh will, however, demand payment for 
  his services, preferably in the form of The Spectre’s scout 
  vessel, if it becomes available. If, for some reason, the 
  scout vessel does not become available and the group 
  cannot pay Klaargh a reasonable fee (at least Cr10,000) 
  upon arrival at their destination or at the completion of 
  the mission, then this adventure could have a very nasty 
  end indeed.
  Further Adventures
  If the Referee and the players have enjoyed this adventure 
  wish to play on, then that is certainly recommended. 
  The Starchild was designed as an introduction to the 
  Traveller campaign setting of The Third Imperium. 
  There are more than enough elements here on which 
  to found a campaign. In the most immediate future is 
  the journey to Vanejen and seeing Shalini safely to the 
  “specialist.” If the group decides they are finished with 
  this adventure and wish to pursue the matter no further,
  then it is recommended that this “specialist” indeed be 
  a master healer and he takes Shalini as a patient. The 
  group might wait anxiously in the hospital for 16 or 
  so tense hours of emergency surgery, until the doctor 
  comes out, still in his surgical gown and pronounces 
  the procedure a success. Shalini then returns to Belizo 
  to continue her life as if nothing had happened and the 
  Referee and the players can venture on to Regina using 
  the space travel and trade system in The Traveller Core 
  Rules.
  
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  9
  If, on the other hand, the Referee and players wish 
  to continue with this particular story arc, then it is 
  recommended that the group find out, preferably after 
  they have dropped Shalini off, that the “specialist” is 
  none other than Sir Gerrold Viscervis, head of research 
  at Imperial Research Station Gamma. In this case and 
  on the heels of some very disturbing rumours about 
  what goes on there, a second rescue may prove to 
  be in order. This adventure will be one in which the 
  group may discover many things, including their first 
  encounter with the enigmatic beings known as the 
  Droyne. Referees and players wishing to proceed down 
  this route are urged once again to obtain a copy of 
  FFE003: Traveller: The Classic Adventure, and refer to 
  Adventure 2: Research Station Gamma.
  Further adventures on Jae Taellona are suggested by the 
  Library Data section at the end of this adventure. The 
  Referee is encouraged to read it and if he finds any of 
  the adventure hooks contained therein useful, to flesh 
  them out into full-fledged adventures.
  Finally, if the group has managed to play their cards 
  right and if they have been prudent, then they will not 
  only now be legal shipmasters but they may have a few 
  credits in their pockets besides. If the group has utterly 
  failed in their task, then hopefully they have retained 
  enough of the advance to buy tickets off of Jae Taellona, 
  and quickly. Otherwise, their adventuring days might 
  very well end before they really even began…
  Dramatis Personae
  Referee’s Notes: The following gives statistics for all the 
  major NPCs encountered in this adventure. To use these 
  NPCs, the Referee will of course need access to a copy of 
  The Traveller Core Rulebook from Mongoose Publishing. 
  The characters described here were generated using the 
  point allocation system given in the Alternate Character 
  Generation Rules on page 40. The point value of each 
  character is given in their statistics, just before the UPP 
  value. For characters with multiple careers, the current 
  career is shown in bold and that character’s current rank 
  in that career is in bold as well. Note that the number 
  after the dash in the UPP indicates the Psionic Strength 
  characteristic, which for most (untested) characters is left 
  blank. The Psionic Strength characteristic is described 
  on p. 152 of The Traveller Core Rulebook on p. 152. 
  It is strongly recommended that the Referee familiarize 
  himself with the Psionics chapter on pp. 152–159 of The 
  Traveller Core Rulebook prior to running this adventure. 
  Take note of the fact that Shalini’s psionic faculties are 
  a special case and due to a matter of unprecedented raw 
  talent and natural ability. If a Player Character wishes 
  to develop psionic aptitude, he is consigned to do so by
  the rules given in the Psionics chapter; that is, by first 
  locating an underground Psionics Institute faction and 
  convincing them to allow him to undergo testing.  
  Shalini A’ssunii 
  Notes: The abilities given under “Special Abilities” are 
  the powers that Shalini has access to in addition to all the 
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  P s i o n i c
  Strength
  Shalini 
  A’ssunii
  None
  4
  11
  7
  13
  8
  5
  15
  Background Skills (12 points): Animals-2 Survival-1; Athletics (Co-ordination; gymnastics)-2; Athletics (Endurance; running)-0; Melee Combat 
  (Knife)-0 Total =12
  Psionic Talents (26 points): Telepathy- 4; Awareness-2; Telekinesis-4; Electrokinesis-3 
  Special Abilities (0 points): Affect Machines (Telekinesis); Electomagnetic Pulse (Electrokinesis); Neutralize Psionic ability (Telepathy) 
  
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  powers that are normally accessible due to her Talents. A 
  description of these new powers, in addition to a short 
  explanation of the Electrokinesis ability, is given in the 
  New Equipment section of the Appendix, below.
  Shalini is a sweet young girl with the same dark-skinned, 
  rich complexion that all those from the equatorial 
  regions of her world possess. She is very beautiful, with 
  luxurious, flowing hair with a slightly kinky quality due 
  to her mixed African ancestry.
  Shalini is quite bright and catches on quickly, despite 
  the bucolic nature of her upbringing. Her capacity 
  for problem-solving is quite remarkable and she may 
  surprise the adventurers with her immediate grasp of 
  the nature of their situation. She may even have some 
  useful insights into the problems faced by the group, 
  if the referee feels that the characters need it. She 
  might even be of some limited use if the characters are 
  ambushed by The Spectre or his men. Keep in mind, 
  however, that no matter how mature, she is still a ten-
  year-old child who has just lost her parents and who 
  scores of light-years away from home. Her grief should 
  be just incapacitating enough to keep the characters 
  from having unlimited access to her psionic abilities 
  and thus serve as an excellent method for Referee to 
  prevent the characters from abusing them. By the same 
  token, however, she should not hinder the group too 
  much from completing their goals. Keep in mind, 
  also, that even she is not aware of the full extent of her 
  powers and they tend to only manifest when she feels 
  frightened, nervous or is under duress. Jump space is 
  extremely unpleasant for her, due to spatial distortions 
  and temporal variances that are imperceptible to most 
  people, even those with psionic abilities, thought there 
  are others who are similarly sensitive and they are 
  prone to jump sickness. This fact can be deduced by
  the adventurers from the rumours given them by the 
  Rainbow Sun crew members in Encounter III: Avenues 
  of Investigation and they would be well-advised to take 
  heed and make preparations when they enter j-space 
  with her on board, or her electrokinesis ability may 
  wreak havoc that is not within her powers to prevent, 
  just as it did on the journey from Belizo.
  The Spectre
  Point Value: 100
  Age: 154 (34 Terms)
  UPP: DCEAA8-B
   (See NPC Table)
  Notes: The Spectre was once a handsome, young Zhodani 
  noble with a bright future ahead of him. He was a skilled 
  psionicist and had the very rare teleportation ability. The 
  Spectre, whose true name was forgotten long ago and 
  now only known to him, became a professional psion 
  and thus began a long and successful career as a gladiator 
  in the Psionic Games. For many years he was the Golden 
  Child, a Hero of the Consulate. During this halcyon 
  time he married a beautiful young wife who bore him a 
  daughter, Zuey, who was his entire world. One day, his 
  wife and daughter were travelling to visit her mother 
  when the orbital Starport where they were changing 
  flights came under the attack of a group of “freedom” 
  fighters, Zhodani proles who were backed by Imperial 
  Foreign Intelligence Service. The terrorists had in their 
  possession a nuclear warhead stolen from a naval base 
  and when Consulate Commandos boarded the station 
  to take it back, they detonated the warhead. On that 
  day, The Spectre swore vengeance against the Imperium 
  and all of Humanti that was not of Zhodane. When the 
  Consulate once again clashed with the Imperial Fringe 
  during the Third Frontier War, The Spectre (who was 
  not called such then) volunteered and served 4 terms in 
  the Consulate Special Forces. His skills in Stealth and 
  Recon and his success at impossible missions on enemy 
  soil earned him the nickname The Spectre, so dubbed 
  by his enemies. This nickname entered the realm of 
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  P s i o n i c
  Strength
  The Spectre
  Agent, 
  Army 
  Special Forces
  13
  12
  14
  10
  10
  8
  11
  Rank: 4 (Special Agent); Marine NCO 5 (Gunnery Sergeant)
  Skills (92 points): Heavy Weapons (Man Portable Artillery)-4 (+8), Gun Combat (Slug Rifle)- 2(+4), Gun Combat (Slug Pistol)-2 (+4) 16 pts. 
  Gun Combat (Energy Pistol)-2 (+4) Flyer (Grav)-2(+4), Recon-3 (+6) 30 pts., Stealth-4 (+8),  Leadership-1 (+2) 40 pts., Athletics (Endurance)-
  2 (+4), Athletics (Coordination)-2 (+4), 48pts. Athletics (Strength)-1 (+2), Melee (Blade)-3 (+6), Melee (Unarmed)-2 (+4), Comms-0 (+1), 
  Medic-0 (+1), Persuade-2 (+4), 66 pts. Deception-2 (+4), Computers-2 (+4), Investigate-3 (+6), Streetwise-2 (+4), Battle Dress 4 (+8) 
  Psionic Abilities (20 points): Awareness-2 (+4), Clairvoyance-4 (+8), Teleportation-4 (+8)
  
  TRAVELLER
  TRAVELLER
  11
  legend nearly 122 Imperial Standard Years ago, when 
  The Spectre was on a mission to sabotage a naval repair 
  yard at Jae Taellona. He was caught by a contingent 
  of Imperial Marines and Sternmetal Horizons security 
  forces who were stationed there; they chased him down 
  and nearly burned him alive – only his ability to teleport, 
  which he thought had long deserted him, activated by
  some instinct and saved him.
  Now he works as a deep cover agent for the Zhodani 
  government, the Zhule Sodality and occasionally, Ine 
  Givar. His face is deeply scarred and hideous and he has 
  become a twisted, hateful shade of his former self; now,
  he calls himself “The Spectre” in earnest and is never 
  seen outside of his Zhodani Commando battledress, 
  which is specially modified to enhance his psionic 
  abilities. His existence is maintained through the use of 
  powerful anagathics, psionics-enhancing steroids and 
  the Zhodani equivalent of medical opioid derivatives; 
  all of these drugs are powerful euphorics and numbing 
  agents but the issue of addiction is long been moot for 
  him. In addition to the genetically-engineered psi drugs 
  he takes daily, his brain has been pin cushioned with psi-
  enhancing implants, not only bringing his psi powers 
  to an unprecedented level for his age but also staving 
  off their inexorable decay as well. He is well-paid for 
  his services, though each day he lives on past his years 
  requires more and more drugs to sustain him. About 
  80 years ago, when the Zhule Sodality first gained a 
  permanent foothold on Jae Taellona, he was put into 
  cold sleep until he was needed again. He has only been 
  awakened a handful of times since then but when the 
  Sodality’s leaders first received their datachit containing 
  the logtapes of The Rainbow Sun, they knew that this 
  mission would require a special operative.
  The Spectre used to live only to see the Marches burn 
  and the Imperials suffer for the death of his wife and 
  daughter but now, he only wishes to die. The Sodality 
  and therefore, his beloved Consulate, needs him and 
  he is too well-trained to allow his own desire for death 
  to override his duty, however much he might wish 
  for the quietude of death. It is not, however, beyond 
  impossibility for the adventurers to detect this tendency 
  in this otherwise relentless killing-machine and to use 
  that to their advantage. The Spectre makes a powerful 
  foe – the Referee is urged to use his abilities wisely.
  Combat Notes: In combat, The Spectre is never 
  concerned about defeating his foes as he is with 
  the success of the mission. He has no wish to kill 
  indiscriminately; in fact, he abides by a strict chivalric 
  code of honour that the ancient Zhodani nobles adhered 
  to before the development of star travel. He is likely to 
  leave his opponents alive if their death has no bearing on 
  the success of this mission. If, on the other hand, he has 
  orders to leave no witnesses or if he deems it critical to 
  the ultimate success of the mission, he is quite capable of 
  killing in a chillingly calculated manner. His nickname 
  is indicative of his tactics; he usually travels alone but 
  for this mission, he is taking no risks and there is a 3 
  in 6 chance he will have 1d6+1 Zhule operatives (like 
  those described below) with him. His favourite tactic 
  is to teleport in quietly, then use his stun and smoke 
  grenades to create confusion, then teleport to a short 
  distance away while his enemies are distracted. Then, 
  depending on the mission objective, he will use his 
  PGMP-13 to hose down his stunned targets, complete 
  his objective, then perform one last teleport out of the 
  area. If a Strike Squad is with him, he will have them 
  distract Shalini’s guardians with cover fire whilst he 
  teleports in behind them to retrieve the girl. 
  Equipment Carried: Zhodani Battle Dress (TL 13, 
  see The Traveller Core Rulebook, p. 88) with Vislight 
  Chameleon laminate and Multispectral HUD, PGMP-
  13 with Intelligent, Xaser, and Gyrostabilization 
  options(see The Traveller Core Rulebook, p. 102), Gauss 
  Rifle, Laser Pistol, Stunner, Commdot,  6 grenades (2 
  frag, 2 stun, 1 smoke), Combat Utility Webbing (see 
  Library Data)
  Zhule Sodality Strike Squad
  Point Value: 40
  Age: 34 (4 terms)
  UPP: 9A8987-5
  (See NPC Table)
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  P s i o n i c
  Strength
  Zhule Society 
  Strike Squad
  Agent (3 Terms), 
  Army (1 Term)
  8
  10
  8/12
  9/5
  7/2
  5/7
  5/0
  Rank (1 point): Agent 1 
  Skills (18 Points): Gun Combat (Slug or Energy Rifle)-2 (+4); Gun Combat (Slug Pistol)-1 (+2); Stealth-1 (+2); Recon-1 (+2); Melee (Blade)-1 
  (+2); Deception-1 (+2); Athletics (Endurance)-1 (+2); Athletics (Coordination)-1 (+2)
  Psionic Abilities (2 points): Telepathy-1
  
  TRAVELLER
  TRAVELLER
  12
  Notes: These are the statistics for the extraction team 
  first encountered by the group in the rail tunnels. 
  Further, since this is the type of Zhule Sodality 
  operative that is most likely to be encountered by the 
  group during this adventure; these stats may be used 
  as needed for multiple encounters. Although the initial 
  team encountered is armed with laser rifles, the ACR is 
  also a common weapon for these squads. The Referee is 
  encouraged, if he wishes to tweak these stats as necessary
  so that there will be more variation in the types of agents 
  encountered. Note that only 1 in 4 of these operatives 
  will have psionic abilities; those that do not may 
  substitute the 2 points spent on the Telepathy ability 
  for anything the Referee wishes – an extra gun combat 
  skill, for example.
  Equipment Carried: Laser Rifle-11 or ACR, Blade 
  (bayonet), Gauss Pistol, Tactical Bodysuit (treat as Smart 
  Fabric that functions as full-body Cloth with layer of Reflec 
  and IR Chamelion), Multispectral goggles (Combination 
  IR and Light-Intensifying, see The Traveller Core Rulebook, 
  p. 96), TL8 portable Comm, 6 Stun grenades, Combat 
  Utility Webbing (see Library Data)
  Chief Engineer Yardin Anois 
  Point Value: 90
  Age: 54 (9 terms)
  UPP: 9A8987-5
  (See NPC Table)
  Notes: Chief Anois (on-WAH)- or, “the Chief,” as he is 
  called by his friends and co-workers- is an effervescent, 
  friendly man with a perpetual twinkle in his grey eyes 
  and a smile on his lips. His head is clean-shaven and 
  he sports a bushy, white beard. The Chief is getting on 
  in years and some say he is far older than his apparent 
  age, because time out in the space lanes tends to slow 
  to a crawl but nevertheless his characteristics are slowly 
  but surely declining with age; he is no longer as strong 
  as he used to be, nor as nimble. His impressive array of 
  skills, qualify him for a far better job than that of Chief 
  Engineer aboard the Rainbow Sun; he could easily be a 
  Department Chief aboard a major corporate freighter 
  or passenger liner for Tukera, Oberlindes or any of 
  the Imperial Megacorps or government contractors. 
  The acquisition of wealth, however, at the expense of 
  freedom, has never held much attraction for the Chief. 
  The Chief speaks with a thick accent, faintly reminiscent 
  of Terran French-Canadian, like all those do who hail 
  from Heya, his homeworld, a farming planet in the 
  Regina subsector. His agricultural upbringing is the 
  reason he immediately took a liking to Shalini and 
  when he saw that there were people out to get her,
  he was eager to help. His plan was to hide her in the 
  crawlspaces between decks when he was on duty, then 
  spend time with her in his cabin when he was not, since 
  he never had a daughter of his own. He has given even 
  given her crayons, construction paper and a pair of 
  something like scissors to amuse herself with when he is 
  working. The Chief only wants what is best for the girl 
  and is willing to do whatever is necessary to see that she 
  is protected. He is an old, wary spacehand and bribing, 
  tricking or intimidating him is all but totally impossible; 
  honesty and forthrightness is the only way to impress an 
  old stardog like the Chief. If the adventurers approach 
  him as a potential ally, however and are candid and 
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  Chief Engineer 
  Yardin Anois
  Merchant 
  (5 
  Terms) 
  Imperial Navy (3 Terms)
  6 (+1)
  9 (+5)
  7 (+2)=8
  10 (+6)
  11 (+8)
  8 (+3)=17
  Rank (20 points): Merchant 4 (2nd Mate); Navy NCO 6 (Master Chief)
  Skills (45 points) : Engineer (J-Drive)-3 (+6); Engineer (M-Drive)-3 (+6); Engineer (Power)-2 (+4); Engineer     16 (Electronics)-1 (+2); 
  Engineer (Life Support)-2 (+4); Gun Combat (Slug Pistol)-3 (+6); 
  Pilot (Small Craft)- 2 (+4); Vacc Suit-1 (+2); Computers-4 (+8); Zero G-1 (+2)  
  Admin-0 (+1)
  
  TRAVELLER
  TRAVELLER
  13
  convincingly sincere with him, he will reluctantly let 
  them take Shalini, since he has no way of getting her to 
  Vanejen on his own.
  Equipment Carried: TL-11 Electronics Toolkit, TL-12 
  Engineering Pocket Toolkit, Cr40, Utility Blade
  The Chief keeps a small automatic pistol in his desk in 
  his office.
  Commander Klaargh 
  Point Value: 90
  Age: 46 (7 terms)
  UPP: 8DBA9B
  (See NPC Table) 
  Notes: Commander Klaargh has clawed, bit and fought 
  his way to the top every bloody, vicious step of the way; 
  such is the way of life for a Corsair and he does not 
  regret it for a Trexalonian second. He has been serving 
  on Corsairs since he was born. His broodmother was a 
  Captain and out of her entire litter, she knew he would 
  be special and she told him so. He did not inherit her 
  ship; when she became old and weak and too long in the 
  teeth to bear any more young, she met The Challenge 
  bravely, jaws first. Her first officer called her out and 
  told her she smelled old and of weakness; as is tradition, 
  she could have stepped down from her command and 
  lived- but in shame. That is not life. So she died by
  the point of her own first officer’s (who was Klaargh’s 
  father, some say, though he was not even half her age) 
  knifepoint and Klaargh watched as his teeth ripped the 
  warm flesh of  throat and blood spewed forth from her 
  punctured jugular. Klaargh prayed to the Allmother 
  that he might be strong enough to be granted such a 
  worthy death as she.
  Klaargh, since he was on the losing side, was given the 
  chance to join the winners. In honour of his mother,
  he did not accept, even as all who had stood with him 
  gratefully embraced the quarter that was proffered 
  and changed sides. Klaargh was stubborn and as to 
  be expected, he was abandoned on an asteroid with 
  nothing but his wits, a Vacc Suit and six hours of air. He
  was fortunate, under the Code they could have chosen 
  to kill him outright. Klaargh wandered found an old, 
  long-abandoned mining installation and enough air for 
  several weeks. He managed to repair the anicent comm 
  system and call for help. Eventually, he was rescued by
  a human crew and spent three years aboard their ship, 
  learning their soft, weak ways. Eventually, he returned to 
  a Vargr world near the border of the Imperium and the 
  Extents and worked his way into the crew of a Corsair 
  ship as a lowly Comms officer – the same posting he 
  had aboard his original vessel. Klaargh was patient, 
  chose the right mate and the right companions this 
  time and planned his coup very carefully. Eventually, 
  he took the second officer’s place when he met with 
  an unfortunate accident during an EVA repair mission 
  – not an entirely lawful method of ascension but an 
  effective one. He took on his predecessor’s role fully, 
  quickly becoming a proficient starship pilot. Eventually, 
  the first mate experienced an accident as well, one with 
  a defective Vacc Suit and Klaargh rose in his stead. 
  When it came time to challenge his captain, he did so 
  by lawful combat. 
  Klaargh prefers to use his laser pistol in combat if he 
  can, though if there is a boarding action he will use his 
  Gauss Rifle until he is out of clips, then toss it aside 
  and draw his Laser Pistol. Both weapons are ancient, 
  almost antiques, both fashioned in the same ornate, 
  unusual style. The most noticeable feature is the rococo 
  spiked fin that decorates the cooling vent along each 
  weapon’s dorsal length. The entire effect, along with 
  his double-bladed dagger and spiked armour, which 
  hand-painted with blood-red Vagr runes and death-lord
  symbols is fearsome and vicious-looking, and is enough 
  to frighten many would-be challengers and victims into 
  submission. Klaargh is strong for his race but his real 
  strength in battle is his speed; the ability to strike first 
  and aim true has won him a great many battles. 
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  Commander 
  Klaargh
  Corsair (7 Terms)
  8/3
  13/12
  11/8 = 23
  10/6
  9/5
  11/8 = 19
  Rank (12 points): Captain 6 
  Skills (36 Points): Gun Combat (Energy Pistol)-3 (+6); Leadership-3 (+6); Comms-2 (+4); Gun Combat (Slug Rifle)- 2 (+4); Melee Combat 
  (Natural Weapons)-2 (+4); Melee Combat (Blade)-1 (+2); Tactics (Naval)-4 (+8); Pilot (Spacecraft)-1 (+2) 
  
  TRAVELLER
  TRAVELLER
  14
  Equipment: TL 12 Ornately Decorated Combat Armor, 
  Gauss Pistol, Gauss Rifle, Double-Bladed Combat 
  Dagger (does 1d6+4 instead of 1d6+2), TL8 Personal 
  Communicator
  Pack Leader Ghzyrkha
  Point Value: 60
  Age: 34 (4 terms)
  UPP: 8DBA9B
  (See NPC Table)
  Notes: Lady Ghzyrkha has been Klaargh’s mate for 20 
  years and his first officer for 10. Her loyalty and love
  for her Chosen is deep but she is a Vargr, after all and 
  she worries that she has caught the scent of indecision 
  a few times recently. She is young and has felt a few 
  times that Klaargh’s days may be numbered, though 
  she is far from decided on this. Just in case, however,
  Lady Ghzyrkha has her eye on a junior officer, who she 
  intends to sponsor and assist as she did Klaargh – she 
  was the one, after all, who took care of the First Officer’s
  Vacc Suit. Ghzyrkha prefers to be the “power behind the 
  throne,” so to speak, rather than to be the one to directly 
  challenge Leaders who have grown soft. After all, the 
  penalties for miscalculation are far less permanent that 
  way. The arrival of the adventurers into the volatile 
  situation on board the ship may serve as a catalyst for a 
  decision – whether to make her move now or wait a few 
  more moon-cycles until Klaargh has grown so soft that 
  everyone can see it. The only problem with the second 
  choice is that, if she waits too late, someone else who she 
  has not got her claws into may decide to act first, leaving 
  her in the unenviable position of having a new Captain 
  in power over which she has no influence. Perhaps one 
  of the humans that Klaargh has foolishly taken aboard 
  and chosen to aid out of some misguided sense of male 
  loyalty could be made suitable to the task at hand…
  Equipment: Vargr Tactical Bodysuit (TL 10 Cloth with 
  reflective weave) or TL-11 Combat Armour; Shotgun, 
  Blade, Personal Comm
  Vargr Corsair Pack Member
  Point Value: 35
  Age: 30 (3 terms)
  UPP: 597877
  (See NPC Table)
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  Pack Leader 
  Ghzyrkha
  Corsair (4 Terms)
  7/2
  10/6
  9/5 = 13
  11/8
  7/2
  8/3 = 13
  Rank (10 points): Corsair 5 (Leader)
  Skills (24 Points): Astrogation-3 (+6); Leadership-2 (+6); Sensors-2 (+4); Gun Combat (Slug Rifle)- 2 (+4); Melee Combat (Natural 
  Weapons)-1 (+2); Melee Combat (Blade)-1 (+2); 
  Character
  Career Path
  Strength
  Dexterity
  Endurance
  Intelligence
  Education
  S o c i a l
  Standing
  Vargr Corsair Pack 
  Member
  Corsair (3 Terms)
  5/0
  9/5
  7/2=7
  8/3
  7/2
  7/2=7
  Rank (4 points): Corsair 2 (Corporal)
  Skills (17 Points): Gun Combat (Slug or Energy Rifle)-2 (+4); Astrogation, Comms, or Sensors-2 (+4); Melee Combat (Natural Weapons)-2 
  (+4); Engineering (any)-2 (+4) or Medic-2; Carousing-0 (+1)
  
  TRAVELLER
  TRAVELLER
  15
  Notes: These are generic statistics for the Referee to use for 
  members of Klaargh’s crew as needed. These are general 
  guidelines only; the Referee should feel free to adjust this 
  basic template as needed to reflect individuality among 
  the crew members. The crew is fiercely loyal to Klaargh 
  for the moment and will gleefully die at his command, 
  although that could change in a second.
  Equipment: Vargr Tactical Cloth Bodysuit (TL 10 Cloth 
  armor), Accelerator Rifle or Laser Rifle, Gauss Pistol or 
  Medkit, Blade, Personal Comm
  LIBRARY DATA
  Anathium: An exceedingly rare, valuable, iridescent metal 
  ore with a low degree of radioactivity that is highly valued 
  for its ability to achieve superconductivity over a broad 
  range of temperatures. Its free electron pairs can therefore
  be easily stimulated into a superconductive state without 
  the use of a liquid supercoolant or extreme heat, the 
  primary obstacle to the widespread implementation of 
  superconductor applications from their discovery at TL 
  6 and prior to the discovery of the gravitic wavefunction 
  that leads to the development of contragrav at TL 9. 
  Anathium is extremely valuable due to its versatility; 
  it has recently come into very high demand due to a 
  recent initiative in by the Minister of the Interior in 
  the Domain of Deneb to assist in the development of 
  planets of TL 5-8, through the construction of large-
  scale public transportation systems. Anathium makes 
  large maglevs, hoverrails and monorails at TLs 5-7, 
  previously inconceivable on such worlds, feasible and 
  maintainable with the materials and techniques at those 
  TLs. Before that, however, Anathium was and still is, 
  primarily used in the construction of high-quality and 
  precision contragrav modules. While other metals can, 
  in theory, be made to work almost as well, they do so 
  only after a gruelling, painstakingly fastidious process 
  of refinement and materials synthesis. The process is 
  prohibitively expensive at TLs lower than 12 and the 
  final result almost never performs to expectation. The 
  resulting schism in demand has strained labour relations 
  on Jae Taellona and has all but led to an all-out trade war 
  between Oberlindes Lines and Sternmetal Horizons. 
  Other applications of a more experimental nature are 
  reportedly being investigated as well. By far, the largest 
  exporter of Anathium in the Domain of Deneb is Jae 
  Taellona in the Rhylanor subsector, with Macene and 
  Glisten being distant seconds.
  Combat Utility Webbing: A combination shoulder 
  harness/utility belt that uses TL 12 materials technology 
  to firmly secure items, similar to the Velcro cloth of 
  earlier TLs but far more advanced, allows the wearer to 
  comfortably carry and quickly access up to four weapons 
  – two sidearms and two rifles. There is also room for 4 
  smaller items, such as a melee weapon and extra clips or 
  ammo packs. The CUW also holds up to 6 grenades or 
  items of similar size. 0.5 kg, Cr900.
  Dh’oughz Khfae: Literally translated as “The Duellists’ 
  Honour,” Dh’oughz Khfae is an ancient invention of 
  Vargr WarPacks, an unwritten code of behaviour dating 
  back at least as far as their known pre-contact history. 
  Dh’oughz Khfae is generally frowned upon by modern 
  Vargr mainstream society, since they have tried to 
  suppress some of the more barbaric practices that date 
  back to their pre-history as pack animals in order to 
  make themselves more palatable to interstellar society as 
  a whole. The code is practiced unapologetically among 
  the corsairs as well as Vargr isolationists; however, as 
  are many of the other unwritten laws of pack social 
  structure. Dh’oughz Khfae governs the many situations 
  under which a Vargr may challenge his alpha, as well as 
  the appropriate codes of behaviour during a duel among 
  equals and inferiors. 
  There are literally hundreds of thousands of subtleties 
  and nuances that govern Dh’oughz Khfae, from the 
  stance chosen by the challenger, to the choice of 
  weapons and how they are grasped, to the expression 
  on one’s face and the exact pitch range of one’s bark of 
  victory, most of which are beyond a human’s capacity 
  to comprehend. Fortunately, however, those humans 
  who have been unlucky enough to find themselves 
  challenged have reported that the Vargr do not expect 
  the “ignorant monkeys” to fully grasp the depths of 
  Dh’oughz Khfae. In general, a human who has been 
  lawfully challenged under Dh’oughz Khfae is expected 
  to conduct himself honourably, to use only honourable 
  insults to taunt his opponent. In an “acceptable” insult, 
  for example, the opponent’s mate and pack members are 
  fair game but insults directed at the opponent’s mother 
  are not, since Vargr are born in litters and the challenged 
  may be unwittingly insulting half the spectators as well. 
  Interestingly enough, insults to the opponent’s father 
  are reportedly met with puzzlement, since a Vargr 
  invariably has no idea who his father is, nor does he care 
  – family consists of siblings and mother, as far as he is 
  concerned – it is considered a social faux pas for a Vargr 
  to show interest in his litter. In general, it is reported 
  that if the challenged sticks to a Gentleman’s code of 
  conduct similar to that practiced by Terrans in their 
  second millennium AD (ca -3500 to -2500 Imperial) 
  then that will, for the most part, be satisfactory to the 
  Vargr.
  dX: A microscopic tablet-style data storage medium 
  for recording and storing datastreams of enormous 
  magnitude and of extremely high frequencies. The most 
  common use for dX is the storage of super-high THz 
  X-boat network feeds. Each tablet can store hundreds 
  to thousands of terabytes of data, so it is widely used 
  to transport datastreams, for media applications and for 
  physical backup and storage of planetary X-boat feeds. 
  It is important to note that dX tablets vary wildly in 
  their capacities and write speeds, because they are 
  “grown,” not manufactured, by a nanomolecular 
  process that closely resembles a living organism. The 
  dX tablet possesses a remarkable faculty to hard-write 
  high-capacity data configurations at astoundingly high 
  frequencies that would normally require a mainframe 
  
  TRAVELLER
  TRAVELLER
  16
  to process, such as dedicated encryption subroutines 
  and cipher patterns. This makes it the most secure data 
  storage medium in existence and the medium of choice 
  for intelligence-gathering and investigative operatives 
  both in and out of the field. 
  Unfortunately, its size as well as its compatibility with 
  a standard Wafer Jack (adapter required, TL 14, Wt. 
  neg. Cr500) make it a prime candidate for illegal data 
  trafficking as well as a host of other illegitimate uses. 
  dX is forbidden to civilians on many worlds, since it 
  has a notorious reputation as the only storage medium 
  capable of retaining and processing the notorious 
  Endorphin-Cascade Induction Stimsim programs. 
  ECIS: Acronym for Endorphin Cascade Induction 
  Stimsim; a powerfully addictive virtual reality simulation 
  that can only be accessed with a Wafer Jack neural shunt. 
  The “wafer” (generally a dX tablet) is sold to the user, 
  who places it in a preinstalled Wafer Jack interface with a 
  dX adapter (see above), who then experiences the reality 
  simulation (called a “stimsim”) digitally encoded on the 
  tablet. This “stimsim” is different from normal programs 
  of its type in that it uses direct electrical impulses to 
  stimulate neural centres in the cerebral cortex for the 
  express purpose of initiating an endorphin “cascade,” 
  which begins with an overwhelming discharge of 
  endorphins from the hypothalamus. Other electrical 
  impulses stimulate natural neurochemicals into a by a 
  slow, self-sustaining exothermic reaction in the neural 
  matrix. This reaction effectively causes a sort of feedback 
  loop that can reportedly hyperstimulates the endocrine 
  system, keeping the cascade of endorphins passing 
  through the receptors and the brain’s natural reuptake 
  mechanism for up to 22 hours. 
  The ecstasy reportedly experienced by users is without 
  parallel. Of course, this process is extremely dangerous, 
  as it can utterly deplete the user’s entire supply of natural 
  pain blockers, leaving him vulnerable and overly sensitive 
  to any external stimuli. There have been reports of users, 
  many of who were first-time users, whose endocrine 
  systems are damaged by the hyperstimulation and are 
  rendered utterly incapable of replenishing the natural 
  endorphin supply. Those who are so afflicted generally 
  succumb to suicide but the few who were unfortunate 
  enough to live on – or too physically weak even to take 
  their own lives – are stricken irrevocably insane. Their 
  minds continuously process what would normally be a 
  trivial discomfort as searing, unbearable agony. Finally, 
  death is not an uncommon side effect of “Skading” 
  though it does not happen as often as one might expect. 
  Still, when it does happen, it is often due to sloppy, 
  amateurish software coding or black-market dX chips 
  of shoddy cultivation or materials. In either case, the 
  result is generally the same: the electrical impulses are 
  directed to the wrong neural cluster, yet they still retain 
  their characteristic micro-surgical precision, resulting in 
  wildly unpredictable brain-to-body command signals. 
  These signals can be as catastrophic as the selective 
  failure of a CNS-regulated organ function – such as 
  breathing or heart regulation – or even total system 
  failure or they can be as innocuous as false sensation of 
  itching in a random body part or a feeling of irresistible 
  drowsiness. There is no known way to determine if a 
  given tablet or software is defective.
  Despite the well-publicized risks and its legendary
  unpredictability, “Skading” continues to be an 
  enormously popular pastime with young, rebellious 
  types. Experts and medical researchers remain befuddled 
  by the relative rarity of devastating catastrophic incidents 
  when compared to the sheer volume of ECIS abusers. In
  the Spinward Marches sector, Jae Taellona is the only 
  world that does not prohibit the sale or production of 
  ECIS software and paraphernalia, except in situations 
  where it has been discovered that a minor is involved.
  Viasuit: This suit, designed specifically by Sternmetal 
  Horizons, LIC for use in its mining facilities on Jae 
  Taellona, is especially designed to improve the survival 
  rate in underground mining accidents. It has also proven 
  to be useful to those stranded or otherwise forced to 
  make long treks across the arid Jae Taellonan. Its primary 
  purpose is to keep the wearer alive in the event of a cave-
  in, which used to happen quite frequently. More often, 
  however, it is used in the desert and few on Jae Taellona 
  dare enter the desert, even in a sealed vehicle, unless 
  they are wearing one. In reality, the Viasuit can be used 
  to survive for an extended period of time in nearly any 
  hostile environment save hard vacuum. 
  The advantage of the Viasuit is that it can run for an 
  extended period of time before it requires recharging 
  and that it is not hampered by a limited air supply.
  Though it is lightly armoured to prevent damage to the 
  wearer from falling rocks and debris (treat as Cloth), it 
  is certainly not intended to be used in place of armour 
  in a combat situation. The Viasuit is equipped with four 
  TL-11 CO 2 scrubbers that actually continue to convert 
  CO2 back into oxygen, using from several thin layers of 
  cations on the surface of the filter and water molecules 
  taken from the body’s secretions. The cation layers are 
  eventually depleted in this process and scrubber filters 
  need to be exchanged once every 139 hours – the CO2 
  scrubbers have a window that slowly turns from green 
  to red as they get closer to needing replacement. The 
  suit also draws moisture from the body and the ambient 
  air and filters and recycles it for use to keep the wearer 
  alive in the event there is no water source to be found. 
  In general, a wearer should be able to survive for up to 
  two weeks when wearing a Viasuit, as long as there is a 
  trace or more of oxygen to breathe. The suit maintains 
  power through organic cells that recharge themselves 
  when exposed to body heat, sunlight and nearly any 
  natural heat source imaginable. The suit does have 
  its limitations, however, as it must undergo a full 
  maintenance cycle once a month – during which time it 
  cannot be worn – and its power cells must be connected 
  to a major power source, such as a starship power grid, 
  or an industrial power outlet and be exposed to a current 
  for 12 hours once every two weeks. This repolarises and 
  
  TRAVELLER
  TRAVELLER
  17
  realigns the cathode-anode configuration; otherwise 
  the batteries will begin to fail within one to six days of 
  missing the two week maintenance date as polarity fades 
  and they can no longer hold a charge. Despite these 
  limitations, however, the Viasuit is a prized survival gear 
  and technically illegal to buy or own if the possessor 
  is not an employee of Sternmetal Horizons, LIC. This 
  inconsistently-enforced restriction only serves to make 
  the suits more expensive – not less available. 5 Kg., 
  Cr5500.
  Antisedition and Fidelity Act of 908: Generally 
  considered to be the most draconian, restrictive piece 
  of legislation in the history of the Third Imperium, the 
  Act is generally thought to have begun in 907 when 
  the Archduke of Deneb travelled to Capital to attend 
  a special emergency session of the Moot of High Lords. 
  Records from many Moot meetings (including this one) 
  of the time are vague at best but it is thought that during 
  the meeting, the Archduke successfully managed to 
  whip the embers of fear into open flame by exacerbating 
  dual concerns over the Scylla and Charybdis of the 
  increasingly hostile Solomani Autonomous District 
  coreward and the militant build-up of Consulate forces 
  along the Fringe rimward. In response to the Archduke’s
  intimations that the enemy was infiltrating Imperial 
  culture on both fronts, the Moot passed the Antisedition 
  and Fidelity Act of 908. The Act criminalized many 
  things which could not be enforced, often to what many 
  felt were ridiculous lengths. Speaking out against the war 
  – either one – was forbidden, as well as criminalizing the 
  possession of reading materials which the Archduke’s
  appointed “Council of Treasonous Activities” deemed 
  as “seditious” or “pro-Zhodane.” This act managed to 
  stifle the exchange of popular music, theatre and art 
  by the worlds of the Fringe, which, up until then, had 
  flowed freely. Suspicion and mistrust began to fester 
  in the border worlds, as those of Zhodani descent 
  were jailed for no other reason than their heritage. To
  the relief of many, the Act was repealed in 986 almost 
  simultaneously with the signing of the Armistice, in 
  the wake of a quarter century or more of an almost 
  unilateral failure to consistently enforce the terms of 
  the legislation. Although most scholars today consider 
  the Act an unequivocal blunder, it has left a legacy that 
  persists to this day. No longer do Imperial and Consulate 
  citizens mix or exchange culture, trade routes that once 
  bound the worlds of the Fringe to each other now lay 
  silent and untraversed; tourists and visitors from the 
  Consulate are closely watched on Imperial soil and vice 
  versa. Suspicion and paranoia run unchecked, as the 
  citizenry know nothing about their neighbours. The 
  TAS has considered issuing an Amber Zone advisory for 
  the entire District 268 and Chronor subsectors but thus 
  far, this has only been a suggestion.
  Thiti Nut: A nut that is raised on trees that have so 
  far only been grown successfully on Belizo. The nut is 
  considered to be a delicacy only affordable by the most 
  affluent; it sells for Cr5000 an ounce. Tukera Lines has 
  a contract with the planetary government giving them a 
  monopoly on the shipping of the Thiti Nut. By the time 
  the company and the planetary government take their 
  share of the profits, only a few credits manage to trickle 
  down to the relatively poor farmers of Belizo.
  Xnet: An informal, rather loose association of regular 
  topics discussed by Scouts, members of the Imperial 
  Postal Administration, computer and communications 
  enthusiasts which are grouped into literally billions of 
  different “headers,” based on topic. Each header can 
  be thought of as a sort of chain letter, which gathers 
  comments and branches out into other headers as the 
  mail packet proceeds to each subsequent destination. 
  This practice can trace its roots to the “Usenet”
  communication network that still exists on Terra, as well 
  as Usenet’s lesser imitators on other worlds, as well as 
  the ultimate evolution of the peer-to-peer commentary 
  network, better-known great FlameNet that exists 
  within the planetary datasphere on Core.
  Zhule Sodality Name derived from an obscure Zhodani 
  dialect taken by or given collectively to a resistance 
  movement that exists in localized pockets in various 
  subsectors of the Domain of Deneb. The movement 
  is generally believed to have originated on Jae Taellona 
  about 80 years before the Third Frontier War as a labour 
  equality movement, which was crushed by Sternmetal 
  Horizons when the Antisedition and Fidelity Act 
  came into effect. It is thought that a core group of 
  highly-trained, deep cover Zhodani agents managed 
  to assimilate the desperate remnants of the movement. 
  Over the course of the Third Frontier War, this core
  group managed to grow into a full blown resistance 
  movement by managing multiple small cells of true 
  believers who were always ready to sacrifice themselves 
  for the cause of Jae Taellonan independence and the 
  workers’ freedom from corporate greed and Imperial 
  oppression. The terrorists were responsible for the 
  deaths of thousands and countless delays and supply line 
  disruptions that might have cost the Imperium the war, 
  had their leader not been hunted down and destroyed 
  by a small, poorly-armed group of intrepid marines and 
  security personnel trapped and killed their leader while 
  he was attempting to sabotage the Naval repair yard in 
  984. The last of the Sodality was thought to have been 
  arrested in 991 and he died in prison in 1022. There
  have been rumours of time to time of a resurfacing of 
  the Sodality but although a new, rejuvenated labour 
  movement seems to be in progress on Jae Taellona at 
  the time of this entry, so far authorities have met such 
  rumours with little more than cynical amusement.
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/MGT - Starchild, Pt 2 (from signs & portents).pdf