TEXT: James Callahan (order #6487550)
  
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  Adventure Seeds ©2014 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the 
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  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn 
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  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any 
  similarity to actual people organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence.
  Credits
  Classic Traveller
  Marc Miller
  Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany, 
  Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe, David 
  MacDonald, Wayne Roth, Paul R. Banner.
  Mongoose Traveller 
  Writers
  Roger Barr, Nickey Barnard, Thad Coons, Steve Daniels, Bruce Johnson, 
  Andy Lilly, Dominic Mooney, Nick Munn, Rob Prior, Bob Sanders, Andy 
  Slack, David Smart, David Thomas and Mark Watson
  Editors
  Andy Lilly, Sarah Lilly, Dominic Mooney, Matthew Sprange
  Layout
  Jakub Siergiej
  Interior Illustrations
  Sean Thornton, Olivier Frot, Carlos Nunez de Castro Torres, Mark Hyzer, 
  Aneke Murillo, Martin Hanford
  Contents
  traveller
  adventure seeds
  Introduction 
  2
  Patrons 
  4
   
  Thirty Six Dramatic Situations 
  6
   
  Patrons 
  11
   
  Situations 
  35
   
  Elaborations 
  45
   
  Starport Chatter 
  52
   
  World Seeds 
  56
  Plots 
  59
   
  Full Patron Encounters 
  61
   
  Introductions 
  71
   
  Job Advertisements  
  74
   
  Red Herrings 
  79
   
  Information 
  82
   
  Personals 
  86
   
  Gimmicks 
  87
   
  Library Data 
  89
  Rendez-vous 
  91
   
  Accommodation 
  93
   
  Restaurants and Bars 
  98
   
  Entertainment 
  103
   
  Emergency Services 
  109
   
  Sites of Interest 
  112
   
  Shops 
  115
   
  Education 
  120
   
  Services 
  122
   
  Starport 
  127
  James Callahan (order #6487550)
  
  introduCtion
  James Callahan (order #6487550)
  
  3
  The game session arrives. You have not had time to prepare 
  the game this week and then the players announce they 
  want to jump to a system you have not yet fully detailed. 
  You need an adventure, quick.
  This book finishes the referee’s toolkit ‘trilogy’ that started 
  with Supplement 13: Starport Encounters and continued 
  with Supplement 15: Powers and Principalities. Supplement 
  16: Adventure Seeds rounds off your toolkit by providing a 
  variety of methods to generate new ideas for adventures that 
  can be sprung upon your players with very little preparation 
  – just the thing for a busy referee!
  The goal with Supplement 16: Adventure Seeds is to give 
  the referee a multitude of jump-off points to launch new 
  adventures with the minimum of preparation or forethought. 
  Combined with the other books in this trilogy, and you will 
  be able to create complex adventures that will keep your 
  players entertained for hours, while filling them with realistic 
  places, people, governments and corporations. Your players 
  will think you a genius for creating such rich and varied 
  universes!
  This book covers three key areas to aid referees in creating 
  adventures.
  Patrons
  Most adventures in Traveller and, indeed, most roleplaying 
  games, are driven by some kind of patron, a figure who 
  motivates the players to search for a specific goal. Patrons 
  are the drivers behind the events presented in this section, 
  sometimes directly, sometimes indirectly. The following 
  Plots and Rendezvous sections, when added to Supplement 
  13: Starport Encounters and Supplement 15: Powers and 
  Principalities, form a complete referee’s tool kit.
  Plots
  Plots are an essential part of any game. A well thought-out 
  plot can lead to hours of exciting gaming. There are many 
  sources of ideas for plots; television, books, newspapers, 
  all of which surround the referee. Occasionally, however, 
  the creative spirit runs dry and pre-prepared material is 
  beneficial. Additionally, the players usually have a great deal 
  of control over their actions and may go in directions which 
  the referee did not anticipate and therefore could not be 
  prepared for.
  rendez-vous
  The starports, towns and cities of every Traveller world 
  contain a wide variety of hotels, bars, shops and other 
  locations which may be of interest to your player-characters 
  (players). The rendezvous described in this section are not 
  intended merely as meeting places for your players, but also 
  provide;
  •	
  Interesting characters with whom your players can 
  interact.
  •	
  Potential plot links and/or patrons for expanding into 
  subsequent adventures.
  •	
  Background colour, useful services, and sources of 
  rumours and information.
  James Callahan (order #6487550)
  
  4
  Patrons
  James Callahan (order #6487550)
  
  5
  This section provides the hurried referee with support 
  material for those gaming sessions where things are not 
  going exactly as planned. It helps referees who have not got 
  time to prepare a scenario for their next game by providing a 
  resource full of plots to use and adapt. 
  There is also a mechanism for generating any number of 
  situations which can lead to adventure, allowing this book to 
  be used even after all the set examples have been played 
  through.
  The Four Ps of Adventure Writing
  You are not just the referee but also playwright and director 
  of the drama in which your players take part. Creating a 
  adventure requires you to think of the Four Ps; Plots, People, 
  Places and Props.
  Plots
  These are what you bought this book for! We will go into 
  more detail in a minute on the basic dramatic situations and 
  how to turn them into exciting and enjoyable scenarios for 
  your players. Later in this section you will find scores of plot 
  ideas – enough to keep your players in trouble for months.
  PeoPle
  It is the characters and their interactions that will bring the 
  plot to life. Of the three main types of conflict (hero vs. 
  nature, hero vs. villain, hero vs. himself), pitting the players 
  against Non-Player Characters is by far the easiest to write 
  and referee.
  Once you have chosen a plot, you should devote the bulk of 
  your efforts to its characters. 
  Characterise: The major Non-Player Characters, especially 
  allies and enemies, should appear as detailed as a player’s 
  character. You can best create this illusion by focusing 
  on their motivations and appearance; while tempting, it is 
  not necessary to generate characteristics and skills. A few 
  words in plain English suffice to note these traits (‘Johnson 
  is arrogant and greedy, and cracks his knuckles constantly’). 
  Note the final ‘tag characteristic’ – the knuckle cracking 
  – which helps to fix him in the players’ memories and 
  differentiate him from other Non-Player Characters.
  Stereotype: Minor Non-Player Characters can be taken from 
  a list of stock characters – such as the Burned-Out Cop, the 
  Naive Rookie, the Criminal Mastermind, the Arrogant Pilot, 
  or the Cynical Veteran. Watch any detective show or war 
  movie and you will see a dozen of these (you can take notes 
  during the movie if it helps).
  Demonstrate: Do not tell the group what a Non-Player 
  Character is like; show them. Do not say ‘Smith is callous’. 
  Instead, introduce him to the players by having him spurn a 
  deserving beggar as they approach.
  Recycle: Save yourself time by reusing Non-Player 
  Characters. Recurring allies and villains, if not overdone, 
  add greatly to the players’ involvement and enjoyment. 
  Minor Non-Player Characters can be renamed, given a new 
  tag (Johnson the knuckle-cracker is now Kowalski, who is 
  always talking about last night’s sports coverage), and used 
  again.
  PlaCes and ProPs
  It is tempting to spend a lot of time on these, but it is rare for 
  a plot to depend on the location, or whether the villain uses a 
  laser or a revolver. Use them as special effects to remind the 
  adventurers that they are not on 20th century Earth.
  One thing that is worth detailing is the players’ base location 
  – the place they call home, whether that is a starship, the 
  Travellers’ Aid Society hostel, or a cave system where they 
  hide from ruthless Imperial troopers. It is also important to 
  characterise Non-Player Characters who hang out in and 
  around their base – the people the players may rely upon as 
  employees or friends, suppliers of equipment, knowledge, 
  and so forth.
  James Callahan (order #6487550)
  
  6
  Thirty six situations are described below, which form 
  a skeleton around which an adventure may be hung. 
  Georges Polti identified these situations in 1921. They are 
  not exhaustive, but the number does lend itself to random 
  determination with two dice!
  Each situation indicates the key characters or events and 
  includes an example. Any reference to a character in this section 
  may alternatively apply to a group of people. For example, a 
  fugitive may be one person or a whole tribe of refugees.
  You will need to decide how the players become involved in 
  the situation. For a short adventure, playable in an evening, 
  use just one situation; for a longer adventure, link several 
  situations together using plot twists – see the sample 
  adventure below for an example on how to do this.
  To randomly determine each situation, roll two dice and 
  cross-reference the results on the Random Situation Table, 
  then find the entry in the list of 36 situations. Alternatively, 
  simply choose one or more entries from the list below.
  Random Situation Table
  1D
  1D
  1
  2
  3
  4
  5
  6
  1
  11
  21
  31
  41
  51
  61
  2
  12
  22
  32
  42
  52
  62
  3
  13
  23
  33
  43
  53
  63
  4
  14
  24
  34
  44
  54
  64
  5
  15
  25
  35
  45
  55
  65
  6
  16
  26
  36
  46
  56
  66
  11: A Cry for Help
  You need: Three characters – one who needs aid, one 
  who can provide it (perhaps one of the players), and one 
  threatening the first.
  Example: Peasants ask the players to protect them against 
  the annual visit of a corsair group.
  12: Deliverance
  You need: Two characters – a victim and a rescuer – and a 
  threat (which might be a third character, natural disaster, etc.).
  Example: One of the group’s Non-Player Character followers 
  is condemned to death for breaking a petty local law; the 
  players must rescue him and flee offworld.
  thirty six dramatiC situations
  13: Revenge for a Crime
  You need: Two characters – a perceived criminal and an 
  avenger.
  Example: Travellers abducted and murdered a local 
  nobleman’s daughter years ago, and he now revenges 
  himself by harassing any travellers (perhaps the players) 
  entering his domain.
  14: Revenge for a Relative’s Death
  You need: Three living characters – the guilty party, the 
  avenger, and someone who is a relative of both – and 
  information about the dead person.
  Example: The patron’s mother died in an air/raft accident 
  some months ago; he blames his estranged father for her 
  death, and hires the players to embarrass or kill his father. 
  However, during their investigations they encounter the 
  patron’s uncle, who has proof that the death was accidental.
  15: Pursuit 
  You need: A fugitive character, and a punishment he is trying 
  to escape.
  Example: The patron is a fugitive who stows away on the 
  players’ ship to avoid execution for murder. If the players 
  help him, he has information or skills of value to them, but 
  they will be pursued by local police unless they can prove 
  his innocence.
  16: Disaster
  You need: Two characters – the victim/loser, and either a 
  victor or a messenger.
  Example: The patron’s children are missing after their air/
  raft crashed in dense jungle. The players must heroically 
  overcome savage wildlife or natives, and rescue the children.
  21: Cruelty or Misfortune
  You need: An unfortunate victim, and either a misfortune or 
  a cruel opponent.
  Example: The players stumble upon an attempted murder, 
  and rescue a naive young noble. Investigation will reveal 
  that the noble is threatened by intrigue within his family, as 
  an evil aunt is trying to kill him so that her own son may 
  inherit the family estate.
  James Callahan (order #6487550)
  
  7
  22: Revolt
  You need: Two characters – a tyrant and a conspirator 
  against the tyrant.
  Example: The players are recruited by freedom fighters 
  seeking to overthrow a local warlord.
  23: Daring Enterprise
  You need: A goal, and two characters – a leader and an 
  adversary.
  Example: The players are a mercenary commando unit hired 
  to destroy the surface sensors for a deep meson gun site, 
  thus allowing their patron’s fleet to attack the planet safely. 
  Their adversaries are the installation’s guards.
  24: Abduction
  You need: Three characters – a kidnapper, a victim, and a 
  guard.
  Example: The band are employed as bodyguards for an 
  heiress. Brigands attempt to kidnap her for ransom.
  25: Enigma
  You need: A puzzle; someone to pose it; and someone trying 
  to solve it.
  Example: Marooned after their vehicle crashes, the players 
  are captured by primitives who will kill them as trespassers 
  unless they can solve a riddle set by the
  tribal shaman.
   
  26: Obtaining
  You need: A goal, and two or three characters – one trying to 
  attain the goal, his adversary, and (optionally) an arbitrator 
  to decide who wins.
  Example: Faced with deportation for vagrancy, the players 
  must plead their case before a magistrate against the legal 
  official seeking to deport them. They must trick, bribe or 
  otherwise persuade him to let them stay.
  31: Feud
  You need: Two characters, at least one of whom hates the 
  other.
  Example: The patron hires the players to discredit a hated 
  sibling whom he feels stands to benefit unfairly from their 
  parents’ will; this will cause the family to change the will in 
  the patron’s favour.
  32: Rivalry
  You need: Two characters, and something or someone they 
  both want.
  Example: The patron has been jilted by his girlfriend, who 
  prefers a mutual friend. Sure that he can regain her affection 
  if he proves himself a warrior, he hires the players to attack 
  the girl and her lover, humiliate them, and flee when he 
  arrives to defend her.
  33: Murderous Adultery
  You need: Two adulterers and a betrayed spouse.
  Example: The patron has discovered her husband with 
  his mistress, and has killed them both in a fit of passion. 
  Knowing one of the players, she appeals to them to cover up 
  the murder and distract the police from her.
  34: Madness
  You need: A madman and their victim.
  Example: The patron is being stalked by a madman for no 
  apparent reason. The authorities are unwilling to act, as 
  stalking itself is not a crime locally. The patron hires the 
  players to protect her, and find out why she is being stalked.
  35: Imprudence
  You need: Someone to be imprudent; someone or something 
  to be lost or destroyed as a result.
  Example: Wandering into his father’s laboratory, the patron 
  has unleashed a dangerous animal which has killed his 
  father and several neighbours. The band must hunt down 
  this cunning predator and capture or kill it.
  36: Involuntary Crimes of Love
  You need: A lover, a beloved, and someone to reveal to them 
  that their love is taboo.
  Example: A noble wishes to marry, and the players are 
  employed by his parents to investigate his fiancée’s 
  background to ensure that she is not simply marrying him 
  for money. The investigation reveals that she is the noble’s 
  long-lost sister, raised as an orphan by traders who found 
  her on a battlefield.
  41: Involuntary Kinslaying
  You need: A killer, and a close relative for him to kill.
  Example: The party are aboard ship when the cargo bay is 
  holed. To save the passengers, the captain orders it sealed 
  off, but to his horror he learns that his son is still inside. 
  Unable to leave the bridge, or reopen the doors without 
  killing others, he appeals to the party to effect a rescue.
  42: Sacrifice for an Ideal
  You need: An ideal, the hero, and (optionally) someone or 
  something for him to sacrifice instead of his own life.
  James Callahan (order #6487550)
  
  8
  Example: The players are in a government office when it 
  is seized by terrorists, who threaten to kill everyone inside 
  unless an official (responsible for the deaths of many of their 
  comrades) surrenders himself to them. To save the innocent 
  bystanders, the government agrees. The players must 
  neutralise the terrorists before they can kill the official.
  43: Sacrifice for Kin
  You need: A hero, a kinsman to sacrifice for, and (optionally) 
  someone or something for him to sacrifice instead of his own 
  life.
  Example: The players are the crew of the last ship taking 
  refugees away from a war zone. A passenger offers to give 
  up his place so that his pregnant sister can have it; the 
  players must either think of a way to carry one more person 
  than their life support is good for, or leave someone behind 
  to face certain death.
  44: Sacrifice for Passion
  You need: A lover, the object of desire, and (optionally) 
  someone or something for the lover to sacrifice instead of 
  his own life.
  Example: The patron is a priest of the local religion, prepared 
  to forfeit position and career for the love of a crew member 
  aboard the players’ ship. He begs to be smuggled offworld. 
  Unfortunately, this carries the death penalty for the priest 
  and all who aid him.
  45: Sacrificing a Loved One
  You need: A hero, a beloved victim, and a reason for the 
  sacrifice.
  Example: Terrorists have seized the children of the local 
  governor, and threaten to kill them unless he releases other 
  terrorists from jail. The players must neutralise this threat 
  as the governor cannot afford to be seen to give in to the 
  terrorists.
  46: Rivalry
  You need: Two rivals (of equal or differing power/ability) and 
  something they both want.
  Example: The patron is one of two brothers whose father 
  has recently died; each thinks he should inherit the family 
  estates. The will favours the patron’s brother, a suspected 
  psionic; the band are hired to prove that he misused his 
  alleged powers to have the will altered in his favour, which 
  would render it void.
  51: Adultery
  You need: Two lovers, and a deceived spouse.
  Example: The patron married for money, but is having an affair 
  with a younger and better-looking partner. The players are 
  hired to provide an alibi for the patron’s absences from home.
  52: Forbidden Love
  You need: A lover, a beloved, and a reason why this love is 
  forbidden.
  Example: The patron suspects that her noble daughter is 
  involved with a ‘mere worker’ – going against strict local 
  tradition. She enlists the players to deter the worker from 
  seeing the daughter.
  53: A Loved One Dishonoured
  You need: A guilty party, and one who discovers their dark 
  secret.
  Example: The patron is a senior official who suspects that 
  his wife, an offworlder, is a spy who has married him to gain 
  easy access to his homeworld. He hires the band to travel to 
  her homeworld and check her history and parentage.
  54: Obstacles to Love
  You need: Two lovers, and an obstacle.
  Example: An Non-Player Character wants to join the party, 
  hoping to make enough money to marry his sweetheart, 
  whose family insist he be “able to support her properly”.
  55: An Enemy Loved
  You need: Two lovers who should be enemies; someone 
  who hates one of them as the enemy.
  Example: The patron is a police officer who has fallen in 
  love with a member of a terrorist group he is infiltrating. His 
  police superiors are laying a trap which will kill or capture 
  the group. He hires the players to stop his loved one from 
  reaching the rendezvous so that she will escape the trap.
  56: Ambition
  You need: An ambitious person; something he wants; an 
  adversary.
  Example: The patron is a rising executive in a 
  megacorporation; he wants to take over the subsector 
  office, and hires the players to find something he can use to 
  blackmail or discredit the current subsector manager.
  James Callahan (order #6487550)
  
  9
  61: Conflict with an Immortal
  You need: A mortal and an immortal.
  Example: The players must make a trade agreement with 
  low-tech natives. On arrival, they find that they cannot do 
  so unless they convince the local priesthood that they are 
  accepted by the local god. This requires the players to 
  succeed in a number of ordeals.
  62: Mistaken Jealousy
  You need: A jealous person; someone for them to be jealous 
  of (and a reason for it); the cause of the mistake.
  Example: An arms merchant suggests to each of two 
  neighbouring communities that the other plans an attack, to 
  increase his sales. The merchant hires the players to escort 
  his deliveries but they quickly realise neither community is 
  aggressive.
  63: Mistaken Judgement
  You need: A mistaken person, guilty and innocent suspects, 
  and the cause of the mistake.
  Example: After criminals hide contraband in their luggage, 
  the players are accused of smuggling.
  64: Remorse
  You need: A guilty party, a victim or a crime, and an investigator.
  Example: The patron hires the players to find out what his 
  recently-deceased father did with the missing family fortune. 
  It transpires that the father was consumed with remorse for 
  those he killed while in military service, and donated the 
  money to charities helping the survivors.
  65: Recovery of a Lost One
  You need: A seeker, and someone to find.
  Example: The patron hires the players to find an offworlder 
  with whom she had an affair several years ago; her husband 
  has since died and she is now free to re-marry. She can 
  provide holograms of her lover and his last known location.
  66: Losing Loved Ones
  You need: A killer, a victim, and a witness.
  Example: The players are requested to act as agents for a 
  patron in a business deal with a rich client. The patron was 
  involved in the car accident which killed the client’s daughter 
  and thus dare not reveal his identity to the client.
  Putting situations together
  Imagine you want a scenario for a full day’s gaming. You 
  decide you need three linked plots and select dramatic 
  situations 24, 52 and 65 – perhaps by dice, or maybe just 
  because they look appropriate.
  A Little Bit of Creativity
  For the first situation – 24 – you need a kidnapper, a 
  victim, and a guard. You decide to involve the players 
  from the outset, so you make them the guards (one less 
  Non-Player Character to work up, and more interesting for 
  the players). You now need names and tags for the Non-
  Player Characters; the victim is Erica Turner, the daughter 
  of a wealthy industrialist who has received several kidnap 
  threats over the last few months; her tag is that she toys 
  with a gold chain necklace. At this stage the kidnapper is a 
  shadowy figure and we need not detail him.
  Your middle situation is 52, and requires two lovers, and a 
  reason why their love is forbidden. You also need a plot twist 
  to switch the action to this new track. One of the Non-Player 
  Characters must provide the link from 24, and the only one 
  we have detailed is Erica, so it must be her. On a whim, we 
  decide the second lover is the kidnapper we did not flesh out 
  earlier, and the plot twist is that Erica and her boyfriend are 
  behind the kidnap threats.
  We now need a boyfriend and a reason for their love to be 
  forbidden. Picking a name out of the air, we decide he is 
  Simon Van Nostrand, has a spider web tattoo around his left 
  eye (the tag), and has been forbidden to see Erica by her 
  father, Gabriel Turner, as he is ‘not our sort of people’. Erica 
  and Simon have hatched a plot to elope, using the ransom 
  money from the kidnap. We give Gabriel an overbearing 
  manner and a short moustache while we are at it.
  Considering the story so far, it is likely that Gabriel hires 
  the players rather than Erica. To be fair to the players, you 
  should drop hints about Simon while working through the 
  first situation; perhaps Gabriel smashes a portrait of Simon, 
  causing Erica to break into tears.
  For your third act – 65 – you need a seeker and someone 
  to find; and a plot twist to link it to the previous act. To save 
  time, you decide that the seeker and his or her target will be 
  two of the three Non-Player Characters you’ve worked out 
  James Callahan (order #6487550)
  
  10
  so far, which suggests your plot twist; The third Non-Player 
  Character is killed by one of these two. Note that you do 
  not need to decide yet who lives and who dies – that can 
  depend on the outcome of act 2.
  Putting It All Together
  So, Gabriel hires the players to guard Erica from the 
  threatened kidnapping (situation 24). A hint about Simon’s 
  existence is dropped. After a couple of botched kidnap 
  attempts, Erica disappears, and Gabriel is instructed to have 
  the players deliver a ransom. While delivering it, the players 
  somehow discover that the kidnapper is Simon; maybe they 
  trail him, or maybe he leaves a clue (first plot twist, switch 
  to situation 52).
  The characters thus work out how to be present when Simon 
  and Erica next meet. Unknown to them, Gabriel follows, 
  and as the couple prepare to flee he attacks Simon. In the 
  ensuing gun battle, one of the three Non-Player Characters 
  is killed – let us say it is Simon; Erica denounces her father 
  and flees (second plot twist, switch to situation 65). Gabriel 
  now extends the players’ contract to finding Erica and 
  bringing her home, and what started as a day’s adventure 
  has the scope to extend to an entire campaign.
  What if…
  …It Doesn’t Go To Plan?
  This is why we minimise details, because the odds are the 
  players will go off at a tangent; but since you have the characters, 
  their motives, and the situations, you can react to the players’ 
  actions and still have a scenario that hangs together.
  For instance, suppose the band shoot Simon in one of the 
  botched kidnap attempts? Erica rushes to his side to help 
  him; if he is injured, your first plot twist is just a bit early, that 
  is all. If they kill him, the first twist is only a few seconds long, 
  and the second follows almost at once as Erica flees in tears.
  …The Scenario’s Going Too Quickly?
  Slow them down. Throw in random encounters, describe 
  things in more detail, have the players arrested. Generally 
  throw in a few complications to make them think.
  …The Scenario’s Going Too Slowly?
  Speed them up. Yes, this sounds obvious, but some referees will 
  let their players flounder too long – causing them to lose interest 
  in the game. Eliminate random events and minor Non-Player 
  Characters, describe less, and make the clues more obvious.
  James Callahan (order #6487550)
  
  11
  Patrons may be encountered by chance, by answering an 
  advertisement, through mutual acquaintances or because 
  they approach the players directly; whatever the opening, 
  they have something they want the players to do…
   
  P1. internal exile
  Required Skills: Investigate, Admin, Advocate.
  Required Equipment: Starship.
  Players’ Information: The players are hired by a close 
  relative of a prisoner to try to find what has become of them. 
  The prisoner was convicted of forging Imperial Currency and 
  was sentenced to twenty years on an Imperial Prison Planet. 
  Until recently, the relative has received regular letters from the 
  prisoner, but over the last three months nothing has arrived.
  Referee’s Information: Enquiry at the Imperial Ministry of 
  Justice confirms that the relative is held at a high security 
  installation somewhere on the fringe of the Imperium, but 
  no other details are forthcoming. With judicious use of their 
  skills, the players should find the location of the criminal, 
  who is held in an interdicted system. Any more details will 
  require a visit to the system which will reveal:
  1-2: The inmate has been very ill and could not write any 
  letters for a month. Lags due to bureaucracy have caused 
  the long period without contact. There is a good chance 
  that the players can sweet-talk their way into meeting the 
  convict at the facility while avoiding the fines or prosecution 
  associated with visiting an interdicted system.
  3: The criminal organised a protest at the prison over 
  conditions and a riot ensued. At present, the prisoner is in 
  solitary confinement so the Warden will not allow the players 
  to meet him. However, they may be shown the video feed 
  from his cell to prove he is well.
  4: As 3, but the protest was entirely legitimate. The prison 
  staff are redirecting much of the prison funds into their own 
  pockets and get very jumpy if the players arrive asking 
  questions. They will use any excuse to imprison nosy 
  players (‘entry to an interdicted system’ and so on) who will 
  then have the problem of escaping to tell the tale.
  5: There are no prisoners alive. The prison staff are 
  systematically executing the prisoners when they arrive, and 
  creaming off all the monies allocated to running the prison. 
  No one has investigated before, as the minimum term for a 
  prisoner here is two decades with no parole. Outside contact is 
  only by letters, which are clever forgeries. Obviously, the staff 
  will not want their dark little secret to escape with the players.
  6: The prison is mining Lanthanum for the navy. Entering 
  the system will provoke an aggressive response from the 
  patrolling naval vessels who will try to board or destroy the 
  players’ ship. The characters’ only real option is to run for 
  jump if they have enough fuel, or hope that they can play 
  hide and seek in a gas giant until they have refuelled.
  P2. orPhans
  Required Skills: None.
  Required Equipment: Starship (with at least 10 tons of 
  available cargo space).
  Players’ Information: The players are contracted by a local 
  system government to transport an important biological 
  cargo to a nearby agricultural world (ideally the world has a 
  captive government).
  Referee’s Information: The cargo comprises orphaned and 
  abandoned children who are being shipped to the new world 
  as part of a trade agreement between the two systems. They 
  will become a cheap labour force for the colony agricultural 
  world. The government will fit out the old as basic sleeping 
  quarters, and also try to contract all the passenger space. 
  Pay is at a premium rate. On both these worlds, this is 
  not regarded as slavery but merely ‘transference of legal 
  responsibility’ (should the players ask).
  1-3: Whatever the legal situation, the players are effectively 
  shipping slaves – presenting them with an ethical problem, 
  followed by notoriety when offworld media gets hold of the 
  story. However, the colony views the children as a valuable 
  resource and looks after them well.
  4-5: The escorts for the kids are brutal, and treat them badly. 
  The players get the impression that this will continue, getting 
  worse when they arrive at the destination.
  6: The players’ ship will be ambushed by pirates who have 
  heard about the valuable cargo. They will not be happy to 
  find the cargo is children.
  Patrons
  James Callahan (order #6487550)
  
  12
  P3. doCtors Without transPort
  Required Skills: Astrogation, Pilot.
  Required Equipment: Starship (with 2 staterooms and 2 
  tons of cargo space available).
  Players’ Information: While looking for speculative cargo, 
  the players are approached by a rather worried-looking 
  man who introduces himself as Dr. Usheglii, a medical 
  researcher. A low-tech world 2-3 jumps away suffers from 
  an endemic disease afflicting children and causing eventual 
  blindness. Until now, the only treatment was expensive 
  and required an offworld trip (to this world), something that 
  most of the planet’s inhabitants couldn’t afford. Dr. Usheglii 
  has discovered a cheap cure that can be manufactured 
  locally, and wants transport for himself, a colleague and the 
  prototype manufacturing facility.
  Referee’s Information: Unfortunately, the doctor cannot 
  afford to pay standard charter rates, and appeals to the 
  players’ better natures to take him for free.
  1: Dr. Usheglii and his colleague will work hard during the 
  trip, doing whatever is asked of them (Dr. Usheglii turns out 
  to be a gourmet cook). The people of the destination world 
  are grateful and offer the whole party what rewards they can: 
  perpetual trading rights, a hold full of valuable cargo, and the 
  adulation of an entire world.
  2: As above, except that there is little valuable cargo right 
  now. The players will have to return after harvest to collect.
  3: As 1, except that the megacorporation manufacturing the 
  high-tech cure is not pleased. The players will be subject 
  to low-level harassment – nothing disabling, merely minor 
  annoyances, such as parts unavailable during their annual 
  refit, a trade rival bidding up the price of a cargo, or a rumour 
  about their safety record. The megacorporation is patient, 
  and it never forgets.
  4: As 1, except that the destination world’s rulers use 
  access to medical treatment as an easy way to reward 
  their loyalists. They are not pleased that everyone now has 
  access. The players may be welcomed by the people, but 
  they are persona non grata with the government.
  5: As 4, but the rift between government and people is 
  deeper than the players realised. A revolution breaks out 
  while they are dirtside, and they are stuck in the middle. 
  They are regarded as genuine saviours of the people by 
  the locals, but the government will use its military power to 
  suppress the rebellion, including impounding and destroying 
  the drug, threatening Usheglii, etc.
  6: A combination of 3 and 4: The megacorporation and the 
  government are in cahoots, exploiting the world with little 
  concern for the population. Dr. Usheglii’s colleague is a 
  plant, who will sabotage the manufacturing machinery so 
  that the treatment causes instant blindness. Riots ensue, 
  whipped up by the government media. If the players can 
  escape offworld their reputations will be ruined, unless they 
  can find evidence to prove the complicity against them.
  P4. died in the Wool
  Required Skills: Science, Medic.
  Required Equipment: High tech medical equipment.
  Players’ Information: While taking a break on a low-tech 
  pastoral world, the players are approached by a local woman 
  who has heard of their reputation. Her father’s groats are 
  dying, and no one can tell why. Maybe the players, with their 
  high-tech equipment, can discover the reason?
  Referee’s Information: Upon further investigation, it is not 
  just this herd that is affected; everyone’s groats are dying.
  1: The groats are subject to a parasite with a long breeding 
  cycle. The problem will naturally vanish in another few 
  weeks, and remain dormant for 50-60 years.
  2: The farmers have virtually exterminated most of the local 
  predators. One of these predators, however, also eats a 
  small burrowing rodent-like creature, which is acting as a 
  disease reservoir. The farmers will have to choose between 
  an endemic disease and allowing the predators to breed – 
  resulting in future increased losses of groats to these hunters.
  3: Local industrial interests want to expand into this region, 
  but have been stopped by the farmers. They have introduced 
  a tailored virus, planning on buying up the land at bankruptcy 
  prices after the groats are dead.
  4: The groats have been gene-tailored to live on this world. 
  The adaptive genes have failed to breed true, resulting in 
  allergic reactions to the pollen of a local tree with a long 
  breeding cycle. The biotech company claims that any 
  warranty has expired.
  5: As 4, except that the genes have bred true but the tree 
  was not planned for.
  6: As 4, except that the genetic regression was planned as 
  a product expiry method of ensuring repeat business. The 
  company will offer a good deal on replacement breeding stock. 
  If their machinations are revealed, they will be quite vengeful 
  (and a biotech company has a lot of nasty tricks up its sleeve).
  James Callahan (order #6487550)
  
  13
  P5. eCCentriC CaPtain
  Required Skills: Combat.
  Required Equipment: None.
  Players’ Information: While down on their luck the players 
  are accosted by an eccentric-looking man, wearing a 
  greatcoat and breeches with a parrot crouching on his 
  shoulder. There is a nest of villainous infamy a few systems 
  away, and he is looking for a few brave souls to help rid the 
  world of a venomous plague. The players look like ‘hearty 
  lads, doughty, gallant, and up for a ripping adventure, shiver 
  me timbers.’ The players have encountered the notorious Sir 
  Edwin Alpack, sixth captain of the Brass Goat. 
  Referee’s Information: Depending on the players’ skills, the 
  plague could be a nest of pirates, an oppressive government, 
  a world enslaved by a megacorporation, a poor world with a 
  failed harvest, or an actual plague.
  1: All is as it seems. Sir Edwin, while eccentric, is deadly 
  serious. The need is real, time is short, and heroes are 
  needed. Are the players up to it?
  2: As 1, plus an amazing number of people owe the Brass 
  Goat and her crew favours. If the players acquit themselves 
  well, they receive an Imperial Pardon for just about any 
  offence short of High Treason.
  3: As 2, but the Brass Goat is really an undercover ship for 
  Imperial Naval Intelligence.
  4: As 1, plus the players have the opportunity to befriend 
  a junior member of a cadet branch of the Imperial family, 
  who will prove a valuable contact (or powerful enemy, if the 
  players show cowardice during the venture).
  5-6: The stories are true, the need is real, but this is an insane 
  impostor rather than the real Sir Edwin. The players must cope 
  with nutty ideas, a real emergency, and no secret backup.
  P6. imPerial noble
  Required Skills: Combat.
  Required Equipment: None.
  Players’ Information: The players are approached by a 
  nondescript chap who invites them to a meeting where ‘they 
  will hear something to their advantage’. This proves to be at 
  a rather exclusive club: the Irate Orangutan, where even the 
  players’ best attire is not quite good enough. Only the note 
  and card from ‘Captain Sir Hiroshi Amundsen (ret), SHE’ 
  gets them in the front door.
  Referee’s Information: The party meets with a rather 
  debonair gentleman whose manner sets them at ease. 
  Sir Hiroshi has obviously seen action, although he cannot 
  talk about much of his service. ‘Intelligence work, you 
  understand. Not terribly dashing, but it must be done.’ 
  Sir Hiroshi has an obsession. He believes, on the basis 
  of reports he saw while in Naval Intelligence (INI), that a 
  terrorist group are salvaging and deploying nuclear mines. 
  This must be stopped for the good of the Imperium and the 
  safety of innocent bystanders. He is recruiting for a freelance 
  operation against these people. Note: If this plot is set in the 
  Spinward Marches in the 1100s, the terrorists could be Ine 
  Givar.
  1: All is as it seems. Sir Hiroshi retired honourably, with 
  more medals than he displays. He has considerable private 
  resources, and can count on active support from INI when 
  necessary.
  2: As 1, except that INI will not assist civilians, even retired 
  heroes.
  3: As 1, except that Sir Hiroshi’s private resources are fairly 
  limited.
  4: As 1, except that Sir Hiroshi has insufficient resources for 
  his private war. He will expect the players to cheerfully pay 
  their share, for honour and patriotism.
  5: As 4, except that Sir Hiroshi is a crank. The whole adventure 
  is a red herring. Imperial authorities will be unforgiving about 
  offences committed and while Sir Hiroshi has considerable 
  freedom as a noble, the players are fair game.
  6: Sir Hiroshi is an Ine Givar agent, who hopes to use the 
  players to trace lost war materials. Once recovered, they 
  will be picked up by Ine Givar agents disguised as Imperial 
  troops. The authorities will assume that the players are Ine 
  Givar, unless they can prove their innocence.
  P7. are you seeing sPots?
  Required Skills: Survival, Investigate.
  Required Equipment: None.
  Players’ Information: The party are approached by a 
  woman asking them to help her rescue her brother on 
  a nearby wilderness planet. He is a xenobiologist, and is 
  overdue returning from his latest field study. Transportation 
  will be provided if needed. She offers Cr. 10,000 plus 
  reasonable expenses for her brother’s return, or definitive 
  news of his fate.
  James Callahan (order #6487550)
  
  14
  Referee’s Information: The patron may wish to travel with 
  the party on this expedition. The brother was studying a 
  species of migratory ungulate.
  1-2: The brother became lost in a very rugged region of the 
  study area. He fell, breaking his leg in several places and 
  wrecking his comm gear and emergency transponder. He 
  is still alive, but  barely. The party must find him based on 
  sketchy clues in notes left at his base camp.
  3: While following the herd the brother contracted a virulent 
  fever and died. If the party find his remains they must each 
  make an Average (+0) End check to avoid contracting the 
  fever. The disease has a 1 week incubation period, a 2 week 
  asymptomatic infectious stage  and a 2-3 day acute stage. 
  Left untreated, the acute stage will result in death unless 
  the character makes a Formidable (-6) End check. During 
  the infectious stage, the character has a 1 in 6 chance of 
  infecting anyone with whom they have physical contact. 
  The lethality and virulence can be modified at the referee’s 
  discretion.
  4: The brother noticed an odd disease breaking out among 
  the migratory herd. Upon investigation, he discovered that it 
  was a tailored biological agent being surreptitiously tested 
  by a biomedical company in advance of selling a more lethal 
  agent. This will be marketed to an extra-Imperial client for 
  use as a biowarfare weapon. He is still tracking the herd, 
  hoping to discover the point of origin. Even testing such 
  agents violates the Imperial Rules of War.
  5: As 4, but the brother is on the run, hiding from mercenaries 
  hired to provide security for the test. They will likely spot the 
  party first. There are 8-20 mercenaries armed with small-
  arms and four grav cars mounted with machineguns.
  6: As 5, but the disease also infects humans. It is harmless 
  but produces patterned discoloration of the victim’s skin – 
  similar to leopard spots or zebra stripes. At the referee’s 
  discretion the effects may be temporary or permanent. The 
  mercenaries have been vaccinated.
  P8. made in sylea?
  Required Skills: Survival.
  Required Equipment: None.
  Players’ Information: The party are approached by a 
  nervous, somewhat dishevelled man, who introduces 
  himself as Dr. Alfred Ramirez. He says he has made a great 
  discovery and needs to hire a discreet, competent group of 
  people to help him recover certain items. He can only offer 
  Cr. 2,000 right now, but assures the characters that they will 
  share in the (potentially huge) profits from the trip, 50/50 
  with himself. The party will have to arrange transportation 
  and equipment.
  Referee’s Information: Once agreed, Dr. Ramirez hands 
  them a list of things to buy, and an additional Cr. 1,000 to 
  cover these expenses. The list clearly indicates a wilderness 
  expedition of some sort, several days long, at least. If any of 
  the players are skilled in wilderness operations or survival, 
  they will also note that some important items have been left 
  off, and the doctor’s money will cover the list only if they 
  purchase the cheapest quality gear. Investigation will reveal 
  that Dr. Ramirez is really Alfred von Stanich, a moderately 
  well-known scientist in Ancient research. He has never made 
  a significant find, and is regarded a somewhat of a crackpot.
  1: While von Stanich will prove to be extremely irritating, 
  clumsy and dangerous to himself and others in the field, 
  he actually has made a significant find: an Ancient site with 
  relatively well preserved buildings and a number of portable 
  artefacts. At the referee’s discretion, some of the artefacts 
  can be in working order, for example; an ancient ‘stapler’ that 
  fuses material into a single object, or a rounded object with 
  several clear coloured bumps – pressing a bump causes a 
  cone of bluish light to be emitted towards a nearby person 
  or item, which then glows for several minutes before fading. 
  Nothing else happens, but this should be enough to cause 
  most players to have a mild coronary.
  2-5: As 1, but the site is a carefully rigged practical joke, 
  perpetrated by colleagues of von Stanich. Von Stanich will 
  recognise the clues in a few days, and his friends will show 
  themselves. The planet is a pleasant enough one, and has 
  a small resort site on the opposite side from the site. The 
  jokers will give the players coupons for 3 days lodging at the 
  resort in return for their unwitting help.
  6: As 1, but the site has been rigged by the well-known 
  holovid show Gotcha!. While the players and von Stanich 
  excitedly explore the ‘Ancient’ site they are recorded by 
  the hidden cameras. After a week or so, the holovid show 
  producers will reveal themselves, and the hoax, to the group. 
  The footage will be edited down to the more hilarious and 
  embarrassing moments, and the party and von Stanich will 
  be studio guests when  the studio segment is recorded. They 
  will also be compensated by a week’s first-class lodging at 
  the resort on the far side of the planet (worth about Cr. 2,000 
  each) while the studio segment is recorded.
  P9. in the eye of the beholder
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: Someone claiming to be an agent for 
  a reclusive art collector approaches the party. There is an 
  auction of various paintings and other items later that week, 
  and the patron wishes the group to attend and bid on her 
  behalf. For personal reasons the agent cannot attend. The 
  players are given a blank credit slip, made out to the auction 
  James Callahan (order #6487550)
  
  15
  house, with the instructions that they are to bid on the 
  painting ‘Composition in Red and Gray #3’ by Choksandra 
  Hiirian, and are allowed to bid as high as Cr. 100,000 for the 
  painting. The agent shakes his head at this, and tells the 
  players that there’s no way the bidding should go that high 
  – Hiirian is a little-known artist, whose best price at auction 
  previously has been Cr. 3,000.
  Referee’s Information: The players will be paid a flat Cr. 
  150 fee for the job, but the auction invitation also includes 
  entrance to a black-tie charity dinner and dance. This will 
  provide opportunities for making other, potentially more 
  profitable high-ranking contacts. They are to transport the 
  painting to the patron the next day once the auction house 
  has verified the credit transfer.
  1-2: The party can purchase the painting, which is actually 
  quite ugly, for Cr. 950. Two useful contacts are made at the 
  dinner however, which lead to other jobs – select another 
  patron/plot from here or use a plot of your own.
  3-4: There is somewhat spirited bidding for the painting, 
  though the party are able to purchase it for Cr. 2,500. After 
  the auction, the party overhear two other bidders saying 
  ‘something must be up with Hiirian, the old battleaxe 
  wanted it pretty badly.’ The party may infer that the people 
  were talking about their patron. If the players investigate 
  further, they will discover a small news item just in on the 
  latest X-boat, mentioning an obscure artist who was killed 
  unexpectedly, just as his paintings were starting to become 
  popular. Of course any existing paintings will appreciate in 
  value considerably. They may wish to hold out for more pay 
  now they are in possession of the painting. The dinner leads 
  to another valuable contact, as well.
  5-6: There is considerably spirited bidding for the painting. 
  The price goes up to Cr. 96,500 before the party succeed 
  with the bid. This becomes the talk of the evening, and the 
  party will find themselves the focus of much attention at the 
  party and dinner. The painting, which on the surface is a 
  mediocre example of recent art, is actually a stolen Picasso.
  The thief blackmailed Hiirian into painting it over in an effort to 
  hide it until such time as it could be offered on the black market. 
  The patron is aware of the painting’s true nature. Hiirian died 
  recently and his widow is selling off his art collection. He was 
  murdered by someone else who was looking for the stolen 
  painting. The widow is unaware of the painting’s value.
  There are at least two other groups who were bidding for 
  the painting. They will try to steal it from the auction house, 
  or from the party or obtain it by other subterfuges. The 
  party will be the targets of bribery offers, threats, and at the 
  referee’s discretion, assaults. The rival groups may come to 
  blows if they encounter each other. If the party involves the 
  authorities, they may be caught up as conspirators in the 
  original theft – as the patron will implicate them if pressed. If 
  they examine the painting very carefully, they may become 
  aware of its true nature.
  P10. si baroni
  Required Skills: None.
  Required Equipment: Starship (with 3 staterooms and 2 
  tons of cargo space available).
  Players’ Information: Just as the players are preparing to 
  take off, they are ordered to stop their ship. A fast, expensive 
  and richly appointed grav car approaches them across the 
  starport landing pads. A local Baron, unknown to the players 
  (but possibly in their library data), seeks passage urgently for 
  himself, his aide, a bodyguard, and a 2 ton cargo container.
  Referee’s Information: If the players are so ‘low’ as to 
  require payment, the Baron or his aide will assure them 
  that they will be compensated when they arrive at their 
  destination (which is on the players’ stated route).
  1: The Baron is totally legitimate and, upon arrival, will pay 
  high passage rates for the staterooms and cargo space.
  2: The Baron is legitimate but is also a criminal, fleeing this 
  world with extremely valuable stolen religious icons. He 
  fears the religious fanatics seeking the return of their icons.
  3: As 2 but the Baron is an impostor, barely keeping one step 
  ahead of the local authorities. System defence boats may 
  attempt to intercept the players’ ship before it jumps out. If the 
  characters co-operate with the local authorities, the Baron and 
  his retinue will draw concealed weapons (e.g. body pistols) 
  and attempt to force the players to jump out of the system.
  4: The Baron is a pirate. Once aboard, he and his retinue 
  will attempt to disable the ship and hijack it, until their pirate 
  friends can intercept them. The cargo containers hold two 
  well-armed partners of the Baron.
  5: The Baron is legitimate, but his cargo containers hold 
  slaves, making him a criminal under Imperial law.
  6: The Baron is actually a Zhodani! He will use his psionics 
  to get aboard if the players resist him. He will attempt to take 
  over the ship and travel to the nearest Consulate world. The 
  cargo is valuable Imperial military equipment that he has 
  stolen and is attempting to get to the Consulate, or at least out 
  of Imperial space. (As an interesting twist, the cargo contains 
  a very high-ranking Imperial military officer in cold sleep.)
  James Callahan (order #6487550)
  
  16
  P11. over the hulls and far 
  aWay
  Required Skills: Survival.
  Required Equipment: Cold weather gear.
  Players’ Information: The party is hired to act as security/
  salvage assistants at the site of an epic, low orbit battle 
  between raiders and Second Imperium system defence 
  boats. The polar regions of a remote, frozen planet are 
  carpeted with bits of fighting ship which a team (including 
  the players) is to recover.
  Referee’s Information: Frostbite and other such dangers 
  make the work hazardous (requiring protective clothing and 
  appropriate precautions) but successful salvage work (e.g. 
  employing mechanical or even intrusion skills) will amass a 
  quantity of saleable souvenirs and artefacts.
  1: The items salvaged will earn the party 2D x Cr. 1,000 in 
  addition to their Cr. 100/day pay.
  2: As 1, but the players also find an active low berth. If 
  defrosted, this person could, plausibly, contest salvage 
  rights for the whole fleet.
  3: A member of the group the party are escorting wanders 
  off to get a good picture of the site, and falls down a 
  crevasse between two ships. The characters have to find 
  him, stabilise his condition and get him out of the chasm, all 
  before nightfall (just a few hours away).
  4: As 3, but the photographer has fallen into an open missile 
  magazine. Damage to the missiles might make them liable 
  to explode or the warheads may be leaking radioactivity.
  5: A combination of 2 and 3 – the casualty is badly injured 
  and will only survive if placed in a low berth. The only berth 
  available in time is that found at the site, requiring its current 
  occupant to be revived.
  6: As 1, but a fight develops between two of the party’s 
  employers over a choice artefact. The players have to 
  intervene to prevent bloodshed!
  P12. rumble
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: The party is hired by a rich noble 
  to ruin a party being held in a big, kitsch night-club in an 
  unfashionable part of town. The adventurers are to make 
  trouble, be obnoxious, trash the place and spoil everyone’s 
  evening. For shock effect they are issued capsules of stage 
  blood (including the pink, bubbly kind), stink bombs and 
  small magnesium flares. They are being paid Cr. 50 each 
  up-front, Cr. 50 more on completion. They have a contact 
  number for a good lawyer if needed. Their employer will also 
  pay all legal expenses.
  Referee’s 
  Information: 
  If 
  the 
  group 
  needs 
  extra 
  encouragement, the patron will explain that he can ‘square 
  it with the law,’ so there’ll be no jail time, and the party will 
  have no fines to pay.
  1: The party ruins a perfectly good night out for the patron’s 
  ex-girlfriend and her mates. Referees should add fights and 
  mayhem to taste.
  2: The noble’s target is a special guest at a private full-
  contact pro-celebrity mauling evening. The party could get 
  flattened by bouncers, or they could find themselves in the 
  ring…
  3: As 1 or 2 except that, by an uncanny coincidence, the 
  target happens to be a past friend of the characters. The 
  proposed victim will try to get his old friends to do the dirty 
  on their patron somehow.
  4: The noble is a fraudster – he records the players’ efforts 
  using a concealed camera and submits the results to the 
  local entertainment channel to be screened the next night. 
  Over the end titles, the production company will solicit similar 
  japes, offering Cr. 5,000 for each tape accepted. The players 
  will be hunted down by the enraged party-goers.
  5: The party are stooges, being used to cause a diversion, 
  while the patron and his gang rob another night-club nearby. 
  The characters will not get paid, will not get a lawyer and will 
  be forced to explain why they caused so many police to be 
  called away from regular patrols.
  6: The patron is a rich psychopath who does not like 
  foreigners. He is sending them to a very dangerous locale, 
  confident that they will be hurt badly. He may decide to 
  hang around and watch the results of his ploy (from a safe 
  distance).
  P13. everyone’s a Winner
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The party are retained by the Institute 
  for Ethics, a charity with an abhorrence of gambling, to 
  investigate the affairs of one Lucky Lucy, a publicity-seeking 
  multiple lottery winner. It seems that she does not always 
  buy a ticket, but wins whenever she does. This good fortune 
  has made her into a local celebrity with her own confessional 
  chat show, advice slot and range of non-fattening sofa-side 
  snack foods.
  James Callahan (order #6487550)
  
  17
  1: Lucy is simply very lucky. Nothing else is going on at all. 
  Her 100% success record is a perverse vindication of the 
  laws of probability. Someone has to win and for no good 
  reason at all, it is always her.
  2: Lucy is a psionicist, with an exotic talent that enables her 
  to see the future. The gift is intermittent, hence her irregular 
  gambling habits.
  3: As 2, except that Lucy is unaware that she has psionic 
  abilities. She buys tickets when ‘she feels like it.’
  4: Lucy is a good computer hacker and can falsify a winning 
  entry for herself using valid security codes. She does this 
  only irregularly to try to avoid suspicion.
  5: Lucy works for the lottery operator. Trade has been 
  slackening off and they needed a viewer-friendly gimmick to 
  help sales. All the money she wins is distributed among the 
  planet’s charities.
  6: Lucy works for a local crime syndicate. The lottery is run 
  by organised crime so, whenever there’s a big pay-out, they 
  rig it so Lucy wins, and take back the money.
  P14. lost marbles
  Required Skills: Deception, Stealth.
  Required Equipment: None.
  Players’ Information: The strangest thing happened to the 
  patron, a visiting diplomat, the other day. She was in the 
  local museum of Galactic Culture, when a priceless exhibit 
  – a marble frieze – spoke to her. It asked to be taken back 
  to her homeworld which, it revealed, is its own ‘home’. The 
  piece in question is 5 metres long, 1 metre high and 10 
  centimetres thick. It weighs a couple of tons. The party is to 
  steal it, then deliver it to her embassy.
  1: The patron has contacts with art smugglers, is near the 
  end of her career and could do with a bigger pension. She 
  will accept the item, then sell it on. The stone did not talk to 
  her – that is just a ruse to confuse the players.
  2: As 1, but to cover her tracks, the patron will arrange for 
  the party to be filmed leaving the embassy, doctoring the 
  record to make it seem she refused delivery.
  3: The frieze is a solid-state audio recorder with a genetically-
  keyed playback mode. It recognised the patron’s DNA as 
  similar to that of the old ruling house of its homeworld and 
  sent her its recognition code. The piece has hung in the 
  museum for over one hundred years. Some of its stored 
  data might actually be interesting.
  4: This government of this world has, for some time, been 
  chafing for a war with the patron’s homeworld. They have 
  selected her as a good way to manufacture a pretext. A 
  sophisticated loud-speaker projected a sound so that it 
  appeared to come from the statue. When the party break in 
  they will be followed and then arrested during the hand-over, 
  involving the embassy in a major diplomatic incident.
  5: The patron’s superiors are testing her sanity, using a loud-
  speaker as per 4. Once the party accept the commission, they 
  will be contacted by embassy liaison staff, asked to swear an 
  affidavit detailing the patron’s request, and paid off.
  6: The diplomat heard nothing. She is simply lying and 
  pretending to be soft in the head so that her own people 
  will begin agitating for the return of their heritage. Resorting 
  to hiring mercenaries to steal for her will be presented as 
  further evidence of how upset she was by the vision of 
  national treasures in a foreign museum.
  P15. the Peasants are 
  revolting
  Required Skills: Combat.
  Required Equipment: None.
  Players’ Information: The patron (a noble in exile) hires 
  the party to be part of a combat team dedicated to ‘freeing 
  my simple people from the evil revolutionaries.’ They will be 
  dropped in the first echelon of an assault task force to retake 
  his ‘oppressed world’.
  The players are tasked with seizing and holding astrategic 
  bridge against all comers. TL9 equipment will be provided 
  – cloth armour with a reflec liner, helmets, assault rifles, six 
  spare magazines, RAM grenades, communicators and first aid 
  gear. Any demolitions-qualified characters will get mines and 
  explosives; any heavy weapons troops will get a single-shot 
  anti-tank missile. The patron will even throw in a sniper rifle.
  1: The party should be able to land, take the objective and hold 
  it successfully against a shower of teachers and social workers 
  armed with shotguns, crossbows and pipe-bombs. The patron 
  is so happy that the party is recruited to continue work on the 
  planet as counter-insurgency specialists (i.e. a death squad).
  2: As 1, but the party are welcomed by local people who 
  take shelter on the bridge to escape the revolutionaries.
  3: As either 1 or 2 but just before the drop, the party are issued 
  with cheap bullpup rifles, mouldy webbing, flak jackets without 
  inserts, nylon helmets and two magazines each. Neither 
  apology nor explanation is given and the party is forced into 
  the drop vehicle by the threat of decompressing the ship.
  James Callahan (order #6487550)
  
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  4: The party is faced by twice their number of troops, just as 
  well equipped as they are, who also have fire support from a 
  light mortar. These opponents show no intention of making 
  a frontal assault – they are waiting for the tanks to arrive…
  5: The party, equipped as in 3, face small numbers of rebels 
  equipped with much better high tech weapons and armour.
  6: As 1, but the party face an inexhaustible supply of teachers 
  and social workers. When they are on their last magazines, 
  then three times their number of Revolutionary Guards, with 
  equivalent tech equipment, will attack them.
  P16. haPPy families
  Required Skills: Survival.
  Required Equipment: None.
  Players’ Information: New Horizons Entertainment (NHE) 
  hires the party to provide security for the popular show 
  Family Conflict Safari. The idea is simple: take two really 
  repulsive, dysfunctional families from the slums, fly them to 
  a wild, photogenic world, then sit back and watch the fur fly. 
  The adventurers are along to make sure that no-one actually 
  dies and that no rival company wrecks the production.
  Referee’s Information: The players can use shock sticks 
  on the families and rifles against the local wildlife.
  1: Infuriatingly, the families get on really well and have a 
  great, relaxing holiday together. Their respective sons and 
  daughters fall in love and decide to marry when they return 
  home. This will not make good entertainment at all, so the 
  party is ordered to spoil things for them.
  2: As 1, but the families are working for Interstellar Love 
  Stories (ILS), which slipped the participants past NHE. ILS is 
  covertly filming everything (using miniature video bugs and 
  long range cameras) for a heart-warming exclusive. The 
  party will know that NHE pays a bounty for beating up ILS 
  employees.
  3: The families hate each other. All the party have to do is 
  break up fights and make sure that the sound technician 
  records all the swearing.
  4: As 3, except that two parents, one from each family, 
  develop a sudden romantic attraction which causes even 
  further conflict.
  5: As 3, but one or both angry families decide to escape 
  into the bush. The party have to round ‘em up and rope ‘em 
  in, a job complicated by the presence of really nasty local 
  predators.
  6: Select any of 1-5 and add the spawning season for a 
  small carnivore, hordes of which overrun the entire region. 
  These creatures will lay eggs everywhere and then eat until 
  their legs do not touch the ground any more, so that their 
  offspring will have nourishment when they hatch.
  P17. and What do you do?
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: The players have been arrested 
  (perhaps during one of the other patron adventures from this 
  book). The local court system instructs the adventurers that 
  they can work off their sentence by posing as locals during 
  a walkabout by the King. The players are given cheap local 
  clothes, lessons in chanting and flags to wave. An especially 
  cute adventurer will get to give the monarch a bouquet.
  Referee’s Information: It’s so obvious to the magistrate 
  that he might forget to mention it (referee’s whim) but, on 
  no account must the King discover that the crowd are not 
  his adoring subjects. The people on this planet really hate 
  their ruler, whom they blame for the oppressive civil service. 
  Their monarch does not know this. Indeed, he thinks 
  they love him, so goes amongst he commoners at every 
  opportunity. To prevent unpleasantness, the security police 
  trap the inhabitants in their housing estates whenever the 
  King comes to town and recruit offworlders as the adoring 
  masses. 
  1: The King takes his time and talks to lots of people, 
  including the character whose player most enjoys character 
  interactions.
  2: There are locals present – bomb throwing anarchists. 
  They attack the King as he comes level with the party but 
  he survives. As bona fide foreigners, the party will do as 
  suspects, unless they can prove otherwise. His majesty will 
  conduct the interviews in person.
  3: As 2, but the party has the chance to intervene and save 
  the monarch. This heroism wins his favour – for several 
  days, at least.
  4: The King takes a fancy to one of the characters (the one 
  with the bouquet if possible). He will not walk on, and keeps 
  asking how such an interesting person has escaped his 
  notice previously.
  5: As 1 or 4, but after the character has successfully 
  disguised his foreign origins, the walkabout turns into an all-
  out republican riot, as the common people overpower the 
  police and swarm onto the streets. They do not appreciate 
  the offworlders masquerading as locals.
  6: As 5, except that the party is so convincing as locals that 
  no one believes they are not. Being so close to the King at the 
  moment that trouble flared makes popular heroes of them.
  James Callahan (order #6487550)
  
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  P18. extradition
  Required Skills: None.
  Required Equipment: Starship (with at least 1 low berth 
  and 1 stateroom available).
  Players’ Information: The party are contacted by an agent 
  of the local law enforcement agency who explains that they 
  have finally captured the long-hunted leader of a rogue/pirate 
  band. They need to take the prisoner to a nearby system for 
  extradition, as per the legal agreement of co-enforcement of 
  Imperial law. The agent wants to rent two staterooms on the 
  vessel, one for the prisoner and one for the agents to guard 
  him. They will consider a low berth for the prisoner if one is 
  available and there is a certified medical doctor aboard the 
  ship.
  Referee’s Information: The officials do not want the man 
  on planet for any longer than absolutely necessary, since he 
  has friends in low places everywhere and they will quickly 
  hear of the capture. The agents are making a big display of 
  putting the man on a government ship, but secretly arranging 
  to use the party’s vessel for the transport. The skill and the 
  attitudes of the guards should be modified as needed, but 
  they will not allow themselves to be disarmed.
  1: The prisoner is a political prisoner, not a pirate as the 
  officials claim. One of the characters recognises the person 
  as originating from their own homeworld and needs to 
  decide if and when to take action to free him.
  2: As 1, but the officials on the first world do not want the 
  prisoner to arrive at the second world. The guards have 
  orders to throw the prisoner out of an airlock while in jump 
  and then blame the party for the prisoner’s ‘escape’.
  3: The criminal is truly an evil individual, and was personally 
  responsible for killing the family or friends of one of the 
  players. That character now has the chance to take the 
  revenge which they have been seeking for many years. 
  The guards will lose their jobs if anything happens to the 
  prisoner, and may face criminal charges as well.
  4: The prisoner is actually an agent for an enemy government; 
  the piracy charges are a cover story. Unknown to the guards, 
  the prisoner has weak psionic powers and will use telepathy 
  and other similar skills to intimidate, charm and coerce the 
  guards or players to secure his escape.
  5: While the prisoner is stored in cryogenic sleep, the low 
  berth experiences a malfunction. Alarms sound and the 
  party are forced to remove the man from cryogenic sleep 
  during jump for emergency medical measures to keep him 
  alive. The guards have no medical knowledge and believe 
  this is a ploy to free the prisoner.
  6: The guards have been replaced by the prisoner’s 
  henchmen. Once the ship enters jump space, the ‘guards’ 
  will attack the crew in an attempt to hijack the vessel.
  P19. an android’s learning 
  Curve
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: Several members of the starship 
  crew are outside the vessel working on repairs and/or 
  organising the loading of cargo, when they are approached 
  by a man obviously attempting to be in disguise. He carries 
  two metal briefcases. He looks about nervously and asks if 
  he could arrange for immediate passage off planet. He will 
  appear unduly anxious to get aboard the ship and discuss 
  the arrangement further in private.
  He asks if any of the items in one briefcase are valuable 
  enough to trade for the purchase price of his ticket, and 
  displays a collection of electronic tools, which players with 
  knowledge of electronics or trading skills can value at about 
  Cr. 100,000. He seems to have no idea of the value of the 
  tools, and will gladly agree to provide the entire case as 
  payment. Once he has arranged passage, he will be content 
  to go to his room and wait.
  Referee’s Information: The lone passenger is a prototype of 
  an advanced android design. He has escaped the laboratory 
  and wants to get as far from his creators as possible. He 
  never asks about the destination of the vessel, since only 
  the distance travelled is important to him.
  The party may determine over time that he is not truly 
  human, as his programmed information database is still 
  limited. The android is quite human looking and has an 
  extensive vocabulary. He is not truly artificially intelligent, 
  but his learning potential is quite advanced. He is designed 
  to mix with humans without detection, and so he eats and 
  drinks without hesitation. He is not affected by any spice 
  or liquor. He will observe a strict schedule as to when he 
  ‘sleeps’ to attempt to blend in as human.
  1: The android is designed to replace humans working 
  in hazardous areas. He was not fully programmed at the 
  time of his escape. He was not trained to lie, so careful 
  questioning reveals his nature. He will not harm the crew, 
  as he is restrained by the three Imperial laws of robotics; 
  do no harm to sentient creatures, allow no harm to come to 
  sentient creatures by inaction, and allow no harm to come to 
  self, unless it would violate the previous two laws. He simply 
  seeks to escape his captors at the lab.
  James Callahan (order #6487550)
  
  20
  2: As 1, but the android did receive a moderate level of 
  programming in mechanical and electronics skills. He is 
  willing to work on any task the crew requests, but he will not 
  volunteer this fact unless specifically asked. His work will be 
  slow but near perfect.
  3: As 2, but the android’s skills are in starship engineering 
  and gravitics.
  4: The android is designed to be an infiltrator, and has been 
  trained to avoid all attempts to reveal this. He is still restricted 
  by the laws of robotics (listed in 1), but will deny he is anything 
  other than a human. He has no information to offer, as his 
  database is not intact. If anyone asks a leading question, he 
  will use the information and store it for future use (e.g. the 
  question ‘Do you work in a factory?’ will lead him to respond; 
  ‘Yes, a factory.’) If his identity is discovered he will attempt to 
  escape. If this is while the vessel is in space, he will put on 
  a vacc suit (to maintain his human charade) and hide in an 
  airlock. If anyone finds him here he will open the outer hatch 
  to prevent the inside one being opened.
  5: The android is an assassin, designed by terrorists. He 
  was not fully programmed at the time of his escape and 
  was not trained to lie, so careful questioning by the crew 
  will reveal his nature. He will not harm the crew, since his 
  combat and assassination programs were not installed 
  when he escaped. (He does not, of course, have the laws of 
  robotics installed.)
  6: As 5, but he was programmed with a variety of combat 
  skills. He will attack only in self defence, using whatever 
  weapons come to hand.
  P20. intelligent shrubbery?
  Required Skills: None.
  Required Equipment: Starship (with 2 staterooms available).
  Players’ Information: While grounded the party hears 
  rumours about a ship recently being confiscated by the 
  authorities on suspicion of illegally transporting aliens. 
  Soon after, they are contacted by a small, mousy-looking 
  older man asking if he can arrange immediate passage off 
  world, with two staterooms. He is willing to pay the cost of a 
  high passage ticket for each room to secure a berth on the 
  vessel. He stresses it must be prepared to leave as soon as 
  he arrives.
  Once the agreement is reached, he will arrive at the vessel 
  within minutes. He hurries aboard, dragging an old worn 
  suitcase behind him. His identification says he is a botanist 
  and an Imperial citizen. A second man in a cargo handler’s 
  uniform pushes a handcart nearly completely obscured by 
  a large bushy plant. The older man tells the crew that the 
  cargo handler needs to know which stateroom can provide 
  the necessary light for the plant. The players may notice that 
  although there is no breeze, the plant rustles. If they ask any 
  questions about the plant, he says it has been tended by 
  his family for centuries and he will not be parted from it. He 
  seems to dote on it, checking on it frequently during the flight.
  Referee’s Information: This weak little man is willing to 
  negotiate up to twice the original price to get off the planet 
  quickly. He is a slaver, and the plant is his captive, subdued 
  using a special drug. The plant is actually a member of a 
  minor race known as the Inleee, a race of intelligent plants. 
  The plants communicate by psionics, but since they are 
  telepathic and they know the Imperials fear psionics, they 
  usually communicate by an elaborate sign language. 
  Although drugged, the Inleee will initially try to communicate 
  with the players (the rustling noted earlier). The specific 
  creature being brought aboard the vessel happens to be an 
  ambassador from a nearby Inleee homeworld. The slaver 
  has to re-dose the Inleee with the narcotic drug at least once 
  a day during jump.
  1: Planetary officials are searching for the Inleee diplomat. 
  The vessel will be boarded by customs for a routine but 
  cursory inspection in which the plant’s true nature is 
  overlooked. (If the players are carrying any contraband, the 
  officials can be bribed to look the other way for Cr. 10,000.)
  2: As 1, but any contraband other than the plant will be 
  discovered and the crew will be arrested (the officials cannot 
  be bribed). If the ship has no contraband, they will be cleared 
  to go.
  3: Once in jump space, the ship becomes infested with 
  insects that were residing on the plant. The insects bite, 
  causing no damage but much irritation. Prior to landing on 
  any world, they will be forced to enter a short quarantine 
  while the vessel and crew are cleaned of these pests, at a 
  cost of 1D x Cr. 1,000. If the players attempt to blame the 
  botanist, he will offer them a bribe of 1D x Cr. 10,000.
  4: As 3, but the insect bites will cause sickness and 
  disorientation.
  5: The slaver has used too low a dosage of the narcotic 
  drug and the half-drugged Inleee begins to transmit strange 
  dreams telepathically. These will not harm anyone, but 
  provide hours of unusual experiences for the players during 
  jump. The botanist will be able to increase the dosage once 
  he is made aware of the problem, but this will require several 
  hours to take effect.
  6: As 5, but the dreams are terrifying nightmares.
  James Callahan (order #6487550)
  
  21
  P21. smuggling at gunPoint
  Required Skills: None.
  Required Equipment: Starship (with at least 3 tons of 
  available cargo space).
  Players’ Information: The party is contacted by a man who 
  needs to make an appointment on the moon of a nearby 
  gas giant within the next few hours. He is in a hurry and will 
  pay up to Cr200,000 for the charter of a small vessel. He 
  will provide an ID showing he works for Mychanni Imports. 
  He wears business clothes and carries a large briefcase. He 
  carries no weapons.
  Referee’s Information: The man is a plant for a group of 
  smugglers who have contraband and stolen cargo waiting 
  for transportation by a civilian vessel. Roll 1D to determine 
  the type of goods.
  1 – Illegal, unapproved, pharmaceuticals.
  2 – Slaves (a minor race from a nearby system).
  3 – Stolen goods.
  4 – Cargo discovered by the pirates from a vessel which 
  crashed on the moon.
  5 – Cargo legal elsewhere but illegal due to local customs 
  (e.g. alcohol).
  6 – Nuclear and/or biological weapons.
  They will take the vessel over by force once the cover of the 
  business deal is blown. The crew will be forced to defend the 
  vessel and should be captured. Once the crew is captured, 
  they will be forced at gunpoint to attempt to smuggle the 
  goods to the next system.
  1: A customs team will inspect the ship before it is allowed to 
  land at the next world. A Deception check and Cr. 1,000 will 
  allow the inspection to be waived.
  2: As 1, but the fee is Cr. 10,000.
  3: As 1, but the customs officers cannot be bribed – the 
  cargo must be hidden or disguised to avoid its discovery and 
  ensuing arrest of the crew.
  4: On landing, the ship is raided by customs officers 
  backed by the local military, who have been tipped off by an 
  informant about the cargo. The assault group will use lethal 
  force unless the party surrenders. The smugglers will fight 
  until half of them are killed. Arrest is inevitable and will lead 
  to imprisonment and the loss of their ship.
  5: Pirates attack the ship for its cargo, having been tipped 
  off by an informant. The attackers have a small vessel and 
  would prefer to catch the party on the ground.
  6: As 5, but the vessel is a corsair, capable of destroying the 
  players’ ship.
  P22. raCe against time
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: The party are dirtside on a remote 
  planet with infrequent space traffic. A woman dressed in 
  unusual clothes and covered in dust approaches the players 
  and offers them Cr. 30,000 to take her to the neighbouring 
  system as soon as possible. In order to make her deadline, 
  she must leave immediately. She carries a single large 
  carry-bag and apparently no other luggage.
  Referee’s Information: The woman is an archaeologist 
  working at a remote dig. She has just received a notification 
  that the legal dispute about her parents’ last will has finally 
  been resolved. There is a catch: she must arrive in the city 
  of their birth within the next 9 days in order to claim her 
  Inheritance. If she does not appear in time, she will lose the 
  entire inheritance to the local government. This legal battle 
  has been going on for years, and the attorney in charge sent 
  her a notice to appear over three months ago. Due to her 
  remote location the message was held at the starport until 
  she returned for supplies and she received it an hour before 
  she met the party. Her inheritance is worth nearly MCr. 5 and 
  she will not hesitate to increase the passage price until she 
  gets an agreement. The adventure should revolve around 
  both the regular and unusual delays experienced by normal 
  merchant vessels. Each time a choice has to be made, the 
  question is whether the cost is worth it?
  1: There is a Cr. 1500 fine for filing a flight plan less than 12 
  hours before leaving the starport. She will reluctantly agree 
  to pay it if the issue is negotiated well.
  2: Customs still has to search the vessel and verify passports. 
  If approached incorrectly, the customs agent may suspect 
  they are attempting to hide contraband and delay the ship’s 
  departure for 5-10 hours for a more detailed search.
  3: A serious storm is building and all vessels have been told 
  to plan on delaying departure. Leaving now is hazardous, but 
  the starport will not require ships to remain on planet. The 
  storm is expected to last 10-20 hours. Departure requires 
  several Pilot rolls for the vessel to depart safely. Failure of 
  any task roll will cause minor damage to the vessel’s exterior 
  hull fittings due to wind-blown debris buffeting the ship.
  4: Several minor mechanical problems have not been repaired 
  at this time (e.g. the life support air filters have not been 
  replaced yet, and if the vessel leaves before they receive the 
  new filters, the new flight will be a rather smelly one).
  5: The power governor for the artificial gravity plates in 
  the vessel is malfunctioning. Safety protocols require the 
  governor be turned to minimum settings to remove any 
  potential hazard to crew and passenger safety. This means 
  James Callahan (order #6487550)
  
  22
  that the entire flight will have to be completed in less than 
  0.2 standard gravities. This will make things interesting for a 
  crew used to having full gravity during flights.
  6: Use both 4 and 5 for a really bad space travel experience.
  P23. a sCandal in the dark
  Required Skills: Pilot, Astrogation.
  Required Equipment: Starship, preferably a Scout Courier 
  (with 1 stateroom and 1 ton cargo space available) .
  Players’ Information: Dovin Meriss, a historian from a 
  world in the next subsector, contacts the party. His world has 
  recently overthrown a totalitarian government, and is trying 
  the most brutal members of the old regime for an assortment 
  of crimes against humanity. Meriss believes that he can 
  reconstruct many events by overtaking radio signals from 
  the world’s communications net, which will provide much 
  needed testimony at the trials. He will pay standard rates 
  for a 2-4 month charter, as well as the cost of installing and 
  removing an enhanced passive sensor suite. The players 
  may keep the sensors if desired, instead of the charter fee.
  Referee’s Information: The ship will be unstreamlined 
  while the suite is installed.
  1: The charter lasts 2-4 months during which the party catch 
  up on a lot of reading.
  2: As 1, except that Meriss is a proselytising revolutionary, 
  and the characters will be subjected to lectures on the 
  historical dialectic of laisse-faire capitalism and the inevitable 
  triumph of Marxist-Freidmanism.
  3: As 1, except that Meriss is fabricating his evidence. On a 
  difficult task roll the navigator notices that the signals Meriss 
  claims to be picking up in one system should be blocked 
  by radio interference from a nearby gas giant. source. The 
  government is guilty as accused, but the recordings Meriss 
  is using come from a former member of the regime who 
  changed sides when she discovered the atrocities. The 
  deception is to protect this person.
  4: As 2 and 3 combined together.
  5: Real signals are being received, but they also indicate that 
  a high-profile secret supporter of the revolution is a turncoat 
  politician with just as much blood on his hands as his 
  compatriots. Political considerations call for the suppression 
  of this evidence (unless the players decide otherwise).
  6: As 5, except that Meriss decides that suppression of the 
  evidence includes wiping out all witnesses, i.e. the players.
  P24. a sCent of Profit
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: The party are approached at or near 
  the starport by a woman dressed in fairly good quality local 
  clothes. She explains that she works for a local Cosmetics 
  Laboratory, which is looking to export some of its scents 
  offworld. She is doing market testing to determine whether 
  the scents appeal only to the local population, or if they smell 
  good to offworlders too. She offers the characters Cr10 each 
  for up to an hour of their time, to take part in one of these 
  tests.
  Referee’s Information: The tests will take 30 + (1D x 5) 
  minutes – roll separately for each player. People wearing 
  white coats will carry them out in a professional manner, 
  and the characters will be kept separate from each other 
  to prevent their reactions from influencing each other. The 
  referee can either determine an outcome for the whole 
  group or roll for each character individually.
  1-2: The perfume smells pleasant, but nothing special to the 
  players.
  3-4: As 1-2, but local people find the smell very pleasant. The 
  players gain DM+1 to any Deception or Persuade checks for 
  the next 2 hours or until they wash it off.
  5: The perfume samples are actually a biowar agent and 
  antidote. Characters failing an Average (+0) End check will 
  become unwell for 1D days, but then recover. Depending 
  upon the players’ reactions, the perfume company might 
  offer compensation, or the party might take legal action. It 
  is possible the experiments were sanctioned by the local 
  government. If the players get too suspicious the perfume 
  company may decide they need to be silenced…
  6: The perfume samples are actually knockout drops. 
  Characters failing a Formidable (-6) End check will fall 
  unconscious for 1D hours. The players may be robbed or 
  even shanghaied aboard a ship.
  P25. ComPensation Culture
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: After the party post their ship’s 
  next destination, they are approached by Hin Chaudry, a 
  Darrian. He is a tall, thin man, with greyish tan skin and 
  white hair. He explains that he was sacked from his job as 
  gunner aboard a Jameson Lines freighter, and he is seeking 
  compensation from the company. Unfortunately, the hearing 
  James Callahan (order #6487550)
  
  23
  has been arranged at the Jameson Lines local HQ, which is 
  at the party’s next stop. He cannot afford more than a low 
  passage, but asks the characters if he can work passage or 
  travel middle passage on credit. If he wins the case, he will 
  repay them Cr. 5,000 for working passage or Cr. 10,000 for 
  middle passage.
  1: Hin Chaudry was dismissed for incompetence after 
  drawing official attention to a Jameson Lines ship engaged 
  in minor smuggling. The tribunal will award him Cr. 46,000 (a 
  year’s salary plus expenses and compensation). He will pay 
  the party immediately.
  2: As 1, except the tribunal finds Hin Chaudry was dismissed 
  without notice, but otherwise fairly. It awards him only Cr. 
  6,000. He begs the characters to reduce what he owes them.
  3: As 1, except the tribunal finds Hin Chaudry was dismissed 
  fairly. He cannot pay the party.
  4: As 1, except Hin Chaudry lies to the party and says he 
  was awarded only Cr. 6,000. He begs them to reduce what 
  he owes them.
  5: As 1, but Hin Chaudry’s case is for unfair dismissal on 
  grounds of his race, and the judge awards Cr. 100,000. He 
  will pay the party an additional 1D x Cr. 1,000 on top of what 
  he owes them.
  6: Hin Chaudry is a serial litigant, who makes a living out 
  of claiming compensation. He will seek to find fault with 
  the party aboard ship, and will do his best to record any 
  incidents of unfair or prejudicial treatment. If he can, he will 
  bring a case against them.
  P26. red roses for a 
  blue-blooded lady
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The party are approached by a young 
  man who introduces himself as John Singh. He is First 
  Officer of an Imperial Lines passenger ship, the Horsehead 
  Nebula. The ship’s flight plan will be taking him out of the 
  subsector for a while, and he has half a dozen plants to 
  deliver to a Lady Jen Teller on a nearby world. The old lady 
  is fond of roses, he promised to send her any interesting 
  ones he came across, and he thinks she’ll like them. He 
  offers a Cr. 100 honorarium to deliver the roses to Lady 
  Teller, with his compliments.
  Referee’s Information: If the party check the posted route 
  for the Horsehead Nebula, it will be consistent with John 
  Singh’s story.
  1-2: The roses are all very similar, red roses. Lady Teller 
  will be pleased to receive them and may offer them further 
  employment (for example, see patron P27).
  3: The roses all die of some terrible pest while in jump. 
  There is no risk to human or other sophont life, but let the 
  players worry… If the party dare to tell Lady Teller, she will 
  be disappointed but will not hold it against them.
  4: As 1-2, but John Singh is a distant cousin of Lady Teller, 
  who will be thrilled at the roses, and tip the players an 
  additional Cr. 50 for their trouble.
  5: As 4, but the roses die as in 3. Lady Teller will be very 
  upset, and will shoo the party out of the door, wondering 
  aloud whether ‘little Johnny was trying to insult her. If the 
  characters remain long enough to tactfully tell her that John 
  Singh’s present was genuine, or to try to take the blame for 
  the dead roses, Lady Teller will cheer up.
  6: Lady Teller is a former geneticist and a sociopath. She 
  hopes to engineer strains of the rose to carry diseases or 
  give off dangerous chemicals. The local police are watching 
  her, and anyone becoming associated with her will also 
  attract their suspicion. The players will find themselves 
  being trailed until they leave the planet (and possibly next 
  time they land here too).
  P27. a rose by any other 
  name…
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: Lady Jen Teller is a wealthy botanist 
  who collects exotic flowers. She is always on the lookout 
  for strains of Valentine’s Rose. This flower, originally from 
  Terra, was genetically reengineered during the Rule of Man, 
  and spread throughout most of the Second Imperium. Since 
  then, a number of variant strains have evolved and/or been 
  geneered. Most variants of Valentine’s Rose are red, and 
  Lady Teller is particularly keen to find the yellow variety 
  also known as Tex’s Rose. She will pay Cr. 25 for good 
  documentary evidence of a possible strain of Valentine’s 
  Rose, Cr. 50 for a living specimen of the rose, Cr. 1,000 for 
  a specimen of a strain she has not got and Cr. 5,000 for a 
  living Tex’s Rose.
  Referee’s Information: Lady Teller (‘But you must call me 
  Jen, of course!’) is what might be called an occasional patron. 
  She will be happy to receive pictures of roses via x-boat 
  transmission, and will pay up automatically, but samples will 
  need to be delivered by hand as and when the players drop 
  in-system. Whether Tex’s Rose exists at all, and if so where 
  it may be found, is for the referee to determine.
  James Callahan (order #6487550)
  
  24
  1-2: Lady Teller is a Baroness and has some influence with 
  the local authorities, and may be a good person to know.
  3: Lady Teller is delusional: she is not a noble, and she has 
  only Cr. 2,000 in savings to spend on flowers.
  4-5: As 1-2, except Lady Teller is also a sociologist, and is 
  trying to follow up work done at the Imperial University of 
  Sylea by Dr Shaliin Ap. The Cr. 25 for documentary evidence 
  is her way of getting fieldwork on the spread of Valentine’s 
  Rose done cheaply.
  6: Lady Teller is a former geneticist and a sociopath. She 
  hopes to engineer strains of the rose to carry diseases or 
  give off dangerous chemicals. The local police are watching 
  her, and anyone becoming associated with her will also be 
  treated with suspicion.
  P28. honeymoon
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: The characters are approached by a 
  man and a woman at the starport. The couple say they were 
  due to start their honeymoon but their liner is three days late 
  already. They ask the party to transport them either to their 
  first destination (2 jumps) or, if that is not possible, an office 
  of the cruise line (1 jump). Most of their spare money went 
  on their honeymoon tickets, but they are willing to pay Cr. 
  10,000 per jump for the two of them to share a stateroom, 
  middle passage.
  1: A noble and his aide bumped the couple’s middle passage 
  reservations at the last minute and the liner no longer had a 
  reason to call at the world. The couple are somewhat self-
  absorbed, and blissfully happy. They leave the ship at the 
  agreed destination.
  2-3: The couple are actually emigrating from their rather dull 
  homeworld. Neither of them wishes to risk losing the other 
  by taking low passage, but they can barely afford Cr. 16,000 
  for two middle passage tickets. Whether they are married 
  is anyone’s guess. They leave the ship at the agreed 
  destination.
  4-5: The whole operation is a complex insurance scam. 
  The couple will present a forged receipt for 2 high passages 
  at their destination, claiming on their travel insurance and 
  pocketing the difference. If they are discovered, the party 
  may be charged with aiding them.
  6: The “couple” are Imperial Bureau of Shipping (BuShip) 
  agents, investigating complaints by Tukera Lines that 
  independent operators are illegally undercutting standard 
  Imperial rates. If the characters accept the deal, they will be 
  fined Cr. 50,000 for a first offence and formally cautioned.
  P29. sPare Parts
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom and 10 
  tons cargo space available).
  Players’ Information: The group are approached by a 
  businessman, Ishiima Unchoto, with a proposition. Ishiima 
  has received notice that the Imperial Navy is selling off a 
  surplus of inoperative MFF-10 mobile repair vehicles. The 
  bulk of these will be purchased locally, but Ishiima has put 
  down a substantial deposit on a vehicle with the idea that 
  he will ship it to his homeworld a jump or two away) and 
  use it to produce parts for imported offworld vehicles and 
  visiting starships. He therefore wishes to hire the party to 
  help him transport the MFF-10 to their ship, then take him 
  and the vehicle to his homeworld. He will pay high passage 
  for himself plus double standard cargo rates for the MFF-
  10 and room to work on it – approximately 10 displacement 
  tons. He will accept middle passage if there is no steward 
  aboard.
  Referee’s Information: The mobile repair vehicle is 
  effectively a mobile TL10 factory. Collecting the vehicle will 
  take four hours and require a flat-bed transporter, which can 
  be hired for Cr. 500-1,000.
  1-2: Ishiima will tinker with his new vehicle all through jump 
  and it will be able to move under its own power on arrival. 
  Crewmembers will be welcome to wander into the cargo bay 
  and observe, although if they linger they will be asked to 
  lend a hand.
  3-4: As 1-2, except the repair vehicle produces pollutants 
  which threaten to overload the ship’s air recyclers and 
  contaminate the filters. Figuring out how to modify the 
  recyclers requires chemistry or starship engineering skills. If 
  they are not modified, the repair vehicle will have to be either 
  turned off (which Ishiima will argue against) or operated in 
  vacuum. If Ishiima is unable to work on his vehicle, he will 
  refuse to pay more than half the normal cargo rates. To work 
  in vacuum is likely to be more of a nuisance than a hazard, 
  but it will be slow. Ishiima will try to convince skilled players 
  to help out; if necessary he is prepared to offer up to Cr. 50 
  per four-hour work duty.
  5: Although Ishiima is a genuine merchant, he is also a 
  smuggler; the raw material hoppers of the repair vehicle are 
  filled with contraband. If he is detected by the authorities 
  leaving the planet (roll law level or greater on 2D to avoid 
  detection) he will destroy the contraband. If Ishiima is 
  detected, the players will be fined Cr. 50 and detained for 
  1D days while their complicity in the smuggling is checked.
  6: Ishiima is actually a desperate hijacker/terrorist, a 
  member of the anti technology group called the Society 
  for Human Responsibility. He will use the repair vehicle to 
  James Callahan (order #6487550)
  
  25
  produce parts for an automatic weapon. He will wait until 
  the ship is in jump, then attempt to hijack it. If successful, he 
  will have the players land at an out-of-the-way spaceport, 
  where fellow dissidents will march the players off the ship, 
  board and jump out. They intend to attack a large starport 
  on a nearby world.
  P30. ol’ betsy needs an 
  alternator...
  Required Skills: Pilot, Astrogation.
  Required Equipment: None.
  Players’ Information: The party is approached by a 
  wealthy patron wishing them to ferry an antique starship for 
  her. It is a partially restored Orrimot logistics ship. It is 373 
  years old, and has seen far, far better days. It is a 2500 ton, 
  Jump-3, flying brick of a ship. The characters will need to 
  hire additional engineers, as the engineering complement 
  for this ship is 29! The patron will offer the party Cr. 100,000 
  for the safe delivery of the ship to her private orbital space, 
  plus up to Cr. 100,000 fees for hiring more crew.
  Referee’s Information: This could be a journey of one 
  or more jumps and could (if the referee desires) turn into 
  a sizeable campaign. The ship will break down frequently, 
  in the most inconvenient way possible, and parts will be 
  extremely hard to come by.
  The patron may decide to come along for the adventure. As 
  a collector of antique starships, she has a different idea of 
  ‘annoying’ and ‘discomfort’ than the players. She has never 
  travelled on such a vessel before and will become greatly 
  distressed at any damage the ship receives during the trip 
  or due to jury-rigging. Her expectations are based upon 
  advertising material in which lovingly restored antique ships 
  are used to sell designer clothes and furnishings. Naturally, 
  the professionally restored ships she has seen are all shiny, 
  repaired and running properly.
  1-2: The trip is reasonably uneventful. There are several 
  minor, mostly annoying malfunctions.
  3-4: There are several major malfunctions, requiring the 
  party to jury-rig major subsystems during flight, such as the 
  electronics or gravitics. Something may not be repairable, 
  e.g. a failure in the gravity-generating hamster-cage main-
  bearing, which leaves half the ship in zero-g.
  5: There are catastrophic systems failures during flight. The 
  characters will need to jury-rig major subsystems, such as 
  life-support, just to stay alive.
  6: There is a misjump during the trip. This forces the party 
  to either scrounge or manufacture parts for the jump drives. 
  Additionally, since the antique ship’s computer uses jump-
  tapes for navigation, new tapes will have to be located or cut 
  to fly it back from the new location. If the party takes too long 
  in getting the ship to its destination, the patron may think that 
  they have stolen the ship and alert the authorities.
  P31. We’re like imPerial 
  exPress... only CheaPer
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: While scrounging for cargo in a 
  backwater port, the party is approached by Irina Diishiirii 
  with a proposition. She and a number of her extended 
  family are starting an express packet and freight service 
  in this subsector, which is ill-served by the megacorps. If 
  the characters are willing to sign an agreement, they will be 
  added as a carrier for the Shining Dragon JIT Packet Carriers, 
  Ltd. What this gains the party is probable guaranteed full 
  cargoes in most of the ports of the subsector, free brokerage 
  service, 20-50 tons of available warehouse space in those 
  ports for their own use, and the right to plaster the company 
  logo on their ship.
  Referee’s Information: What the contract requires is 
  that the character’s ship carries at least four cargoes in a 
  calendar year, at the company’s discretion, and that they 
  check in with the company when they arrive in port. Irina, 
  along with her brothers and sisters are hoping that if they 
  sign up enough free traders as contractors they will be able 
  to have a ship available at just about any time. Costs will be 
  essentially zero; warehouse space is cheap, and the ‘free’ 
  brokerage service is, in reality, collecting cargoes for the 
  company.
  Irina is cut from the same mould as the rest of her family: 
  small time wheelers and dealers, always working on some 
  new ‘guaranteed’ money-making scheme. The import/
  export business is full of oddball characters and her family, it 
  seems, have an above average selection of them. When the 
  party arrive in a port, the Diishiirii family will always welcome 
  them, invite them to dinner, get them to stay for a drink, and 
  give them the sales pitch for whatever scheme that member 
  of the family is hatching that week.
  1-2: The SDJITPC is actually starting to thrive. The party will 
  be guaranteed at least a threequarters full hold at each port 
  they stop in, if they are willing to move on immediately, at a 
  10% premium to normal freight rates. If they wish to (or need 
  to) stay in a port for a period, the company will generally 
  find another ship to carry that load. Using SDJITPC as a 
  broker service will possibly (2 in 6 chance) gain them a one-
  quarter full hold of cargo at standard rates. The referee can 
  choose appropriate times at which to hold the players to one 
  of their four promised trips a year. Some of the cargoes are 
  definitely odd.
  James Callahan (order #6487550)
  
  26
  3-4: The company is not doing as well as expected, and the 
  party will be rigorously held to the contract they signed; they 
  may be forced fairly often to jump with less than a full hold, 
  usually with extremely odd or dangerous cargoes of the ‘live 
  radioactive flesh-eating groats’ variety. If they break their 
  contract, they will make enemies of the family who will try to 
  sue them. Since the family has contacts with officialdom and 
  organised crime throughout the subsector, life in and around 
  the subsector could become very difficult for the party.
  5-6: Irina’s family is using the network of free traders they are 
  developing to form the basis of a smuggling ring. The group 
  will not be asked to actively participate unless they hint to 
  her or a member of the family that they are willing to. (The 
  family will not bring the subject up first.) Initially, they will be 
  used as cover – e.g. carrying a supposedly suspect cargo 
  (in reality a legal cargo) to distract attention from genuine 
  smuggling on another SDJITPC ship. If the authorities begin 
  to suspect the company, the party’s life may be made difficult. 
  They may even be coerced into acting as undercover agents 
  for the law enforcement agencies.
  P32. i Can give you a Press 
  Card if you Want...
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The group is contacted by August 
  Delirisso, who presents himself as an editor for the Alpha1 wire 
  service. The party may have heard about the service; if so, 
  they are aware that it is a lesser known one, which is usually 
  attached to offbeat stories. August wishes to sign them on as 
  reporters, paying per story that they may pick up in their travels. 
  He will point them at various rumours, tips, or other leads to 
  stories if they contact him before they go somewhere.
  They need to get the facts to the story (preferably with 
  evidence and accompanying vid or holo pictures) and get 
  back to him in person (or post it via X-boat, if necessary). He 
  will pay them depending on how widely the story is picked up 
  by the various subscriber organisations, usually somewhere 
  around Cr. 100-1,000, more for big scoops or stories.
  Referee’s Information: He cannot pay for their travel 
  expenses, of course...
  1: August particularly wants the ‘National Enquirer’ type 
  stories of The Mutant Leeches that Ate My Face, K’Kree 
  Meat Feast Shock!, paparazzi photos of celebrities, and 
  suchlike. This gives the characters an excuse to go out and 
  snoop around without raising undue suspicion, but may 
  bring them unwanted notoriety.
  2-3: As 1, but August partners the party occasionally with 
  another of his regular reporters. On these occasions the 
  characters get caught up in very odd adventures: strange 
  happenings, murders and even (allegedly) supernatural 
  events.
  4-5: August is interested in a wide range of data. His service, 
  while having a public front of the ‘weird story’ wire service, 
  is primarily a collection agency for private subscriber-only 
  databanks, covering a wide range of information. From 
  time to time, particularly as the team gets to be known by 
  Delirisso, they may be asked to undertake more directed 
  covert investigations.
  6: As above, but if the group proves resourceful, he asks 
  them to undertake more blatant industrial espionage. He will 
  pay considerably more for such data, and provide some of 
  the specialised contacts and/or equipment they may need. 
  Their cover, of course, is as reporters for the wire service.
  P33. We find things for you
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The party is approached by a 
  messenger who hands them a sealed infochip. When they 
  read it, they find that it is an invitation to a wealthy noble’s 
  home. When they arrive, they are ushered into the noble’s 
  office suite – well-furnished, but well-used. The noble – a 
  Baroness Guilthain – will greet them warmly, and introduce 
  herself; ‘Call me Alicia, Baroness Guilthain is for tiresome 
  dinner parties.’ Her family, she explains, lost all but their noble 
  title due to a spendthrift ancestor. Her current wealth has 
  been built up by her father and then by herself. Her company, 
  Guilthain Recovery, specialises in recovering stolen or lost 
  properties. She charges a flat 50% of the insured value of 
  the item if recovered, otherwise there is no charge. She and 
  her father have made their reputations with a number of 
  high profile cases and, over the years, have developed an 
  extensive intelligence network on just about any subject.
  Referee’s Information: Alicia wishes to contract the party 
  as field agents, on either a part or full-time basis. Her deal 
  with her field agents is reasonable: on any case, they get 
  25% of her fee, after expenses. Since some recovered 
  items have been insured for millions of credits, this can be a 
  lucrative deal. However, since they will also often be dealing 
  with dangerous criminals (who stole these valuable items 
  in the first place) it can be a very dangerous profession 
  too. Her agents often have the co-operation of local law 
  enforcement, but just as often they will have to work around, 
  or even avoid, the local law. Example missions:
  James Callahan (order #6487550)
  
  27
  1: To recover three stolen Ver Grenshiki artworks from the 
  home of the reclusive millionaire who bought them on the 
  black market.
  2: To return a rare LSP Black Arrow speeder stolen by one 
  of the many local street gangs.
  3: To locate the money which went missing when a mob 
  money-launderer retired early.
  4: To recover blackmail material being held by a local noble 
  incriminating a local politician.
  5: To find a Zapatian lizard, the pet of a rich noble. The lizard 
  was lost in the starport several weeks back. It likes heat and 
  will eventually be found in a building’s warm air exhaust pipe.
  6: As 2, but the lizard crawled into a crate of its favourite 
  Crawfruit and was shipped offworld. The players must follow 
  the shipment to find the lizard.
  P34. the lobster Pot
  Required Skills: Admin, Advocate.
  Required Equipment: Starship (with at least 20 tons of 
  cargo space available).
  Players’ Information: The party are approached by Eneri 
  Branagh, a local trader representing the local fisherman’s 
  collective. He has established a unique deal that promises 
  to improve the situation of the local populace.
  Referee’s Information: The planet is politically dominated by 
  one of the Imperial megacorps, which set up an advanced 
  power plant manufacturing and refurbishment complex. The 
  local fishermen and farmers are trying to gain some financial 
  independence from the corporation by establishing offworld 
  trade links. The party will not be offered any other cargo (as 
  the corporation favours its own ships). Eneri wants the party 
  to take the ship to the coast where the fishermen will flood the 
  hold and fill it full of local crustaceans which are a delicacy 
  on a neighbouring world. The players will then ship Eneri and 
  his shelled friends to the world, where they will have a market 
  advantage over the traders who work for the corporation – 
  their cargo will be live. He offers them half standard shipping 
  rates, plus 25% of the profits. As this is a delicacy, the party 
  stand to make double the usual profit, at least.
  1-2: The players do indeed make at least twice the usual 
  shipping profit on this cargo.
  3-4: En route to the destination, a minor failure occurs 
  (ventilation, grav fluctuations, iris valve opens and floods a 
  section). Although not catastrophic, it temporarily threatens 
  the safety of the cargo and/or crew.
  5-6: The crustaceans are contaminated with radioactive 
  heavy metals which have settled into the local mud banks 
  following discharge from the megacorp’s facilities. The ship 
  is impounded at its destination and the cargo cannot be 
  offloaded. If the corporation has contaminated the cargo, 
  this is likely to kill the entire trade and the fishermen’s 
  livelihoods. Once the players have decided what to do with 
  a flooded hold of unsellable lobster analogues, Eneri will ask 
  them to return to his world to help him prove the megacorp’s 
  guilt and take it to court for compensation.
  P35. misPlaCed goods
  Required Skills: None.
  Required Equipment: Starship (with at least 10 tons cargo 
  space available).
  Player’s Information: Whilst at the starport on a world close 
  to a major naval base or depot, the players are approached 
  by Commander Robert S. Anders, an Imperial Naval Officer. 
  He offers a lucrative contract to transport on some goods 
  three jumps from the naval facilities close by.
  1: Everything is legitimate – there has been a mix up in 
  naval shipping plans due to unexpected redeployment of 
  the transport squadrons locally. Anders has been ordered to 
  resolve the cargo capacity shortfall as quickly as possible, 
  and has been chartering vessels with spare capacity. The 
  party is being employed to transfer an Imperial fighter to its 
  new base. The party will only learn this if they break into the 
  single 10 ton crate.
  2: As 1, but criminal elements in the depot’s logistics section 
  have leaked the transfer to smugglers who will try and hijack 
  or pirate the ship to steal the multi-million credit fighter.
  3: As 2, but the theft will be attempted by Zhodani elements 
  seeking the high technology equipment on the fighter.
  4: Commander Anders is corrupt; with the mix up in shipping 
  plans for the navy he has decided to make some money by 
  selling the fighter. The papers he gives the party are falsified, 
  claiming that the crates contain “machine parts”. Should the 
  cargo be inspected, the players may face substantial prison 
  sentences unless they can prove their innocence.
  5: As 4, but Anders is upfront about the illegal nature of the 
  work, and will offer the party a small percentage of the profit 
  if pushed. If they decline, or try to approach the authorities, 
  Anders will arrange an ‘accident’ for the party as his clients 
  will not be happy if he fails to deliver the fighter.
  6: As 4, but this is a sting arranged by Imperial Naval 
  Intelligence. Anders is an undercover agent, who has been 
  trying to break a smuggling ring operating out of the depot for 
  James Callahan (order #6487550)
  
  28
  the last twelve months. He has worked his way to a position 
  of trust, and has arranged this shipment to break the ring. 
  He will try to place two Imperial Marines (undercover) on the 
  ship to protect the cargo and crew. The police will intervene 
  when the players attempt to deliver their cargo; the players 
  may be caught in the cross-fire with the smugglers.
  P36. Witness reloCation
  Required Skills: Admin and Advocate or Combat.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: The party are enjoying a few final 
  moments of peace in a dirtside starport lounge before 
  returning to the ship and heading out to the next system. 
  An attractive woman approaches the table, smiles nervously 
  and asks for help, often glancing about the room. Her name 
  is Dalia Vannista, and she needs immediate passage off 
  world. She does not really seem to care about the destination 
  world. Her only request is that the vessel leaves at once. 
  She claims she is packed and ready to go, but she carries 
  no luggage. She states that she is prepared to pay for her 
  passage in trade goods. She does not have an Imperial 
  Universal ID.
  Referee’s Information: The woman is really Delea Moichot, 
  a legal witness for the government against organised crime 
  on this world. Her government bodyguards were killed 
  defending her against an attack and she fled the scene. 
  She was near the starport so decided to get offworld. She 
  is carrying several data crystals with information critical to 
  an impending case against a local crime lord. She offers 
  the players a Cr. 100,000 Imperial bearer bond for payment 
  (redeemable at any Imperial starport or bank). She has three 
  of these she stole from the crime lord.
  At the referee’s option, the bond is a high quality forgery – 
  too good for the party to detect. When the players attempt 
  to cash it, roll 2D. On a 2-7: the forgery is detected, the 
  party are arrested but by incriminating Delea, they can 
  avoid prison but must pay 1D x Cr. 5,000 legal fees; 8-10: 
  the forgery is detected after the party leave the system, a 
  warrant is issued for them and they will be arrested if they 
  return to the system; 11-12: the players are lucky and the 
  forgery is not detected).
  1: A group of the crime lord’s men will arrive just after the 
  players agree to take Delea. The men will start shooting 
  once they see the patron. They carry expensive weapons 
  and wear expensive clothes but, thankfully, are disorganised 
  and not very effective and will retreat if the players return 
  fire.
  2: A professional assassin is watching the port for the woman. 
  He will attempt to capture her alive, in order to secure the 
  data crystals. He is well-skilled in stealth and martial arts 
  but is armed only with a garrotte to avoid weapon detectors.
  3: The starport customs officials have decided this a good 
  day to start cracking down on ID violations. A bribe (1D x Cr. 
  100) will be needed to get past the checkpoint.
  4: As 3, but the official recognises the woman from local 
  news reports and demands 1D x Cr. 1,000.
  5: As 4, but then the official informs the local crime lord. A 
  small ship’s boat will be sent to intercept the players’ ship 
  as they approach the jump point. Claiming to be a customs 
  launch, a small group of well-armed ex-marines (but wearing 
  only vacc suits) will attempt to board the vessel and retrieve 
  the evidence (and the woman if possible).
  6: Shortly after the players take off, the local authorities notify 
  the system patrol vessels to stop and search all departing 
  ships for this woman. The players will have to hide her from 
  an inspection party or pay a bribe of 1D x Cr. 10,000. Any 
  attempt to flee from the patrol ship will result in attack.
  P37. getting your oWn baCk
  Required Skills: None.
  Required Equipment: Starship (with 5 staterooms and 10 
  tons of cargo space available).
  Players’ Information: The players are approached by 
  Commander Robert S. Anders, an Imperial Naval Intelligence 
  officer. He wishes to charter their ship for an operation and 
  implies significant rewards if they accept.
  Referee’s Information: Recently, smugglers stole a high 
  technology Imperial fighter and have supplied it to an enemy 
  state. Anders needs help to recover it. Payment for the 
  mission will be good and perks may include free maintenance 
  or fuel at naval facilities. The downside is becoming a known 
  Imperial asset to the enemy state. Anders will make sure 
  adequate gunners and weapons are available. The following 
  options can be played individually or in the given order.
  1-2: Anders asks the team to infiltrate the enemy frontier 
  world by carrying a cargo in. He wants the players to 
  establish if the fighter is being held at a certain facility at the 
  starport. If it is, he wants them to plant a tracer and inform 
  him, so he can launch a covert recovery option.
  3-4: Anders (or the players, from 1-2) has located the fighter 
  on a frontier enemy world and wishes the players to smuggle 
  in his 10-strong unit and weapons (double-bunking to fit in 
  5 staterooms). The covert team will destroy or recover the 
  fighter.
  5-6: The players are to deploy Anders’ strike team (see 3-4) by 
  orbital re-entry ‘chute. Shortly after, the players should perform 
  a powered re-entry, pretending they have engine problems. 
  They are to land at the enemy facility (whose defences should 
  have been neutralised by Anders’ team), load the 10 ton fighter 
  and team on to their ship, then run for Imperial space.
  James Callahan (order #6487550)
  
  29
  P38. for the good of the 
  PeoPle
  Required Skills: None.
  Required Equipment: Starship (with 1 stateroom available).
  Players’ Information: A woman who has made an obvious 
  attempt to disguise herself approaches the party requesting 
  passage to the next system. She needs to leave immediately 
  and is willing to purchase High Passage instead of Middle 
  Passage if it will mean lifting off sooner. She seems anxious, 
  and watches the area around the meeting closely if it is in a 
  public area.
  Referee’s Information: The passenger is a scientist 
  who has recently made a major medical breakthrough in 
  immunisation studies. She has created an incredible tailored 
  virus that will protect individuals against a number of rare 
  and infectious diseases across the Imperium. She will board 
  the vessel as soon as possible and remain in her stateroom 
  until the vessel is safely in jumpspace. If the party attempts to 
  haggle for the price of the passage, she will agree to pay for 
  an additional two High Passage tickets. The scientist knows 
  she is being followed and will try to remain as hidden as 
  possible. If confronted about her need to leave immediately, 
  she will claim that lives depend on her urgent arrival in the 
  next system. Her employers are working to locate her and 
  return her to the labs.
  1: The patron’s employer has notified the authorities that she 
  has been kidnapped and a local search has commenced. 
  The players must leave the system quickly, before anyone 
  thinks to search outgoing vessels at the starport. If they 
  wait too long they will be discovered and arrested as her 
  abductors.
  2: As 1, but the authorities have only been told that the doctor 
  is missing and that sensitive research information seems to 
  have left with her. They are assuming theft is a possibility, 
  not a fact. News reports of the woman’s disappearance are 
  being broadcast by the local media.
  3: As 2, but her employers have decided that the doctor 
  needs to be silenced. They have notified the authorities 
  that the woman is a terrorist and is armed and extremely 
  dangerous. They have also stated that the woman carries a 
  biological sample that could be used as a terrorist weapon. 
  The media will announce she is missing but will not mention 
  any terrorist connection.
  4: Her employers want no outside interference and have 
  arranged for a retrieval team to find the doctor and return 
  her to the company labs. They are armed, and in a hurry. 
  They will not consider negotiation an option in the retrieval 
  process.
  5: Combine 1 and 4.
  6: The doctor is actually an escapee from a mental hospital 
  and has made up this entire scenario. She will not be missed 
  at the hospital until two hours after she purchases passage 
  with the players. At this point, local news broadcasts will 
  begin announcing the search for her, and her face will be all 
  over the news.
  P39. thou shalt not Covet
  Required Skills: None.
  Required Equipment: Starship or High or Middle Passage 
  on a starship.
  Players’ Information: A player is approached to carry 
  a message crystal to a person on the next world in the 
  direction the vessel is headed. The standard offer for such 
  a message is Cr. 50. This person is offering Cr. 1,000 to 
  deliver the message with “no questions asked”. The person 
  seems to be nervous and not hiding it well. If asked any 
  questions, the patron will lie quite poorly, even forgetting 
  they said “no questions” earlier!
  Referee’s Information: The person is a corporate 
  researcher, recently hired as a spy by a rival company. They 
  have placed all of the company’s data for a new radical anti-
  gravity breakthrough on the crystal and are sending it to 
  a contact in the next system. This is the researcher’s first 
  attempt at espionage and they are not very good at it. The 
  data is encrypted with an old software package that can 
  be hacked by any good computer tech with a fair amount 
  of time and a healthy curiosity. A counter-espionage team 
  has been watching the researcher and will be attempting to 
  recover the crystal.
  1: There are 3 members in the counterespionage team. 
  They will use stealth and intrusion to regain the data before 
  lift off.
  2: As 1, but the team will use intimidation and brute force as 
  necessary.
  3: As 1, but the team will purchase passage and pose as 
  passengers. The crystal will be located and stolen during the 
  last day of the trip.
  4: The team will pose as customs officials to board and 
  inspect the vessel in the starport. The players should 
  become suspicious as they realise the team is searching for 
  a specific item.
  5: The team approaches the characters openly and asks for 
  help. They are promised a large reward for turning over the 
  spy and the data.
  6: Use any of the above (except 3) but there is also a team 
  attempting to ensure the spy’s escape. The players will find 
  themselves in the middle of an escalating corporate war.
  James Callahan (order #6487550)
  
  30
  P40. Wage slave
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: Slavery is illegal in the Imperium. 
  So is running out on debts. In the grey area between these 
  two Imperial Edicts flourishes debt bondage; the forcible 
  confinement of an individual on a world until all debts are 
  paid or guaranteed by a reputable individual. At its most 
  benign, debt bondage ensures that all bills are paid before 
  a citizen emigrates; at its most sinister, debt bondage traps 
  workers on a company planet, paying more for life support 
  than they earn and thus condemning them to a lifetime of 
  labour for the company.
  A religious group that is dedicated to buying the freedom of 
  trapped workers contacts the party. They need someone to 
  go undercover to a world, to verify whether or not it meets 
  their criteria for aid. They will have two months to discover 
  the information, at the end of which they will be picked up.
  1: The characters spend 2 months in Spartan conditions 
  – life is hard, but not unreasonable and workers can earn 
  enough to leave if they are careful. No action is necessary.
  2: As 1, but life support surcharges mean that they end up 
  further in debt than when they began work. If the religious 
  group was not ready to bail them out, they would have been 
  trapped.
  3: As 2, but the conditions are brutal.
  4: As 3, but the players run up such debts that the religious 
  group does not initially have enough funds to buy their 
  release; they are trapped for another 1D weeks.
  5: As 4, but the reason their patrons cannot pay for their 
  release is that someone embezzled the money and ran. 
  Should they eventually be released, no doubt the players 
  will want revenge!
  6: As 4, but due to an administrative error, the religious 
  group loses track of the players and no one is sent to buy 
  their release.
  P41. sChool of assassins
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The party are hired to locate the 
  headquarters of an Assassin’s Guild which is alleged to 
  operate in the area. Rumours abound of the guild, its 
  impregnable fortress HQ and the dark deeds done behinds 
  its doors. Alternatively, the players are hired to protect a 
  person from the guild’s attentions.
  1: The rumoured existence of the assassin’s school on a 
  nearby planet is actually true. This world barely sustains any 
  life and is very hostile to humans. Those able to actually 
  discover and reach the school are invited to join this group 
  of skilled mercenary murderers.
  2-3: As 1, but the assassins are ascetic warrior-philosophers.
  4-5: As 1, but the assassins have an ethical code whereby 
  they require evidence of actual wrong-doing by a target 
  before they will take on their assassination.
  6: The assassins are actually a secret tool of the Imperium. 
  They enforce the Emperor’s will by assassinating 
  troublesome nobles. They are run by several supposedly 
  dead Imperial nobles.
  P42. i Came for the Waters…
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The patron wishes to hire the party’s 
  ship for a cargo run to a mostly industrial region on a planet 
  one or two jumps away. The factor will pay 15% over the 
  normal rates, conditional on immediate departure.
  Referee’s Information: The cargo is labelled as ‘Water 
  Purification Equipment, Industrial’ on the manifest. They are 
  to deliver the cargo to a small secondary spaceport on the 
  planet. The containers appear to be destined for a number 
  of different customers, though if they open the containers 
  and investigate, they will find that all of the contents seem to 
  be modules for a single large purification plant.
  1: The equipment is being delivered to a large industrial 
  combine that has been dumping toxic effluent into a nearby 
  river. A large city downstream has started to use the water 
  to supply their potable water needs. The company is trying 
  to quietly install purification equipment to prevent anyone 
  linking them to the pollution.
  2-3: As 1, but the company has already been found out as 
  the source of the pollution, and the characters will get caught 
  up in a conspiracy investigation. They may be detained, and 
  their ship and/or other cargo impounded for the duration of 
  the investigation.
  4-5: As 2-3 but due to deaths from the tainted water, there 
  has been a massive political shakeup in the city. Arrest 
  warrants have been issued for the company officials and 
  anyone else involved (e.g. the players). Their ship will be 
  confiscated if they are caught.
  6: As 2-3, but the populace has been whipped into a frenzy 
  by rabble-rousers. They are convinced that the company 
  only intends a cosmetic clean up, and that dangerous toxins 
  James Callahan (order #6487550)
  
  31
  will remain in their drinking water. The characters will have to 
  contend with a riot at the spaceport. If they are discovered to 
  be transporting the equipment, they will become the target 
  of the mob’s fury.
  P43. robotiCs field trials
  Required Skills: Survival.
  Required Equipment: Starship (with 1 stateroom and 2 
  tons cargo space available).
  Players’ Information: The players may respond to an 
  advertisement or may be contacted directly by an assistant 
  of Dr. Keene to arrange a charter for himself and a small 
  amount of cargo. The doctor requires transport for himself 
  and 2 tons of equipment to a nearby system where he 
  intends to perform field tests of several robot prototypes. 
  Dr. Keene’s work is sponsored by Windhamm Electronics, 
  who will pay all appropriate incurred expenses as well as Cr. 
  10,000 per month per crew person (to a maximum of MCr. 
  1.5 for the entire trip). Dr. Keene will require the characters 
  to assist him in all aspects of his work at the test sites, 
  including security, preparation of campsites and meals, 
  providing ground transportation, etc. The trip should take 
  the players to a number of different terrain types on several 
  planets in one system, including a vacuum planet. Keene 
  expects his tests to last for at least two months in system, as 
  well as the time in jump.
  Referee’s Information: Dr. Keene is a brilliant young robotics 
  consultant hired by Windhamm Electronics for their research 
  into the automation of starship operations. The robots which 
  have resulted from his work are used by some merchant 
  lines, allowing them to reduce crew sizes and lower the risks 
  involved in the more hazardous aspects of starship work, 
  Keene is an honours graduate of both college and graduate 
  school (to doctorate level). Keene has become wealthy 
  relatively recently from selling a few of his patents; he hopes 
  his continued work in advancing robotic technology will earn 
  him a knighthood. So fixated is he with this concept that he 
  has started to study fencing in preparation for the day he 
  might enter the circle of nobles as a Peer of the Realm. He 
  practices frequently with a training robot but is sufficiently 
  arrogant to demonstrate his skill against a live opponent if 
  provoked into a duel. He tends to carry either his beloved 
  fencing foil, or a customised Magnum Revolver (a gift from 
  a friend) dependent upon the local law level. He loves to 
  race grav craft whenever he can, and owns an exotic grav 
  speeder bike.
  Dr. Keene is a young man, standing 1.8m tall, slender with 
  a somewhat muscular build and long dark hair. He is good-
  looking, very intelligent, and rather arrogant at times. He is 
  used to being spoiled and pampered in his work environment, 
  and will not take kindly to anyone opposing his views. He is 
  travelling with a portable robotics work lab, 6 research robot 
  prototypes, a remote control porta-comp (through which the 
  prototypes are programmed and controlled) and additional 
  tools and field equipment. In addition, he requires hold 
  space for his Grav Speeder Racing Bike. His robot valet and 
  robot-fencing trainer attend to most of his needs. In addition 
  to normal wilderness encounters (both animals and natural 
  events), one or more of the following events should occur 
  during the tests:
  1: Keene chooses to undertake tests in a hazardous (e.g. 
  corrosive) atmosphere. Any accident, no matter how minor, 
  can be extremely dangerous in such a climate.
  2: One (or more) of the robots runs wild on the ground, 
  physically endangering the party.
  3: Keene re-programs a vehicle to allow one of his robots 
  to drive it. At a suitably dangerous point, the robot’s 
  programming fails and the vehicle crashes (either while 
  carrying the party or crashing into characters on the ground).
  4: Keene decides to exercise his grav bike and offers to race 
  one or more of the party on a suitably hazardous course.
  5: A team from a competing company arrives to steal the 
  prototypes and any technical information they can recover. 
  The team will initially use stealth, but should they be 
  discovered or frustrated in their attempts, they will resort to 
  force. The number and weaponry of these agents should be 
  adjusted to roughly match the number and armament of the 
  players.
  6: As 5, but the team is from Windhamm, who are hoping 
  to obtain Keene’s newest developments without paying his 
  exorbitant fees.
  P44. Wanted: it oPeratives
  Required Skills: Computers.
  Required Equipment: None.
  Players’ Information: The following message is posted to 
  the Employment Opportunities section of the local computer 
  nets; 
  Programmers wanted for data analysis project, Cr. 250 
  per day. Relevant experience at Imperial TL 9 or equiv 
  tech required. Apply Sef Makken, Bureau of Trade [*bt/
  gov/005/sef-mak]. The Bureau of Trade is an equal 
  opportunities employer. Applications from non-humans 
  and sophonts of indeterminate gender are particularly 
  welcome. Applicants may be asked to undergo Imperial 
  vetting procedure.
  An electronic application form is attached.
  James Callahan (order #6487550)
  
  32
  Referee’s Information: Sef Makken is a nervous, 
  overweight, balding bureaucrat. If the characters enquire 
  about the job he will cheerfully – perhaps too cheerfully – 
  discuss it, without giving any specifics, and will encourage 
  them to apply. Should anyone apply, roll a Difficult (-2) 
  Computers check to be appointed.
  1: Up to 3 days work are required converting trade data 
  from an old system to a new global database. Sef Makken is 
  nervous because a deadline is getting close.
  2: As 1, but the data is an analysis of interstellar trade data. 
  A Formidable (-6) Computers check is required for a player 
  to learn anything of interest. If successful, the character may 
  apply DM+1 to one trading check on this world, or can obtain 
  one speculative cargo at a 25% discount.
  3: As 1 or 2, but earnings are subject to a 20% tax on exit 
  (i.e. Cr. 50/day worked for Makken). Sef Makken will not 
  reveal this unless asked directly.
  4: As 2, but after taking advantage of their new-found 
  knowledge, the player is arrested for industrial espionage 
  and/or insider trading.
  5: As 1, but the players can gradually work out that Sef 
  Makken is nervous because he is stealing data from the 
  Bureau of Trade and leaking it to friends; he fears the 
  authorities are getting close. Reporting him brings official 
  praise and local news coverage, but Sef’s friends will not be 
  happy to have lost their valuable source.
  6: As 1, but Sef Makken is nervous because his career 
  depends on completing the project on time, but the 
  Government-appointed contractors are under-performing. 
  He is paying the party out of his own pocket, which is against 
  Government rules. Reporting this to the authorities would 
  bring the players official acknowledgement but would wreck 
  his career. The Bureau of Trade would also be extremely 
  obstructive for the remainder of the groups’ stay.
  P45. global Warming
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: A nearby colony is suffering adverse 
  effects from a sudden warming of their climate; it is thought 
  illegal industrial pollution may be to blame. The party are 
  approached by a representative of SERAPH (the Society 
  for Ecological Restoration And Planetary Healing), an 
  environmentalist organisation, to conduct some tests for 
  them. Suitable equipment will be provided. SERAPH are 
  currently short-staffed, and are therefore hiring resourceful 
  people to conduct routine work.
  1-2: Planetary survey records are faulty; the planet has 
  many volcanoes and suffers sporadic volcanic winters, one 
  of which was in progress when the planet was first surveyed 
  and occupied. Colonists have found the world increasingly 
  hot.
  3-4: As 1-2, but the problem has been exaggerated by a 
  nearby world aiming to make local industry less competitive 
  by imposing extra costs on it (emissions cleaning). The nearby 
  world is secretly funding SERAPH to ‘prove’ environmental 
  crimes, but this is known only to two of SERAPH’s directors.
  5-6: Warming is the result of pollution by industry; traces 
  of pollutants are detectable in certain areas. If the local 
  authorities become aware of the players’ mission, they will 
  be liable to harassment, initially by ruffians but later by police 
  and other officials. This could take the form of vandalism, 
  physical threats or direct violence, as well as obstructiveness 
  and sabotage.
  P46. shiPshare hire-ons
  Location: Jump-1 from a major world.
  Required Skills: Pilot, Astrogation.
  Required Equipment: None.
  Players’ Information: The following advert is posted on the 
  starport net.
  Experienced crew wanted for 4 week round-trip taking 
  Free Trader for annual maintenance. Standard rates 
  plus completion bonus. Apply Jil Mbewe [*shipshare/
  com/info/jil-mbe].
  If the group contact Jil Mbewe she will explain that the ship 
  in question is run by a shipshare trust. 12 shareowners have 
  use of the ship’s passenger facilities for 4 weeks, during 
  which time the ship must complete a run to and from the 
  nearby major world. The trust is responsible for support 
  and maintenance costs, and for finding cargo and low 
  passengers at both ends of the run, and makes most of its 
  money from cargo speculation. However, in the last 4 weeks 
  of the operating year, the trust squeezes in a run for its own 
  profit by sending the ship for its annual maintenance. This is 
  when the regular crew take their vacation, and the party are 
  needed as a relief crew for this run.
  Referee’s Information: The Spirit of Harmony is a standard 
  Free Trader, 30 years old, and a bit shabby. The party have 
  free run of the passenger accommodation. They can carry 
  passengers, but must split the fee 50:50 with the trust.
  1-2: The party will have to spend most of their two week 
  stopover keeping tabs on the progress of the annual 
  maintenance, but will have plenty of free time.
  3-4: As 1-2, except the Spirit of Harmony is a month overdue 
  for maintenance and is burning unrefined fuel (increasing 
  the chance of misjump). Her usual crew said she was unsafe 
  without maintenance and refused to take this mission.
  James Callahan (order #6487550)
  
  33
  5: As 3-4, but the Spirit of Harmony is 3 months overdue 
  for maintenance (significantly increasing the chance of 
  misjump).
  6: The Spirit of Harmony is a total rustbucket and it is amazing 
  that it is still spaceworthy. The critical systems (life support, 
  drives and computer)are fine, but everything else is liable to 
  fail more or less at random. This includes gravity and inertial 
  compensators, the galley, the laser turret, sensor arrays, 
  communicators and sanitary facilities. Backup systems are 
  not guaranteed to work either.
  P47. training exerCise
  Location: Low law level world (automatic weapons permitted).
  Required Skills: Combat.
  Required Equipment: None.
  Players’ Information: Major Shen Aquette is the commander 
  of a company of mechanised infantry. His men have been 
  on garrison duty for several months, and he suspects they 
  are starting to get stale, so he is looking for volunteers to 
  take part in an exercise against his troops as supposed 
  guerrilla fighters. He does not necessarily want professional 
  soldiers. He offers combat pay of Cr. 15 per day for ordinary 
  volunteers, Cr. 30 per day for ex-service personnel (Army 
  or Marine) and Cr. 50 per day for former Army or Marine 
  officers, plus a Cr. 50 bonus if the guerrillas actually win.
  Referee’s Information: Aquette’s company consists of 
  three platoons of four armoured personnel carriers, plus 
  a tank, two command cars and four light armoured cars. 
  The party will be armed with simulated automatic weapons 
  and light anti-armour rockets, plus flash grenades, and 
  issued with laser-sensing flak jackets which register hits. 
  Officers will be allowed to carry loaded side-arms in case of 
  emergencies, but no other equipment has live ammunition. 
  The players are asked to plan and perform several attacks 
  against the company – while encamped and while on the 
  move, with the intention of causing as much disruption as 
  possible. Aquette’s men know they are to be attacked, but 
  have no idea of the players’ plans or armaments.
  1: The manoeuvres go well and the party has the 
  opportunity to practice their combat and tactical skills in a 
  safe environment.
  2: Both sides take the exercise rather seriously, and the 
  characters get involved in a brawl. Mercenary officers will 
  turn a blind eye unless it gets too rough.
  3: Someone – not necessarily a character – gets seriously 
  hurt, and needs urgent medical attention while out in the 
  wilds.
  4: Aquette is training his men because he has heard rumours 
  of a genuine guerrilla threat. The real guerrillas infiltrate the 
  exercise and start shooting. The mercenaries are carrying 
  live ammunition for just such an event, but the party is stuck 
  in the middle of the firefight – potential targets for either side.
  5: As 5, but Aquette created this exercise specifically as a 
  trap for the guerrillas. He regards the players as expendable.
  6: Aquette’s men are vicious killers; they intend to have some 
  fun hunting down and killing the players using live ammo.
  P48. adolesCent
  Required Skills: Admin, Advocate, Broker.
  Required Equipment: Starship.
  Players’ Information: The party are on a world with strict 
  religious laws, most of which govern private life. While it has 
  been an interesting and even fun place, everyone is glad 
  to be about to move on. Enquiries into customs and beliefs 
  invariably grow into large discussions with 2D officials and 
  religious teachers involved. By tradition, such discussions 
  may only be terminated by taking everyone to a feast (the 
  cost is 1D x Cr. 10 per person). After the party have enjoyed 
  their last breakfast on world, they return to the hotel to 
  discover a robed and masked visitor. This is soon revealed 
  to be a teenager who pleads with them to take him/her (it is 
  hard to tell under the covers) offworld. If not, their parents 
  will kill them!
  Referee’s Information: It is a local custom that adolescents 
  are secluded while undergoing instruction, and hidden from 
  view on the rare occasions they leave home. players with 
  good perception or sociological skills may have noticed this 
  during their stay. Most players will have enjoyed the peace 
  without realising why!
  1: The situation is just teenage angst. If the teenager is 
  discretely returned home, their parents, who own a local 
  shipping company, will become valuable contacts for the 
  party. If a fuss is made, the parents will be grateful and 
  will offer a gift, but will not encourage future contact. If 
  the teenager is taken offworld, they will be considered 
  kidnapped. Worse yet, they will get homesick and change 
  their mind halfway through the first jump! Remember that no 
  serious problem is ever a teenager’s fault!
  2: As 1, except that it takes a month for the teenager to get 
  homesick.
  3: As 1, but the parents understand their child’s concerns 
  and, provided the party have been discrete, they will pay 
  for their kid to have a long holiday. However, they will ask 
  the players to take one of their company bodyguards (in 
  disguise) on the trip to keep an eye on their child.
  James Callahan (order #6487550)
  
  34
  4: As 1, this is just teenage angst, but that has no place in 
  this culture. Any contact with the parents will result in charges 
  being laid for corruption of youth; a major crime in this culture.
  5-6: By running away and revealing herself to strangers, the 
  teenage girl has deeply offended her parent’s honour. The 
  punishment is death – they will be publicly killed as soon as 
  they are found. If the party take the girl home, this will happen 
  right away; if they take the teenager to the authorities, they 
  will see the execution on their way back to the starship. In 
  either case, the referee should emphasise the girl’s innocent 
  beauty and try to make the players feel responsible for 
  her bloody and painful death. If they do take the teenager 
  offworld, they will have gained a devoted sidekick – with all 
  the trials and tribulations that come with adolescence.
  James Callahan (order #6487550)
  
  35
  situations
  Sometimes the players are swept up by events over 
  which they have very little control – they are dropped 
  into a situation they need to resolve using their ingenuity 
  and whatever comes to hand by way of equipment.
  s1. traffiC violation
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The players have just completed 
  frontier refuelling at a gas giant, when a vessel approaches 
  them with no transponder signals, and orders them over 
  the voice channel to heave-to and prepare for boarding. If 
  challenged, the vessel identifies itself as a system patrol 
  vessel, and informs them that they are in violation of the 
  system traffic regulations, as they have refuelled without a 
  permit.
  Referee’s Information: In cases 1-5 below, any attempt to 
  flee to a safe jump distance will result in the players’ ship 
  being attacked.
  1: The system government is facing a period of economic 
  difficulty and has raised prices for refined fuel. Frontier 
  refuelling requires a permit from the starport (costing Cr. 
  500). Fuelling without a permit incurs a Cr. 10,000 fine and a 
  strict customs search. The approaching vessel is a systems 
  defence boat or patrol cruiser.
  2: As 1, but the fine is Cr. 100,000.
  3: As 1, but the patrol vessel is a captured and refurbished 
  corsair using its original name. The players may suspect foul 
  play but the main world can verify the patrol vessel’s lawful 
  status.
  4: As 1, but the main system world is balkanised and the 
  two main powers are at war. A second (opposing) vessel 
  will arrive soon after the first, and challenge its right to fine 
  the players. This will rapidly deteriorate into a battle, during 
  which the players may make their escape.
  5: The vessel is a pirate, attempting to board the players’ 
  ship without engaging in ship-to-ship combat. Once aboard, 
  they will disable the weapons and drives on the players’ ship 
  and loot it of valuables. At the referee’s discretion, a patrol 
  vessel (as in 1) may come to their assistance.
  6: The vessel is a patrol ship owned by some down-at-heel 
  Starmercs. They will impose fake fines to whatever level 
  they feel they can push it, although they will make mistakes 
  that may allow the players to realise they are being duped.
  s2. agent
  Required Skills: Admin, Advocate, Broker.
  Required Equipment: Starship (carrying expensive freight).
  Players’ Information: The players arrive in system with a 
  full cargo of freight (pre-paid). On landing, they are refused 
  permission to unload.
  Referee’s Information: The company they are carrying the 
  cargo for has filed for bankruptcy and the customs agent 
  (broker) with power of attorney is refusing to handle the 
  transaction. The cargo is still legally an asset of the failed 
  company, so the players cannot unload it, nor leave the 
  starport with it. The dock fees will begin to mount up…
  1-3: The agent can be persuaded to unload the cargo if the 
  players suggest it can be used as collateral against missing 
  payments.
  4: The players encounter a local crime lord who offers to 
  take the cargo off their hands for a small fee, i.e. the players 
  look the other way while some of his men steal the cargo.
  5: As 4 but the company is placed into the hands of 
  administrators who will take legal action against the players 
  if they ‘loose’ the cargo.
  6: As 5 but a megacorporation buys the failing company. 
  They will use their recovery specialists to retrieve the cargo or 
  equivalent assets if they feel the players are likely to abscond 
  with the cargo or attempt to dispose of it in an illegal manner.
  s3. asteroid
  Required Skills: Pilot, Astrogation.
  Required Equipment: None.
  Players’ Information: While the players are at a class D or 
  lower starport colony, the port’s sensors detect an asteroid on 
  a collision course with the world. A while later, low power radio 
  signals are detected from the vicinity of the asteroid. Panic 
  ensues on the colony, as the only ships in the port are several 
  old launches (unless the players have their own starship).
  James Callahan (order #6487550)
  
  36
  Referee’s Information: If the players do not come up with 
  any ideas, the locals suggest using the highly enriched fuel 
  from the orbiting naval sensor buoy to prepare a fission 
  device to divert the asteroid’s course. The players are asked 
  to deliver the device using any available vessel at the port. 
  Success, and a heroic reception by the colonists, is possible 
  with care and preparation, although the hand-built bomb is 
  hazardous to handle.
  1-3: The asteroid has a very, very old solar-powered mining 
  beacon which reactivated as it neared the planet.
  4: The asteroid is a slower-than-light colony ship from a 
  world hundreds of parsecs away (i.e. it has been travelling 
  many hundreds of years). The crew are long dead and the 
  drives are inoperative but a few of its systems still have 
  battery power and emit weak radio signals.
  5: As 4, but the ship’s computer still works sufficiently to 
  allow the initiation of an automatic braking sequence, putting 
  the ship in orbit.
  6: As 5, but the crew are alive. They are part of a TL10 
  military force sent to assist in the development of new 
  colonies. They will attempt to retake their colony from the 
  foreigners who have settled it after the ravages of the Long 
  Night.
  s4. you’re not leaving
  that here!
  Required Skills: Admin, Advocate, Broker.
  Required Equipment: Starship.
  Players’ Information: The party accept a cargo of chemicals 
  for trans-shipment at least two jumps on. The material is 
  listed as safe and legal and the pay is top rate.
  Referee’s Information: When they get to the destination 
  world the customs agents there announce that the material 
  is, in fact, a dangerous waste. It is illegal here (and across 
  most of the subsector) but not at the world it was loaded.
  1: The players can get in touch with their broker’s contact on 
  this world who agrees with the authorities that the players 
  can ship the material out to a government-approved orbital 
  dump. The players will be recompensed for their trouble.
  2: As 1, but the contact will require considerable persuasion 
  to accept any responsibility for the shipment and will not pay 
  the Cs unless they take him to court.
  3: The players find their contact does not exist – they must 
  persuade the customs to allow them to offload the material 
  at the orbital dump (see 1).
  4: As 3, but the players will also be fined Cr. 100,000.
  5: As 3, but the players’ ship is impounded.
  6: As 3, 4 or 5, but the customs agents are quite open to 
  bribery.
  s5. bad food
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: Stopping at a D or E class starport, 
  the players’ steward is offered a good deal on supplies (and 
  cargo if negotiated).
  Referee’s Information: If accepted, the crew will finish 
  their existing foodstocks the first day into jump. The food 
  purchased has been substituted with rotten, out of date 
  products. This leaves them with a cargo of worthless mush 
  and the problem of feeding themselves and their passengers 
  (who may sue under the terms of the Imperial Passenger 
  charter).
  1: It is an accident, due to erroneous paperwork at the food 
  wholesaler’s warehouse.
  2: It is deliberate – a theft and substitution by he local dock 
  gang.
  3: It is deliberate – a substitution executed by the company’s 
  agents.
  4-5: As one of 1, 2 or 3 above, but the paperwork the 
  cargomaster (steward) signed accepts the goods as 
  checked, and the company denies all knowledge of any fault.
  6: As one of 1, 2 or 3 above, but the company offers a full 
  apology, re-supplies the ship and offers the crew a full cargo 
  as compensation.
  s6. you Call this high teCh?
  Required Skills: Admin, Advocate, Broker.
  Required Equipment: Starship.
  Players’ Information: This world is a key source of high 
  technology in this subsector. The party are on a tight 
  deadline to lift with a cargo of valuable goods but they need 
  the correct certification to do so, and must pay off some bills.
  Referee’s Information: The local language is very complex 
  and formal. Documentation needs the personal attention 
  (symbolised by stamps and seals) of every bureaucrat 
  whose hands it passes through. The impersonality of 
  electronic systems and the in-built conservatism of the 
  culture has resulted in a dependence on paper – unusual for 
  the tech level. Equally, electronic fund usage is uncommon 
  outside the port. The paper systems work well, except when 
  a rush job is needed.
  James Callahan (order #6487550)
  
  37
  1-2: The party will have to visit the source of the certificates to 
  obtain them quickly. This will require considerable diplomacy 
  and patience.
  3-4: As 1-2, plus the party will need to obtain a large amount 
  of cash to pay the fees for the certification. Their obvious 
  foreign behaviour will mark them as potential victims of 
  crime. Finding a cash dispenser which accepts their cards 
  may also be difficult.
  5-6: As 3-4, but on the day the party is trying to get the 
  certificate, all offices and shops close that afternoon as part 
  of the local cultural traditions.
  s7. requisitioned
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The party is on planet with a 
  repressive police state (e.g. Roup or Efate in the Spinward 
  Marches) when one of the players is taken seriously ill. They 
  are taken to hospital for an operation, but when the party 
  goes to visit them later there is no record of their colleague.
  Referee’s Information: This can be as sinister or innocent 
  as you like.
  1-2: A clerical error caused the character’s records to be 
  misplaced, or their name mis-spelt – the party are quickly 
  reunited with their colleague.
  3: The character has been taken illegally for body parts. If 
  the party ask the right questions of the right people they will 
  manage to find the missing character on the operating table 
  just before the procedure starts.
  4-5: The character has been seized by the security forces, 
  having been mistaken for a political agitator. They will be 
  found soon after, dumped outside the hospital, having been 
  interrogated and/or badly beaten.
  6: The character has been seized by the security forces 
  as a terrorist, based on an innocuous comment they made 
  earlier in the week at a bar. To save them from disappearing 
  permanently the party will have to break into a high security 
  facility and get their friend off-planet.
  s8. Why i hate frontier 
  starPorts…
  Required Skills: Broker.
  Required Equipment: Starship.
  Players’ Information: The party have a cargo which must 
  be delivered to a tight schedule. They are all set to launch 
  when flocks of feathered birdlike creatures begin clustering 
  around the ship. The players are contacted by the starport 
  legal representative, who informs them that they are not 
  allowed to lift off.
  Referee’s Information: The port landing area doubles as 
  an adjunct to the local town market. Local colonist-herders 
  have little to their names but their colourful clothes, their 
  vehicles and the flocks of shaggy, iridescent feathered birds 
  in which their fortune is invested. The birds are prone to 
  startling, and can become aggressive; if the ship moves, 
  chaos is likely to result.
  1-2: The herders can be persuaded to move their flock 
  away quite quickly if the players use appropriate liaison or 
  diplomacy skills.
  3: As 1-2, but one of the birds will flap into an engine vent 
  and begin nesting.
  4-5: The herders seem unable to move their flock out of the way 
  until a small bribe is offered (they regularly drive their flocks into 
  the starport in the hopes of being paid to go away again).
  6: As 4-5 and the herders will surreptitiously encourage their 
  flock to enter the ship, nest in its engine vents, etc. in order 
  to increase the bribe.
  s9. ClaustroPhobia
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The starship that the party are 
  travelling on suffers a serious failure which compromises 
  the passenger compartment – e.g. an electrical fault causes 
  an explosion which compromises hull integrity over a large 
  area. As a result, the crew and passengers are forced to 
  cram into a small remaining safe area, e.g. the engineering 
  area or crew quarters.
  Referee’s Information: The situation is very awkward for 
  all concerned – the passengers are unfamiliar with surviving 
  in a cramped area with limited food, oxygen and sanitary 
  equipment.
  1-2: With calm and sensible behaviour all the passengers 
  and crew will survive.
  3-4: Some crew or passengers panic and try to leave the 
  ship in rescue balls or the ship’s launch.
  5: The damage to the ship has caused a misjump. The party 
  have to deal with jump sickness and an unpredictable jump 
  exit time.
  6: As 5, but several passengers try to break into the weapons 
  locker, as they see cannibalism as inevitable if the misjump 
  is a long one.
  James Callahan (order #6487550)
  
  38
  s10. refugee run
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The party is trading on a world with 
  an inhospitable atmosphere when disaster strikes. Major 
  fusion explosions destroy the life-support centre and its 
  backup facilities. Local supplies can last a matter of days, 
  perhaps a few weeks at the outside. The local government 
  commandeers all ships for an orderly evacuation.
  Referee’s Information: The populace panics and martial 
  law is declared. Fearing for their lives, gangs of empowered 
  citizens try to find a way off the world…
  1: The authorities will enlist the players’ ship and pack it with 
  people; they will be asked to jump to the nearest world, then 
  to return empty for another trip, bringing with them as many 
  other ships as they can persuade to follow. No coercion 
  is used as the officials assume that everyone is willing to 
  help. Once the world has re-established itself, all ships that 
  helped in the evacuation will be rewarded: no port fees, no 
  duties, free refuelling and free labour for maintenance work.
  2: As 1, except that the world is not re-established by the 
  same government. There will be no material rewards.
  3: As 1, except that terrified refugees will try to hijack the 
  ship when it is only half full.
  4: There are not enough ships for everyone so the 
  government has prioritised children and young families over 
  the old and childless. This is not popular with old, childless, 
  rich people, who will offer astounding bribes to get offworld. 
  Whether the party can leave crying children at the dockside 
  to die slowly is up to them, but may result in a hate campaign 
  by those evacuees that survive, adverse press publicity and 
  perhaps legal action.
  5: As 4, except that if the bribes are turned down, one or 
  more players will be kidnapped by hired thugs and ransomed 
  in exchange for places on their ship for the rich refugees.
  6: As 4, but the government’s view of the essential members 
  of society is ministers and top people in all fields – plus their 
  families, staff, and most valuable possessions.
  s11. freddy’s dead... is not he?
  Required Skills: Ability to scream loudly.
  Required Equipment: None.
  Players’ Information: The party wins tickets to a new 
  amusement park, devoted to horror holovids and using 
  state-of-the-art virtual reality technology. They will enter the 
  park and stay overnight as part of a holovid show promotion. 
  Having been repeatedly reassured that the VR park is totally 
  safe, they are asked to sign overblown waivers (all part of 
  the standard show legalities). They will not be allowed to 
  take weapons into the park! The theme of the show is ‘these 
  brave people will spend the night in the House of Horror… 
  are you brave enough to come during the day?’ A publicity 
  stunt, in other words.
  Referee’s Information:
  1-2: The characters have a good time and can win various 
  prizes awarded by the holovid show.
  3-4: Some or all of the party (and perhaps Non-Player 
  Characters) are approached privately by a producer of the 
  show. They will be given special makeup packs and other 
  props so that they can become ‘victims’ of the maniacal 
  Solomani Slasher running amok. They are cautioned to say 
  absolutely nothing to the others, as the producers want to 
  capture the maximum possible fright effect. The holovid 
  company will reward them well if they convince the others 
  that they really died.
  5-6: A brilliant, but psychotic, robotics engineer designed 
  the park. A woman who spurned him and made a mockery 
  of him is among the guests for the show. He is aware of 
  the producer’s plans to have fake deaths among the group 
  (as per 3-4). First, he will target a Non-Player Character for 
  death and kill them in some gruesome fashion. By the time 
  anyone realises this was a real death, the producer’s robotic 
  cameras have been taken over, the entire park is locked to 
  outsiders and the party is trapped inside (the park is largely 
  self-contained and has its own power plant).
  The VR robots will begin genuinely murderous attacks. The 
  psychotic engineer will appear as the Solomani Slasher, 
  using a powered exoskeleton giving him enhanced strength 
  and speed, and a fair amount of protection from whatever 
  weapons the players will find to hand. He is intimately 
  familiar with the complex, and can pretty much appear and 
  disappear at will. He carries a hand computer which gives 
  him complete control of the park.
  The Non-Player Characters will act in typical slasher-flick 
  fashion; running off alone, panicking, attacking the slasher 
  ineffectually, etc. The maniac’s goal is to kill everyone until 
  only the woman who spurned him is left.
  s12. PaCking your oWn
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: The party have been on the surface 
  of a middle or high law level planet. When passing through 
  a local security checkpoint into the starport, a security 
  agent halts one character. He says he may have detected 
  contraband and asks to search the PC’s effects.
  James Callahan (order #6487550)
  
  39
  Referee’s Information: The security agent will ask the 
  usual questions before checking the effects; Did you pack 
  your baggage yourself?, Has anyone interfered with your 
  baggage since you packed it?, Are you carrying anything for 
  anyone else?, etc.
  1: The agent is genuinely mistaken, but security will 
  investigate the character’s credentials more fully than usual.
  2: Illegal drugs have been planted on the player prior to 
  entering starport; the drugs would have been removed again 
  by a pickpocket within the starport once through security.
  3: The security guard plants illegal drugs on the character 
  during the search in an attempt to force a bribe from the 
  player. If the character’s protests draw the attention of other 
  officials, the first guard will disclaim any interest in a bribe 
  and will charge and arrest the character.
  4: A tiny but powerful bomb has been planted in the player’s 
  baggage. Investigation reveals there is not enough time to 
  disarm it safely; it must be contained using inflatable blast 
  shields. Five minutes after it explodes, it becomes clear 
  that it was a distraction. Terrorists have breached security 
  elsewhere and seized control of key areas.
  5: As 4, but the bomb is fake and accompanied by a note 
  from terrorists/rebels (perhaps the Ine Givar) saying ‘If this 
  had been a real bomb, you would all be dead. Liberate this 
  planet now!’
  6: The contraband item is actually a small local animal, 
  seemingly tame and cuddly. However, when taken off 
  planet, it uses its only weapon – a psionic scream that does 
  1D damage/day to the PSI of psionic characters, D3-1 to 
  the Int of non-psionic players. The animals’ brains are a key 
  ingredient in offworld black market psi drugs. Consequently, 
  the local authorities will believe the party to be involved in 
  black market smuggling.
  s13. do not i knoW you?
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: While in a public place on a medium 
  or high population world, a character is mistaken for 
  someone else.
  Referee’s Information: Roll 2D to determine whom the 
  character is mistaken for.
  2: A wanted criminal with a high bounty.
  3: An undercover agent. The player is met by a contact and 
  given secret data. Any protestations will be interpreted as 
  not breaking cover.
  4-5: A minor local noble. Suddenly everyone seems very 
  friendly and helpful…
  6-7: A relation of a local family who have achieved local 
  notoriety (or fame) in the media.
  8: The character is the visual twin of a medium level, quasi-
  independent rogue in a local crime organisation. The police 
  will keep them under surveillance and criminals will expect 
  the player to do favours. The rest of the party will be viewed 
  as a clean crew, people not known to be associated with the 
  local crime group, brought in for a job
  9: The player is believed to be the long lost and thought-
  to-be-dead member of a wealthy local family. Some people 
  would prefer he stayed dead.
  10: A person previously murdered by their spouse for 
  financial gain or due to infidelity. Naturally, when the spouse 
  sees their victim alive again, they will be very disturbed, 
  prompting a cautious (but possibly dangerous) response!
  11-12: The character is believed to have something that 
  belongs to someone else… something very valuable.
  s14. is there a doCtor in the 
  house?
  Required Skills: Medic.
  Required Equipment: None.
  Players’ Information: While walking past the players, a local 
  has what appears to be a major seizure and their pulse stops. 
  However, none of the passers-by moves to render assistance.
  Referee’s Information: If the player(s) assist;
  1-2: The victim survives and sues the party for illegally 
  extending his life. The local culture believes that death comes 
  when it comes. Only injuries that are not life-threatening are 
  treated.
  3-4: The victim survives and is extremely grateful to the 
  character(s). They feel that they owe the players their life, 
  literally. They will voluntarily become an obedient servant 
  until they feel they have repaid the debt.
  5: The victim dies and the character that assisted is arrested. 
  It turns out that the treatment given, which would be perfectly 
  normal for most humans, induces death in this minor human 
  variant race. Unassisted, the victim would have recovered 
  from the seizure.
  6: The victim dies and the player is sued in court. Under local law, 
  a person who tries to save another’s life takes responsibility for 
  that life, including its debts. And this victim was in serious debt!
  James Callahan (order #6487550)
  
  40
  s15. detour
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: After jumping into a lightly populated 
  system, the players are told by the Starport Authority (SPA) 
  to use an isolated berth or landing field, due to problems 
  with the primary landing areas. The communications are 
  very poor as there is interference across all channels.
  1: The normal berths are unavailable due to a local war 
  whose effects have spilled over into the Imperial starport. 
  No one has yet left the system to broadcast this information. 
  The head of the SPA has decided that the war is contained 
  and winding down, so is accepting commercial traffic.
  2: As 1, but the SPA official is a war profiteer and is only 
  allowing weapons smugglers into the main area port, to 
  supply the locals. He cannot afford to let anyone discover 
  his subterfuge.
  3: The SPA official is an impostor and is directing the players 
  into the hands of pirates, who will steal their starship and/
  or its cargo (using advance knowledge of starport cargo 
  manifests).
  4: As 3, but the pirates intend to kidnap a key passenger on 
  board the players’ ship.
  5: The entire SPA has been taken hostage. Everything 
  appears normal during landing, but the players’ ship will be 
  subjected to a customs search. Heavily armed SPA officials 
  (criminals wearing SPA uniforms) will board the ship. The 
  players may notice the ill-fitting uniforms, lack of familiarity 
  with standard procedures, etc. before the criminals manage 
  to take over the ship. They plan to strip the ship of its 
  valuables, particularly its weapons.
  6: As 5, but the criminals are rebels who want to use the 
  ship against their enemies. However, an SPA engineer has 
  managed to encode Signal GK and SOS messages into the 
  starport transmissions. This is the source of the unusual 
  interference when receiving comms from the port; a PC with 
  appropriate skills can extract the warning message encoded 
  into the interference.
  s16. hostage bar
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: While the party is relaxing in a 
  starport bar, the general hubbub is suddenly silenced by 
  weapons fire. A group of armed people storm the bar, taking 
  all of its patrons as hostages.
  Referee’s information: There may be a small fight. If 
  attacked, the hostage-takers will kill to defend themselves, 
  although they are reluctant to do so otherwise. They demand 
  a ship to take them out of the system – that is all. And they 
  are in a hurry. They know that if they do not leave within a 
  few hours, news of their acts could travel ahead of them 
  such that authorities in nearby systems would be alerted 
  and waiting for them.
  1-2: The hostage-takers are Ine Givar terrorists. They had a 
  ship of their own but it was discovered and neutralised. They 
  have a pilot and starship crew amongst their number.
  3-4: The hostage-takers are local terrorists seeking escape 
  after a bombing. They are not capable of flying a starship on 
  their own.
  5: As 3-4, but the terrorists are seeking a publicity coup 
  rather than escape. If they manage to get aboard a ship, 
  they will attempt to rig it to explode, so as to cause significant 
  damage to the starport. Failing that, they will kill all the 
  hostages. They wish all Imperials to leave their world.
  6: The hostage-takers have been falsely accused of crimes 
  under a legal system with draconian penalties (death or life 
  imprisonment) for minor offences. They are basically good 
  people and will be very reluctant to kill people, although they 
  are very desperate to escape.
  s17. taboo
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: Just after landing on a planet, the 
  party encounters a local traveller selling good luck charm 
  souvenirs.
  Referee’s Information: The seller will pester the players 
  until at least one of them buys a charm.
  1: The charm is totally harmless.
  2: The charm is totally harmless on this world, but will offend 
  religious and cultural sensibilities if worn on a neighbouring 
  world.
  3-4: The charm identifies the player as a good mark for pick-
  pocketing and other petty crimes.
  5: The characters will run into a constant string of bad luck if 
  they do not purchase a charm.
  6: The player wearing the charm will get one exceptionally good 
  piece of luck at some point in the following adventures – acquiring 
  unexpected wealth, saving them from certain death, etc.
  James Callahan (order #6487550)
  
  41
  s18. the demon drink
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The players are aboard their ship, 
  berthed at a starport, when their ship is struck by a small shuttle, 
  air raft or fuel truck. The collision only does minor damage. 
  Investigation shows the pilot was obviously intoxicated.
  1-3: The pilot is voluntarily intoxicated.
  4: The pilot has been intoxicated against his will by an 
  unfriendly colleague.
  5: The pilot appears intoxicated but is actually suffering from 
  a virus. After a 12 hour incubation period, the virus causes 
  increasing incoherence and incapacitation (characters lose 
  Dex, End, Int and Edu points – 1 point of each in the first 
  hour, 2 points in the second hour, 3 in the third, etc. When 
  the Int or Edu is reduced to zero the victim becomes totally 
  incoherent. When Dex or End reaches zero, the character 
  enters a coma. The coma is indefinite but can be reversed 
  by 1D+10 days of treatment at a specialist hospital.
  6: The pilot is not drunk. The collision is a ruse to get aboard 
  the ship and attempt a hijack.
  s19. a rough landing
  Location: Amber zone.
  Required Skills: Engineer.
  Required Equipment: Starship.
  Players’ Information: The party’s ship is landing on a 
  world that has recently been downgraded from a red zone 
  to amber. As they land, there is an explosion and one of the 
  landing struts collapses, pitching the ship to one side.
  Referee’s Information: The world was at war until recently, 
  and the starport was repeatedly fought over.
  1: The starport has been mined since TAS lowered the travel 
  zone to amber from red. One of the rival factions intends to 
  capture any starships damaged as a result, to steal their 
  cargoes and component parts. They will arrive within a few 
  hours of the ship’s landing, and a firefight is likely if the party 
  will not surrender their ship.
  2: The mine is an old anti-tank device which was missed 
  by mine clearance teams; it detonated as the landing gear 
  came into contact. The main difficulty the players face is 
  raising the ship to complete repairs. The necessary parts 
  can be fabricated in the ship’s engineering shop.
  3: The mine is part of the edge of an unrecorded minefield 
  that has been missed during clearance. The party must 
  repair the landing gear in the middle of an area peppered 
  with antipersonnel and anti-tank mines.
  4-6: The landing gear has suffered a hydraulic failure, and 
  can be brought back into action with competent repairs. 
  However, it may initially appear that the damage was caused 
  by a mine, requiring suitable caution to be exercised.
  s20. born under a bad sign
  Required Skills: None.
  Required Equipment: None.
  Players’ Information: The party suffers a run of bad luck. 
  For some reason there always seems to be a strange, fairly 
  dishevelled character called Michael around when this happens.
  Referee’s Information: When the players get around to 
  talking to him, Michael reveals that he is aware that they 
  have a karmic-orgone grid-flux problem. Better yet, he 
  knows how to fix it. The party will not be able to escape this 
  man. No matter where they go, there he’ll be. Dissecting him 
  to find out why will not work either. In the end, they should 
  end up agreeing to do what he says, which is to wrap a small 
  hut in reflective foil, then spend three nights inside it with no 
  food and only their own urine to drink.
  1: The characters come to in bed, in a nice hospital. They 
  are told they have been experiencing flashbacks from some 
  weird trauma, but they are alright now. So why are people 
  always watching them and taking notes?
  2: As 1, but this is still part of a bad trip – after a further period 
  of paranoia, the players wake up to find they are suffering 
  delusions from drugs, food poisoning or lack of oxygen (e.g. 
  from a faulty starship life support or very thin atmosphere).
  3: The party is arrested for trespass and criminal damage 
  to someone’s shed. Michael never resurfaces, but their luck 
  remains poor.
  4: After doing the shed thing, the party suddenly get very 
  lucky, then everything settles down to normal. They never 
  see Michael again.
  5: Michael is a psychopath psionicist, who feeds off distress 
  and discomfort. Now that he has found out he can play with 
  the party, he’ll never leave them alone.
  6: As 5, but when the players finally fall for the shed trick, 
  the overload from the three nights of anguish is too much for 
  Michael, who dies with a smile on his face. His parting gift is 
  a psychic residue which telepathically convinces everyone 
  who visits the shed that the characters killed him.
  James Callahan (order #6487550)
  
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  s21. the blaCk WidoW deal
  Required Skills: Broker.
  Required Equipment: Starship (with available cargo 
  space).
  Players’ Information: The players find a potentially 
  lucrative cargo deal with the broker Neels Rago, an alien 
  of a local minor race who speaks broken merchant pidgin. 
  The owner of the cargo is a wealthy family of the planetary 
  mercantile houses named Elmarra, headed by a woman 
  named Rainalla. Rago tells the party they must all attend a 
  ritual dinner to allow the merchant family to evaluate them 
  before doing business. The broker assures the players that 
  the family considers it a mere formality and the deal is as 
  good as sealed. The broker will be the designated translator 
  for the evening.
  Referee’s Information: Neels has made a serious error in 
  the negotiations with the Elmarra and has misunderstood 
  the true meaning of the dinner. The primary goal of the 
  dinner is to arrange a marriage for the eldest daughter of the 
  mercantile house. The offer of the cargo was to be payment 
  to Neels for arranging the marriage contract. This dinner 
  continues for many hours, during which time the players are 
  given expensive gifts, several of the women of the household 
  will flirt with the men (without any apparent jealousy from 
  the local men) and a wide variety of food and drink will be 
  served, including intoxicating liquor. The male crew will be 
  evaluated during the dinner and then the one chosen by 
  the bride’s mother will be offered a special beverage. After 
  consuming this drink the chosen merchant will pass out.
  The family will insist that their guests stay the night (they 
  should be quite tired now and at least one of them is already 
  asleep). In the morning, the now-married crewman awakes in 
  bed with the bride and is told he cannot leave the mercantile 
  house. The main goal of the marriage is to father a new heir 
  to the household fortune; since the house is a matriarchal 
  lineage the man will have to stay until a female child is born. 
  The players will have to try to explain the misunderstanding 
  and extricate their colleague from this situation.
  1: The household will be greatly offended, and demand the 
  crew pay the bride price of the daughter (2D x Cr. 10,000). 
  Refusal to pay will result in attack by the household guards. 
  Paying the bride price also requires the return of the valuable 
  gifts received by the crew during the party.
  2: As 1, but the bride price is 1D x Cr. 100,000!
  3: The players are accused of committing marriage contract 
  fraud on the respected merchant house of Elmarra. The local 
  authorities are contacted and the players’ ship is impounded 
  until a formal hearing. After 2 months of imprisonment and 
  1D x Cr. 10,000 legal fees, the case is reviewed. The crew 
  is reluctantly released by the court and found innocent by 
  technicality (they couldn’t understand the language), but is 
  warned never to return to the planet.
  4: As 3, but the case takes 4 months and costs 2D x Cr. 
  10,000.
  5: The household will understand the mistake, request 
  the gifts be returned and allow the crew to leave. They will 
  then hire a member of the local assassin’s guild to kill the 
  offending husband.
  6: The husband awakes to find his hands and feet bound in 
  preparation for an elaborate execution ritual. The religion of 
  the mercantile house demands the execution of the husband 
  the morning after the marriage nuptials. The screams of 
  the intended victim should allow the other crewmembers a 
  reasonable chance to rescue him before the final chants are 
  completed and a ceremonial stone dagger is plunged into 
  his heart.
  s22. the skin trade
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: One or more of the players are 
  kidnapped while away from their colleagues.
  Referee’s Information: The captives are taken to an illegal 
  slave market held in a remote region where a number of 
  notorious criminals and their rich patrons are gathering. It’s 
  up to the rest of the party to find them and effect a rescue.
  1: A passer-by remembers seeing the player seized by a 
  man wearing a slaver tattoo. The party can eventually track 
  down their colleague(s) who are due to be sold as simple 
  labourers. The slavers are well armed but security is lax.
  2: As 1, but the victim(s) have already been sold to work in 
  a hazardous mine.
  3: As 1 but having shown interest in the slavers, the party 
  are then hired by a rare and strictly pacifist alien species to 
  rescue fellow aliens who have been taken by the slavers.
  4: As 3, but a zealous environmentalist group are also 
  attempting to rescue the alien slaves.
  5: As 1, 3 or 4 but the slaves are also organising a revolt 
  which may aid or hinder the party’s efforts.
  6: As any of the above, but several of the buyers fall out 
  during the auction leading to armed conflict and possible 
  harm to the slaves.
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  s23. raPture
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: The players are aboard a pleasure 
  cruise liner when it suffers a slight misjump and arrives far out 
  in the destination system – it will be three days late arriving 
  at the starport. Over the first day, the ship experiences a 
  seemingly unconnected series of murders.
  1-2: Through investigation, the players can discover that 
  there are a number of addicts of the designer recreational 
  drug Rapture aboard who are running out of supplies. 
  In desperation, one user killed a fellow user to steal their 
  tabs. The other Rapture users got panicky and when one 
  particularly paranoid user mistook the innocent attentions 
  of a passenger for that of the murderer, they killed the 
  passenger in “self defence”.
  3-4: As 1-2, but there is a Rapture drug-runner aboard with 
  a large stash he is willing to protect at all costs. The addicts 
  have heard rumours there’s a dealer on board and will use 
  any means necessary to find the stash.
  5-6: As 3-4, except the liner has actually misjumped into 
  an uninhabited system – a fact the crew have been hiding 
  from the passengers. Panic and violence ensue when this 
  is discovered. Hopefully there is at least a gas giant here…
  s24. smuggling blues
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The players’ ship starts developing 
  minor malfunctions that slowly grow worse with time.
  Referee’s Information: Upon investigation it is discovered 
  that vermin (small rodents, beetles or something more alien) 
  have come aboard with a normal cargo. The creatures 
  have escaped, bred, and are causing havoc with the ship’s 
  systems.
  1-2: The infestation can be controlled using traps, poison, 
  etc. but the ship’s systems will require minor repairs at the 
  next starport.
  3: As 1-2, but the infestation can only be controlled by 
  evacuating all areas of the ship.
  4: The ship has to be abandoned to the infestation and the 
  crew and passengers attempt to abandon ship in too few life 
  pods/launches.
  5-6: As one of the above, but the vermin are a valuable 
  component of a black market drug and were placed in the 
  cargo by smugglers. They intend to remove the creatures at the 
  destination world and will be unhappy if they have been lost.
  s25. the shiP ColleCtor
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: A series of ships have disappeared 
  along a well-used jump route – many more than can be 
  explained by jump error. Ships are beginning to be unwilling 
  to travel the route. The players may be hired to investigate 
  the disappearances or may just be unfortunate enough to 
  find out why the ships go missing…
  1-2: A rich, mad, eccentric has been preying on vulnerable 
  shipping. His intention is to collect an example of every 
  known ‘species’ of ship. Thankfully, he wishes to take his 
  prey intact and will rely upon intimidation rather than the 
  firepower of his huge, well-equipped ship. The victims of his 
  attacks are given the opportunity to join the pirates or be 
  marooned on a remote world.
  3-4: As 1-2, but the victims are actually sold as slaves by the 
  opportunistic First Mate.
  5-6: As 3-4, but victims who are of little slave or ransom 
  value are spaced by the First Mate.
  s26. hair today…
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: As a female player is wandering in 
  startown, they are kidnapped by a team of ruffians. Her 
  colleagues must discover what has become of her.
  Referee’s Information: The red light district of startown has 
  been suffering a steady stream of disappearances. At first it 
  was just lone women but now girls from better establishments 
  are vanishing. No corpses have turned up, which the local 
  police find unusual. However, this also means they are less 
  bothered finding out what has happened to the disappeared 
  women. The popular idea is that they have just run away.
  1-2: A madman with a compulsion to collect is seeking to 
  capture a girl with every colour of hair and skin. He keeps 
  them locked in furnished rooms where he can spy on his 
  collection and gloat. Some of them have been there for 
  years, resulting in disturbing psychological effects.
  3-4: As 1-2, but the henchmen regard the captives as their 
  slaves and treat them badly.
  5-6: As 1-2, but the collector only keeps his victims alive for 
  a few days until he can have them permanently preserved.
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  44
  s27. fanatiC
  Required Skills: Investigate, Medic.
  Required Equipment: None.
  Players’ Information: One or more of the players suffers a 
  fever on a low tech world. The locals regard them as cursed 
  and will not provide aid.
  Referee’s Information: A charismatic cult leader became 
  ruler of this world by dint of strange ceremonies, wild 
  promises and the fact that his opponents have a convenient 
  tendency to die. Their affliction initially appears to be a 
  normal fever but they die a few days later, raving with wasted 
  limbs. The ruler claims it is the divine will.
  1-2: Careful investigation reveals that the cult leader’s 
  stronghold – an ancient building with a changing history 
  of use – is connected directly to the ancient sewerage and 
  water system. The cult infects each victim’s water supply with 
  a tailored disease. The players were affected accidentally.
  3-4: As 1-2, but the cult have also been adding psychedelic 
  and psychotropic drugs to the general water supply to pacify 
  the populace.
  5-6: As 1-2 or 3-4, but the players have been targeted 
  deliberately because they offended the cult in some way 
  (perhaps by accident).
  James Callahan (order #6487550)
  
  45
  This section provides a selection of more detailed patrons 
  that can be quickly developed into longer adventures.
  e1. ghost in the maChine
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: On arriving in a relatively minor 
  system, a small error in the jump calculation places 
  the players’ ship far out in the system – several weeks 
  manoeuvre from the target world. It would be far more 
  efficient to perform an in-system jump, but the players’ ship 
  does not have enough fuel to jump again.
  After a day’s travel, the players encounter a small, badly 
  damaged space base which appears to be abandoned. 
  Scans reveal it is inoperative, with no energy emissions of 
  any kind. It is not possible to tell if it was attacked or victim 
  to some horribly violent accident. However, the fuel tanks 
  appear to be undamaged on external inspection.
  Referee’s Information: The station is a secret psionics 
  research station. When the party enter the station, or EVA to 
  within a few metres of the station, each of them starts to hear 
  unintelligible voices as if from a crossed communications 
  channel. The station damage is from internal explosions and 
  strange distortions. Strangely, the core portions of the station 
  have operable life support that has simply been turned off. 
  The base must be powered up to access the fuel storage; 
  life support will automatically be turned on with the power. At 
  the same time, ghosts begin to appear… The referee should 
  secretly determine psionic ability for any players who have 
  not already ascertained their capabilities.
  1: The station crew died when they were attacked by pirates. 
  However, they have been preserved as non-corporeal 
  psionic entities. Some of these ghosts will appear to attack 
  the characters physically but the damage inflicted is in the 
  victim’s mind; to a non-psionic this damage will appear 
  totally real so the player will react accordingly, including 
  losing consciousness. Any victim killed in this manner will 
  actually die and, unless resuscitated or put in cold sleep, 
  will become a ghost themselves. Psionics must make a 
  Formidable Psionic task (draining half their psi strength) to 
  realise the damage is imaginary.
  2: The base is a trap for Zhodani. The ghosts are psionic 
  illusions, created by an experimentalsystem intended to 
  combat Zhodani psionics. They can only damage psionically-
  sensitive sophonts, but such damage is permanent.
  3: The base is a Zhodani trap, that destroys normal life and 
  renders its victims into psionic ghosts. The ghost attacks 
  reduce their victim’s Int and End; when these both reach 
  zero, the character becomes comatose and assumes a 
  ghostly psionic form. After a number of hours equal to the 
  victim’s psi strength, brain death occurs and the ghost 
  cannot return to its body. If healed prior to this point, the 
  player will recover but may discover that this has brought out 
  previously latent psionic abilities.
  4: The ghosts are personnel who entered emergency low 
  berths prior to the base being attacked. Damage to the 
  experimental psionic equipment drove the other personnel 
  – and then the pirates – quite mad. Subsequent power 
  losses killed the low berth personnel but created psionic 
  revenants from them. Some ghosts may be hostile to the 
  players (attacking as per 1) but others will be co-operative 
  and eventually inform the players that they must leave the 
  station quickly. The power-up has activated the damaged 
  psionic equipment, which will drive them mad unless they 
  leave within 1D hours. They must race against the clock, 
  and the troublesome ghosts, to get the fuel.
  5: The ghosts are created by the mind of an 8- year-old Zhodani 
  child – an experimental subject comatose in an emergency 
  low berth running off battery power. Powering up the station 
  has switched the berth to mains power but damage means 
  the power is not reaching the low berth. The child is on the 
  verge of death but may be saved using appropriate medical 
  skills. The ghosts are distorted by the child’s perspective 
  (Imperial Marine guards will be ferocious and animal-like, 
  Navy researchers will be cold and menacingly evil, a Zhodani 
  noble ghost may be present in a guardian role). Once the 
  child is awakened, the ghosts vanish. Eventually, the players 
  will learn that the child, who has amazing psionic powers, 
  caused the damage to the station.
  6: The ghosts are holograms created by pirates (possibly 
  Vargr) to frighten people away from the base, which is their 
  secret refuelling depot. The system has little pirate activity 
  but rumours of ghost ships abound. The pirates use the base 
  solely for refuelling so as not to arouse suspicion. Careful 
  inspection will reveal the station’s true nature, but the party 
  may not have long before a corsair arrives…
  elaborations
  James Callahan (order #6487550)
  
  46
  e2. aChilles  station
  Location: Spinward Marches (2120).
  Required Skills: None.
  Required Equipment: Starship.
  Players’ Information: The players’ ship suffers a misjump 
  and arrives in the nominally empty parsec 2120 in the Lanth 
  subsector of the Spinward Marches. To their astonishment 
  (and relief) their sensors detect a group of asteroids just 
  three days travel away, and emanating weak radio signals. 
  Closer in, they can determine that two smaller rocks are 
  being mined and a thriving colony of perhaps a thousand 
  people is living on a huge ice asteroid. Once detected by 
  the colony, the players will be challenged by a well-armed 
  destroyer, of obsolete manufacture but undoubted power, 
  commanded by a Captain Biktor.
  Unless the players are hostile, Biktor will allow them to 
  dock at the colony. He explains that the colonists are mostly 
  miners from worked-out claims in other systems, plying their 
  trade here at Achilles Station. They ship crudely processed 
  metals in exchange for food and manufactured goods, but 
  most of their money is made selling fuel to the occasional 
  starships that pass this way. If the players do not explain 
  that they misjumped, Biktor expresses some surprise that 
  an Imperial ship knows of the station. However, he will allow 
  the players to trade for fuel and other supplies.
  While near the colony, the players will note that in addition 
  to seekers and an occasional trader, there seem to be one 
  or more unmarked military ships resembling corsairs… and 
  they might question the purpose of Biktor’s own ship.
  Referee’s Information: The Lanth subsector is a sparse 
  grouping of stars with the Sword Worlds to rimward and 
  a branch of the Spinward Main to trailing. Communication 
  between Lanth and other Imperial worlds is slow, and 
  trade somewhat limited. For this reason, a base in the 
  sparse interior of the subsector has significant value. Some 
  years back the misjumped Scout ship Unforgivable Insult 
  discovered the ice asteroid, which provided them with fuel 
  to reach D’Ganzio Naval Base for repairs. They reported to 
  Scout authorities on Lanth that it was a possible waypoint for 
  naval vessels, being Jump-4 from the bases at Lanth, Equus 
  and Lunion, and a possible route for type S Scout ships to 
  reach Lanth from the Scout base at Ivendo (2319) on the 
  Spinward Main. Officially, this report was never followed up.
  Achilles Station is of huge value as a refuelling base, so why 
  has not the Imperial Navy simply taken over? In truth, they 
  are already in charge; for all that Biktor’s battered destroyer 
  looks like a pirate, it was obtained from the mothballed 
  reserve fleet at Trin only a couple of years ago. The crew are 
  largely ex-service personnel, with a few scouts and colonists. 
  Biktor is a Commander in Imperial Naval Intelligence but 
  keeps to his psionic-screened quarters and bridge. The 
  station is not intended to remain secret – in fact it is a trap for 
  invading Zhodani. Should the Zho’s arrive, the ice asteroid 
  will be vaporised with a huge fusion warhead, the existence 
  of which is known only to Biktor and his executive officer. 
  Without fuel, the Zhodani would hopefully be stranded.
  Ling Standard Products has an exclusive contract for the 
  metal extracted from the asteroids, and contributed most of 
  the start-up costs. They believe Biktor to be a privateer of 
  some sort, but are willing to do business with him. Corsairs 
  do use the base, but never for long. Some have become part 
  of Biktor’s system defence squadron, while others return 
  infrequently, if at all. Achilles Station is neither a haven for 
  pirates nor too inclined to check up on the background of 
  ships which call. Biktor secretly betrays the worst pirates to 
  the Navy.
  On leaving, Biktor will ask the players to be discreet about the 
  station’s location. If the party report the station’s existence to 
  the Imperial authorities, the latter will show surprisingly little 
  interest – dismissing it as outside their jurisdiction.
  1: A heavily armed merchant arrives at the colony and begins 
  selling a strange variety of merchandise which appears 
  (on inspection) to be pirated. If the players ask too many 
  questions they will be told to mind their own business by the 
  merchant crew, the colonists, and even Biktor.
  2: As 1, but the merchant has battle damage. While it is 
  being repaired at the station, its crew will be very sensitive 
  to over-inquisitive players.
  3: Biktor’s ship suddenly recalls all crew from shore leave 
  and heads out of the colony. Biktor is investigating a sensor 
  blip which might be a Zhodani scout, but in reality it’s a false 
  alarm.
  4: As 3, but Biktor finds a Zhodani scout which he attacks 
  but, deliberately, allows to escape.
  5: Biktor becomes suspicious of a new trader ship arriving at 
  the station which he believes might carry Zhodani spies. The 
  players will notice covert surveillance of the ship by Biktor’s 
  crew.
  6: As 5, but Biktor suspects the players of having Zhodani 
  spies among them!
  e3. the sPinWard marChes tour
  Required Skills: Combat.
  Required Equipment: None.
  Players’ Information: The party is approached by Geoff 
  Qwon, the agent/manager of the neopop group Shattered 
  Crystal. They are very popular, have just released a new 
  album Misjump, and are starting a tour of the Spinward Main 
  to promote it. If the party have the appropriate experience 
  Geoff will say he has heard good things about them, and 
  James Callahan (order #6487550)
  
  47
  wishes to hire them (Cr. 5,000/month each) as the security 
  team for the tour. They will provide the band’s personal 
  security, oversee arrangements with local venue security, 
  and manage the protection of the box office (tickets and 
  takings). In reality, Geoff adds, they will also end up serving 
  as babysitters for the band. It’s inevitable, he adds, tiredly – 
  everyone associated with the tour ends up doing that.
  Referee’s Information: The schedule is pretty rigorous, with 
  20 systems to be visited and up to 14 shows in each system. 
  There will be a two week rest period in the middle of the tour. 
  Geoff may charter the party’s vessel if it is large enough for 
  the band and retinue (five band members plus 15-30 odd 
  techs, roadies, flunkies, groupies and other hangers-on). 
  This could easily be the basis for a lengthy campaign.
  At the beginning of the tour, life is a giant party. The party 
  may be sucked into the lifestyle of the band, which revolves 
  around loud music, self adoration and general chaos. 
  Characters participating too enthusiastically in this lifestyle 
  should suffer small negative modifiers (secretly added by 
  the referee adding) to task rolls.
  1: After one stop the Vargr drummer falls under the influence 
  of a charismatic Vargr supremacist. He announces that he’s 
  not going to play with these ‘souk’k monkeys’ (an obscene 
  insult) any more unless they make him the head of the band 
  and rename themselves Vargrr’ok’hirok’. Naturally, the band 
  refuses so he stomps off and joins the leader of the sect. 
  Geoff requests the party to go and retrieve him – without 
  undue violence! This will be a complicated process unless 
  one of the party is a Vargr.
  2: It was a lucrative two week tour on this planet. Two days 
  before the party is scheduled to lift for the next stop, two 
  roadies grab the weeks’ box office takings – MCr. 3 – and 
  vanish into the city. The party have only 48 hours to track 
  them down and retrieve the cash.
  3: The bass player picks up a young-looking groupie after 
  the show. If the players check, she says she is of legal age 
  but the next morning her father (alerted to her whereabouts 
  by her friends) storms into the bass player’s rooms and finds 
  them misbehaving. Since he is from a culture that highly 
  values a daughter’s chastity, he’s enraged. Under local laws 
  he is entitled to either demand that the offending man marry 
  his daughter (a problem, since the bass player already has 
  two wives and a couple of girlfriends) or can challenge him 
  to a duel to satisfy his honour.
  4: The Harlik-le-el player falls in with some people after the 
  show, and comes back three days later with a new spiritual 
  adviser – a Disciple of the Bright Way. The Disciples believe 
  that the Face of the Deity can be seen by viewing naked 
  jump space, using a secret combination of drugs and 
  meditation to avoid the motion sickness and even madness 
  that exposure to jump space causes to most people. While 
  under the effects of such drugs, the Harlikle- el player is 
  persuaded by his adviser to suit up, enter an airlock, open 
  the outer door and lean out a bit to see the face of god. 
  Such close proximity to the jump field may drive one or both 
  insane; the efficacy of the drugs against these effects is by 
  no means as guaranteed as the adviser makes out. The 
  drugs also induce drowsiness and reduce cognitive ability 
  (temporarily), such that they might well not have rigged their 
  suits correctly…
  5: While playing a show in a more conservative city, an 
  anonymous tip leads the police to conduct a raid on the hotel 
  in which the band is staying (the players may be caught up 
  in the raid). Naturally, various ‘substances’ are found which 
  may or may not be legal. However, there’s a pompous 
  uptight politician running for re-election, who decides the 
  band are examples of offworld depravity. There will be a lot 
  of media interest in the event. The party will need to stage 
  a jailbreak or find the right person to bribe, before the case 
  comes to court.
  6: Following 4, the ship’s engineer has been particularly 
  quiet for several weeks. Unknown to anyone else, he also 
  came under the influence of the Disciple and became 
  hooked on the adviser’s drugs – he procured a supply prior 
  to the events in 4. While moving out to a jump point, he takes 
  a large dose of the drugs. As the drives power up for jump, 
  he locks himself in the main engineering room and begins 
  broadcasting a weird, psychotic, rambling diatribe. Anyone 
  able to monitor the jump power-up from another terminal in 
  the ship will realise he has altered the sequence and will 
  cause a misjump. Assuming no one manages to stop him, 
  after one week, the ship exits jump space many parsecs 
  off course, in the atmosphere of a low population, low tech 
  world. The ship’s residual velocity is too great to prevent 
  it crashing into a remote area of the world, although good 
  piloting can reduce the severity of the crash. Once the party, 
  band and followers find the nearest habitation they will learn 
  that occasionally starships land at a village on the far side 
  of this continent. This distance must be traversed on foot 
  or using draft animals. Offworld currency has no value here 
  and the inhabitants have deliberately chosen a low tech life 
  so high tech goods are taboo. If the band can be convinced 
  to stop whining, they may be able to raise funds by playing 
  (acoustic instruments only, of course) their way across the 
  continent. The music preferred by the locals is considerably 
  different to the band’s usual neopop, though...
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  e4. last rites
  Required Skills: None.
  Required Equipment: Starship with 1 spare stateroom and 
  2 tons cargo space.
  Players’ Information: The party is contacted by Mijel 
  Tanklev, a senior executive from CHV Industries, a local 
  subsector-wide corporation. His son, Vidor Tanklev, was 
  recently killed in an accident, and he needs the body to be 
  conveyed to their nearby homeworld for the funeral. Mijel will 
  travel with the cargo; apart from this he is unaccompanied. He 
  offers Cr. 10,000 total, payable on arrival at the homeworld. 
  If asked about the accident he will explain that his son, an 
  executive at the same corporation, was killed in an industrial 
  incident at a local plant. In reality, his son was undertaking 
  an inspection when a venting of poison gas killed him and 
  several other staff. CHV has managed to hush up the affair to 
  prevent local outrage, but the players may pick up rumours 
  from the local press or from CHV employees.
  The body is stored in a large metallic coffin, taking up 2 
  tons of space. The coffin is inlaid with numerous strange 
  symbols, similar to hieroglyphics, although the symbols are 
  not representative of any beings known to exist on any local 
  worlds. Tanklev explains that the coffin is an antique, and 
  that he purchased it locally. If the players, or local customs 
  officials, ask for the coffin to be opened, they will find 
  the body to be in excellent condition; it has already been 
  subjected to high tech preservation techniques at Tanklev’s 
  employers’ expense.
  Tall and slender, with tightly cropped white hair and a light 
  tan complexion, Tanklev could probably pass for someone 
  in their early 40s. His taste in clothes seems expensive – he 
  favours toned grey, well-cut business suits from up-market 
  brand names. Although unfailingly polite, he does not 
  engage in small talk and will spend the journey immersed in 
  business reports. Occasionally, during the night, he can be 
  heard to scream in his sleep.
  1: On arrival at the starport, Mijel’s grieving wife (who is the 
  head of CHV) meets them. In addition to the money, the 
  Tanklev family provide the players with a letter of introduction 
  they can use at corporate offices throughout the subsector.
  2: The body in the coffin is actually that of Chibor Ragen, the 
  local CHV head of operations. The accident which killed him 
  was due to a failure in a new, secret industrial process, of 
  which the excellent preservation of the body is a side-effect. 
  The body is being taken home for further analysis. The local 
  press and the authorities are both on the trail of Tanklev to 
  find out what really went wrong, and would probably close 
  down the local CHV plant if they knew the truth.
  3: The body in the coffin is that of Kenzit Zahl, a local 
  journalist who was murdered by local CHV operatives 
  when he seemed to be getting too close to the cause of the 
  accident at the local plant. Tanklev is smuggling the body 
  offworld. Zahl’s employers are searching for him and have 
  alerted the local authorities but only have sketchy details of 
  his suspicions about CHV.
  4: As 3, but Zahl has been kidnapped and is in cold sleep. 
  The cold sleep will last until just before the ship goes into 
  jump, at which point Zahl will wake up and start screaming 
  and hammering on the inside of the coffin. When released, 
  he will directly accuse Tanklev, who will respond by drawing 
  a gun and attempting to kill Zahl. He may then bribe the 
  players to forget this incident or, in an extreme situation, he 
  may take a hostage or try to take over the ship.
  5: The coffin is an ancient artefact that Tanklev has stolen 
  from a local archaeological dig. Little is known about its 
  background – there has been no time for an extended 
  investigation. One of Tanklev’s fellow executives in CHV is a 
  collector of such artefacts and is willing to pay good money 
  for such a specimen. The body is that of Halley Ganjak, the 
  local rogue who organised the theft. Ganjak is in cold sleep. 
  He will wake before the ship goes into jump; however he will 
  remain in the coffin for the course of the journey. Various 
  facilities to filter air and process waste have been provided 
  within the coffin but Tanklev will need to smuggle him food 
  and drink from time to time.
  6: Everything is as Tanklev has described; however the 
  coffin is actually a semi-sentient device with various psionic 
  abilities. These abilities will be triggered when the ship goes 
  into jump and will last for the duration of the jump. The effect 
  is similar to that of a poltergeist, e.g. items will move around, 
  levers and buttons are activated at random, minor devices 
  may fail. Although none of the activity is malevolent, some 
  of the resulting effects may cause the ship to misjump. 
  Attempts by any psionicists in the group to establish contact 
  with the coffin (if they manage to work out the coffin is 
  behind the mysterious occurrences) will only have the effect 
  of intensifying the coffin’s psionic activity. Shortly before the 
  ship is due to exit jump, the coffin will telekinetically animate 
  the body of Vidor Tanklev, which will leave the hold area 
  and wander, jerkily and erratically, around the ship. Although 
  the animated corpse is incapable of speech, it will seek out 
  some substance (oil, jam, paint, whatever) which it will use 
  to daub a pattern on a wall. Somebody may recognise this 
  as a representation of a constellation visible from the world 
  on which the coffin was found. The coffin’s activity will cease 
  when the ship exits jumpspace.
  James Callahan (order #6487550)
  
  49
  e5. raise the titaniC
  Required Skills: Combat, Medic, Investigate.
  Required Equipment: None.
  Players’ Information: A representative of Chen Associates, 
  a local gravitics consultancy firm, approaches the party. 
  Chen has been contracted by General Products to oversee 
  the repair of a failed grav city on a nearby world. The 
  Chen Company, having dealt with megacorps before, are 
  suspicious of GP’s intentions, and intend to send a team of 
  independent bodyguards on the mission. The pay is Cr. 700 
  per person per day, with a Cr. 20,000 bonus for the group on 
  completion. Any character in the players’ team with medical 
  skills is offered an extra Cr. 100 per day.
  The grav city in question, Alchan, was the home of three 
  million people. About 6 months ago, for reasons currently 
  unknown, the main contra-grav system failed, along with the 
  four backup systems. Emergency compensation systems 
  allowed the city to make a soft landing; however, the 
  resulting damage caused the death of about a quarter of the 
  city’s population. In the subsequent period most of the dead 
  have been cleared, and the survivors evacuated to a hastily 
  established refugee station about 30 miles away. However, 
  the city has not yet been sterilised to remove the diseases 
  which ensued and protective suits may be required in some 
  sectors (high tech General Products protective suits will be 
  supplied if necessary).
  Referee’s Information: The local authorities have requested 
  that General Products engage an independent group to re-
  initialise the grav systems onboard the city, and to report on 
  any anomalies which may arise, in the hope that evidence 
  may be uncovered concerning the cause of the disaster. 
  The Chen team is almost all former senior consultants at 
  Imperial Gravtech, a gravitics subsidiary of Sternmetal 
  Horizons. They generally have a poor view of General 
  Products’ quality standards, and will be quite sniffy about the 
  technology in the city. The players will be positioned by the 
  Chen team as Chen employees. They are given uniforms 
  bearing the Chen Associates logo, and are asked to pretend 
  that they are Chen’s permanent security team.
  Optionally, if the players’ team has sufficient gravitics and 
  other technical skills, they could be taken on directly by 
  General Products to deal with the raising of the grav city, 
  supplemented by other expert Non-Player Characters where 
  necessary – and perhaps a Non-Player Character security 
  group.
  The Chen Associates Group
  Michael Chen, Scientist, Male, Age 46
  The former Chief Technology Officer at Imperial Gravtech, 
  with an impressive knowledge of gravitics. Chen led the 
  breakaway group to set up his own freelance organisation; 
  some of his team have shares in the business. Tall, dark, 
  friendly and charismatic. He will get very wrapped up in the 
  technical problems once on-site, and will leave most of the 
  detailed running of the operation to Ms Goskin.
  Jeannette Chen, Scientist, Female, Age 34
  Chen’s second wife (the first is still alive, on Chen’s 
  homeworld – they maintain amicable relations). Slim, good 
  looking, friendly. Will look after most computer systems 
  issues for the team and is a gravitics expert in her own right. 
  Karin Goskin, Bureaucrat, Female, Aged 36
  Chen’s Personal Assistant did not come from Gravtech 
  but was recruited from another technology company. 
  Responsible for most of the actual running of the organisation. 
  An employee rather than a stakeholder – does not have a 
  share in the business.
  Jen Casley, Scientist, Male, Aged 32
  Chen’s star research assistant, now deputy head of Chen 
  Associates. Comes across as an arrogant know-it-all. All 
  too willing to start an argument, except with Chen himself. 
  However, since he has no fighting skills, he may pick his 
  moments more carefully with the players.
  Veshan Kulek, Scientist, Male, Aged 36
  The second research assistant. Generally withdrawn and 
  quiet. He does not tend to respond to Casley’s frequent 
  taunts about being slow.
  Gellar Quiron, Ex-Scout, Female, Aged 42
  Like Goskin, an employee rather than a stakeholder. She 
  was recruited for her starship piloting and engineering skills 
  and will be responsible for any practical engineering work 
  (on the grav city, there will be similar systems to those 
  aboard a ship, for example the power systems). Friendly, 
  with plenty of old scout tales, and will latch onto any ex-
  scouts among the players.
  The Setting
  An emergency habitat has been set up alongside the crashed 
  city, along with a landing pad for Chen’s ship, and others 
  for GP supply ships. The city has the shape of a flattened 
  sphere. There are about 300 grav modules set around the 
  outside rim of the city, in clusters of 10; these are managed 
  from a control room near the centre of the structure, and 
  also connected to 4 emergency control rooms equidistant 
  around the city. They are also connected to the power grid, 
  the computing net and other such systems. Each of the 
  grav modules, control systems (main and backup) and the 
  power grid require inspection, using the appropriate skills. 
  Each grav module requires replacement on 7+ on 2D; 
  replacements are being held at the General Products station 
  on the starport, and can be ferried over in batches of up to 
  12 units at a time.
  The city can be raised with a minimum of half the grav 
  modules and at least one control system operational. 
  James Callahan (order #6487550)
  
  50
  Imperial regulations – which the Chen group will be familiar 
  with – call for at least 3 of the control centres to be online. 
  The subsequent reliability of the system is left to the referee.
  External inspection of the city, and entrance to the city, 
  is accomplished using grav belts. However the Chen 
  team, from a position of informed paranoia, will also use 
  magnetic tethers and boots to attach to the exterior of the 
  city while work is underway. About 100 General Products 
  representatives, including security personnel, are working 
  on other aspects of the city repair. The team will be required 
  to liase with the GP head of operations, the head of security, 
  and several of the technical personnel.
  Each day, roll 1D. On 5+ an event occurs; roll 2D and consult 
  the following list.
  2: An assassination attempt is made against one of the 
  Chen team.
  3: A survivor is found within the city. If pressed, they will claim 
  to have evidence of suspicious activity since the disaster (as 
  appropriate to the outcome selected below).
  4: The players find 1D bodies.
  5: A grav nullifier is set off in one of the grav module clusters. 
  Grav systems within 1D metres of the nullifier fail, including 
  grav belts.
  6: An assassination attempt is made against one of the GP 
  representatives.
  7: 2D bodies are recovered within the city.
  8: A refugee demonstration occurs.
  9: As 8, but followed by a riot.
  10: A fire starts within the city, threatening the power grid, 
  and has to be contained.
  11-12: GP medical personnel announce a disease alert 
  within a sector of the city. Work stops while the sector is 
  sterilised.
  Possible Outcomes
  1: The city failed because the grav systems supplied by 
  General Products were faulty. Careful examination of the 
  grav modules that do not require replacement will detect 
  further potentially faulty units. General Products will accept 
  the report but ask that it be kept confidential so that they can 
  manage the situation.
  2: As 1, but General Products are already aware of the fault. 
  They resent the Chen presence at the site and will try to 
  sabotage the group’s activities. Optionally, one of the Chen 
  team may be a traitor working for GP.
  3: The city was sabotaged by one of General Products’ 
  competitors. The saboteurs have infiltrated the GP clean-up 
  team and will try to undermine the Chen team’s activities. 
  Optionally, one of the Chen team may be a traitor working 
  for the competition.
  4: As 3, however the guilty party are Sternmetal Horizons. 
  The saboteurs have infiltrated the GP clean-up team and will 
  try to undermine the Chen team’s activities. Optionally, one 
  of the team is a traitor working for Sternmetal.
  5: As 3, however the sabotage has been conducted by a 
  local terrorist organisation, committed to the destruction of 
  the grav cities. The saboteurs have infiltrated the GP clean-
  up team and will try to undermine the Chen team’s activities, 
  or plant evidence incriminating GP. Optionally, one of the 
  team is a terrorist infiltrator.
  6: As 3, however the Chen team conducted the sabotage 
  to enhance their reputation. They will use the exercise as 
  an opportunity to vindicate themselves and to remove any 
  evidence of their sabotage. However, a survivor (found in 
  the city, or one of the refugees) will recognise one of the 
  Chen group as having visited shortly before the city’s fall – 
  raising the players’ suspicions. Optionally, one of the Chen 
  team is an undercover agent for GP or local or Imperial law 
  enforcement.
  e6. doWn these mean streets
  Required Skills: Investigate.
  Required Equipment: None.
  Players’ Information: A rich businessman – Harland Sim – 
  approaches the group to search for his missing son Jaime. 
  Pay is Cr. 2,000 per day plus reasonable expenses, for 
  the whole group, plus a Cr. 10,000 bonus when Jaime is 
  returned alive. Jaime Sim (age 27) has been missing for 10 
  days and his father is very worried. Jaime has been moving 
  in the ‘wrong sort of circles’; he has a gambling habit and 
  Harland has repeatedly had to bail him out of trouble. This 
  time, something snapped: Harland argued with Jaime, and 
  Jaime walked out. When Harland had calmed down, Jaime 
  had left home and was nowhere to be found.
  Last night Harland received a message telling him to hand 
  over Cr. 100,000 if he ever wants to see his son again. 
  Harland claims not to be able to pay this ransom, although 
  the players can find out that he lives in a large waterfront 
  property in one of the most sought-after parts of town.
  Referee’s Information: The party should visit the local bars 
  and gambling dives to get evidence that can lead them to Jaime. 
  In the process, they should meet the following characters.
  James Callahan (order #6487550)
  
  51
  •	
  Clara is Jaime’s 22-year old sister. She will flirt 
  outrageously with one or more players, and put on a 
  show of not caring about what has happened to her 
  brother. She is aware of the argument between her 
  father and Jaime. She denies the stories about Jaime’s 
  gambling. She’s not aware of the ransom demand.
  •	
  Zevon Kandle is the gangster who runs the local 
  gambling business. He is a tough guy who surrounds 
  himself with minders. He admits knowing Jaime and 
  that Jaime owes him money, but he claims not to have 
  seen Jaime for two weeks. Jaime has owed him money 
  before and come through, so it will be a few more weeks 
  before Zevon starts worrying – there are worse payers 
  than Jaime Sim!
  •	
  Vel Thayim is the local chief of police. He’s not looking 
  for Jaime; nobody asked him to. He knows Jaime – in 
  fact Jaime has acted as an informant for him in the past, 
  and he paid Jaime handsomely. As for Harland Sim, 
  now there is a guy who warrants further investigation… 
  Where did he get that big house on his lousy, middle 
  management salary?
  •	
  Olaf Chaman is a small-time cult leader. He runs a 
  local retreat where Jaime has been staying while he 
  ‘wrote a book, or his memoirs, or something’. He left 
  to move back in with his father about a month ago. 
  One of Olaf’s group acted as a runner for Jaime, 
  liaising with Kandle and Thayim.
  •	
  Selena Chaman is Olaf’s daughter. She was the runner 
  Jaime was using and was also his lover. She has not 
  seen Jaime since he moved back in with his father. 
  She’s worried sick something terrible has happened to 
  him and will give the players any help she can.
  The specifics of this story (the style and fittings of Harland’s 
  residence, aliens as key Non-Player Characters, Jaime’s 
  gambling games, etc.) should be adapted to the world on 
  which it is set. The meetings with these key Non-Player 
  Characters should be interspersed with talking to barmen, 
  waitresses, patrons, etc. at a variety of low-life venues. 
  These contacts will eventually point them at the key Non-
  Player Characters.
  In addition to using one of the following outcomes, the 
  referee may opt to introduce another of the options as a red 
  herring subplot.
  1: Harland Sim has been spending way beyond his means. 
  He recently took out an insurance policy on Jaime’s life. 
  Hired thugs are holding Jaime until it’s convenient to have 
  his body turn up so that Harland can collect.
  2: One of Olaf Chaman’s jobs was to take a ritual confession 
  from Jaime; in the process he found out about Jaime’s 
  gambling and other bad habits. He asked Jaime to stop 
  seeing Selena, but Jaime refused, so Olaf had some cultists 
  kidnap him. The ransom demand is a cover; Chaman has 
  finally decided that he must kill Jaime.
  3: Clara and Jaime are working together, and have faked the 
  kidnapping to blackmail their father for the money.
  4: Zevon Kandle was under increasing pressure from the 
  police until he found out Jaime was their informant. He plans 
  to kill Jaime, but the ransom is a useful ruse and will pay off 
  the debts Jaime owed him.
  5: Vel Thayim is corrupt, as is half his force. He’s been using 
  the information from Jaime to blackmail Kandle for a cut of 
  the takings. But Jaime began trying to blackmail Thayim with 
  the threat of going to the press. He needs Jaime out of the 
  way. He will ensure the ransom conditions are not met, to 
  explain Jaime’s corpse turning up.
  6: As 3, but Jaime is working with Selena.
  James Callahan (order #6487550)
  
  52
  starPort Chatter
  It is a well known Traveller axiom that every adventure starts or ends in a starport, and the local news and rumours 
  encountered around the starport often provide the spark for an adventure. These tidbits of information can be found 
  on station bulletin boards, wanted notices, or even in conversations overheard in a bar or shop.
  The Toporek has been sighted again… 
  This now-famous ghost ship was originally a reserve fleet fast frigate, lost during the Fourth Frontier War. The 
  latest sighting was reported by two sensor operators on the bulk merchant freighter Algotha. Their official report 
  stated the Toporek appeared on both passive sensors and long range visual. However, after inspecting the 
  Algotha’s sensor logs, its owners claimed ‘no such sensor reports exist’. The two crewmen were fired within 
  hours of producing a bootleg copy of the log. The crewmen and the log have since disappeared and are being 
  sought by conspiracy fanatics.
  Red Hand Claim Three Victims!
  The terrorist group known as the Red Hand has claimed 
  responsibility for the explosion killing three people 
  in the capital last month. The group states they will 
  ‘continue to fight against Imperial aggression until the 
  nobles in power are thrown down.’ According to Marquis 
  Tmezial, many have disregarded this latest act as that of 
  ‘unfortunate extremists who cannot survive in a civilised 
  world.’ However, security has increased noticeably 
  at some local noble houses, including Count Paul 
  Montarra, who said ‘I might not believe those people are 
  widely supported, but I’m not risking my young family on 
  that assumption.’
  Record numbers of downport cargo handlers have been 
  taking vacation time this week as part of their industrial 
  action. As a result, traders are having to resort to hired 
  help or direct payments to handlers to ensure timely 
  loading and unloading. NuFlash/2-3-12/Marg/item?=265
   Perionis Sceptres Stolen!
  Jewellery collectors are concerned at a recent spate 
  of thefts. Four Jeweller’s Guild members have 
  reported losses totalling Cr. 150,000, including the 
  unique Perionis Sceptres that have been in the guild’s 
  Historical Society collection for over 100 years. In 
  addition to Imperial investigations, the guild have hired 
  independent agencies, creating “unnecessary tensions” 
  according to the Ministry of Justice spokescreature. 
  [NuzNow Inc]
  PortNews
  ‘Repos killed my partner’ claims Olen Vikas of the 
  Eventualis – one of a dozen small merchant vessels 
  seized in the past few months across the subsector 
  in acts of aggressive skip tracing and repossession. 
  Several law suits have been filed with the Imperial 
  Ministry of Justice concerning undue violence used 
  by the repo agents, including deadly force in response 
  to crew members who have attempted to defend the 
  vessel. Of the vessels seized some 15 crew have been 
  killed; the remaining 32 crew are in custody awaiting 
  trial. The IMoJ declined to comment.
  Mines Closed Due To Spares Shortage
  Three mining complexes have been shut down due 
  to lack of spares for their power converter modules. 
  The modules, by Nestoria Electronics, have been 
  unavailable since the company went into Imperial 
  Chapter 47.5C Bankruptcy 2 months ago. Existing 
  supplies are exhausted and the mining corps are paying 
  highly for anyone who can supply them. Several smaller 
  firms have cut back on work and sold their converters 
  for high prices and/or research data concessions
  NEWS
  James Callahan (order #6487550)
  
  53
  RUMOURS
  Violent starship repossessions are 
  being undertaken by a new shadow 
  corporation working on behalf of larger 
  megacorps who wish to avoid any legal 
  repercussions from direct involvement. 
  The group allegedly uses ex-marines 
  but no one will reveal the name of the 
  repo corp.oration responsible for these 
  repossessions.
  Robots all over the starport have been 
  acting strangely. They have been more 
  alert than normal at times, and several 
  have disappeared. Local authorities believe 
  the missing robots were simply stolen, 
  and discount the stories that the robots 
  attained higher intelligence and decided to 
  leave for a life of freedom offworld.
  Due to a sudden shortage of power 
  converter modules for the local mining 
  industry several small mining companies 
  have been burgled for these parts. The 
  incredibly high black market prices have 
  led to three reported burglaries and over 
  a dozen internal and unreported thefts.
  Recently zealous customs inspectors 
  have been citing merchants for improper 
  labelling of cargo containers, even where 
  the stickers were only a few centimetres 
  from the prescribed central position on 
  the crates. Merchants have alleged that 
  the inspectors are just trying to increase 
  the number of bribes they can get per 
  week.
  Copies of the Galactic Flora & Fauna 
  datcrystal by ForExcluTap has had 
  some really revealing vids hacked into 
  it showing several local celebrities 
  having ‘fun’ together. The makers are 
  falling over themselves to get back the 
  datcrystals which were allegedly hacked 
  by a disgruntled employee.
  Local criminal syndicates have been 
  unusually quiet over the past few weeks. 
  Police sources indicate they are expecting 
  some kind of conflict to erupt at any 
  moment. Several weapons dealers in 
  startown have experienced record sales 
  lately.
  It is rumoured that the police are 
  investigating the disappearance of an 
  FGMP 15 from an Imperial Marine Grav APC 
  at the starport two weeks ago. The marine 
  who left it unattended has been severely 
  disciplined. However, PortSec refuse to 
  confirm or deny this story.
  The following can be dropped into any campaign, as red herrins orthe start of new adventures.
  James Callahan (order #6487550)
  
  54
  PubliC announCements
  The following are commonly read or heard announcements found around starports.
  DO NOT ALLOW ANYONE TO HANDLE YOUR LUGGAGE
  DO NOT ACCEPT GIFTS FROM ANYONE WHILE WAITING TO BOARD YOUR FLIGHT.
  VIOLATION OF THESE DIRECTIVES MAY PLACE YOURSELF AND OTHERS IN NEEDLESS DANGER. PLEASE 
  NOTIFY PORT SECURITY OF ANY SUSPICIOUS ACTIVITY. THANK YOU.
  NAV WARN
  Space zone alpha-3 is off-limits to all shipping due to debris from the explosion of the trader Yolanthis. The corridor should 
  be cleared within 48 hours by magno-dredge tugs.
  MEDCENTRAL NOTICE
  An outbreak of food poisoning at the Faery Lights restaurant has been identified as yuliesisia fungi. Crews having 
  eaten at this restaurant within the last 24 hours are prohibited from flying and should report to port MedCentral 
  immediately.
  TRADCOM WIDECALL
  All traders carrying type E/F grains or V-Nil foodstuffs should check for infestation with Crane’s Bacteria brought in by a 
  recent shipment. Infestations should be reported to Port Decon. Liability for compensation currently rests with the importer 
  of the contaminated shipment.
  RECALL NOTICE
  ForExcluTap Inc. are offering a replacement plus a full 100% refund for returns of their Galactic Flora & Fauna dat-crystal 
  which has a number of errors in its indexing system.
  MEDCENTRAL NOTICE
  Air irritant warning! Pollution levels are at an all time high this week. All persons prone to respiratory problems should wear 
  their filter-masks.
  RECALL NOTICE
  All purchasers of the XHairs ship gunnery package versions 3.2f-k should return their software to a stockist of Lazware 
  Inc. goods for a free replacement. These versions may suffer targeting mis-calibration with certain makes of turret 
  installation.
  TRADCOM WIDECALL
  Ships with freshers fitted by QikFlud Crew Relief Inc. who have experienced an explosive blow back due to build up of 
  methane should contact QikFlud for a free filter upgrade. Should the QikFlud toilet unit begin vibrating during use, vacate 
  the area immediately!
  James Callahan (order #6487550)
  
  55
  ADVERTS
  Wherever players engage in commerce, they will inevitably be bombarded by advertisements for other products and services.
  Problems with jumping 
  where you want, when 
  you want? 
  Move up to Hyperlight nav mapping 
  with our library of fine-tuned jump 
  routes and one year’s free co-ord 
  updates from all good starports.
  Wanted
  Information on the whereabouts of 
  Inchi Fanga, a technician at Extrax 
  Mining. Fanga disappeared 8 days 
  ago at the same time as a quantity 
  of mining tools and a sealed air/raft.
  REWARD 
  OF 
  Cr. 
  2,500
  Three pet Pomrafi were stolen two 
  weeks ago from the Baroness Reliss 
  Mylagian. These pets are very 
  temperature-sensitive and cannot 
  survive for long outside their specially 
  designed cold weather habitats. The 
  reward is for any information leading 
  to the safe return of the pets.
  Wanted
  Mechanic for surface starport cargo 
  loading 
  maintenance 
  division. 
  Excellent pay and benefits. 
  Apply at the Main Terminal.
  Good Pay for Night Work
  Bouncer required at the Cold Fusion 
  Club. A fun place to work. 
  Nigella@coldfusion.dport.local.
  GET Redundant Clones 
  TICKETS NOW!
  Due to good fortune (okay, a jump drive 
  failure on the Forever Dawn) the notorious 
  counterculture musical band Redundant 
  Clones have a layover of fourteen days in 
  system. A whole three additional concerts 
  have been scheduled, including a charity 
  performance with your local favourites 
  Frequent Lift. These tickets will sell 
  quickly, so get your tickets early 
  – RedCloAdv Inc.
  Make A Difference 
  In Your Work! 
  Customs inspectors are needed for 
  the upcoming harvest domes export 
  season. No experience necessary, all 
  training provided. Bonus for certified 
  shipboard skills or combat training. 
  Apply PortSec103A.
  James Callahan (order #6487550)
  
  56
  These are little nuggets of information that a referee can 
  apply to a world to help add flavour to it and, potentially, 
  as a seed for further adventure ideas.
  1. This world’s universities are heavily politicised, and do 
  not co-operate so much as they compete, so archaeology is 
  conducted à la Indiana Jones. Valuable sites of pre-human 
  settlement are claimed by institutions which do not have 
  the resources to investigate them properly but refuse to let 
  anyone else do so.
  2. Certain ancient alien settlement remains here are 
  famed for their aesthetic appeal and are important tourist 
  attractions. There are a few good sites which are as yet 
  much less well known (or even undiscovered) but many 
  more that are overrated and little more than tourist traps.
  3. Nomadic animal herders provide the sparse population of 
  this fairly inhospitable, low tech world. However, they must 
  have once had access to high technology for they have been 
  using satellite navigation and other high tech navigation aids 
  to herd their beasts for centuries.
  4. The local environment is either cold with a thin atmosphere, 
  very warm and humid, or very hot and dry. Protective gear is 
  a necessity for humans who live or work outside the centres 
  of settlement, but the local lifeforms are well adapted to the 
  conditions.
  5. This culture has a peculiar taboo against writing and 
  depends on oral culture, but maintains a surprisingly 
  high tech level through rote learning, memorisation, and 
  apprenticeship.
  6. This culture is very strongly family-oriented. Unlike most 
  Solomani cultures, it has retained social organisation along 
  kinship lines through technological advances – something 
  more typical in Vilani culture. The locals extend these 
  principles to offworlders, regarding them as extended 
  members of the appropriate families according to their 
  occupation and social grouping.
  7. This high population planet’s agriculture is based on the 
  few imported species genetically engineered to adapt to 
  planetary conditions. In spite of precautions, there is now 
  a fast-spreading and virulent disease killing the key food 
  animals. Thousands of people are nearing starvation. If 
  the outbreak is not checked, it could be a major planetary 
  disaster affecting billions.
  8. A colony several centuries old has suffered a loss in 
  agricultural productivity over the last two generations. The 
  colony is small and does not have a good research institute 
  to solve the problem, so the government has been appealing 
  for outside help for some time but to no avail. The problem 
  is a gradual build-up of trace minerals in the soil which 
  poison the crops, something that more fertiliser does not fix. 
  Reversing this requires complex agrochemical treatments 
  from an offworld source.
  9. A new settlement is having difficulty because it depends 
  for transportation on a river which is prone to unpredictable 
  and severe flooding, yet at other times may suddenly run low 
  of water, making it almost impossible to navigate at times.
  10. In one region of this planet, high humidity and an insidious 
  lifeform make long-term storage of food very difficult, even 
  with good food preservation technology.
  11. Tensions are rising between two key cities situated 
  on the same river. Both have been gradually expanding 
  their irrigation networks. The downstream city claims the 
  upstream city is taking more than its fair share of water and 
  is polluting it. The smaller upstream city claims the other city 
  is merely trying to bully it.
  12. This culture wants to expand, but suffers from one or 
  more natural obstacles; it does not have the agricultural 
  potential, the climate is inhospitable, it lacks the manpower 
  for large scale construction and engineering works, there are 
  geographic barriers to surface transportation, its TL limits the 
  speed of communication, or it does not have easy access 
  to the materials, such as mineral resources or energy, to 
  manufacture needed equipment, vehicles, or tools.
  13. This world’s topography makes surface transportation 
  and communication difficult, so that the natural political 
  subdivisions are city states, or individual nations. There is a 
  world government, but it is not very strong; most inhabitants 
  are more loyal to their own region.
  14. This world’s intelligent and able ruler has converted to a 
  pacifist, humanitarian religion. After rising to power through 
  rebellion and bloody warfare, he finally became appalled by 
  the carnage and destruction of the battles that conquered 
  his rivals.
  15. Smaller cities are fought over by more powerful rivals. 
  One particular city-state has been conquered 18 times in 
  24 years. This power struggle is sustained only because 
  World seeds
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  the warfare is limited and the more destructive advanced 
  weaponry is seldom used – the purpose of the warfare is to 
  assume the assets and manufacturing capabilities of a city, 
  so turning it into a ruin is pointless.
  16. This culture puts a great deal of effort into 
  constructing grand public buildings and monuments 
  with symbolic rather than practical value. No expense 
  is spared and the highest quality materials are used. 
  A range of rare and expensive offworld raw materials 
  must be imported for the latest creation to exceed the 
  standard set by the last monument.
  17. In this culture, domestic slavery is still practised. Foreign 
  slave trade is forbidden, foreigners cannot be taken as 
  slaves, and domestic slaves cannot be sold out of the 
  culture. (Imperial law forbids interstellar slave trade.)
  18. This world has a highly unstable law level and 
  government, frequently switching between balkanised states 
  and a charismatic dictatorship, depending upon whether the 
  dictator controls a majority of the individual nations or only a 
  plurality. The law level varies accordingly, depending on the 
  paranoia of the current ruler.
  19. On this balkanised world, a ruler of a minor nation is 
  taking advantage of the fact that settlement patterns and 
  technology have changed over the past century to propel his 
  nation to prominence. He is well on the way to establishing 
  an effective world government.
  20. A new government has ordered revised versions of 
  history texts to be used in the schools. Events related to 
  the government and culture of the current rulers are added 
  or emphasised, while events which were interpreted to 
  legitimise the former government are downplayed or omitted. 
  Changes in the arts curriculum are also being proposed.
  21. Technological progress in the rural regions of this world 
  is handicapped because the inhabitants persist in using an 
  old and cumbersome form of writing that only a few elite 
  can fully master. They also refuse to accept new technology-
  related words into the language.
  22. This minor alien race remains minor in part because 
  it refuses to adopt human decimal notation or standards 
  for any of its technology. All numeric information normally 
  expressed in the decimal system must be translated into the 
  (superior, of course) duodecimal system.
  23. Planetary law explicitly recognises castes or orders of society, 
  such as Imperial nobility, planetary nobility, a middle or gentry 
  class, and a peasant or free servant class. Different rules and 
  privileges are extended to members of each class, and many of 
  the interactions between them are regulated by law.
  24. Local law forbids lawyers from arguing a person’s case 
  in court. Each person must argue his or her own case (using 
  prior advice from a lawyer), except where physical or mental 
  disability prevents the person from doing so.
  25. Consumer protection laws include a possible death 
  penalty for the maker of a product which kills a user; examples 
  include: restaurant food poisoning, failed buildings, unsafe 
  drugs, poisonous chemical spills. Equipment manufacturers 
  are required to notify purchasers of all known hazards in 
  using the equipment and bear a share of the risk of their 
  occurrence, but remain fully liable for unknown hazards or 
  defects in manufacture.
  26. This society is based on small, tightly knit villages. Even 
  larger cities are composed of distinct neighbourhoods. 
  Villages interact only through designated spokesmen, and 
  inquiries about the inner workings of another village are 
  regarded as intrusive.
  27. Marriage is formalised with a business-like contract. The 
  bride is provided with a dowry by her parents, but they may 
  require a bride-price from the groom or his parents. The wife 
  is considered the property owner and in case of divorce, 
  retains title to at least as much as her dowry. The husband, 
  however, is considered the property manager.
  28. This world is nearly uninhabitable except for one (or 
  a few) particular region(s), e.g. a mountain range, crater, 
  river or canyon. Even this area is subject to frequent natural 
  disasters.
  29. This world has abundant resources and has previously 
  been a major exporter. Its self sufficiency and position off the 
  Jump-1 main means that its populace are very self-centred, 
  aloof and openly arrogant towards offworlders.
  30. This culture’s religion and philosophy are strongly 
  influenced by cyclical orderliness. The people turn 
  fatalistic in times of success and optimistic in times of 
  trouble. This belief seems natural because the various 
  natural cycles on the world are unusually regular.
  31. There is a strong belief in spirits and the afterlife; so 
  much that people routinely orient their behaviour towards 
  making the spirits welcome. Tales of ghosts and various 
  forms of spiritual intervention abound. Those who specialise 
  in debunking the occult are not welcome here.
  32. Lack of erosion means ancient human constructs are 
  enduring reminders of the past. The people have a keen 
  sense of history and often make decisions at all levels based 
  on the ‘experience’ of events many thousand years ago, 
  discussing them as if they had occurred recently.
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  33. The world’s agricultural land taxes are collected annually 
  after the harvest. Tax rates have been raised slightly despite 
  a bad harvest, causing the farmers to block food supplies to 
  the cities and demonstrate in the streets.
  34. This world’s rulers are despised as hated conquerors 
  by the people they rule, in spite of their best humanitarian 
  efforts to educate the populace and create goodwill.
  35. The absolute ruler of this world is trying single-handedly 
  to make a radical change in its religion. On this world 
  religious interests are closely tied to economic and political 
  interests.
  36. One of the high-population worlds which had politically, 
  economically, and culturally dominated the region has 
  suffered a devastating reversal due to the collapse of its 
  banking system. Several of the worlds it had influenced are 
  now asserting their independence, though none have the 
  same stature as the afflicted world.
  37. The central government has collapsed within the last 
  few weeks, and there is a general state of lawlessness and 
  chaos. No one is able to command allegiance and restore 
  the government.
  38. This world is favourably situated on a jump main and is 
  a major headquarters for shipping concerns. It specialises 
  in building and operating more larger, longer-range ships 
  than their neighbours and is therefore the major source of 
  colonisation attempts and technological transfer to less-
  developed worlds.
  39. Wealthy individuals are unfairly using the advantage of 
  access to higher technology for their farms and industries; 
  smaller farms and businesses are closing as they cannot 
  compete.
  40. The government rules through fear of its efficient military. 
  Its high tech communication system alerts the rulers to any 
  sign of insurrection and its advanced transportation swiftly 
  carries military units to the site to swiftly and brutally repress 
  the potential rebels. Calculated atrocities inspire terror and 
  serve as an example to others.
  41. The harsh central government of this world does not 
  yet realise that one of its more important subject regions 
  is secretly negotiating for offworld military assistance to 
  overthrow the central government.
  42. The world government is so respectful of free expression 
  that it has attracted a huge variety of cultures and societies 
  with their different religions, local institutions, customs, and 
  languages. Undertaking almost any dealing here involves 
  multiple translators, variant legal systems, currency 
  exchange, etc.
  43. The government has strict control over agriculture, 
  food processing, and food distribution, with stiff penalties 
  for unapproved production, importation or sales of any 
  foodstuffs.
  44. An ancient civilisation left remains that appear to surpass 
  known technology. Although various documents have been 
  found, progress in understanding and translating them has 
  been very slow, and only a few isolated words are known. 
  The known documents do not appear to contain technical 
  information, and the pace of archaeological research is 
  glacial.
  45. There is a rigid caste system, composed of managers, 
  philosophers, warriors, merchants, technicians, and serfs.
  46. The dominant religion is highly intellectual. People 
  offer to have their lives evaluated by the priests who apply 
  complex systems of appraisal, and offer their counsel and 
  advice for improvement. Careful inquiry, logical debate, and 
  even research are important parts of priestly duties. The best 
  priests are excellent theoretical and practical psychologists.
  47. The populace have a variety of genetic skin disorders, 
  ranging from minor discoloration to bright-coloured warts 
  over their entire body. The locals regard the skin alterations 
  as a mark of godliness; outsiders showing disgust at the 
  more extreme disorders will be shunned.
  48. This world’s religion abhors abstract representations 
  of monetary value – all valuations and transactions are in 
  goods or services; anyone trying to pay using cash will be 
  arrested.
  49. The population believe offworlders to be demons; only a 
  very select group of priests have the necessary ‘incantations’ 
  to protect them – allowing minimal trade. Offworlders straying 
  from their ship without priestly protection will be killed and 
  their brains extracted (to prevent the demon ‘regenerating’ a 
  new body!) by the fearful locals.
  50. This world’s atmosphere is a mild hallucinogenic 
  stimulant to some major races. However, hallucinating 
  offworlders caused several major accidents, so the local 
  law now requires all offworlders to wear filter masks which 
  remove the taint. Some offworlders have become quite 
  addicted and can be found lying around the starport in a 
  happy haze.y.
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  Plots
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  The game session arrives. You have not had time to prepare 
  the game this week and then the players announce they 
  want to jump to a system you have not detailed. You need 
  an adventure, quick.
  The purpose of this section is to give referees a condensed 
  resource of ideas. Rather than give a fully worked out 
  scenario with all loose ends tied, a large number of basic 
  plot ideas are presented. The referee can pick them up and 
  run as presented, filling in the details as they go, or else 
  work them into a large scheme.
  Travellers’ aid socieTy 
  The Travellers’ Aid Society (TAS) is an exclusive club for 
  those who travel the stars. Membership is expensive but 
  may be acquired as a benefit when mustering out from 
  various military services – a substantial reward reflecting 
  exceptional service by the individual.
  Among the many services provided by TAS, are the 
  traveller’s centres on most worlds with major starports. Many 
  facilities are available at such installations, including ticket 
  reservations, hotel bookings, local interest recommendations 
  and cheap accommodation and food.
  However, perhaps the most important service provided to 
  players, is an indirect service – a location to meet other 
  travellers and patrons. They may simply be interested in 
  locating others who share their interests, or specifically be 
  seeking gainful employment. Because of the wide variety of 
  people who pass through, of all ranks and stations, it is a 
  rich place for those seeking adventure or patronage.
  PaTrons
  This section also contains a number of patron encounters 
  – people with potential employment for the players. These 
  may be encountered directly at a starport or in a TAS facility, 
  but in most cases the lead to the patron will be via a notice 
  or advertisement.
  Each Patron entry has multiple possible outcomes, which 
  the referee may select using a die roll, or as best fits the 
  game.
  inTroducTions
  Frequently, the referee may have a series of adventures 
  they wish to run involving an institution that is part of the 
  background. The Introductions section provides a number of 
  example tie-in pieces to bring the players into contact with a 
  selection of organisations.
  noTices
  These are various types of notices, advertisements and 
  messages that may be encountered in a game. When the 
  players pop into the local Travellers’ Aid Society hostel and 
  ask ‘What’s on the notice board?’ you will no longer needs 
  to look at your pre-planned adventure and start reading... 
  ‘Small team wanted for...’
  Instead, you can make life interesting, by disguising main 
  adventure hooks amongst a range of other notices, some 
  of which are red herrings, others potential leads, useful 
  introductions, etc.
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  One common source of adventure is the patron. A patron 
  is someone the players meet who wishes to contract their 
  services. Usually they have some sort of inducement 
  to encourage the characters to do their work for them. 
  Sometimes this is beneficial, like promised payment. 
  Sometimes it is forceful, as with threatened legal action. 
  Sometimes they just appeal to the players’ good natures.
  1. merCenary
  The players are mercenaries or privateers in an area that 
  has seen endemic warfare. They are approached by an 
  officer of a privateer vessel who explains he has a delicate 
  personal problem that they may be  able to remedy. Should 
  the players be willing to listen, he will explain that his captain 
  has withdrawn their ship from a strategically vital attack, 
  because he has been mortally offended by the captain of 
  another vessel – nominally his employer, and thus superior, 
  on this mission.
  The employer has stolen the first captain’s personal share of 
  booty from a previous raid, simply to humiliate him. Rather 
  than attacking his employer to regain what is rightfully his, 
  the offended captain wishes to withdraw his services, and 
  has forbidden his crew to seek revenge themselves.
  The patron will explain that he does not want to see his 
  captain break contract, as it would make it difficult to get 
  future employment for the ship and crew. He would like 
  the players to retrieve the stolen booty without worsening 
  relations between the two captains, and ideally in such a 
  way that relations can be speedily patched up.
  Outcomes
  1-2: All is as described.
  3: The booty is a famous artwork or religious artefact that 
  may have special significance for a player’s culture. 
  4: The booty is a frightened young prisoner of war who is 
  either (roll 1D) 1-3: being held for ransom from her aristocratic 
  family, or 4-6: being forced to become a concubine. 
  5: The officer is actually working for the employer, attempting 
  to ruin the reputation of the offended captain.
  6: The officer is an Imperial Secret Security agent, 
  undermining the effective power of mercenary fleets.
  2. investigative
  The players are employed by a journalist to gain evidence 
  of human rights abuses. She has some evidence of police-
  organised killings of undesirables, but needs more graphic 
  proof before she can publicise it. She has asked the layers 
  to join the police to gain this evidence for her – she will 
  tell them that the police are all thugs, and do not require 
  character references, so it should be easy to join. The player 
  may be quite insulted! Indeed, it is fairly easy to pass the 
  recruitment requirements for the police.
  Outcomes
  1: All is as above.
  2-3: Several weeks of boring training and basic legal 
  matters are covered before the players end up assigned to 
  a variety of positions depending on their skills. Eventually it 
  will appear that their patron was wrong, or that things have 
  been successfully covered up.
  4: Training occurs as in 2-3 above, but the players’ main 
  trainer seems unusually racist. He especially hates the 
  impoverished underclass of the city, which he regards as 
  ‘barely human’.
  5: As 4, but should the players respond favourably, the 
  trainer will have them assigned to a police patrol that works 
  as a death-squad after-hours.
  6: The players are sent out almost immediately with 
  experienced Non-player Characters and initiated into 
  cleaning up the city. Little effort goes into hiding their activity.
  3. Premium Cargo
  The players are contracted by a small shipping firm to express 
  deliver a luxury cargo to the capital city of a world in the next 
  system. The contractors will say it is the first ursk fruit of 
  the season, and a premium price will be paid by importers. 
  There are eight 2-ton cargo canisters. The patrons will offer 
  twice the normal freight charge to the players.
  Outcomes
  1-2: All is as above
  3: One of the cargo containers accidentally opens during 
  jump, revealing the fruit to have a particularly disgusting and 
  lingering stench. Fruit pulp or juice on clothing will leave a 
  greenish, indelible stain and the smell will linger through 
  many washes.
  full Patron enCounters
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  4:  As 3, but large poisonous insectoids are hiding amongst 
  the fruit.
  5: The fruit have been injected with a controlled substance 
  which the receivers are eagerly waiting to extract. If the 
  players attract hostile attention from customs, this may be 
  discovered.
  6: The patrons have been contracted by an antagonist of the 
  players to get them out of system for some reason.
  4. gods
  The players are, for some reason, temporarily stranded on 
  a pre-tech world where the natives mistakenly identify them 
  as their gods.
  Outcomes
  1: All is as it seems – the players get to indulge their egos.
  2: While outlandish behaviour is at first accepted, the natives 
  grow suspicious at the players’ lack of cultural knowledge.
  3: The players’ religious duties of giving blessings involve 
  strange and disturbing ceremonies.
  4: The natives’ religion is fairly uninteresting to the players, 
  being involved with ethical behaviour and exceedingly long 
  debates on morality. They will not hesitate to put their ‘gods’ 
  straight on matters of doctrine.
  5: The natives’ religion expects that mortal manifestations 
  of their gods will show up regularly. They will be polite and 
  respectful, but not overwhelmed.
  6: As 5, but after a certain time, the mortal gods are sent 
  back to heaven via a sacrifice ceremony.
  5. the tiP-off
  Shortly before they are due to leave port, a regular contact 
  of the players informs them that a firm which has contracted 
  them to deliver freight is, in reality, controlled by organised 
  crime. She hints they should not take the cargo or they will 
  regret it.
  Outcomes
  1: The contact’s information is correct, but this cargo is quite 
  legal.
  2: As 1, but the contact is found murdered. She was last 
  seen with the players.
  3: The cargo contains the carefully jointed corpse of an 
  elderly man.
  4: The cargo contains contraband. If it is not delivered the 
  receivers will be highly displeased.
  5: The contact is mistaken.
  6: The contact has deliberately lied so that the business will 
  go to another
  contact of hers.
  6. Personal ProteCtion
  The players answer an advertisement for corporate 
  operatives. Their employer works for an influential company 
  in the subsector. He tells them that his own superior needs a 
  job done; three potential employees of the company’s R&D 
  section have been targeted by a rival company. The players 
  are to extract these scientists from their current places of 
  employment before they can be kidnapped or assassinated. 
  Any reasonable amount of equipment and expenses will be 
  supplied, and a hefty bonus will be paid for success.
  Outcomes
  1: All is as above.
  2: The patron’s company has grown tired of the scientists’ 
  vacillations, and wishes to aggressively hire them 
  immediately, figuring large enough salaries will ease the 
  humiliation.
  3: The scientists are actually on the hiring list of a rival 
  company, and the patron’s company is staging a pre-
  emptive strike. They would prefer to receive the scientists 
  alive, but under no circumstances want them falling into the 
  rival’s hands.
  4: As 3, but the rival company is well informed and will have 
  rival teams to extract the scientists.
  5: The scientists do not know anything about either 
  company and will attempt to sue (the company’s lawyers will 
  successfully hang the blame on the players, if necessary).
  6: The scientists are engaged in unethical medical 
  experimentation, and will assume the players are a police 
  team. Their vague and hysterical protestations of innocence 
  may give the players hints that perhaps they can blackmail 
  their patrons for more payment.
  7. helP me!
  While meeting a regular contact in a backstreet night-
  club, the players notice a very young, very drunk man. He 
  regularly buys drinks for all present, and openly buys drugs. 
  When the venue is caught up in a police sweep, he latches 
  on to the players, weeping and begging them to get him out 
  and away. He promises vast payment and gratitude if they 
  will help him.
  Outcomes
  1: All is as above. He can pay Cr. 1,000.
  2: The young man’s influential family reported him missing 2 
  days ago. An officer sees him with the players, and will draw 
  attention to this fact.
  3: As 2, but the players successfully get out with their charge. 
  Some police will follow. The young man offers a story about 
  being an international jewel thief, and offers them even more 
  money to help him escape.
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  4: He’s even younger than he looks, and the players are 
  now suspected of various nefarious dealings with a minor. 
  If apprehended, the family will insist on the players being 
  charged with corrupting their son’s morals, supplying him 
  with alcohol and illegal drugs, and statutory rape.
  5: As 4, only at some point the youngster manages to slip his 
  ID, money and his father’s credit card into a random player’s 
  pocket. If the players are apprehended, the charges now 
  include kidnapping and theft.
  6: The young man belongs to an organised crime family 
  (which have not reported him missing). His family have 
  searchers out looking for him. The police will not pass up 
  the opportunity to get information out of the man if they 
  apprehend him. The crime family may then believe the 
  players were acting for the police…
  8. the lover
  The players are approached by a stylishly dressed lady 
  with two extra-large bodyguards. She introduces herself as 
  Oraiste Yarom, a local business woman, and explains she 
  has lent a large amount of money to a friend with whom she 
  is no longer on speaking terms. He has declined to pay her 
  back, but she does not want the embarrassment of going 
  through public legal channels. She is sure her friend would 
  come to his senses if they spoke face to face, and she would 
  like the players to fetch him.
  Outcomes
  1: All is as above.
  2: Ms. Yarom is highly placed in a local organised crime 
  family. She made the mistake of having an affair with a 
  member of another family. While the families are officially 
  on good terms, she feels her reputation is being amaged by 
  allowing her ex-lover to walk around with such a large debt. 
  She wants him brought to her without either family, or the 
  authorities knowing. She plans to kill him.
  3: As 2, only the aftermath of the affair has indeed lessened 
  Ms. Yarom’s reputation. As she concludes her dealings with 
  the players, an assassination attempt is made by the ex-
  lover’s followers.
  4: As 2, but members of Ms. Yarom’s family attempt to stop 
  the players.
  5: As 2, but the ex-lover suspected a move like this, and is 
  holed up in a secure area with many guards.
  6: As 2, but the ex-lover is rumoured to be turning state’s 
  evidence. His family, the Yarom family, and the players are 
  all after him. He is currently in protective police custody.
  9. union blues
  The players are employed by a representative of a shipping 
  and warehousing company to deal with worker unrest. The 
  company’s workers are mainly drawn from its home world, 
  and are employed at its facilities throughout the subsector. 
  Far from home and generally unskilled, they do not tend to 
  cause trouble. However, safety regulations are not observed 
  and there are long shifts. Contacts outside the workforce are 
  heavily discouraged and the workers are paid well below the 
  norm.
  Now, a troublemaker has appeared, and is attempting to 
  unionise the workers, ignoring the great benefits the company 
  brings to their world’s economy. At least one of the players 
  is from the company’s home world, and the patrons want 
  the incipient union movement infiltrated and destroyed from 
  within. They want the troublemaker thoroughly discredited 
  with the workers before they take further action against him, 
  as they do not wish to create a martyr.
  Outcomes
  1: All is as above.
  2-3: The unioniser is rather naive and believes that seeing 
  the workforce united against injustice will naturally lead the 
  company to bring about better conditions. He may be easily 
  tricked or misled.
  4: The unioniser is a political science graduate of a university 
  on the home world. While his knowledge is rather theoretical 
  and abstract, he is genuinely horrified at the awful conditions 
  and wishes to change them. Unfortunately, he tends to be a 
  little disdainful of the uneducated workers and has alienated 
  some of them.
  5: The unioniser is a long time workers’ activist, and has 
  practical experience of how to create workforce solidarity 
  and keep it going long enough to change things. His 
  demands are sensible and realistic.
  6: The unioniser is but one of a group of hard-line activists 
  seeking to attract attention to the workers’ plights by means 
  of violent action, co-ordinated across all the worlds where 
  the company has holdings.
  10. starshiP aPPrentiCes
  The players are engaged in a local scheme to open up 
  career opportunities to young people. They are expected 
  to allow 2-4 apprentice level youngsters to observe them 
  at daily shipboard work while they are in dock. Payment is 
  merely the youngsters’ board and keep, and a small stipend 
  which the players are expected to pay to their apprentices 
  as wages. Ships that take part in this scheme have been 
  known to be looked on as ‘good types’, and have had decent 
  freighting contracts put their way.
  Outcomes
  1: All is as above.
  2-3: The players get fairly normal kids, aged 12-14 (i.e., they 
  sulk, whine, get offended easily, but occasionally have great 
  fits of enthusiastic work).
  4: The players get a selection of problem kids, aged as in 
  2-3 above. They lie, steal, and drink the players’ alcohol.
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  5: One of the kids has taught herself a great deal of 
  one shipboard skill. She does not have much practical 
  experience, but that will not stop her, e.g. trying to dismantle 
  the jump drives to give them an overhaul.
  6: A kid stows away, and is not found until the ship has 
  jumped. (1-3) the kid is a starship enthusiast who wants to 
  lead a romantic life, (4-6) the kid has some problem with the 
  law.
  11. quiCk deParture
  The players are an hour or so from departure when a young 
  couple come up and ask for low passage to the players’ next 
  stop. They are dressed in bright cheap clothes, have very 
  little luggage, and say they want to start a new life on a new 
  world.
  Outcomes
  1: All is as above.
  2-3: The young couple are prostitutes fleeing their pimp. 
  They have been spotted approaching the players’ ship, but 
  there is little that can be done by the pimp other than verbal 
  threats.
  4: As 2-3 above, but the pimp goes to a dockside lawyer and 
  has a solicitor’s letter served on the players, claiming they 
  are helping his employees break contract. The players can 
  ignore this ploy, but it might delay them.
  5-6: As 2-3 above, but the young couple are fleeing with 
  last night’s takings for their own work, as well as the takings 
  for all of the pimp’s people. He will hire some muscle to 
  intimidate the players into turning their passengers over.
  12. a messy end
  A wealthy businessman takes high passage with the players. 
  On the third morning of jump, he is discovered dead in his 
  stateroom, shot through the left temple (he was left-handed). 
  A pistol lies on the floor.
  Outcomes
  1-2: All is as above, the business man has committed 
  suicide.
  3: The businessman’s secretary (travelling middle passage) 
  has shot him in a moment of rage on being told that their 
  affair is over. The secretary (1-4 female, 5-6 male), is jumpy 
  and guilt-ridden.
  4: The businessman was intending to take up a job with 
  a new company, and was assumed to have engaged in 
  industrial espionage. His old company sent an assassin 
  on the players’ ship. The assassin (travelling low passage) 
  had a heart complaint that necessitated a medic from his 
  insurance company operating his low berth. The low berth 
  was automatically set to release the assassin on the second 
  night of jump, and automatically go back into operation 50 
  minutes thereafter. The assassin has the normal chance of 
  dying, so this scenario may involve the players discovering 
  that one of their low berths appears to have failed.
  5: All the passengers seem to be acquainted with the dead 
  business man; none liked him. Several seem to have had 
  motives for murder (e.g. careers ruined, children seduced 
  and abandoned, he was blackmailing them), and almost all 
  of them had the opportunity…
  6: One of the middle passengers is a homicidal maniac, who 
  will strike again the next night, and the next...
  13. religious fervour
  The strategically important planet on which the players are 
  currently based suddenly experiences a wave of nationalistic 
  fervour, with the rise of a native religious leader proclaiming 
  herself destined to sweep away Imperial domination. 
  Although she has been active for some time, only when a 
  rally sparks off a huge riot do the Imperial authorities on 
  world take notice and arrest her.
  The whole city erupts, and riots seem likely to spread to 
  other areas. The players are approached by some of her 
  followers who ask them to aid in a jail break. They offer to 
  pay in jewellery and other small items of value.
  Outcomes
  1: All is as above, the jail has standard security.
  2: The Imperial authorities have no intention of allowing the 
  world to slip into anarchy, and institute widespread arrests. 
  All offworlders are put into government compounds for their 
  own safety. The jail’s security has been increased.
  3: As 2, but the authorities are brutal in their putting down 
  of the riots and relocation of offworlders. The leader is being 
  held in the depths of the government buildings.
  4-5: As 3, but the authorities have extracted information from 
  the leader by unethical means. If rescued, she will slip in 
  and out of consciousness and will be unable to walk. When 
  her followers start being picked up, the players’ names may 
  come to official attention.
  6: The leader has died under torture. Not only is this an 
  embarrassment to the authorities (whose spin doctors are 
  already at work), but if the players manage to report the fact 
  to her followers, there will be wholesale insurrection. 
  14. PoPular Poet
  The players are approached a distinguished Naval officer, 
  Sir Gorodin. He has retired from active service and has since 
  held a post in the local Naval Academy. At the appeal of 
  local fans he has nominated a Sylean folk-singer, Baradon 
  Diflin, for Imperial Poet Laureate. This has caused some 
  controversy as popular music has never been classed as 
  poetry in this regard before. Much as he has achieved his 
  success through foreign appeal, Sir Gorodin thinks that the 
  efforts of the players might have the same appeal.
  What he wishes the players to do is to frequent import music 
  stores and to pass out literature about the nomination and 
  attempt to encourage locals to write letters of support to the 
  James Callahan (order #6487550)
  
  65
  Imperial Ambassador. He is prepared to offer the players a 
  letter of introduction to any Naval officer of rank Commodore 
  or lower.
  Outcomes
  1: All is as it appears. Sir Gorodin has always been a fan and 
  is very keen to see the nomination go forward.
  2: Sir Gorodin has never had time for folk music. He put 
  forward the political nomination due to local political pressure. 
  He only desires to foist off the actual work on someone else.
  3: The fans of Diflin on this planet are in the minority and 
  largely made up of immigrants. Sir Gorodin feels this is a 
  good chance to impress Imperial culture on the locals.
  4: One of Diflin’s more popular songs is being used 
  prominently in a local election campaign by an Imperial 
  sympathiser. Although the Imperium cannot interfere in local 
  politics, Sir Gorodin’s nomination gives an excellent excuse 
  to promote the song.
  5: Shortly before the nomination, Sir Gorodin bought the 
  rights to a large number of Diflin’s earlier, neglected works. 
  He hopes now to increase their value enormously.
  6: A large undercover Imperial operation is currently 
  underway on this planet. The various broadcast literature 
  and letter-writing campaigns surrounding this nomination 
  allow for coded messages to be exchanged with little 
  chance of the government’s stringent anti-spy department’s 
  intervention.
  15. Culling the herds
  The local planet has experienced a wave of public fear 
  recently that a strain of bacterial infection common in their 
  Yip herds can cause a similar infection in humans through 
  consumption of their milk and meat. Although a firm scientific 
  link has yet to be established, the government has ordered 
  the culling of all the herds. Unfortunately regulations call for 
  the carcasses to be rendered in a fusion furnace and the 
  planet’s incinerators are overbooked.
  To help ease the backlog the government is packing the 
  carcasses into freight containers and hiring cargo ships to 
  lift them off planet and send them on a collision course for 
  the sun.
  The party will be approached by someone intimating that 
  they are from the Silver Panthers investments branch. They 
  believe that ultimately the bacterial infestation will either be 
  declared harmless or else a cure will be found. They would 
  like the players to divert as many of the doomed Yips as 
  possible. They will suggest either intercepting them after 
  they are set on course for the sun, bribing the pilots to 
  release them on a slightly different course, or else hiring on 
  as pilots themselves.
  Outcomes
  1-2: All is as presented. They will be paid Cr. 500 per ton for 
  recovered Yip cargo.
  3: All is as presented. However solar flare activity will 
  complicate retrieval of the Yip containers.
  4: As 1, except that the local system defence boats are 
  patrolling the solar chronosphere and will investigate any 
  unusual activities.
  5: The operative is not from the Silver Panthers, but is a 
  concerned ecologist. The real Silver Panthers have, in 
  fact, already substituted the carcasses on the dock and the 
  containers contain soiled hospital linen.
  6: As 5, but the Silver Panthers want revenge and have 
  rigged some of the containers to blow if tampered with.
  16. market survey
  The players are employed in a market survey to find out if 
  Gee Whiz Fizz soft drink is more popular than Check In. 
  The work is boring but pays enough to subsidise a minimal 
  lifestyle.
  Outcomes
  1: All is as presented.
  2: players get the chance to make witty comments on the 
  local radio station.
  3: Check In is revealed to have mild aphrodisiac qualities. 
  There is a rush on sales.
  4: Both brands are acidic enough to strip the lining off tin 
  cans. The players are hassled by irate nutritionists.
  5-6: Whatever results the players obtain concern their 
  employers, who sack
  them and also threaten them to ensure the results remain 
  confidential.
  17. the visit
  The players are approached by a lawyer. He will draw the 
  characters’ attention to a recent sensationalist news story 
  about a woman sent to jail for refusing to comply with a 
  court order allowing contact between her daughter and her 
  violent, former partner. The lawyer represents the father and 
  says he has a neurological chemical imbalance exacerbated 
  by his nagging partner. The only stable point in his life has 
  been his daughter. It is highly necessary that he maintains 
  contact with her for therapeutic reasons. As the woman has 
  been granted an appeal he still has not been able to see her 
  and they will almost certainly lose the case as his condition 
  worsens. He is willing to pay the players to bring the girl for 
  a visit by whatever means possible.
  Outcomes
  1: All is as presented. The man will ring the players 
  incessantly for progress reports.
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  66
  2: As 1, but the man is beyond help and will scream and rave 
  at his daughter, causing great distress.
  3: As 1, but the man is a raving lunatic and the lawyer is in it 
  only for the money. The man escapes from confinement and 
  will try to kill the daughter, his former partner, the players, 
  and the lawyer.
  4: The man cares nothing for the girl and merely wishes 
  continue his psychological harassment by embarrassing the 
  woman and making her feel impotent.
  5: The girl is very wayward and wants sex, drugs, and wild 
  adventure. She will do anything the players request for any 
  of the above.
  6: As 5, but the woman has hired three ‘minders’ to keep 
  her in line.
  18. bank CheCk
  A government official of the planet the players are visiting 
  contacts the group. She says that the Imperial Deposit Bank 
  has been advertising widely on public channels offering a 
  very good investment rate. It is based on a small asteroid in 
  system orbit and thus outside the governments regulatory 
  remit. The government is concerned that the bank is not 
  protected by its insurance scheme and if it failed their citizens 
  would unfairly demand reimbursement from the government. 
  She wants the players to check out its operation.
  Despite its grandiose name the bank itself does not claim 
  specific imperial warrant. It refers all questions to its parent 
  branch on a nearby world.
  Outcomes
  1: All is as presented. The bank is a legitimate operation.
  2: The bank is a Silver Panther front for laundering money. 
  The investors’ money is perfectly safe, as it allows the 
  Panthers to conveniently transfer funds. However, they do 
  not like too many questions being asked.
  3: The bank’s premises are really just a large ship disguised 
  as an asteroid. If any sort of legal action is taken they will 
  break dock and jump out of system with their money.
  4: The bank’s parent branch is on a depressed world where 
  the interest rates offered by that branch are comparatively 
  low. They are simply trying to get access to hard currency to 
  help their financial status.
  5: The bank’s parent branch is the same as 1, 2, or 3 above.
  6: The bank is a wholly owned private concern of the Royal 
  Family set up to generate non government funds to use for 
  private investments. They do not like attention.
  19. sCaPegoats
  Sixteen local ex-generals are being tried for murder, 
  attempted murder and conspiracy to murder in their support 
  of violent police actions to curb public unrest just before 
  the recent Imperial take-over. They claim they are being 
  made scapegoats by the local government. The players 
  are contacted by junior army representatives who wish to 
  hire them to help correct the situation. The true evidence 
  was diverted and suppressed by the current government. 
  They want the players to re-plant this evidence which will 
  exonerate their commanders and lay the blame on the 
  current political establishment.
  Outcomes
  1: All is as presented.
  2: The evidence is faked and is a political ploy to support a 
  coup.
  3: The former generals had close ties with the Golden Vale 
  Assassin’s Guild, who will be present to ensure that none 
  of the generals make it to court. The players’ efforts will be 
  mysteriously thwarted.
  4: As 3, but the assassins will act to ensure that they have 
  their day in
  court. The players may be mysteriously helped in their work.
  5: Information about the players has been leaked to the 
  government and they will stop at no end to prevent the 
  evidence coming to light.
  6: As 5, except a task force of four heavies with government 
  carte blanche will be dispatched to violently dissuade the 
  players.
  20. orbital resCue
  While outbound from a planet the players’ ship is hailed 
  by starport authorities and commissioned by Imperial law 
  for a rescue mission. Earlier in the week, the Blue Danube 
  was in remote orbit operations when a collision resulted 
  in a catastrophic power plant failure. Thermal imaging 
  revealed no possible life-harbouring environment and the 
  wreckage has been left to drift until a tug could be freed up. 
  However, after one of the crew of the craft was pronounced 
  dead, a close relative came forward and revealed that she 
  possessed the psionic discipline of Suspended Animation. 
  As this now means that she may be alive, a rescue must be 
  mounted immediately – the players’ ship is closest.
  Outcomes
  1: When the players arrive it is clear from the wreckage that 
  there was nowhere that she could possibly have holed up; 
  she is dead.
  2: The players arrive and find a closet that kept its atmosphere 
  integrity. Inside is the psionic crew member.
  3: As 2, except the psionic died elsewhere in the ship; the 
  corpse of another crew member is in the closet.
  4: As 1, except that the intact computer module is found and 
  the telemetry indicates that a transfer to a transponder-less 
  ship occurred just prior to the explosion.
  5: As 2 and 4, plus the survivor has evidence concerning the 
  captain’s dealing with smugglers. 
  6: As 5, except the smugglers knew they were to be turned 
  in by colleagues within the starport authorities. The survivor 
  is a plant, to ensure the turncoats are also named and get 
  their come-uppance.
  James Callahan (order #6487550)
  
  67
  21. suiCide?
  Two middle-aged brothers were found hanging from the 
  same branch of a tree in a desolate beauty spot on the 
  local planet. The police are mystified but are treating it as a 
  suicide pact. Their mother is distressed and wishes to hire 
  the players to find the real reason behind their death.
  Outcomes
  1: The mother is unknowingly responsible. Twenty years 
  previously she nagged her husband into committing suicide 
  in the same spot in the same way. The brothers came to the 
  same conclusion.
  2: The brothers were secretly in love with each other; this 
  was beyond all cultural bounds of tolerance. Being unable to 
  live together they decided to die together.
  3: The brothers, and a large part of the local village, are 
  members of a suppressed cult. In the latest ceremonies, one 
  of the brothers was to be sacrificed. When they flipped a 
  coin to decide, it landed on its edge.
  4: The brothers had amateur photographic evidence of 
  police corruption. When this came to light, the police drugged 
  them, hanged them and are now covering up all evidence.
  5: The brothers were cerebral twins with a government 
  license for psionic interrogation. They were to be used in an 
  upcoming trial of an alleged Golden Vale Assassins Guild 
  member. The Guild harassed them and said if they didn’t 
  remove themselves that they would kill their mother, whom 
  they dote on, in a particularly nasty way.
  6: The brothers were ardent fans of 4Play. Having believed 
  a spoof article that the band was breaking up they decided 
  to end their life.
  22. strike!
  The Shipping and Interstellar Porterage Trade Union has 
  called a strike at the current starport in protest over a refusal 
  by Fliedermaus Chemicals to pay out compensation for a 
  debilitating condition induced in one of its members due to 
  alleged chemical exposure. The merchant ship Beneficent 
  Sponsor has a contract with Bar Shipping to deliver a cargo 
  to Agar Industries. This shipment is vital to the reputation of 
  the fledgling line. The captain wants to hire the players to 
  break the strike line and work on delivering the cargo.
  Outcomes
  1: Local pickets will form picket lines and harass the 
  characters but will not physically intervene. 
  2: Pickets surround the dock with a human chain, preventing 
  cargo being moved in or out.
  3: As 2, except a sniper will also take pot shots at players if 
  they physically intervene to break the human chain.
  4: players will be threatened with sabotage to their ship or 
  startown living quarters for their actions.
  5: The players’ actions spark off a riot in the star port causing 
  millions in damages.
  6: The players’ actions precipitate a worldwide strike by 
  sympathising unions.
  23. virus
  News rushes over the docks concerning the death of an 
  arcade gamer in a virtual reality unit. Rumours abound of a 
  deadly Leonardo Virus that infects VR games and induces 
  mental haemorrhaging. The arcades empty as officials 
  investigate.
  Official statements say that the death was caused by 
  ingesting a bad batch of illegal drugs and was not VR 
  related. The public remains unconvinced and the local Red 
  Wizard Games representative contacts the characters. He 
  offers 1,000 hours of free game time at any Realvision™ 
  arcade if they will come to the local arcade and play games 
  to prove their safety to the public.
  Outcomes
  1-2: All is as presented.
  3: While playing, the players will experience the Leonardo 
  Virus but aside from playing groovy music it will have no 
  harmful effects.
  4: players are contacted by a local pressure group Parents 
  Against Virtual Reality who believe the games to be 
  dangerously addictive. They will be bribed to report publicly 
  about the bad effects of these games.
  5: The players will be met in Virtual Reality by the arcade 
  owner who is also a drug pusher. He will say he fried the 
  brains of the dead gamer for threatening to go to the police. 
  He will do the same to them if they do not play along.
  6: Unknown to Red Wizard Games the local hardware has 
  been tampered with by the franchiser to give an extra buzz 
  to players. Each character must make an Average (+0) 
  Endurance check or become addicted.
  24. intervieW
  The local Travellers Aid Society in cooperation with local 
  Ticket Agents is promoting interstellar travel. They would like 
  to publicly interview the characters about the exciting life of 
  an interstellar voyager.
  Outcomes
  1-2: All is as presented.
  3: While telling one of their stories a player accidentally 
  violates a severe local taboo. They are forcibly ejected from 
  the interview.
  4: As 3, except the interview was live. The players will be 
  shunned and unable to get any work locally.
  5: As 1, except one player was particularly impressive and is 
  offered free TAS membership.
  6: As 1, except one player becomes a local heart throb 
  and gets the loud and clamorous attention of thousands of 
  underage local hopefuls.
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  68
  25. the ChiCklizard
  In a bar a player meets the acquaintance of a travelling 
  noble who keeps a (relatively) tame chicklizard as a pet. In 
  the course of attempting to pet it the chicklizard bites the 
  character on the hand or arm and refuses to let go. The noble 
  explains that he has trained it not to claw but has had no 
  success in preventing it biting. He will not countenance any 
  harm coming to Hannibal, the lizard, who steadfastly hangs 
  on. The only inducement he knows of to cause Hannibal to 
  release his bite is ‘ploughman’s pickle’, a sandwich spread 
  common several worlds away.
  Outcomes
  1: A local import/export shop at the starport maintains a 
  stock of off-world food and can supply the pickle.
  2: A shop just outside the extrality line has the pickle but 
  customs will not let the character leave the starport with a 
  lizard attached to their arm.
  3: As 2, except local export regulations will not let someone 
  with the pickle into the starport.
  4: As 2, except that the shop stocks the wrong sort of pickle 
  and it is the first of several fruitless leads.
  5: As 4, except the trail leads to another continent.
  6: There is no source of the pickle on this world at all and the 
  players will have to travel to a neighbouring world.
  26. War zone
  While in a war-torn system, the players are approached by a 
  well-dressed, well-spoken man in his early thirties. He wants 
  immediate high passage off world for himself and his lady 
  friend, and will charter the players’ ship. He will be happy not 
  to disrupt the players’ schedule too much, and will accept 
  their timetables, as long as they avoid certain systems 
  (the players may find out these systems have extradition 
  arrangements with the system they are currently in). The 
  man has 3 tons of cargo, and well-appointed personal 
  luggage. His lady-friend has extravagant personal effects.
  Outcomes
  1: All is as presented.
  2: The man is a business executive, hoping to set up in a 
  less volatile area. 
  3: The man is a disgraced government official, setting up life 
  in a new sector.
  4: The man is a high government official, fleeing his world 
  with stolen wealth.
  5: As 4, but he is a close associate of the chief noble fighting 
  for control of the system. He, and any who aid him, will be 
  tracked down, wherever they are.
  6: As 5, but three starships (under the control of a cousin of 
  the chief noble) immediately take up the pursuit.
  27. CouP
  The players are trapped on world when all exit visas are 
  revoked during a sudden and violent change of government. 
  An elderly man comes to the players, begging them for 
  help in rescuing his employer. He tells them she is a great 
  lady, of immense importance to his world, but cannot 
  tell them her name. If they agree, he will lead them to an 
  apparently wealthy house, which has had iron bars fixed 
  across all windows, and which is guarded by soldiers. One 
  of the soldiers requires a minimal bribe to allow the party to 
  approach the house.
  A middle-aged woman, dressed in filthy, smoke-damaged 
  clothes, and with a cut, bruised face will appear at the 
  window, and call out to the players in a strange dialect of 
  the local language which they find very hard to understand. 
  Their elderly guide will translate, saying she is asking them 
  to help free her, to kill those in the government who have 
  engineered the coup and to help reinstate her brother.
  She promises great rewards, both monetary and spiritual. 
  She seems quite deranged. The guards will explain that she 
  is the wife of a naval general; she is schizophrenic, and has 
  to be kept guarded since her last suicide attempt. They will 
  laugh off the old man as a fool seeking to be a hero.
  Outcomes
  1: All is as presented by the guards.
  2: The woman held the most important position in the local 
  religious hierarchy, traditionally held by the eldest daughter 
  of the ruling family. The religion forbids the mention of her 
  name outside the religious ceremonies, and constrains her 
  to speak only in an archaic form of the local language. If 
  free, she could mobilise the powerful religious establishment 
  against the coup.
  3: Whether or not they decide to help, the players are 
  followed by supporters of the coup who attempt to neutralise 
  them.
  4: The woman’s brother retakes the city while the players are 
  still trying to obtain for new exit visas. Vast civilian casualties 
  lead to hatred of foreigners.
  5-6: As 4, but he takes an immediate and intense interest 
  in his sister’s situation. If she says the players helped her, 
  or tried to, he will reward them, but if they did not, he will 
  attempt to have them arrested and punished.
  28. something terrible
  A shabbily dressed woman comes up to the players and 
  asks them to go to the warehouse district at 01:00 hours to 
  stop ‘something terrible’. She claims she know a crime will 
  take place at that time, but she cannot go to the police, or tell 
  the players her source of knowledge. She will appeal to their 
  better natures, and cannot pay them anything.
  James Callahan (order #6487550)
  
  69
  Outcomes
  1: All is as presented. The woman overheard her boyfriend 
  planning a murder.
  2: The woman is a petty thief, getting revenge on a former 
  partner who will be fencing some merchandise at the 
  appointed place and time.
  3: The woman is setting the players up to be robbed.
  4: The woman is psionic, and read the minds of some 
  criminals who are planning a murder. She knows her 
  evidence would carry no weight as she is unlicensed.
  5: As 4, but the police have been following the criminals. 
  They will swoop and arrest everyone at the scene at 01:00 
  hours. The players will also be assumed to be criminals.
  6: As 4, but the woman actually read a novelist’s mind as he 
  planned out the start of his next crime novel.
  29. the drunk
  The players find a small, grime-encrusted woman lying 
  unconscious in a pool of vomit under their restaurant or bar 
  table (if they are in an expensive restaurant, she is at first 
  completely hidden under the table cloth). She will come 
  round, and claw her way up their legs to what will come 
  close to a standing position, and demand that the players 
  buy her a drink, some food, and take her to the starport 
  departure lounge. She has no ID or cash, but vaguely 
  promises them rewards ‘money cannot buy’. She seems 
  strangely familiar, but none of the players can remember 
  her name.
  Outcomes
  1: All is as it seems; she’s a grimy drunk.
  2: As 1, but she bears a passing resemblance to one player’s 
  old girlfriend.
  3: She is the lead guitarist of 4Play, overlooked in the 
  group’s mad, drunken rush to make their boarding call. 
  She can reward the players with various memorabilia, 
  tickets, etc.
  4: As 3, but she has been deliberately abandoned as a joke. 
  There is barely time to get her to the departures area before 
  the ship leaves.
  5: As 4, but her ship has already left. Her comrades have 
  at least booked her alternate passage. She will fly into an 
  impressive rage if this fact is not made abundantly clear, and 
  will end up getting the players arrested for breach of the peace.
  6: As 5, but she was completely overlooked by the rest 
  of the group, who will be surprised not to find her on their 
  ship. She will attempt to get the players to loan her the 
  fare, alternating between acting as an obnoxious rock star 
  and trying to impress/scam the locals or players.
  30. the dig
  The players are employed by an archaeological consulting 
  firm to assist in a preliminary dig. Those players without 
  archaeological skills are given heavy work, while those with 
  appropriate skills are tasked to draw plans, sort artefacts, etc. 
  The site appears promising, which annoys the building firm 
  which wants to build much-needed accommodation here.
  Outcomes
  1: All is as presented. The firm will gladly give players a 
  reference for other archaeological firms.
  2: The players are harassed by a local union representative 
  who wants to see only local workers on the site.
  3: One player uncovers an artefact of precious metal. The 
  player may attempt to conceal this, depending upon whether 
  they are being observed at that time
  4: There is some violence at the site during a protest held 
  by local indigenous people who denounce all archaeologists 
  as grave robbers.
  5: The construction company will pay the players to hinder the dig, 
  and to make it appear as if nothing of importance is to be found.
  6: One player is injured on-site. On inspection, it seems as if 
  some machinery has been sabotaged.
  31. seCurity
  The players answer an ad for temporary security guards, 
  placed by a high-profile corporation – FCO. Only players with 
  clean records will be hired, and there is a lot of competition 
  for the jobs, which are well-paid, with excellent benefits. 
  The players will be given duties including guarding offices, 
  warehouse and goods transportation.
  Outcomes
  1: All is as presented.
  2: The players are treated as complete fools by an executive 
  in the local offices, who humiliates and torments them daily. 
  They begin to understand the high turnover rate of guards.
  3: The players must guard a shipment of rare gemstones, 
  carried by an executive. She will appear extremely nervous, 
  and will constantly ask if they are being followed.
  4: The players suspect some employees of pilfering 
  corporate office supplies. While this seems trivial, FCO has a 
  reputation of coming down very hard on such activities, and 
  the players may fear they will be seen as accessories. They 
  may have to launch a full scale, over-the-top investigation 
  into the missing ball-point pens.
  5: During the players’ shift, burglars break in.
  6: The players are approached by ex-security guards, and asked 
  to participate in a robbery of the next goods transport they are on.
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  70
  32. game for a laugh?
  One PC buys a winning lottery ticket on the starport orbital 
  station, and gets to take part in the local TV lottery show. 
  Vast wealth could be just around the corner!
  Outcomes
  1: All is as presented, but the prize money is lower than hoped for.
  2: The game is rigged so that only station residents will have 
  a chance of winning the big prizes. The player cannot win 
  more than a few hundred credits.
  3: As 2, but there are also other prizes available. Roll 1D. 
  1-2: Weekends in mid-price hotels, 3-4: Locally-made 
  consumer goods, 5-6: Joke prizes.
  4: The show is actually a comedy show. The player is 
  induced into humiliating themselves horribly.
  5: As 4, but the next one to three patrons have seen this 
  episode of the show. 
  6: As one of 1 to 5 above, but the player is the most popular 
  guest of the week, and is invited back for the next show.
  James Callahan (order #6487550)
  
  71
  introduCtions
  Frequently the referee may have a series of adventures 
  they wish to run involving an institution that is part of the 
  background to their campaign. However a tie-in piece is 
  needed to bring the players into contact with the organi-
  sation and reveal to them a little information about what 
  they are dealing with. This section outlines a number of 
  different introduction situations the referee may adapt to 
  their own needs.
  1. the morinmoss Pirates
  The players are enjoying the scene at The Explosive 
  Decompression, a Navy rum-bar on the docks. The Plutonium 
  Rock music is interrupted by the strained voice of the DJ 
  announcing that he has had a request he cannot refuse. The 
  speakers begin blaring hornpipes and sea shanties. Cheers 
  rise from a fairly wild, nearby table, and the patrons leap 
  to their feet (and on to the table) and begin dancing jigs. 
  Further howls of rage rise from another table (on the other 
  side of the players) occupied by hardened Navy customers.
  A massive fight ensues between chair-throwing, facial-
  tattooed Navy hams and chandelier-swinging, lace-ridden 
  pirates – with the characters caught in the middle. When the 
  cops arrive the pirates make a break by vaulting over the 
  dock railings and down a series of cargo canisters, dragging 
  their incapacitated and inebriated companions with them. 
  Mistakenly the players get dragged along as well. However, 
  the pirate leader, Stee Jans, is sufficiently impressed with 
  their actions to offer them an opportunity…
  2. the golden vale assassins 
  guild
  The players are out shopping in a local planet arcade when 
  suddenly a timed series of explosions take place, venting 
  the arcade to vacuum (or a hostile atmosphere). The players 
  have just enough time between explosions to get from one 
  section seal to the next and are virtually the only ones to 
  survive the attack.
  They are approached by a dark skinned woman with green 
  eyes later who commends them on their level-headedness 
  under attack. From her descriptions of their every action during 
  the event she appears to have an intimate understanding 
  of exactly what happened. If asked why so many innocent 
  people were killed, she passes it off as unimportant.
  She will bring the conversation back to the benefits of having 
  an ability to keep one’s wits about one when chaos breaks 
  out. Abilities like that have their uses and she may know 
  something they are interested in…
  3. the navy
  The players are in transit between outer and inner orbits 
  when they get an encrypted request from the Navy giving 
  them codes to change their transponder to a particular 
  setting and adopt a certain course. If they check system scan 
  they will discover there is currently a System Defence Boat, 
  Vengeance 479, in hot pursuit of another ship rushing for 
  jump orbit. Their transponder now reads as that of another 
  System Defence Boat, the Contra Contra Band 482, and its 
  heading puts them on an intercept course with the pirate.
  If the players carry out the request the pirate ship will deflect 
  their course to a new heading away from the players’ ship. 
  Shortly thereafter the real Contra Contra Band will reveal 
  itself right in the pirate’s path. After a short exchange of fire 
  the pirate will surrender.
  Lt. Commander Eva Gustavsson meets the players afterward 
  and commends them highly for their brave actions. She likes 
  seeing such loyal citizens. It is encouraging to the spirit. If 
  the characters are game for it she can give them a letter 
  of introduction to the local commodore who she knows is 
  looking for such determined people…
  4. serabi genetiCs
  While conducting trade business on the docks the players’ 
  cargo steward is approached by a floppy-eared, furry critter. 
  It hands them the business card of a Lusamu Ildugan, 
  and tugs at their sleeve to follow. If followed it will lead the 
  character to a very strange office.
  The door is guarded by smiling gargoyles who only part for 
  the business card. The receptionist is a sprite fairy and the 
  waiting room’s bean-bag like chairs cuddle the players as 
  they wait. Lusamu Ildugan is, reassuringly, quite normal and 
  will usher them into his office where something resembling a 
  purple monkey takes dictation.
  He explains he is the local representative for Serabi 
  Genetics who make genetically engineered creatures for 
  work and leisure. They have a very high moral stance and 
  keep very strict regulations about what sort of DNA they use. 
  He has examined the players’ previous ports and manifests 
  and is pleased that they have avoided all ports and cargos 
  that Serabi considers banned. If they are happy to maintain 
  this they are eligible for preferential treatment for Serabi 
  cargos…
  James Callahan (order #6487550)
  
  72
  5. ebisawa elecTric
  Tomoko Oshima of the Human Resources department of 
  Ebisawa Electric contacts the characters and asks for an 
  interview. Ebisawa will arrange for a transit visa and pay 
  for all transportation. She will explain that Ebisawa works 
  closely with their employees and the local community in 
  training and educating those youths with skills relevant to 
  acquiring productive jobs. They have screened a number of 
  people and the players, as a group, meet the qualifications 
  for participating in an apprenticeship scheme.
  They will propose to fund the appointment of a junior technical 
  member to their group. Regular reports will be required and 
  they will not allow misuse of the apprentice by the group 
  or neglecting of duties by the apprentice to the group. 
  Additionally the characters will receive preferential treatment 
  from Ebisawa and a discount of 10% on any purchases.
  6. The nobiliTy
  While availing themselves of an open night in the local 
  Traveller’s Aid Society, the characters fall into conversation 
  with a member on the good and bad points of various 
  thoroughbred riding animals appearing on the holo-
  entertainment screen.
  Lord Theophilous becomes quite impressed with their 
  knowledge of equestrian activities and invites them to 
  accompany him to the local races.
  At the races he makes rather large bets based on their 
  appraisals. Win or lose, he is happy with their assessments 
  and purchases whichever beast they rank most highly, 
  including its trainer and rider.
  When treating them to dinner and drinks afterwards he 
  asks more about what they do. This raises an interesting 
  possibility for him which he proposes to them…
  7. The silver PanThers
  After a particularly successful series of cargo runs the characters 
  are enjoying a congratulatory inhaler in a local sniff club. A very 
  flashily dressed individual saunters through the crowd, which 
  appears to part by magic around her. She sits at the players’ 
  table, pays their bill and introduces herself as Starless Night.
  She compliments them on their handling of various customs 
  and excise authorities. She underlines how badly the various 
  authorities react to various levels of illegal cargo. She seems 
  to have rather a detailed knowledge of the characters’ 
  previous manifests, but never makes direct reference.
  She buys them another round of the most expensive 
  inhalers and says if they are interested there are many other 
  successful business opportunities they can pursue…
  8. dolbereTh smelTry
  A short, grizzled man in coveralls knocks on a player’s door 
  one day with a crescent wrench. He eyes them up and down 
  and grunts a few times before walking away.
  Almost exactly a full day later, a fork-lift marked ‘Dolbereth 
  Smeltry’ pulls up and an almost identical individual knocks 
  again. This time he will ask for their engineer and start asking 
  a number of abstract engineering questions. After this he will 
  smile and walk abruptly away.
  The next day a number of almost identical apparitions will 
  appear, examining the characters’ ship or other vehicle 
  closely and making calculations with slide rules.
  They will eventually approach the players and tell them that 
  they do good work. They want to know if they want to do 
  good work for them…
  9. The Psionic insTiTuTe
  The players have cause to pass through a neglected area 
  of startown. The dwellings are shabby and many of the 
  locals live in shacks made from discarded cargo containers. 
  Between the drug pushers, prostitutes and arms dealers, 
  lie the homeless detritus of the space industry. The players 
  witness a pointless act of cruelty by one of the dealers which 
  they are driven to correct through charity.
  The next day, that individual approaches the characters but 
  this time she is plainly dressed and cleaned up. She explains 
  she was working undercover in the Psi Corps branch of the 
  local police, gathering evidence to thwart extortion. She was 
  reading the players’ surface thoughts during the encounter 
  (as part of her job) and knows them to be a good and honest 
  individual. Occasionally the Psionic Institute has odd jobs 
  they need done and they might have something to offer the 
  party…
  10. mayes, FiTzPaTrick, and 
  Pierce
  In a previous job or during a junk sale, the players acquired 
  some item of pre-Long Night technology. The local planet 
  is known to have a good library on pre-Night artefacts but 
  access is difficult. After some struggling with local customs 
  and academic authorities they get a pass approved, not 
  to visit the  library, but to visit the Mayes, Fitzpatrick, and 
  Pierce archaeological consultant firm.
  Dr. Maria Medlycott will meet them and say that she 
  understands they have been experiencing some difficulty. 
  She is willing to appraise their artefact for free and allow 
  them the use of their copy of the library, if they in turn, are 
  willing to agree to sign on for a little job for them…
  James Callahan (order #6487550)
  
  73
  11. GoldberG Fashion desiGns
  While shopping for reading material in a starport market, 
  one of the players finds themselves going for the last copy 
  of an entertainment industry magazine at the same time as 
  a Mr. Geoffrey Chapman. The latter will apologise and say 
  he is really only interested in one article – perhaps he could 
  borrow it and copy it? If the character has previously been in 
  any form of entertainment business, Chapman will eventually 
  recognise them and offer to buy lunch at a local café.
  Over lunch, he will explain that he works for Goldberg Fashion 
  Designs and is trying to line up some market research, 
  possibly leading to a new line and catalogue. There are a 
  number of activities that are being co-ordinated around this. 
  Perhaps there is a place for the character in this project…
  12. The scouTs
  The local station gymnasium is offering free trials of their 
  advanced microgravity facilities and oxygen permeable 
  pool. While enjoying this, the players get involved in an 
  impromptu game of grav-ball with a bunch of local Scouts. 
  This leads to drinks afterward, a wild party, and sharing an 
  overnight cell in a local lock-up.
  When their commander bails them out the next morning, she 
  has to count three times to work out that there are extra 
  bodies. She pays for them anyway as some of her crew 
  ‘wants to keep them’. This is outside her jurisdiction but 
  there are some activities related to their current mission that 
  people of the characters’ background might be able to help 
  her with…
  13. 4Play
  The local startown is thronged with fans of the Plutonium 
  Rock group 4Play. Clay tablets are posted everywhere 
  announcing the arrival of their Mondium Overdrive concert 
  tour. Tickets are completely unavailable and the army has 
  been drafted in to deal with the crowds. The players may 
  watch it, or ignore it, remotely.
  Ten minutes before the band is due on stage, a local support 
  group is playing. Suddenly a bunch of very trendily dressed 
  people burst in and hurl themselves at one of the characters. 
  They ask the player to confirm their planet of origin and that 
  their name has an ‘A’ in it. Once the character confirms this, 
  they will explain they are 4Play roadies and the lead guitarist 
  will not go on stage until they find someone from that planet 
  with a ‘A’ in their name.
  If the players are willing to comply, the roadies will drag them 
  into a helicopter and fly them to the top of the ziggurat from 
  which the band is performing. Nightwing, the lead guitarist, 
  will look disappointed but strut out in her silverchastened 
  battledress to roaring crowds.
  The players may stay for the after-concert party and can 
  have as much drink, drugs, groupies, or 4Play memorabilia 
  as they want. The band decides they are really ‘radioactive’ 
  after all and says there are one or two other whims they 
  might help with…
  14. GarroT Foundries
  After a long waiting time one of the characters receives a 
  blade of quality that they have had on order. The workmanship 
  is everything they expected but a chance encounter with a 
  starport x-ray machine reveals a microscopic internal flaw. 
  The blade has a lifetime guarantee and can be sent back.
  Very shortly after sending the blade back the player will 
  receive a letter of sincere apology from the company and 
  a complete refund of their money. They will be given the 
  business card of the local representative of the company 
  (etched on paper thin, flexible tritanium) and given the 
  pick of whatever is in stock – alternatively they can order a 
  custom piece.
  The local representative is very grateful that the character 
  found this error and they are currently reviewing their entire 
  production and quality control procedures. Assuming the PC 
  chooses the replacement well they will be further impressed 
  with their eye for steel and will engage them in conversation. 
  If the player has some appropriate skills, the representative 
  notes that the company has cause, from time to time, to 
  contract out various jobs…
  15. The marines
  One of the characters with a military background suddenly 
  finds a squad of marines on their doorstop one day with 
  reactivation papers. Although the player is mustered out, 
  the marine sergeant insists that certain provisions allow for 
  reactivation. If any resistance is given the entire group will 
  be arrested. An armoured personnel carrier with sixteen 
  battle-equipped marines waits outside for backup.
  The characters will be put into a wardroom and given a 
  bureaucrat to argue with. In the middle of this, Major Valor 
  strides in and slaps the player across the back. He was a 
  old bootcamp friend and perpetrated the whole incident as a 
  joke. He offers to buy drinks to make up for it.
  During the course of the evening he does say that there is a 
  job the military wants done – something the marines cannot 
  handle in person – and he would like to recommend the 
  party for it…
  The notices in this section concern genuine jobs from which 
  the players may earn worthwhile experience, cash, or con-
  tacts.
  James Callahan (order #6487550)
  
  74
  Lava Surfing Instructors Required
  High Pay
  No Prior Experience Necessary
  Contact Dusty – Royal Kiltearnan Hotel and Sports Club
  It is considered a sport amongst the incredibly wealthy of the 
  region to go ‘lava surfing’ on nearby volcanoes. Although the 
  3cm thick protective suits are quite heavy, the sheer mass 
  of the lava makes it possible to float easily. The volcanoes 
  (usually) only erupt gently and the suits enable enthusiasts 
  to survive for 30 to 60 seconds if they take a spill. In such 
  situations the suit’s outer layer expands and ablates away 
  the heat and any attached lava, while its built-in grav 
  harness lifts the user clear of danger. Combined with the 
  built-in cooling and breathing system (volcanoes give off 
  plenty of unpleasant gases) each suit is pretty expensive, 
  with the cheapest starting at Cr. 45,000.
  The Sports Club will pay instructors Cr. 500 a week for 
  training enthusiasts in simulators (new instructors will be 
  given a week’s training in the sims). After six weeks they 
  will be expected to move on to the real lava flows and will 
  have their salary increased to Cr. 1,500 per week. However, 
  instructors are required to arrange their own insurance…
  Discreet agent needed for mission of extreme 
  sensitivity
  Phone ‘Red’ at 8421169
  Red (whose real name is Gladia Kirkwell) is the secretary 
  of a senior business figure: Kenneth Rousseau of Spartan 
  Amalgamated.
  She wishes to have a child fathered by Mr. Rousseau but 
  the strict caste system on their world prevents any social 
  contact between them. What she wishes any respondent to 
  do is to secure a genetic sample from Mr. Rousseau, as 
  pure as possible, that she can take to a fertility clinic on a 
  nearby world. She will not reveal that she is his secretary 
  but will say she can provide them with inside information on 
  how to get close to Mr. Rousseau, e.g. his daily routine and 
  upcoming appointments.
  Bodyguards needed
  Excellent rates paid for a simple 24 hour contract
  Come with equipment to Apt 1201, NW 15th Level
  Gina Colnwyff has some trade she wishes to conduct and 
  intends to get the best price possible. Argus ‘Thin’ Benik – the 
  dealer with whom she intends to trade – is known for hiring 
  muscle to intimidate buyers into paying unreasonable prices. 
  She is seeking people who look sufficiently intimidating to 
  balance any thugs Benik brings with him for the negotiations 
  and the subsequent delivery.
  Looking to charter ship
  Route not yet fixed
  Ship must have effective weaponry (for defensive purposes only)
  Contact B. Mattila, 447862
  Mr. Mattila is an elderly man, bent on pursuing possibly 
  imaginary riches. His father shipped on a naval vessel which 
  was rumoured to have been transporting military drugs of some 
  sort. The consignment was never delivered, and supposedly 
  never left the ship, which has since been decommissioned.
  The ship is now owned by some freelance merchants 
  who have just passed through port. He wants to see if the 
  consignment is still somewhere aboard, and is willing to offer 
  a generous share to a suitable ship and crew. Whether this 
  involves covert entry into the ship while on the ground, or a 
  full-blown hijacking is up to the players.
  A Seeker of Wisdom sought to carry 
  a message to the Gods of Jumpspace. 
  Inquire for Callipygia in Template of 
  Rose Dawn 
  advertisements
  James Callahan (order #6487550)
  
  75
  Callipygia is a spiritualist of a local totemistic religion. She 
  seeks someone of the right ‘character’ to take an effigy 
  of a local avian and to release it out the airlock of a ship 
  in Jumpspace. She has no money to pay but in return for 
  this service, she will give the character a token, made of 
  resin and bone, that will bring success with small electrical 
  appliances, according to her.
  It’s up to you to decide whether this has any real effect (perhaps 
  giving a bonus on a single critical roll at some point in the 
  future) or simply a useless item. Either way, you can mislead 
  the character as to its real effectiveness by occasionally 
  asking them to re-roll one die on a seeming relevant task roll, 
  tutting quietly to yourself then modifying (or not) the results of 
  their task to meet the needs of your scenario.
  Female medical worker, 35, likes grav 
  cycles, lava surfing, Sylean opera. Looking 
  for professional man, 30-45, sense of 
  humour. No Vargr. Box 1481
  Niominka Elcka is looking for fun and companionship to cheer up 
  her rather boring life. She knows everything there is to know (from 
  magazines) about grav cycles and various dangerous sports. All 
  she needs now is someone who will actually accompany her. 
  She will hint that she has a high-powered surgical career, but in 
  reality she is currently a dental nurse. She has passed sufficient 
  college courses to begin her full dentistry qualifications but this is 
  expensive, and she is having to save up for it, so cannot actually 
  afford a grav cycle or lava surfing herself – she is expecting the 
  new man in her life to supply all that for her…
  Crew vacancy for ship’s gunner
  - Applicant must have current proficiency rating 
  documents and good reference from previous ship
  - Minimum 10 Jump contract
  - Background checks will be carried out
  Apply to Executive Officer, Rainbow’s End, Berth 237
  The merchant ship Rainbow’s End is running gold bullion 
  under the decking plates, and feels an extra gunner would 
  not go amiss. This will not be explained to the applicants. 
  The executive officer Eliah Grange is looking for someone 
  with Gunner 2, but she will accept Gunner 1 if no one better 
  turns up within a reasonable time.
  She will run a background check with the local authorities on 
  any applicants. Eliah wants someone who is not a crook, but 
  is balancing this with the need for a character who will not 
  turn them straight into the authorities should they find out the 
  crew is smuggling.
  Infantry force available for immediate hire
  150 troops, also specialists in 
  Gauss heavy weapons. 
  Planetary engagements preferred. 
  Contact Cpt. Ivor Lawlor, 28655
  The troops are armed with advanced combat rifles and a 
  number have been trained with gauss rifles, of which the 
  brigade has two. There are three officers, headed by Captain 
  Lawlor.
  The brigade has most experience in planet-based fighting, 
  and will be less effective if required to perform boarding 
  actions. They will accept standard rates of pay.
  For small local operations they will consider hiring out a 
  section of troops for guard or security duty while awaiting 
  a bigger contract – this may be useful to players who need 
  some back-up in a hostile situation but who can only afford 
  to hire a few troopers for a short time.
  Wallaby sitter of impeccable character 
  required
  Leave card with TAS front desk
  An eccentric elderly noble, Dame Chutney, has a pressing 
  social engagement, but her host is sadly allergic to wallabies. 
  Only persons with above-average Social Standing will be 
  considered, and they must be able to convince her that they 
  will empathise and cherish her little Wuz-wuz, Woggles and 
  Poodles.
  These beasts are the soul of decorum when their mistress 
  is around, but naturally assume their true nature as hyper-
  intelligent, evil, rabid, marsupial demon-spawn once she 
  exits the door.
  Should the players survive, Dame Chutney will be most 
  happy on her return, and will offer them temporary jobs as 
  chauffeurs, bodyguards, wallaby minders and secretaries, 
  as she seems to have ‘misplaced’ her retinue. Needless to 
  say, no one can put up with her absent-minded follies for too 
  long especially as she has a habit of ‘forgetting’ to pay them.
  James Callahan (order #6487550)
  
  76
  Pastoral Specialist Required 
  to supervise transport of animals
  * Own ship a bonus *
  Respond to Box 4
  A large number of the chicklizard herds of the local planet 
  have been infected with a degenerative virus which has 
  recently been proven to be contagious to humans. The local 
  health authority has ordered the culling of all chicklizards, in 
  a drastic move to eliminate the disease.
  Chicklizards, however, are sacred to a cult from a nearby 
  world. They have travelled here and made a deal with the 
  local government. For half the cost of culling the herds 
  they will transport them off-planet. They will be venerated 
  in temples back on their home world. However, they 
  urgently need to contract shipping to transport the beasts: 
  any chicklizards still on the planet in 48 hours’ time will be 
  destroyed by the local military.
  == Archaeological Surveyors or anyone with 
  relevant skills required immediately! ==
  Contact Mayes, Fitzpatrick and Pierce on 87609
  A number of sites buried during the Long Night have been 
  uncovered during recent building efforts. By Imperial Law 
  they must be officially inspected before building can continue. 
  Because of a recent inundation of such inspections, MF&P 
  is taking on anyone whom they can justify certifying.
  Specialist in perceptual modelling, catastrophe theory, 
  societal dynamics, intelligent automata, or fractal 
  mathematics needed (Combat experience and Heavy 
  Weapons skill an added bonus)
  Contact: Prof. Tim Murphy c/o City University
  Dr. Murphy is a researcher into mathematical models of 
  conflict. He develops systems for analysing situations of 
  societal or military conflict. He has obtained funding recently 
  from the Imperial War College to gather some more data to 
  help refine his theories.
  He is looking for people who have an academic background, 
  who will understand the sort of data he requires. He also 
  requires people with appropriate skills to help collect live 
  data in suitable conflict-ridden situations.
  Successful applicants will find themselves tasked with 
  surveying the religious background of refugees fleeing a 
  nearby war zone. Naturally the players will be subject to all 
  the personal hazards such an area may contain.
  Discrete courier services required
  Box 2702
  Freddi Corporate Operations have made some recent 
  scientific progress in bacterial cloning technology. The 
  resulting samples are incredibly valuable (insured at MCr. 
  20) and need to be transported back to a nearby major world 
  for patent application. 
  They have a professional security company hired and a 
  well-armed ship ready for transfer. However, they have been 
  tipped off that the Golden Vale Assassins Guild is planning 
  to destroy the ship using an inside man.
  FCO are not totally confident that their security has been 
  tight enough to vet every spacehand who has serviced 
  the ship. So they wish to use their own ship as a ruse and 
  transport the real samples via a separate route on a totally 
  new ship with trusted security staff and several newly hired 
  crew.
  Responsible manager needed for short 
  contract operation of a merchant line
  Contact Bar at Milton Inn
  Bar is the chief executive officer of Bar Shipping. Normally, 
  she has complete hands on control of the line, but presently 
  she needs to travel away for three months. She is interviewing 
  captains to take control of the operations of one of her far 
  traders for the duration of her leave. Shipping contracts are 
  all in place and no speculation is required.
  Rates of pay are good and success may lead to a valuable 
  extended contract with Bar Shipping.
  James Callahan (order #6487550)
  
  77
  Geneticist needed for short term service
  Must have own screening equipment
  - Contact Sir Myles, Corcoran Estate
  The current planet is fairly low tech. Someone has 
  approached Sir Myles offering to sell him a guard dragon 
  purportedly made by Serabi Genetics. He suspects fraud 
  and requires someone with the appropriate equipment to 
  do a DNA scan and look for the Serabi copyright notice 
  encoded into the chromosomes.
  A player with very high Engineer (electronics), Computers 
  or moderate Medic skills would be able to put together an 
  appropriate DNA scanning system using a suitable high 
  tech medical kit (as these already include DNA scanning 
  technology to identify genetic illnesses and other patient-
  specific data).
  Inspectors Required
  Enquire Smyth Recruitment, Fissure Avenue
  Polo Amalgamated wishes to perform a surprise inspection 
  on a local facility. Their official inspector was delayed, so 
  they wish to hire others. They will seek people with either 
  relevant inspection skills or past quality auditing, legal or 
  administrative skills.
  The exact nature of the PA manufacturing site can be 
  adapted to the skills available to the players, or it could be 
  something they have no experience of, in which case their 
  key role will be to look officious and make lots of notes on 
  their compu-clipboards while tutting in a knowledgeable way.
  In essence all Polo Amalgamated require is to keep the 
  local facility on its toes. Provided the players are capable of 
  recording what they see and hear, the real auditor can follow 
  up on their results at a later date.
  Vacuum Environment experience required for 
  planting operation
  * Contact Department of Expansion *
  * Office 306B, Government House *
  Rosacap Fungus will grow almost anywhere. It is used as 
  the first stage of biosphere creation. The Department of 
  Expansion is seeding a satellite asteroid of the main planet 
  with this fungus as part of its development programme. They 
  will pay Cr. 500 per week, per level of Vacc Suit skill, to spray 
  the rocky surface of the planetoid with fluid saturated with 
  Rosacap spores.
  Fighter pilot required for civilian mission
  Contact Metal Foundry Manufacturing
  Facility #27, Management Office 2
  Garrot Foundries has a special alloy whose combat strength 
  they wish to test under simulated combat conditions. They 
  are looking for one or more crews for small military vessels.
  These crews will need to fly runs in a fighter hired by Garrot 
  from the local system defence base, and launch ordinance 
  against targets armoured with Garrot’s new alloy, to 
  determine (by later inspection) its performance against real 
  weapons systems.
  Demolitions or Explosive expert with no moral 
  compunctions required. Best pay. 
  Go to The Militant Frog and wear a purple beret.
  The Golden Vale Assassins Guild is preparing a bank heist. 
  As a distraction they are planning to detonate a scheduled 
  ammonia shipment near a school to draw off the emergency 
  services. The characters will be offered Cr. 10,000 each on 
  a success-only basis. Such a notice is bound also to draw 
  official investigation…
  It is also possible that this notice is simply a red herring 
  to distract the authorities from the recruitment of the real 
  bomber.
  In either case, any player turning up at the Militant Frog 
  wearing a purple beret will either be rejected by GAG for 
  being such a gullible twit, or get jumped on by the local 
  counterinsurgency security forces!
  Contractual obligations require subcontracting of 
  security job Minimal skill requirements. Please do not 
  apply if you have any criminal convictions
  Apply Murphy Associates, OhFourNiner
  James Callahan (order #6487550)
  
  78
  Murphy Associates has gone bankrupt. However, due to 
  the strict contract terms agreed with one of their clients 
  (Cornflower Consumables), it is obliged to do its best to 
  fulfil the terms of the agreement or pay a further extremely 
  painful penalty fee. Lilian and McTrask – the receivers who 
  have taken over administration of the company during its 
  closure – have scrutinised this in some detail and found that 
  Cornflower becomes the preferred creditor for payment of 
  the penalty, which would preclude any chance of salvaging 
  the remaining value and assets of Murphy Associates. As a 
  result, they are looking for the cheapest possible people they 
  can dress up in security uniforms to conclude the contract.
  There are three weeks left on the contract to provide premises 
  security at Dataheads, a software support company which 
  provides main computing and technical support for several 
  Cornflower sites in the area.
  The job could be exceptionally boring, except that after 
  accepting the role, one or more of the players are approached 
  by a man who wishes them to ‘look the other way’ while he 
  breaks into Datahead. He could be a commercial competitor 
  of Cornflower seeking to steal secrets from their database, 
  or simply a disgruntled Murphy ex-employee who is hoping 
  to make some money, as he was made redundant without 
  any compensation from the company.
  Ship’s crew needed
  Ex-Naval preferred 
  Enquire for Contessa Mattila, TAS lounge
  Contessa Mattila has just inherited a safari ship which she 
  wishes to use for some recreation and speculation.
  She comes from a naval family and has an honorary 
  commission. She is a good employer but will only pay 
  normal wages.
  She will travel around local systems, often hosting hunting 
  parties for her rich friends. She will expect her crew to be 
  appropriately skilled and reliable.
  Scouting Expedition
  Requires Skilled Members
  Contact Gyrallan in room 13
  Gyrallan needs appropriate Scout personnel for a mission 
  into an unexplored portion of the planet’s interior.
  This will involve significant periods of crawling around and 
  mapping lightless tunnels and caverns in search of various 
  rare subterranean species.
  Successful applicants will end up recorded for posterity in 
  the video documentary that Gyrallan creates during the 
  exploration. This proves a great success some months after 
  the expedition is completed – the players may be surprised 
  to see their faces on prime-time vid channels at a later date.
  Biology or Archaeology skills sought for Science 
  expedition
  Contact Dr. Simms at The Royal Sylean Hotel 
  Dr. Simms is an epidemiologist. She wishes to exhume 
  corpses that died in a polio epidemic that ravaged the world 
  80 years ago. The objective is to recover DNA traces and 
  examine them with modern Imperial technology, ostensibly 
  to prevent such a tragedy from happening again.
  Whether she has an ulterior motive for examining an 
  otherwise extinct plague agent is up to the referee.
  * Justice Sought! *
  Anyone willing to help?
  Contact Angela in room 3, TAS visitor suite
  Angela Comminski is an ex-Marine. Having received TAS 
  membership after mustering out, she is now ‘seeing the 
  galaxy’.
  While on-planet she signed up to a local computer database 
  GotYou to advertise her abilities as a bodyguard. After 
  several weeks with no contracts and her own money 
  running short, she found out that the database had not been 
  displaying her advertisement.
  However, GotYou claim they have been experiencing 
  technical difficulties beyond their control. They claim that 
  now that they have corrected the matter (and her advert 
  is on the planetary dataweb) this does not invalidate their 
  agreement, and so they will not refund her.
  However, Angela is just about out of cash and sorely peeved 
  with GotYou’s bureaucratic team, so she wishes to get her 
  money back, or to cause them equivalent damages by 
  whatever legal or extra-legal means are necessary.
  James Callahan (order #6487550)
  
  79
  red herrings
  The notices in this section are hooks for jobs which may 
  not be so profitable for the players...
  Antiquarian needed for professional 
  examination of Gold Statue of Ancient origin
  Apply #4687 Kawarun Square
  Deora Wine placed this advertisement; he is convinced that 
  a twisted lump of metal that he dug up during his day job (in 
  street construction) is, in fact, an artform from a lost trans-
  human culture.
  Its apparent gold coloration is really a worthless metal 
  suffering oxidation. It will take an awful lot to convince Deora 
  otherwise. Alternatively he will offer Cr. 500 (or 10% of 
  what it can be sold for) if a suitably impressive certificate of 
  authenticity is given.
  Botanist required for shipment of larches. 
  Contact Billy at 598796
  Billy works in a cargo warehouse, and is part of the local 
  underground. The larches (a local slang term) are in fact 
  rifles that he has found a buyer for. He will converse in a 
  very confusing manner, with plenty of nudges and winks. 
  With any luck, the characters will decide he is selling dirty 
  pictures.
  Laser Pistol, nearly new
  Cr1500 or nearest offer
  Enquire at Soul of Heridd, berth 3
  The ship’s executive officer, Varina Letnerr, objected to the 
  chief steward’s (Leche Eferhard) recent purchase of a Laser 
  Pistol and wishes to recoup some of the money by selling it.
  Depending on who answers the call the players will likely get 
  different answers, excuses, requests to come back later, etc. 
  In short, anything but the Laser Pistol.
  I’ve lost my password and need a 
  software specialist to recover it. Folden 8368336
  What Folden has is an Automated Teller card that was found 
  in the street. He thinks that it is a relatively simple job to read 
  the password off the magnetic strip and get into the account.
  In reality the card was invalidated and thrown away several 
  days ago.
  Golden opportunity
  Best cargos
  Best prices
  Honest Zile’s Brokerage 363876
  ‘Honest’ Zile always runs this ad. He charges a small 
  fee, with the promise of a brilliant cargo within 24 hours. 
  However, he never rings back. If the players call him, he will 
  say he could not contact them and had to give the cargo to 
  someone else. But in another 24 hours…
  Model required
  Enquire for Hicola Nicks at Guildhall Theatre, 
  B deck
  Hicola is, indeed, a local sculptor. She works in magnetised 
  scrap hull-metal. Her work is abstract in the extreme and 
  she is only seeking ‘inspirational’ models. She subjects 
  applicants to lengthy psychological interviews and then, 
  usually, rejects them. She may later turn her impressions 
  of them into kinetic sculptures, although they are unlikely to 
  notice any similarity.
  Win a complete Virtual Office, with holographic handy 
  computer, radio link and personal appointment book
  Call 0891-900 741
  James Callahan (order #6487550)
  
  80
  Calling the number will result in a lengthy phone recording 
  extolling the benefits of Crispian Technologies’ new range of 
  personal information managers.
  Eventually callers can record, in 14 words or less, their answer 
  to ‘Why Crispian Tech really manages their information!’. If a 
  player can roll all ones on 6D, their character will receive the 
  free gift one week later.
  Ursk Connoisseurs Required
  Take the taste test
  Cr1000 prize.
  Dial Radio-4 on 8000 400
  A small fraction of the local immigrant population consider 
  the ursk fruit to be a special gift of the gods. The other 99% 
  of the populace know of it as ‘The most disgusting fruit in the 
  Universe.’
  To win the Cr1000, an entrant must participate in a ‘taste 
  test’ on public radio. This involves eating varieties of the 
  raw fruit, its juice, a carbonated derivative, etc. All of which 
  requires the character to roll an Very Difficult (-4) Endurance 
  check to avoid being very, very ill.
  Coal hijackers required.
  Contact Victoria Strakhov,
  Department of Planetary Physics,
  Academy of Science
  Recent revolutions in the local government have caused 
  radical restructuring and a shortage of funds. The local 
  Academy of Science grant is three months overdue and the 
  institution cannot pay their fuel bills.
  Victoria wishes to cause a local incident to draw attention to 
  their plight by stealing (very publicly) a fuel shipment.
  Hornpiper required
  For an audition, contact Stee at the Golden Rasberry
  The Hornpipe is the hallmark of the Morinmoss Pirates. They 
  are currently recruiting at the bar in question. They will ask 
  many questions to determine if applicants have sufficient 
  skills to join their merry band. If the answers are satisfactory, 
  then they will proceed to the audition. They are quite serious 
  about being able to play the hornpipe.
  Cargo transport required
  Free hip replacements available
  Agar Industries produces high quality biocompatible titanium 
  alloy replacement hip joints. They have a load available for 
  transport to a nearby world.
  Cash-flow problems mean that they can only offer payment 
  in kind.
  Free fusion gun with each Cr. 350 purchase.
  Phone Electic Horticultural 179
  Electic Horticultural sell a wide variety of hydroponic tanks 
  and garden supplies. There has been a misprint in their 
  notice. Instead of ‘fusion gun’ it should have read ‘fusion 
  gum’ – a highly sought after hybrid. Local black market 
  parlance frequently substitutes types of trees for various 
  illegal weapons, which may cause even greater confusion.
  Highly capable Guard Pandas available
  Best Prices
  Frances - 9810937
  Chubb Pandas are very resourceful and very vicious. They 
  would make excellent guards except that they are impossible 
  to train. Frances will happily sell Pandas at Cr. 250 each. 
  Her recommended strategy is to let them loose in the area 
  they want guarded… then run.
  High quality lot of Hazelhearth available
  Amazing prices!
  Contact Kingston Shipping, berth #14
  Hazelhearth is a very high quality wood and fetches very 
  high prices. However, due to its resinous nature it is only 
  usable after a few decades of drying. The Kingston lot is 
  nowhere near dry enough to be saleable.
  Driver required
  Contact Juan at Hitching Post
  James Callahan (order #6487550)
  
  81
  There is a bar in the starport called the Bitching Pot, however 
  Juan is actually just outside the starport at the hitching post, 
  where locals tether their animals.
  He does not need a driver of automobiles or other mechanical 
  contraptions, but rather a driver of yips, the local herd animal. 
  He is prepared to offer three yip calves for driving his yips 
  from the starport to his local village, 27 miles away.
  * Want to work for a good cause? *
  Call Ruth at 1211
  Ruth has acquired a large lot of second hand Goldberg 
  designer clothing from a local charity, for a nominal price. 
  She now wants to auction it off and is planning a fashion 
  show.
  She needs people to help organise and model the clothing. 
  She has already paid the charity so the good cause for 
  further profit is herself. She will not advertise this widely.
  Orbital Transfer Pilot 
  needed for quick, once-off job
  Enquire GravelHead House
  Dolbereth Smeltry has screwed up a job for a local company. 
  To cover up their mistake, they have purchased a scrappy 
  rust-bucket ship and loaded it with the defective shipment 
  for transfer downworld. They simply require a pilot…
  The plan is for the ship to malfunction and burn-up on re-
  entry. The players may suspect something is amiss, as the 
  ship is rather decrepit except for the newly installed crew 
  ejection system.
  James Callahan (order #6487550)
  
  82
  information
  The notices in this section provide links to information 
  sources which may be of use to the players...
  Starport Tours Cr. 10 Departures every hour Inquire at desk.
  A local Scout, Olleneg Agate, is down on her luck and 
  offers tours of the starport. Although the starport is rather 
  like most others, she has no end of stories; of its history, 
  the architecture of the older parts, what it is built over, etc. 
  She can also point players in the direction of the best bars 
  and, generally, give them enough information to get a 10% 
  discount on almost everything.
  Dar bunks with the local boss of the Amalgamated Stevedore 
  and Cargo Handler’s Union. Information about anything 
  moving on the docks can be bought and good prices will be 
  paid for information about what is coming, especially if there 
  are any union concerns.
  Not to miss! 
  Wyligi Chamber 
  Orchestra
  Opening recital in 
  St. Finbar’s Hall 
  20:30 alterday.
  Blade Instruction 
  Offered
  Cr. 30 a lesson. 
  Prataxis - Box 27.
  The WCO open their aquarian season with a star cast and 
  a popular hit. Soloists in Zomtar’s dreamy piece Intrepid 
  include Wanice Jatson and Antini Culna, all conducted by 
  Willow Ephod, whose own orchestra in Millen is a model of 
  how to play on period instruments without sounding like a 
  museum exhibit.
  Dar’s Buy & Sell: 
  Information Broker.
  Worth the price. 
  7046957 after hours.
  See the best, leave 
  the rest. Fax desired 
  subject and a sample 
  itinerary will be 
  returned within the 
  hour. #89237, 
  City Tours.
  Prataxis is a retired gravitic engineer who is also an expert 
  in the use of short blades. She is willing to teach what she 
  knows, or learn from anyone better. She has useful local 
  contacts in the starship fitting industry.
  James Callahan (order #6487550)
  
  83
  Wisp Berek does not run tours himself but knows most of 
  the local companies who do. In return for directing tourists to 
  each, he gets a cut from the agents.
  A number of groups are agitating for action to combat 
  erosion, defoliation, and poor atmosphere which are ruining 
  the planet’s flora. The computer node mentioned contains 
  a considerable amount of information on the biology of 
  the native fungal mats and the geology and geography 
  surrounding them.
  Hillwalking 
  companions desired.
  Contact Hanna Rice 
  at Sola Hostel.
  Afraid of Insurance 
  Fraud?…
  …Ring Lovato Shield on 
  191096
  Hanna is a bright and perky steward of a merchant liner 
  in port. She is also an avid nature enthusiast. However, to 
  get an entry permit for the local nature reserves, you have 
  to have a group of at least four people. She seeks similar-
  minded compatriots to join her in a 3 day trek. She is quite 
  knowledgeable about wilderness survival and flora.
  A number of companies in dubious ports are submitting false 
  insurance claims for emergency surgery allegedly performed 
  abroad. Lovato Shield provides a register of such places as 
  an aid to fraud investigators.
  What can you 
  do to prevent 
  desertification? Visit 
  Node 23:25.
  Speedy Patent Search.
  Login to SPS, password 
  ‘tell me more’.
  SPS have a comprehensive database of local companies, 
  the technologies they have patented and any patent 
  licensees.
  An offer that cannot 
  be missed by fans of 
  4Play. Enrol now and 
  determine your band’s 
  future. Send a Stamped 
  Addressed Envelope 
  to ‘4Play - The Next 
  Generation, 14 Lorcan 
  Crescent, Wilfville’.
  James Callahan (order #6487550)
  
  84
  Frustrated with corporate promotional delays, the plutonium 
  rock band 4Play is taking their music to their fans. 
  Enthusiasts are invited to enrol in this scheme for Cr. 500. 
  They will receive 20 demo tracks and can provide creative 
  input to the making of their next album. They will receive 
  updates as to the progress of everything from re-recordings 
  to artwork. When the album is finally released, they receive 
  a limited edition copy.
  Do you feel you 
  are being taken 
  advantage of? Join 
  SIPTU now! Inquire at 
  Liberty House, Main 
  Concourse.
  The Shipping and Interstellar Porterage Trade Union caters 
  for a wide variety of spacefaring professions. They offer 
  a free legal advice centre for members. Joining the union 
  requires an up-front fee of Cr. 10,000 (which may be waived 
  in certain circumstances) and 3% of your wages thereafter. 
  In return they will provide any legal support necessary to 
  uphold your legal rights and can bring considerable pressure 
  to bear if the circumstances merit it.
  Realvision Tapes 
  sought for Swapping. 
  Contact Norm O’Brian, 
  ID# 83505971
  Norm is an avid Virtual Reality fan. He has collected almost 
  every tape produced by Red Wizard Games for their 
  Realvision system. He has many duplicates and will swap 
  them at good rates for the few tapes he is missing. He is 
  quite knowledgeable about the industry.
  Flower arranging 
  demonstrations
  16:30, Crateredge 
  Hotel.
  The Elderly Lady Anfinwen is from an old school of nobility. 
  The Reis flower has a wide variety of uses from decorative 
  corsages to virulent poisons. She seeks to pass on some 
  of her skills to ‘worthy’ students in the last years of her life.
  Hear the future now! 
  Mystic Peig knows 
  you are going to 
  call 123854.
  Peig was persuaded by friends to enter into this profession. 
  She is unconvinced and believes it all to be a random hoax. 
  She maintains all the trappings, though, and does her bit to 
  part people’s money from them. however, she does actually 
  have some basic precognitive and clairvoyant abilities.
  Off-planet 
  travellers welcome 
  at Performing Arts 
  Discussion Group. 
  Visa and transport 
  provided. Contact 
  Maria Kelly in Human 
  Resources, Ebisawa 
  Electric, 8427222.
  James Callahan (order #6487550)
  
  85
  Ebisawa Electric have very advanced employee benefits, 
  including sponsorship of occasional discussion groups 
  for their employees on off-world topics, to promote an 
  understanding of other worlds and cultures.
  Need to know what your 
  competitors are up to?
  Exploit the legal 
  loophole of radio 
  tapping.
  Contact ‘Radar’ on 
  101.734MHz
  Discover the Secret 
  Truth behind
  Fliedermaus Chemicals.
  SIPTU lecture theatre 
  #4, 7pm tonight.
  Are you a Noble watcher?
  Subscribe to 
  NobleShock!millen!serabi.
  Educational, 
  entertaining and 
  mesmerising - Socio 
  Palaeontology Today. 
  Can you miss the 
  March of Humanity 
  Exhibition? Come by 
  the Central Museum.
  The exhibition is well funded and well presented. It has a 
  lot of information on spontaneous parallel human evolution.
  This is a tabloid that has been formed to collect all sorts of 
  media interest stories on the newly proclaimed nobility of 
  the Empire. It ranges from biographical to plain scandalous.
  A local action group is presenting information to the 
  detriment of the chemical processing company Fliedermaus. 
  Environmental rights are very topical on this planet and the 
  company’s reputation is spotless. The activists will present 
  information showing that the company ships all its toxic 
  waste to a nearby system with less strict environmental 
  regulations, where it is simply dumped.
  * Parabolic Asteroid *
  Required reading for all 
  UltraPlutonium JazzRock 
  fans. On a news-stand near 
  you.
  Anything and everything that one might wish to know about 
  anything in the UltraPlutonium JazzRock field can be found 
  in the pages of The Parabolic Asteroid, interspersed with 
  endless diatribe from the editor about his troubles with the 
  authorities for advocating, using and distributing drugs.
  ‘Radar’ continually records all broadcasts from personal 
  transmitters within 100 miles of the city. There are laws 
  against listening in to private messages but none against 
  recorded messages. Her advanced decryption systems can 
  turn around messages in four hours. She charges Cr. 100 
  per day per channel for her services.
  James Callahan (order #6487550)
  
  86
  Personals
  The notices in this section are personals, with no particular adventure link, but with the potential to confuse, distract, 
  and perhaps amuse, the player-characters. Some may even spark a complete adventure...
  Darriv. Must speak to you 
  immediately. Rees has tracked 
  Lorna and the Parshidona en route 
  to Serabi. Phoebe - Box 197.
  If the name ‘Nemisis the Sadistic’ 
  means anything to you then I 
  suggest you leave now.
  Leonardo - All is known! Flee the 
  system!
  We’re down in the Golden Lavatory 
  - Radford.
  Ton Davaryush: stay away from 
  Constantine.
  Fancy stroking my Tanagon? It’s 
  leashed and ready to rumble. Yours 
  with cuddles, Septimus.
  Level 3, Corridor 27. Be there. 
  Umbar.
  Wanted: the *$&*!* who stole my 
  4Play albums. Huge reward. I’m 
  coming to get you…
  Nicky, have discovered The Secret. 
  Meet me 1348, your Carlotta.
  Maria, I miss you. I’m sorry I 
  turned you in. I needed the money. 
  Come back to me? A
  Ciara, when will I get my Pole Arm 
  back? I miss it. Seamus.
  Pole Arm for sale, cheap. Call C 
  on 2376.
  Milo. Please return tollbooth. It 
  is required.
  The Lizard is Leaping. Do not miss 
  last call.
  Kaithar, Karodin has mobilised. 
  Cannot meet you. I’ll be in 
  contact, Daegaer.
  Blue. 15,000. Zebra-Alpha-Tango.
  Klazog: I have A’n’an’ki. Deposit 
  250,000Cr in account 722122322, 
  First Bank of Polo.
  Who’s a sexy wuz-wuz, then? 
  Looking forward to reliving last 
  night... cuddles.
  James Callahan (order #6487550)
  
  87
  Gimmicks are the magic items of Traveller. They are 
  devices, gadgets, whizz-bangs, what-nots, or whose-a-
  ma-jiggers that appeal to players for their novelty, poten-
  tial worth, or just usefulness. They are rare; sometimes 
  remnants of pre-Long Night technology, sometimes the 
  result of abandoned scientific research. They are seldom 
  reliable.
  1. moleCular bonder
  This device resembles a twentieth century iron. It has a large 
  flat plate with a handle and dial on the back.
  When placed on the interior of a hermetically sealed area 
  (up to 20 displacement tons in volume) it causes all joints 
  to seal and fuse such that they subsequently appear to 
  be a single piece of metal. A flush door could be made to 
  disappear altogether.
  Additionally, when scanned from outside, the interior of 
  the sealed space will appear to have the density and 
  electromagnetic characteristics of either vacuum, or 
  hydrogen, depending on the immediately surrounding 
  environment
  2. bacTerial adaPTor
  This gimmick is a small bacteria. If left on its own it will grow 
  into a small colony of organisms. It will be seen as unusual 
  as all the macro-extensions will be similar, but not identical.
  If examined under an electron microscope, its chromosomes 
  are small in number and broken into three sections. The first 
  seems to be composed of basic blocks occurring in different 
  orders in different samples. The second small block is a 
  counter. Each time the chromosome replicates the counter 
  counts down. When ‘zero’ is reached the blocks in the first 
  section are scrambled slightly. Otherwise the chromosome 
  always replicates perfectly. The third section is invariant and 
  remains the same in all samples.
  If the data on the nuclide pairs is taken as a binary stream 
  and represented in a pre- Long Night data format it can be 
  seen to be a copyright notice for a long-vanished company.
  3. labyrinth robot
  This is a very large (20 displacement ton) robot of obvious 
  pre-Long Night origin. It is very baroque in appearance, with 
  many controls of indecipherable meaning.
  The mechanism itself is complex but appears of crude 
  manufacture. It is solid, sturdy and very, very old. If placed 
  on a planet’s surface and activated, it will burrow into the 
  ground and begin excavation. It works in stops and starts.
  If seismographic measurements are taken, it can be seen 
  that the robot is inducing harmonics at a range of frequencies 
  – a sort of sub-vocal fugue. In addition, it will carve repetitive 
  designs on the walls as it digs.
  Stopping the robot is much more difficult than starting it. If 
  left on its own, it will collect trace minerals from the rocks it 
  digs through; when it has accumulated sufficient quantities 
  of these components, it will build a replica of itself.
  4. Crystal sWord
  Diamond fabrication has been commonplace in many areas 
  of the empire. It is not that unusual for nobles to sport 
  synthetic diamond swords.
  When the players first come across this it may not elicit 
  much excitement. However, upon further examination it will 
  appear that not only is it of exceptional workmanship it does 
  not appear to be diamond, but rather metallic crystal.
  Some research may indicate a possible link with such a 
  sword used by a number of Solomani Admirals from the 
  Rule of Man. When brought near other Rule of Man artefacts 
  it sometimes vibrates and gives off a ringing tone.
  5. automated armorial
  Made for the pleasure of some past noble, this specialised 
  hand computer contains all known information on the coats 
  of arms of all Imperial nobles and their families.
  Given any coat of arms it can trace the history and relative 
  importance of the family and what relation, by marriage, they 
  bear to other families.
  It also contains all the corporate logos registered to any of 
  these noble families. 
  6. lie deteCtor
  This is a small figurine of a squat humanoid with its hands 
  on its hips, glaring forward. When someone speaks, its eyes 
  track and rotate accusingly.
  gimmiCks
  James Callahan (order #6487550)
  
  88
  When a lie is told (roll 2D – it will correctly detect the lie on 
  4+) it rolls its eyes and makes a ‘tsk-tsk’ chiding noise.
  7. simon
  Simon is a small, metallic snake, appearing much like a 
  child’s ornamental bracelet. It is, however, a small robot and 
  – when worn – will occasionally move from wrist, to arm, to 
  neck.
  Its true utility can be determined if the user ever tries to eat 
  something that has been poisoned. Simon will spring to life 
  and prevent the food from being touched or eaten.
  8. Cosh-o-matiC
  This appears as a small, fine-grained, night stick as might be 
  worn by the unarmed police of primitive worlds. Around the 
  base is emblazoned ‘Cosh-O-Matic’, with a activation switch 
  and slots for standard batteries.
  If used as a weapon and someone is hit across the back 
  of the head with it they will roll up their eyes and collapse, 
  unconscious, to the floor. They will remain in this state for 
  30 minutes.
  9. sleeP tablets
  Contrary to the normal contents of such bottles, this contains 
  pills that completely remove the need for sleep.
  It contains 100 pills and each will remove the need for sleep 
  for 24 hours, with no detrimental side effects.
  10. grav girdle
  Initially, this might seem to be some sort of grav belt. 
  However, it only applies partial grav coverage and only 
  works for women. It gives firm, reliable, support for women 
  and appears to be military issue for wearing under armour.
  11. x-ray glasses
  These are more a helmet array than glasses. They are a 
  heavy heads-up display with a link to a hand computer.
  However, they are not the perfect voyeur’s dream – they 
  do not actually see through objects. Instead, they use a 
  combination of sophisticated reflection analysis and fractal 
  extrapolation techniques to generate a good approximation 
  of what is behind or under things.
  12. skin suit
  Originally, this comes wrapped in a small egg. It consists of 
  a very thin and stretchable fabric that appears as an all-body 
  leotard. It is hardly noticeable when worn. It parts to allow 
  food to be eaten and other bodily functions.
  When exposed to vacuum or low pressure it swells up and 
  forms a thicker layer which completely shields its wearer 
  from the effects of decompression.
  13. erasable Clay tablet
  For all intents and purposes this appears to be a tablet of 
  wet clay, equipped with its own stylus for primitive forms of 
  writing. However, through a sequence of stylus gestures, a 
  page may be saved and recalled later.
  After some time, other gestures may be found that recall 
  pages the user did not write. These are written in a script 
  frequently found in the old Vilani First Imperium.
  14. grav-stabilised stilettos
  Where height is the ‘in’ fashion, there are practical limits to 
  just how outrageous an outfit can be.
  These shoes, however, raise that limit by introducing micro-
  powered grav stabilisers into their 15cm heels.
  Some models are sufficiently powerful to allow their user to 
  levitate slightly off the ground.
  15. hair groWing shamPoo
  When used sparingly, this product can cause hair to grow 
  10-20 cm overnight.
  Care must be taken not to spill this on any location where hair 
  growth is undesirable as the effects can be embarrassing or 
  even debilitating.
  An emergency defoliant cream is available for such 
  situations, but costs twice as much as the original shampoo.
  16. grav stunner
  Of undetermined origin, these thin grey metal plates are 
  usually circular, about 1 metre across.
  When placed on a reasonably flat surface, one of these 
  plates assumes a degree of transparency such that in dim 
  lighting, or to a fast moving or distracted onlooker (e.g. 
  someone in a fight) it appears to be part of the floor.
  If anything weighing more than a few tens of grammes 
  (heavier than a mouse) steps on, or over the plate, it turns 
  on a strong gravitic field which pulls its victim down on to 
  the plate.
  Originally, these devices had remote controls, which allowed 
  their user to activate and deactivate the plate remotely. 
  However, few of the plates can now be found with their 
  control units, so typically the only way to remove a victim 
  from the plate is to slide them off it (by tipping the plate or 
  throwing a rope to the victim to drag them out).
   
  James Callahan (order #6487550)
  
  89
  library data
  This section describes some of the entities, institutions 
  and lifeforms referred to in the preceding sections.
  4Play
  A plutonium rock band popular amongst the youth culture 
  of several planets. Their best selling reel-to-reels include 
  ‘Concert of the Century’, ‘Death of The Computer’, 
  and’Dancing on the Moon’
  Agar Industries
  A collective formed from several independent mining groups. 
  They are a growing company and have not yet achieved the 
  bureaucracy (or organisation) of a large company.
  Bar Shipping
  A small service shipping line. It is struggling to establish 
  a reputation but is continually dogged by quality control 
  problems.
  Chicklizard
  A reptile of vile temperament. It produces eggs of ‘strong 
  flavour’ and meat that tastes of whatever it is seasoned with.
  Chubb Panda
  Resourceful scavengers. These clawed beasts can eat 
  almost anything, breed everywhere and highly resent 
  enclosed spaces.
  Cornflower Consumables
  A light manufacturing company. Their conservative approach 
  has won them many contracts in the tertiary industries.
  Dolbereth Smeltry
  Metal and ore processors. Of median quality they are known 
  best for getting bad jobs done badly. They are often found in 
  competition with Garrot Foundry.
  Ebisawa Electric
  Electronic manufacturing and components. A forward-
  thinking company with excellent employee benefit programs.
  FCO
  Freddi Corporate Operations. This company mainly deals 
  in luxury goods and services. Their low-bulk, high-value, 
  cargos are particularly sought after.
  Fliedermaus Chemicals
  A chemical processing company. Where fashionable, it is 
  very concerned with environmental issues and usually ships 
  all its waste to where such issues are less revered.
  GAG
  Golden Vale Assassins Guild. Assassination is only a small 
  part of GAG’s business. Their criminal activities are quite 
  extensive and usually involve violence.
  Garrot Foundries
  High quality metal processing. This company is known for its 
  extreme attention to detail and its high prices.
  Goldberg
  Fashion designs. This label is not high fashion, but is known 
  on several worlds and benefits from cross cultural appeal.
  Hazelhearth
  A fine grained, slow growing tree. It is particularly prized for 
  its carving qualities. However due to its resinous nature it is 
  best left to dry for a number of decades.
  Mayes, Fitzpatrick and Pierce
  Archaeological consultants. Many worlds of the Imperium 
  have sites of interest. Any excavation work that uncovers 
  remains is required to get a certificate from consultants such 
  as these.
  Morinmoss Pirates
  A hearty bunch of wild souls. This group is a continual 
  source of irritation for the local Navy. Although reportably 
  non-violent to the people they rob, their hornpipes strike fear 
  into sensible sophonts.
  Polo Amalgamated
  A general purpose manufacturing company. Subsidiaries to 
  the group are continually acquired and sold, on a number of 
  worlds.
  Red Wizard
  A leader in the virtual reality games industry, their products 
  and their Realvision hardware systems are highly sought 
  after.
  Reis Vine
  This vine is very rare and delicate, and prized for the use of 
  its flowers.
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  Rosacap  Fungus
  Subsistence fungus. This grows on solid rock, and 
  can be eaten after processing.
  Serabi Genetics
  Creators of custom genetic creatures. Well known 
  for its scrupulous moral standards, it never deals in 
  intelligent organisms.
  Silver Panthers
  A criminal collective. They mainly specialise in ‘white 
  collar’ crime and information dealing. 
  SIPTU
  Shipping and Interstellar Porterage Trade Union. 
  One of the major trade unions in the region for dock 
  workers and support staff.
  Tanagon
  A large rhinocerous-like creature with a dragon-
  like tail. A ferocious carnivore sometimes kept as a 
  hunting beast.
  Ursk
  A repellent fruit. Considered by many as the most 
  disgusting in the universe. A small ethnic minority 
  praise it highly and name it ‘The Emperor’s Fruit’.
  Wallaby
  Small marsupial. Many varieties are bred as pets and 
  for competitions (genetically enhanced wallabies 
  are forbidden from entering competitions).
  Yip
  A shaggy fur-bearing creature. They are affectionate 
  but have a grating cry. Their fur grows at an incredible 
  rate and they produce a salty milk.
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  rendez-vous
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  This part of the book is divided into sections according 
  to the purpose of the buildings, from types of accommo-
  dation to services, shops and bars. Each entry has the 
  following details;
  •	
  A brief indication of the most likely location of this 
  building. 
  •	
  A description of the building, outside and in, its 
  purpose and specific details of its operation and 
  facilities.
  •	
  The costs of the services available within the building.
  •	
  The most notable character(s) associated with the 
  location.
  •	
  The play options which you may wish to exploit 
  (including how to play the Non-Player Characters and 
  suggested adventure plot ideas).
  You should feel free to adapt any or all of this information 
  to suit your campaign background and/or personal 
  preferences.
  seleCting a loCation
  Simply determine the type of building or service required 
  and consult the Building Listing at the end of this book. 
  If the desired building is not listed, try adapting a similar 
  entry to meet your requirements.
  You need only use one or two locations to inject interest 
  into any given world. Read the entry through before using 
  it, as there may be aspects of the description which need 
  to be adapted to the environment, technology or law level 
  of the current world.
  adaPting for alien Worlds
  Players may journey to worlds of different sorts (from 
  rocky asteroids to Earth-type planets), with a huge variety 
  of environments (exotic atmospheres, low gravity) and 
  cultures (governments and laws).
  All the descriptions in this supplement assume a fairly 
  Earth-like world, but it is easy to adapt the entries for 
  alternative situations. For example;
  •	
  An exclusive hotel floating in orbit around a planet or 
  a gas giant.
  •	
  A shopping mall for a belter community living within a 
  hollow asteroid.
  •	
  A beauty salon floating on a lake.
  •	
  Apartments located on the floor of a shallow sea.
  Take a few moments to determine the adjustments 
  required to the building. For example, in non-standard 
  atmospheres, the building will need airlocks and its own air 
  supply or hydroponics. Alternatively, individual buildings, 
  or the whole city, may be within airtight domes. In space 
  or over water, a power plant and suitable propulsion are 
  required.
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  Whether your players are high class nobles expecting 
  the best of service, or hardened spacers for whom 
  a night or two dirtside is simply a pleasant change, 
  suitable accommodation is a necessity.
  1. graysealean (hotel)
  A high-class hotel found in the centre of a city, or perhaps 
  near a class A or B starport.
  Description: A tall, circular building designed around an 
  inner multi-level courtyard. The external building surface 
  is totally covered in a mosaic of tiles intermingling the hotel 
  logo and name with a tropical jungle scene. Designed by 
  the famous architect Welk Gorman, the entire hotel is 
  quite a sight.
  A highly ornate reception leads to three large and well-
  decorated dining rooms, each with its own jungle theme 
  (rocks, pools and vegetation). A sub-level contains 
  bars, a casino, an extensive gymnasium and a large 
  aqua-pool. The first floor has a beauty centre, medical 
  facilities and conference rooms (with the latest high tech 
  communications systems).
  All bedrooms (on the second floor and above) contain 
  a double bed, the latest in entertainment electronics, 
  plush furniture (wardrobes, dressing table, work desk, 
  easy chairs) and a luxury bathroom (with huge bath). An 
  auto bar and robo-butler service provide for every need. 
  The five executive suites which occupy the top level have 
  Hellboria wood furniture and a human butler service.
  The central courtyard is on several levels, with a 
  transparent 
  roof 
  and 
  tropical 
  plants 
  throughout. 
  Holoprojectors mask the inner walls of the building with 
  jungle scenes. A novel mirror system designed by Gorman 
  provides the appearance of natural light throughout the 
  lower levels.
  A vehicle park takes up several sub-levels beneath the 
  hotel. The hotel maintains limousines and grav speeders 
  for the use of their clients. Security and privacy are 
  paramount, from super-secure locks to antisurveillance 
  measures in the executive suites.
  Costs: Standard rooms Cr. 300/night, Suite Cr. 1,000/
  night, Meals Cr. 10-100, Drinks Cr. 5-10, Facilities 
  (fitness, etc.): free to residents, otherwise membership of 
  Cr. 2,000/year is required.
  Characters: One of the executive suites is currently 
  under permanent lease by the dictator Janti Hovant, who 
  retired here after his people rebelled against his rule. 
  His continuing extravagant lifestyle seems to confirm 
  rumours of the millions of credits he misappropriated 
  while in power.
  Play Options: This hotel will not tolerate misbehaviour 
  by its residents (unless they are exceptionally rich). 
  Hovant may be the subject of an adventure, perhaps with 
  the players hired to infiltrate the hotel and assassinate 
  him. Alternatively, the paranoid dictator may mistrust his 
  own security men and hire the players for a while.
  2. saborian (hotel)
  A middle-class hotel, to be found in almost any location.
  Description: A wide, low building built to conform to local 
  architectural style. An overtly expensive reception area 
  gives an impression of opulence, although the rest of the 
  hotel is less plush. A huge dining room occupies half the 
  ground floor, with a variety of bars, games rooms and 
  a small fitness centre making up the remainder of that 
  level.
  Residents’ rooms on the first and second floors are all 
  of a similar standard, having a double bed, a comms 
  unit, entertainments and video console, wardrobe, desk, 
  dressing table and very comfortable easy-chairs. The 
  fresher has a shower, toilet and basin.
  There are two executive suites, each having two plush 
  bedrooms off a lounge area, with a free drinks cabinet 
  (restocked daily). A small vehicle park is located beneath 
  the hotel, with additional vehicle parking nearby.
  Facilities: Generally good. The video entertainment in 
  the suites is far more extensive than for normal rooms. 
  Food is better at weekends, when Will Faber (a protégé 
  of the renowned chef Jan Wehel) is usually running the 
  show. 
  Costs: Standard rooms Cr. 90-100/night. Suite Cr. 350/
  night. Meals Cr. 10-30. Drinks: Cr. 2-5. Facilities (fitness, 
  etc.): free to residents, otherwise Cr. 10/day.
  aCCommodation
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  Characters: The staff are usually friendly and efficient. 
  However, after a series of internal thefts, a new security 
  officer (Zek Hebenar) was appointed several months ago. 
  An ex-military police officer, Zek is rather overzealous. 
  He skulks around the building watching the staff (most 
  of whom hate him already) and asking impertinent 
  questions of anyone he thinks looks suspicious (including 
  residents). When not creeping about, he stays in his 
  security room, where surveillance cameras allow him to 
  watch over the hotel.
  Play Options: Since players inevitably tend to act 
  suspiciously, they will no doubt suffer the attentions of 
  Zek. The slightest hint of lawbreaking (lack of a license 
  for a weapon, suspicious goods or drugs in their room, 
  etc.) will lead to Zek calling in the local police. Naturally, 
  the hotel will compensate them for any inconvenience 
  this causes.
  3. ardhaeran degh 
  (vargr hostel)
  In the centre of a startown, starport, or Vargr community.
  Description: A circular building of six levels, its walls 
  decorated in garish colours.
  A reception area leads into the communal lounge, from 
  which wide arches lead to three small eating areas, an 
  office and a set of lifts.
  The upper floors are all residents’ rooms, with the lowest 
  class accommodation on the lower levels. All rooms are 
  large and totally private.
  Non-Vargr are not welcome here, although their presence 
  in the lowest class rooms might be tolerated if they are 
  accompanied by a high charisma Vargr. The communal 
  area is noisy, with regular disputes among the residents 
  as they assert their position within the Vargr social 
  hierarchy. Food and drink are mostly raw meats and fruit-
  derived beverages.
  Costs: Rooms Cr. 50-100/night. Meals Cr. 5- 20. Drinks 
  Cr. 1-5.
  Characters: The hostel (its name roughly translates as 
  ‘Travellers’ Home’) is run by Ghenz Frorl, an ex-Emissary, 
  whose liaison skills are used to ensure conflict between 
  residents is kept to a minimum.
  Play Options: A stopping place for Vargr players and, 
  perhaps, their human companions.
  4. The Travellers’ Rest (TAS)
  Anywhere within the main starport complex.
  Description: A tall glass-covered circular building, with a 
  TAS holobanner on top.
  ‘TTR’, as it is known to the locals, is a franchised TAS 
  facility, catering primarily for TAS members, although 
  other travellers and members’ guests are admitted.
  The ground floor is one huge lounge, with the reception, 
  bar, and lifts to one side. The walls are plastered with 
  advertisements and personals, from cheap passage 
  deals to offers of employment, from cargo brokers to 
  bounty hunter rewards. Simple meals are served here.
  The first two floors have rooms for non-TAS members. 
  All the rooms are well equipped, with reasonable quality 
  furnishings and small but functional en-suite bathrooms.
  Above the second floor are the member-only facilities. 
  Fitness facilities and entertainment booths are located 
  on the third floor. The fourth through seventh floors are 
  bedrooms, all with quality furniture, double beds, en-
  suite bathrooms and large windows giving a view out 
  over the starport. The eighth floor has six higher grade 
  bedrooms, with large jellobeds, full holo-entertainment 
  suites, interplanetary comms facilities, a separate lounge 
  area and en-suite bathroom, and the best views over the 
  starport. These six bedrooms are fully shielded against 
  most forms of surveillance.
  The members-only restaurant on the ninth floor serves a 
  range of cuisine, from quite simple dishes to 12-course 
  extravaganzas. The chefs pride themselves on being 
  able to cater for the palate of almost any alien race. 
  A small but luxurious penthouse suite is the home of Korlin 
  Hand, the current owner of the TTR (the TAS franchise 
  pays quite well!). There are two levels of vehicle parking 
  beneath the building.
  Costs: Standard rooms Cr. 40-100/night, non-member 
  rooms Cr. 100-200/night. Suites Cr. 300-500/night. Meals 
  Cr. 5-50. Drinks: Cr. 1-10.
  Characters: Korlin Hand was a professional gambler 
  who made a fortune fleecing casinos. He ran a night 
  club, until this profitable TAS franchise became available. 
  Korlin makes it his business to meet his clients, often 
  mixing with them in the restaurant or reception area. 
  He dresses casually and might well be mistaken for just 
  another traveller passing through. Korlin often acts as 
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  95
  an intermediary for patrons with particularly sensitive 
  jobs that could not be openly advertised. By knowing his 
  clientele, he knows who to approach and who to avoid.
  Play Options: Korlin normally allocates the better-paying 
  jobs to a favoured few associates, so befriending him 
  may open the door to profitable employment, from drugs 
  smuggling to covert intelligence work.
  5. saarti & hamburn 
  (aPartment rental)
  In the centre of a city or startown.
  Description: A small, three-storey office block on a 
  prestigious street corner.
  This rental company (S&R) specialise in luxury 
  apartments, offering choice locations within the city and 
  starport. These apartments are often those of wealthy 
  individuals who are away for an extended period.
  Costs: Rentals are Cr. 500/month upwards.
  Characters: Arianne Saarti and Terence Hamburn are 
  the rather upper-class proprietors of this company. They 
  take a personal pride in showing clients around the 
  apartments and trying to exceed their expectations.
  Play Options: Wealthy players can rent themselves a 
  prime apartment in which to impress friends or business 
  associates! While in residence, the players will be 
  accosted by an irate visitor who was  expecting to find 
  the real owner, not realising that they are away and that 
  the apartment has been rented out.
  6. ruykul organz (hotel)
  A middle-class hotel, within the starport’s main leisure 
  precinct.
  Description: The Ruykul Organz (meaning ‘Meeting 
  Place’ in the native tongue) is located on one side 
  of a multi-level leisure precinct, facing a wide range 
  of shopping and entertainment facilities. The hotel’s 
  frontage has a number of entrances at each level of the 
  precinct, and seating for the hotel’s numerous bars and 
  cafés often spills out into the precinct.
  To the untrained eye, the hotel appears to be a 
  conglomeration of much smaller hotels, each with its 
  own reception, eating and drinking areas, and residential 
  rooms. However, this labyrinthine hotel actually operates 
  as a single, efficient, co-ordinated organisation under the 
  control of manager Alberyi Fnors.
  A wide range of room types are available, all with en-suite 
  bathrooms, from cheap simple accommodation (single 
  bed, cupboard, desk, televid) to moderately luxurious 
  suites (a communal lounge leads to multiple bedrooms, 
  each with a double bed, quality furnishings and high tech 
  entertainment and communication facilities). Conference 
  rooms are located near some of the higher quality 
  bedroom areas.
  The hotel has few fitness or gaming areas since equivalent 
  starport facilities can be found within a few metres of the 
  hotel.
  The hotel has a specific area allocated to it in the extensive 
  vehicle park located beneath the starport complex.
  To the casual observer, security appears lax. However, 
  appearances are deceptive, for the staff are generally ex-
  military types (handpicked by Fnors) and a very discrete 
  surveillance and alarm system operates throughout the 
  hotel.
  Costs: Standard rooms Cr. 40-200/night. Suites Cr. 300-
  500/night. Meals Cr. 5-50. Drinks: Cr. 1-10. Conference 
  rooms Cr. 10/hour.
  Characters: Alberyi Fnors was a top ranked intelligence 
  operative for a neighbouring world. He realised there was 
  a market for a hotel offering a discrete meeting place, 
  where people could stay in relative privacy. He moved 
  to this world and bought up multiple adjacent sites in the 
  starport, rebuilding these into the current labyrinthine 
  structure of the Ruykul Organz. The large number of 
  entrances allow clients to enter and leave the hotel with 
  little possibility of being surveyed, while the privacy of the 
  residents within the hotel is preserved by the ever-vigilant 
  hotel staff. 
  In theory, the Organz operates within the law at all times. 
  However, when Fnors desires, people (and items) can 
  hidden within the depths of the hotel, beyond the reach of 
  the police or any other agency.
  Play Options: The Organz clientele range from 
  businessmen with their ‘secretaries’ to mobsters planning 
  their next heist. Fnors does not allow hard drugs or stolen 
  goods within the hotel, but it is rumoured that many other 
  vices are catered for. Fnors is also rumoured to have 
  close links with the starport police. Whether the players 
  are seeking sanctuary, or simply meeting a patron, there 
  are many possibilities for adventure within such a hotel!
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  7. earilyl eoril (aslan hotel)
  In the centre of a startown, starport, or Aslan community.
  Description: A square stone building of four storeys with 
  intricate Aslan writings inscribed along each wall.
  The ground floor contains the reception, communal 
  lounge, restaurant and gymnasium. The first floor has 
  a series of meeting rooms and two shrines. The higher 
  floors contain simply-furnished rooms for the residents.
  Non-Aslan are not allowed beyond the reception area. 
  The whole hotel has a quiet, spiritual air about it, which 
  is respected by most residents, who are mostly female 
  traders and business people. Occasional rowdy males 
  are quickly subdued by the owners.
  Costs: Rooms Cr 30/night. Meals Cr. 5-15. Drinks Cr. 
  2-10.
  Characters: The hotel is run by a pair of ex-adventurers, 
  Feorni Eoril and her muscle-bound husband Teo 
  (nicknamed ‘Xenofire’ by his human colleagues). Feorni 
  handles hotel administration and Teo acts as senior 
  steward.
  Play Options: Feorni and Teo have many a tale to tell of 
  their adventures. They are surprisingly kindly Aslan and 
  quite friendly to non-Aslan provided they do not trespass 
  within the hotel.
  8. snooze easy (mobile homes)
  Within a city or starport.
  Description: The Snooze Easy offices are a plain 
  building near the city centre. The company specialise in 
  providing temporary mobile accommodation for clients 
  – anything from a small van with a bed in it, to a huge 
  luxury grav lorry fitted with a luxurious bedroom, en-suite 
  bathroom, lounge and kitchen, with droid butler.
  Costs: Mobile homes Cr. 10-1,000/night.
  Characters: Tanwyn Hex is an eccentric noble who lives 
  permanently in a Snooze Easy luxury mobile home, 
  usually parked quite randomly somewhere within the 
  starport.
  Play Options: The players find Tanwyn Hex has parked 
  across their starship bay, preventing access to and 
  from the bay. Once alerted to the problem, Tanwyn is 
  apologetic and pays them Cr. 100 each for their troubles.
  9. Palomino (hotel)
  A lower-class hotel in the back streets of any town (or the 
  starport).
  Description: A tall building, rather shabby-looking, with 
  a brash holographic advertising display over its frontage.
  A small reception opens onto a large bar (which also 
  provides simple meals) and a gaming room. An ageing 
  lift carries residents up to their rooms. The first floor 
  contains small one-person sleeping modules, each with a 
  tiny televid and a cramped bunk. The modules are rarely 
  cleaned; a single common area has toilets and wash 
  basins.
  The upper floors contain small rooms, usually with a single 
  or double bed. The central lifts open into a lounge area, 
  containing old sofas and a primitive televid unit. Off this 
  hall are communal washrooms and shadowy corridors 
  leading to the individual rooms. The only comms units 
  available are pay-as-you-use systems in the reception 
  area.
  Costs: Standard rooms Cr. 20/night. Modules Cr. 5/night. 
  Meals Cr. 1-5. Drinks: Cr. 1-3.
  Characters: The owner of the hotel (Morell Haulp) is an 
  unsavoury character, who always requires payment in 
  advance, whether for rooms or food. He keeps a shotgun 
  behind the reception to help control the less desirable 
  elements who frequent this establishment.
  Play Options: A good place to throw at your players 
  if they’ve run out of money. The modules are usually 
  occupied by vagrants and drunks, although this can be a 
  quieter place to sleep than the upper rooms where rowdy 
  residents may start fights over which televid channel to 
  watch. Queue-jumping for the washroom can result in 
  violence.
  The Palomino is, however, a useful place to pick up 
  information, as its inhabitants often have connections 
  with the local underworld.
  10. star’s end (hostel)
  Anywhere within a run-down district of a world.
  Description: A large warehouse with no windows, a 
  single doorway and a few roof lights. The name is shown 
  on a battered sign over the door. Beside the door is a 
  long list of conditions for entry into the hostel, including a 
  total ban on alcohol, drugs, weapons, pets, etc.
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  This hostel caters primarily for homeless unfortunates. 
  Single bunks are stacked 3-4 levels high in rows across 
  the warehouse, with ladders giving access to the upper 
  beds. A small locker is set into one end of the bunk for 
  personal belongings, and a curtain can be pulled around 
  each bunk for privacy.
  One end of the warehouse is an open lounge, with a range 
  of second-hand furniture and a cheap black and white 2D 
  televid. The original office space attached to the end of the 
  warehouse has been converted to hold a large kitchen, 
  storeroom, sleeping quarters for the night-shift staff and 
  several rooms which may be used as a doctor’s surgery or 
  counselling room. There is a large communal washroom.
  Everything in the hostel is grimy, from the food to the 
  bedding. Fights sometimes break out over who owns 
  which bunk (top bunks are rated as the best), or who gets 
  to search the body of the most recently deceased resident.
  The volunteer staff work extremely hard for their residents. 
  Meals are simple but relatively nutritious, and a doctor 
  visits regularly to deal with ills, both minor and major.
  Costs: Accommodation is free for the first 30 nights, 
  and Cr. 1/night thereafter. Food is free, but all vices (e.g. 
  alcohol and gambling), weapons, etc. are banned.
  Characters: The current owner of the hostel is Sanya 
  Toch, a countess who fell from favour but who has retained 
  sufficient moneys to fund the hostel for a number of years.
  There are many interesting characters to be found here, 
  from army veterans who couldn’t handle civilian life, to 
  elderly scouts who drank away their retirement money.
  Play Options: players in severe monetary difficulties 
  might find themselves residing at the hostel, getting 
  involved with the Nplayers within and perhaps having 
  to fight for their bunks and what few possessions they 
  have retained. The players may need to locate a hostel 
  resident - perhaps a relative is trying to locate their father 
  who has disappeared, or following up rumours of an old 
  scout who murmurs in his sleep about a ‘lost treasure’.
  Naturally, Sanya is always seeking monetary aid - the 
  players might undertake a fundraising campaign for her, 
  or make a donation. And of course there’s always the evil 
  property baron who wants to flatten the hostel to make 
  way for his new shopping precinct...
  11. tamberley rentals (house 
  rental)
  In the centre of a city or startown.
  Description: A small, single-storey office. Tamberley 
  rent all manner of cheap apartments and houses.
  Costs: Rentals from Cr. 200/month for single apartments 
  to Cr. 400/month for a large house.
  Characters: John Tamberley and his wife Vanessa run 
  the rental office.
  Play Options: players can rent a temporary home 
  or hideout. Unfortunately, there is usually a reason 
  for the low price of these properties... a leaking roof, 
  vermin infestation, blocked sewerage, or perhaps bad 
  neighbours. 
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  98
  Whether your players are just plain hungry, seeking 
  to impress a colleague with their knowledge of alien 
  cuisine, or looking for a quiet place in which to get 
  drunk...
  1. hierkintuth (restaurant)
  Within a rich city centre or an A or B class starport.
  Description: A fairly large two-storey circular building 
  with windows on the ground floor only. Two stewards wait 
  attentively at the sparkling blue doors. A parking area 
  with covered walkways surrounds the building. The cars 
  parked here are mostly expensive sports cars, limousines 
  and the like.
  The doors are of expensive Hellboria wood (as is most of 
  the furniture within the restaurant). The slowly changing 
  blue grain striations of this wood go well with the aquatic 
  theme of the restaurant. The stewards outside welcome 
  guests, but their primary purpose is to reject unsuitable 
  entrants. The entrance doorway has a built-in weapons 
  scanner. Beyond is a small reception area with two more 
  stewards (armed as appropriate for the law level) who 
  check bookings (tables must be reserved in advance), 
  take coats, communicators and any baggage, and then 
  summon a further steward to direct the clients to their 
  table.
  A passage leads to the centre of the building where there 
  are several doors leading to the kitchens - the steward 
  always offers the guests the opportunity to look around 
  the kitchen before (or after) their meal. A lift then brings 
  the guests up in the centre of the upper level.
  The reason for entering via the centre is that the majority 
  of the upper level rotates slowly. The walls, floors 
  and ceiling of this room are lined with aquatic tanks, 
  containing all manner of alien sea life; the transparent 
  floor area rotates a few degrees a minute, so that over 
  several hours, the clients will complete several circuits 
  and be able to view the contents of all of the tanks. The 
  centre of the room is immobile, and contains separate 
  lifts for customers and kitchen staff. There are also more 
  tank displays, this time of the fishes available to eat!
  The food is exquisite, service is exceptional and the 
  price is accordingly high. Seafood dishes are a speciality. 
  Corellian Squirms and Tyler’s Skittlefish are served live 
  from tiny aqua tanks (at the table), or customers may 
  chose the fish they wish to eat from the tanks in the 
  room’s centre. The fish is stunned and taken to the busy 
  kitchens below.
  Costs: Meals are Cr. 30-50/course with drinks from Cr. 
  10 upwards and liqueurs and wines up to Cr. 1,000/bottle 
  (for a vintage Tolinquin wine). An average meal will cost 
  around Cr. 200/person including a few drinks, although 
  a special ‘gourmand’ menu (14 small courses sampling 
  the entire range of the chef’s expertise) is available for 
  Cr. 250/person.
  Characters: The owner, Gustaf Forbes, is a rich 
  businessman (a director of Lyten Technical) who loves 
  alien cuisine and wished to recruit the renowned chef Jan 
  Wehel. Jan would not work as Forbes’ personal chef, but 
  agreed to become senior chef if Forbes created a suitably 
  high class restaurant. Hierkintuth is the result, and Forbes 
  eats here whenever he is on the planet.
  Play Options: Forbes is always very touchy about any 
  rumours that Wehel might be poached by a competitor. 
  More than once he has hired people to watch her 
  movements.
  players may take clients to the Hierkintuth to impress 
  them, or a patron may invite them for a meal. Simple 
  tasks such as getting a table at short notice can become 
  an adventure in their own right, perhaps requiring 
  negotiation with the restaurant and several customers 
  who might be willing to give up their booking if suitably 
  compensated. Forbe’s business competitors (or Wehel’s 
  rivals) might try to discredit the restaurant by tampering 
  with the food (in the kitchen or at the table).
  2. halters (restaurant)
  Within a rich city centre or an A or B class starport.
  Description: Halters occupies the bottom storey of a ten 
  level office block owned by Weller Associates. Originally 
  designed as a high class canteen for Weller staff, the 
  chefs at Halters were so highly regarded that the number 
  of guests at any time often exceeded he number of Weller 
  staff. The restaurant was finally thrown open to the public, 
  i.e. those executives who could afford to eat here.
  restaurants and bars
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  Beautiful holographic works of art divide up the plush 
  seating areas (switching these dividers on and off allow 
  small or large groups to be accommodated easily). A 
  range of small meals are available at a huge discount for 
  staff, while the full price à la carte menu is used by non-
  staff and for business guests.
  All tables have discrete comms points for those needing to 
  stay in touch with their office, hold an informal conference 
  call, or connect in to the planetary data net with a hand 
  computer.
  Costs: Staff meals are Cr. 5-10. Meals à la carte are Cr. 
  20-40/course. Drinks are Cr. 5-10, wines Cr. 20-200. A 
  range of vintage alcoholic spirits are available for Cr. 10/
  shot.
  Characters: Halters is regarded as the place to be seen 
  by the sophisticated and chic members of the community. 
  Many important business deals are sealed here, and 
  Weller executives dine here regularly. However, of late 
  a number of rich, but disreputable persons (with alleged 
  underworld connections) have begun to frequent the 
  restaurant.
  Play Options: Halters may recruit the players to determine 
  just how disreputable their new clients really are, or to 
  investigate after one of these clients mysteriously dies 
  of food poisoning (assassinated by a rival gang who 
  infiltrated the restaurant’s waiters).
  The players may be hired to bug Weller executives during 
  their meals, either by a rival firm or because someone 
  appears to be dealing illegally in Weller’s precious metals 
  exchange, and Weller wishes to know which of their staff 
  are involved.
  3. utter gourmet (restaurant)
  Within a city centre or a starport.
  Description: A moderately small single storey building 
  with large windows, shaded in the familiar red and green 
  stripes of the Utter Gourmet (UG) restaurant chain. A 
  steward dressed as a furry Talquil stands at the door. A 
  small parkbay is located outside the restaurant.
  Internally, glittering metal and soft leather padding adorn 
  every surface. The other staff are also dressed as Talquils, 
  flapping about in their over-sized furry feet. The kitchens 
  at the rear of the building produce a reasonable range of 
  family foods, identical to that available at any UG outlet. 
  A central auto-vend caters for those seeking only light 
  refreshments. Life-size cuddly Talquil robots scamper 
  about the floor, carefully avoiding being trampled, seeking 
  out children to entertain (this is a major attraction at all 
  UG restaurants).
  Service is usually prompt and all the staff are extremely 
  polite. They probably have a fixed smile, but it’s difficult to 
  see this under their Talquil costume.
  Costs: Meals Cr. 5-30. Drinks Cr. 1-5.
  Characters: The proprietor of this UG franchise is 
  Annette Smyers, a young, friendly local who sees this as 
  her stepping stone to managing a ‘proper’ restaurant.
  Play Options: For several years UG restaurants have 
  been subject to threats from FLUFF, ecological terrorists 
  who are upset at the maltreatment of herd animals on 
  farms supplying UG (whose aggressive purchasing 
  policy precludes humane farming methods). FLUFF 
  activists may demonstrate outside, mount a sit-in, or 
  place a bomb somewhere in the restaurant. The players 
  may be recruited by FLUFF, or by UG in an attempt to 
  infiltrate FLUFF, or they may simply find themselves in 
  the restaurant during a bomb scare.
  4. greasy Joe’s (starCreW Café)
  Almost anywhere in, or close to, a starport.
  Description: A large, low building standing slightly apart 
  from the others. Night and day, bright flashing lights 
  and a heavy thumping beat emanate from the grubby 
  windows. The doorway is a starship iris valve. Close up, 
  the  windows can be seen to be old starship pressure 
  windows.
  Inside, all the furnishings are from starships: the bar is 
  that from a Belax class liner; the seating ranges from 
  scout ship acceleration couches to luxury yacht sofas. 
  The clientele are exclusively lower-ranked merchant 
  crews and a few senior engineering types, scouts and 
  belters. The room is dimly lit; the flashing laser lighting 
  does little to illuminate the room although there are dim 
  glow-bars set around the edge of the tables. The music 
  makes the room thrum like a starship engine room, 
  reducing audibility to a few feet.
  The bar staff include an attractive young woman and the 
  proprietor Joe, who can be seen to be wearing a grav 
  belt. After a while, new customers will realise that Joe has 
  no legs and only one working arm - however, he is quite 
  adept at flinging himself around the bar using the grav 
  belt and his one good arm.
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  Simple meals are available from a scoutquality auto-vend 
  machine, but most people prefer the self-service buffet of 
  alien cuisine. Toor suck-sticks and Quath gobbler cubes 
  are a particular favourite. A ‘trust box’ is provided for 
  payment if the bar staff are busy. The food is prepared in 
  a small kitchen behind the bar.
  Costs: Meals Cr. 1-5. Drinks Cr. 1-5.
  Characters: Joe was a renowned starport engineer 
  who, in his time, was able to fix just about any starship’s 
  engineering problems. Joe’s career came to an untimely 
  end while repairing a jump grid. A power spike induced a 
  weak jump field that damaged Joe’s legs and arm beyond 
  repair. With his retirement money and gifts from his many 
  friends, Joe was encouraged to set up this café.
  Play Options: This is the place to find hardened spacers, 
  where scouts tell of the strange places they have seen 
  and engineers spend their meals discussing thruster 
  plate alignment tools and telling lewd jokes.
  Anyone not paying for their food (using the trust box) 
  will get bounced by 30-40 irate ship’s crew... anyone 
  defrauding Joe is seen as the lowest sort of scum.
  5. gutted Cressat (Café)
  In a back-street somewhere...
  Description: A small, cramped building squeezed 
  between its neighbours. A laser system continuously 
  draws the café name across its frontage, along with an 
  animated picture of a Cressat (a small rat-like creature) 
  being stabbed with a roasting fork.
  It’s no better inside. Cheap plastic furniture, out-of-fashion 
  rubber artworks and dilapidated air plants provide the 
  singularly unique decor. All the staff look depressed and 
  service is abysmal. The menu appears extensive, but is 
  mostly pre-packed freezer meals which are quick-cooked 
  in the kitchen microwaves.
  Costs: Meals Cr. 2-10. Drinks Cr. 2-5.
  Characters: The staff suffer the tyrannical rule of Franki 
  Pesco, the owner. Franki is a wild spirit, verbally abusive 
  and liable to violence, who regards his staff as little more 
  than slaves. Staff turn-over is rapid, but there’s always 
  someone who needs the money, so Franki always has 
  someone to boss about.
  Play Options: The players may be around when Franki 
  picks on a young waiter or waitress. Franki may at first 
  seem to be simply an abusive customer. If the players go 
  to the aid of whomever he is berating, they will become 
  the subject of abuse by Franki. Given the amount of 
  repressed anger among his staff, such a situation might 
  lead to Franki being beaten up or knifed by one of his 
  slaves.
  6. raPier (Private bar)
  In a back-street in the upper class area of a city.
  Description: A four storey building built of local stone, 
  with ornate carvings on every surface. The translucent 
  windows have a constantly shifting colour scheme 
  (temperature and light-sensitive chemicals trapped 
  between the panes of glass). Little can be seen of the 
  inside, although there are flashing lights on the upper 
  floor. A discrete sign over the heavy door says simply 
  ‘Rapier’.
  Rapier is a members-only bar visited by the rich and 
  famous. Young nobles are often found here, partying 
  throughout the night. The bottom floor has a small 
  reception with two heavies who check membership and 
  ensure no weapons are brought inside. A cloakroom, two 
  lifts (to the other floors) and a ‘quiet’ drinking lounge fill 
  the remaining space. The other three floors are all plush 
  lounges, each with a well-stocked bar, washrooms and 
  several curtained off cubicles. The upper level has a 
  continuous disco. A discrete rooftop garden is reserved 
  for the proprietor and special guests.
  The bar is open every hour of the day; particularly rowdy 
  parties can last days!
  Costs: Drinks Cr. 5-500. Membership Cr. 1,000/year.
  Characters: The staff are extremely well-trained and 
  polite, being able to maintain a smile even when dealing 
  with drunk clients.
  The proprietor, Dieter Colan, owns the neighbouring 
  house. He spends most of his time socialising with his 
  clients, entertaining the most important in the rooftop 
  garden.
  Play Options: The players are passing when someone 
  plummets from the rooftop garden. Did they fall or were 
  they pushed?
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  7. the blaCk rose (bar)
  At the centre of a city or starport.
  Description: A rectangular two-storey building with an 
  illuminated outline of a rose over the door. A couple of 
  large windows give a view into the bar area, but all the 
  other ground floor windows are small and high up.
  Inside, two-thirds of the ground floor is a bar, furnished 
  to a high standard, with a small stage at one end. Behind 
  the bar are an office for the manager (Franz Gelgud), 
  a stock room, staff room, boiler room, a door into the 
  adjacent staff car park, and stairs to the upper floor. A 
  side street entrance also has stairs leading upwards. 
  The upper floor has several storerooms and an office for 
  the owner (Paul Tyrone), and a private bar where a legal 
  gambling operation is run for local underworld figures, 
  businessmen and police officers.
  The bar is the dirtside contact for a pirate group. The 
  storerooms are sometimes used to store loot from 
  hijacked ships.
  Costs: Drinks Cr 1-10.
  Characters: Tyrone deals with his pirate comrades, while 
  Gelgud handles the dirtside liaison. The staff are mostly 
  pirates, on R&R.
  Play Options: Gelgud might recruit the players into 
  the pirate group; certainly there are rumours that The 
  Black Rose is a good place to find mercenary contacts. 
  The players may be asked (by the police) to infiltrate 
  Tyrone’s group, to obtain evidence of the pirate activities. 
  Alternatively, the players may simply be bystanders 
  during a police raid on the bar.
  8. tambourine (bar)
  In the centre of a city or starport.
  Description: A low, silver, domed building, the upper half 
  of the dome being a translucent blue colour.
  The ground floor contains tables and chairs and a 
  long bar around a central stage. A well-known hang-
  out for artistic types, the Tambourine has nightly dance 
  reviews and other live entertainment, from magicians to 
  comedians. Every weekend, the crowds flock in to see a 
  performance from a small troupe of the Dancing Insects 
  of Thrarg. The atmosphere is relaxed and jovial and there 
  is rarely trouble.
  Costs: Entrance Cr. 5. Drinks Cr. 1-10.
  Characters: Rory Dafoe is the owner of the bar and is a 
  cheerful and friendly guy.
  Play Options: Rory is well known for taking pity on 
  people down on their luck, giving them food, drinks and 
  perhaps over-night shelter.
  9. the Panther (bar)
  In the back-streets of a city or startown.
  Description: A two-storey building of plascrete, with 
  small, circular, barred windows.
  The ground floor is one large room, with washrooms at 
  the rear and a bar running down the entire length of one 
  wall. Behind the bar a door leads to a tiny office and stairs 
  to the owner’s apartment above.
  The bar furniture is worn, but kept in good condition by 
  the careful owners Gary and Sandra Wiley. The walls 
  are covered in 2D posters of recent zipwire sports stars 
  (the bar is named after Tim ‘Panther’ Williams, four-times 
  subsector zipwire champion).
  Costs: Drinks Cr. 1-5. Snacks Cr. 1-5.
  Characters: Gary and Sandra are honest people, but 
  their bar has attracted the attention of a gang of local 
  youths who went wild and began causing damage inside 
  and out (hence the barred windows).
  Play Options: Gary fears they will be attacked 
  themselves, and is looking to hire someone to protect the 
  bar
  .
  10. hoPPer’s rest (bar)
  Towards the edge of the starport.
  Description: A two-storey building, apparently of local 
  timber, with a brightly lit frontage advertising itself as the 
  best drinking hole this side of the Pellomar Nebula.
  The ground floor is one large bar, with a unisex washrooms 
  at the rear. A locked door conceals stairs to the upper 
  floor, which is the apartment of the owner, Ted Barsby.
  The bar furniture was once of reasonable quality, but 
  now looks worn and jaded. The walls are adorned with 
  autographed claim certificates from belters who made 
  their fortune. The clientele tend to be belters who would 
  like to be rich, but have not yet found that ‘lucky strike’. 
  The hardened spacers who hang out at the bar often 
  enjoy competitions of physical strength or endurance, 
  from armwrestling to seeing how many times they 
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  can take a bite from Ted’s pet rock snake. Brawling is 
  common, although serious injuries are rare - the belters 
  regard it as just another sport.
  Costs: Drinks Cr. 1-5.
  Characters: Ted will regale customers (particularly 
  newcomers) with stories of how his great insight has 
  helped a number of belters find great wealth. In truth, Ted 
  is often unable to tell truth from fiction, and most of his 
  ‘tips’ are simply old rumours, altered over time.
  Play Options: The players may be lucky enough to hear 
  one of the truly valuable rumours which Ted knows! No 
  doubt they will be challenged to a physical match with 
  one of the belters, or entertained by a brawl...
  11. floaters (bar)
  In the centre of a city or starport.
  Description: A low, circular, two-storey building, with 
  arrays of large iridescent bubbles floating constantly 
  around it.
  The bar takes up both floors of the building and is in 
  a constant zero-g field, maintained by a huge array of 
  gravitic plates and a power plant in the basement. With 
  no defined floor, every surface is well-padded and has 
  soft cushions, pillows and padded tables abound. In 
  the centre of the room is a spherical bar area, allowing 
  customers to be served in any orientation. Thin nets 
  divide up the building into smaller spaces, so that thrown 
  missiles will not go too far, and if the zero-g fails, the 
  nets will catch those who were on the ceiling! Rowdy 
  behaviour is not tolerated!
  Costs: Entrance Cr. 10. Drinks Cr. 1-5. Drinks are served 
  in sealed tubes, with pressure-sensitive valves to prevent 
  spillage.
  Characters: The owner of Floaters is Alfred Moliere, a 
  well-known gambler and womaniser.
  Play Options: A bar room brawl in this environment could 
  be a lot of fun! Female players may also attract Alfred’s 
  unwanted attentions.
  12. the long Way home (bar)
  In the centre of a starport
  .
  Description: This building is made from the hull of a 
  300 ton Extended Duration Survey Vessel with the name 
  Lintula Sunrise barely visible at its bow. Externally, the 
  ship looks as though it is complete (although the hull is 
  scarred from impacts and combat damage). Internally 
  it has been totally stripped - even the fuel tankage has 
  been taken out to provide a 25m long lounge area, 
  widening from 5m (at the entrance to the bridge, which 
  has been converted to a VR games area) to 20m at the 
  rear. A central bar surrounds the lift shaft which gives 
  access to the owner’s apartment on the upper deck, and 
  the reception lobby below (previously the cargo hold).
  Costs: Drinks Cr. 2-10, half price to Scouts.
  Characters: The proprietor is Arak Bjorg, ex-Scout, who 
  once flew aboard this starship.
  Play Options: Arak has strange tales to tell of a series 
  of inter-sector jump gateways which he discovered many 
  years ago. He will talk loudly about the subject until 
  someone asks too many questions, at which point he 
  will become aggressive, demanding to know whether the 
  person is a Scout or government agent sent to spy on 
  him!
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  At some point, everyone needs a break from work. 
  This section provides some appropriate entertainment 
  venues, sports facilities and the like.
  1. hyanCith (theatre)
  Near the centre of a town.
  Description: A large building comprising several 
  overlapping hemispherical sections with ‘artistic’ girder 
  structures surrounding it. The whole effect looks like the 
  segmented body of a giant insect.
  Built 140 years ago, the theatre is slightly shabby, 
  although it retains its reputation as a centre for top quality 
  work, particularly serious social dramas. A certain clique 
  of well-known actors play most of the lead roles.
  The front of house contains the usual reception hall, 
  booking offices, cloakrooms and a bar. The single, huge, 
  auditorium is laid out like a coliseum, with plush seating. 
  The sound quality is extremely good throughout the 
  theatre thanks to the reactive sound amplification system 
  built into the walls.
  The rear of house contains an office area, changing 
  rooms, scenery/props storage area, costume room, plant 
  machinery room and extensive wings allowing props to 
  be easily transferred on and off stage. An array of gravitic 
  units under the stage allow a wide variety of low-g and 
  simulated flying scenes to be played. A holoprojection 
  unit is also used to supplement the scenery displays.
  Costs: Tickets range from Cr. 50 (front rows) to Cr. 5 
  (uppermost back rows). Drinks Cr. 2-10.
  Characters: Alberto Pagaganin is the aged proprietor. 
  His two daughters Arabella and Josephine actually run 
  the theatre. Alberto insists that the theatre be run in a 
  traditional manner, and he also ensures that his favourite 
  actors (many of them now as old as him) get the lead 
  parts. The theatre has been losing money of late, as 
  its audiences have waned, but Alberto is deaf to his 
  daughters’ pleas that they should recruit new actors.
  Play Options: players simply looking for entertainment 
  will find this a good place for a restful, yet mentally 
  stimulating evening.
  Arabella is tiring of her father’s stubbornness and 
  wishes to take control of the theatre. She will hire 
  someone to put her father in hospital and, when he still 
  insists on trying to run things from his bed, she will have 
  him killed in an accident. The players may be hired to 
  attack/kill Alberto, or may be asked to guard Alberto 
  after the first incident. Alternatively they or may be 
  asked to investigate his death by Arabella, in an attempt 
  to convince her sister that she was not involved in her 
  father’s murder (she is hoping the players are suitably 
  incompetent, and she may have planted evidence 
  incriminating her sister).
  2. vibralife (Cinema)
  A leisure complex or town centre.
  Description: A hundred or so small spheres, all linked 
  by tubular passageways, forming a roughly cubical grid-
  work. Each sphere is emblazoned with the VibraLife logo 
  (a cube with a spring at its centre).
  A ground level dome contains the reception area 
  where tickets are purchased. Moving walkways convey 
  customers to a free dome, where they are strapped 
  into a frame which supports most of their weight. Each 
  dome contains a single frame which can take one or two 
  persons (e.g. couples, or one child and an adult - minors 
  must always be accompanied). The desired film is then 
  projected onto the interior of the dome and the frame 
  (at the centre) moves, shakes, rotates, etc. to simulate 
  the movement observed in the film. Spray scents, 
  temperature and lighting control provide a complete 
  sensory experience.
  The whole operation is run efficiently with just five staff; 
  ensuring that customers are correctly strapped into the 
  frames is the most onerous task.
  Costs: Cr 10 per person.
  Characters: The five staff are all film addicts who will be 
  more than willing to spend a few hours discussing the 
  computer animation effects in the latest horror video and 
  who can name the main actors in almost every holovid 
  made in this subsector.
  Play Options: A prankster has infiltrated the computer 
  system which runs the VibraLife site. He has begun by 
  entertainment
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  changing the film order so that young children get horror 
  movies rather than the animated cartoons they expected. 
  He intends to start hacking the code for the frames 
  next, possibly resulting in someone being thrown about 
  sufficiently to cause harm. VibraLife will urgently require 
  players with computer and investigative skills to help 
  track down this prankster.
  3. enya’s star (adults only)
  Any moderate population world, either repressed with a 
  low law level, or permissive, with any law level.
  Description: A roughly hexagonal building of two levels, 
  finished in modern plascrete, with no apparent windows. 
  Each side of the hexagon has an entrance with two 
  security guards. The heavy doors are plastered with an 
  array of rules, a long list of  DOs and DON’Ts. The large 
  underground car park has several entrances.
  The Star caters for a wide range of vices, from 
  entertainment by employees of any sex (and any race!) 
  to the use of drugs (whether legal or illegal on this world 
  - tobacco, alcohol, hallucinogens, psi drug, etc.). If on a 
  high law level world, the Star has an exclusive license to 
  provide an outlet for these vices as the government has 
  found this more productive than trying to eliminate them 
  completely.
  Internally, the Star is furnished to a high level. Once past 
  the extensive security (guards, weapon scanners, etc.) 
  customers select their preferred vices and whether they 
  wish to enjoy them in seclusion or as part of a group. The 
  computer then directs them to an appropriate room within 
  the building.
  Guards patrol internally and surveillance cameras watch 
  every corridor. A medical centre provides a recovery area 
  for those who have over-indulged themselves. Advanced 
  Virtual Reality systems allow a number of pleasures to be 
  experienced privately, without risk.
  Costs: Entry fee Cr. 100. Strictly adults only. Individual 
  vices cost from Cr. 5 for a quick smoke up to Cr. 1,000 for 
  more exotic tastes.
  Characters: The Star has around 300 staff, some of 
  whom are aliens, and many of whom are recruited as 
  personal entertainers.
  The owner of the complex is Yitza Ferranti, a noble 
  playgirl who believes strongly in a permissive, free 
  society. Were it not for her wide-ranging contacts within 
  the government, it is doubtful that she would have been 
  allowed to open, or continue to run, the Star.
  Play Options: The list on the doors should be read 
  carefully. No weapons, drugs, etc. may be brought in 
  (the Star sources all drugs from a ‘reliable’ supplier). 
  Strictly adults only. The management take absolutely no 
  responsibility for any harm suffered within the complex, 
  or as after effects, over whatever period of time.
  Needless to say, Yitza has some exceptionally good 
  lawyers. Last year, it was alleged that the Star had 
  brainwashed a young woman into seducing an Imperial 
  official but the case was dismissed for lack of evidence.
  4. Celestial guardian 
  (Children’s entertainments)
  In a town centre, starport or green field site.
  Description: A three-storey U-shaped building covered 
  in white tiles, giving it a clean, clinical appearance. Large, 
  irregularly shaped windows break up the monotony. Huge 
  roof windows allow light into the upper floors.
  CG is an entertainment complex for children (up to 
  middle ‘teens) sponsored by a religious group - the 
  Stellar Education Co-operative (SEC). Holodisplays, 
  printed materials and participatory events provide 
  educational material for a wide range of subjects. Tutors 
  are available to supervise children through the displays. 
  Small recreational areas are interspersed with this wealth 
  of data, encouraging children to alternately browse the 
  displays, then exercise physically.
  The SEC believes that education will eventually raise the 
  human mind to a higher plane. The sect’s principles are 
  expounded in the educational displays.
  Costs: Cr. 1 per child, per hour.
  Characters: This establishment is run by Liam Getz, one 
  of the SEC council members. Liam believes fervently 
  that the ‘greater consciousness’ will eventually be 
  achieved, but hopes to speed up the process such that it 
  is experienced in his life time.
  Play Options: Liam has instigated some new subliminal 
  displays promoting the SEC cause, both for the children 
  and in the reception area where parents will be affected. 
  The players may be asked to investigate why interest in 
  the CG site has suddenly peaked with certain parents 
  and children (those most susceptible to the subliminal 
  displays), to the degree that some appear to be addicted 
  – they demand daily visits to the CG building.
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  5. zmy ColleCtion (zoo)
  Centre or outskirts of a city.
  Description: A relatively cramped zoo, using huge 
  multi-level buildings to house a collection of rare animals 
  (from across the subsector) in as small a ground area as 
  possible. The emphasis is on sensationalism - ferocious 
  monsters and cute furry creatures being the main 
  attractions. The Iannik family who own the zoo often 
  declare openly that their intention is purely to make a 
  profit by pulling in as many punters as possible.
  The zoo is widely advertised on vid and sound channels, 
  with discount entry schemes. Special events might 
  include ‘watch the longtoothed jigers hunting a live 
  wambart!’. Such hunts (and other events) are enhanced 
  by the use of miniature cameras embedded in the heads 
  of the animals, such that spectators can experience a 
  jiger’s eye view of the hunt in 2D or via a Virtual Reality 
  interface.
  The latest exhibit of interest is the Oluem – a deceptively 
  cute and cuddly mouse-sized carnivore. This creature 
  suffers sudden periods of frenetic activity. It can rapidly 
  consume other animals of equivalent size within a few 
  seconds, ballooning its own body to three or four times 
  its normal size.
  A number of expensive cafés and bars provide 
  refreshments throughout the zoo.
  Costs: Entrance Cr. 15/adult, Cr. 10/child.
  Characters: The Ianniks are a family of game hunters 
  whose favourite hunting grounds were gradually eroded 
  by restrictive ecological laws. Their range of contacts 
  allowed them to acquire a range of interesting beasts for 
  the zoo before the regulations precluded the collection of 
  such animals.
  Play Options: For a huge fee, the Ianniks secretly hire 
  out certain of their environmental areas for hunting. 
  Carefully selected wealthy clients hunt jigers, snapclaws 
  and triphants within the controlled environment of the 
  zoo. The players might be hired to investigate the 
  mysterious disappearance of a rich client (who was killed 
  by a snapclaw on just such a hunt). Since these hunts are 
  secret, the only clue is a large payment made to a holding 
  company which can be traced to the Iannik family.
  6. yelloW CruCible (night Club)
  In a back-street somewhere...
  Description: A small entrance, squeezed between two 
  buildings, with two suited heavies outside. The name, 
  and a crucible with animated sparks spitting from the top, 
  are outlined in fluorescent lighting above the door.
  Through the doorway (where guests are checked for 
  weapons and unsuitable clients are turned away) a long 
  dark passage leads back to the club’s glittering lobby 
  and cloakroom. Beyond, the club expands out behind 
  the main street buildings, to provide a huge dance floor 
  space, several bars, and a lounge area. Lifts lead up to 
  an over-priced restaurant on the upper floor, where the 
  club offices and storerooms are located.
  One of the most popular clubs in town, the Crucible is 
  frequented every night by the chic and fashionable. 
  Rumours of illegal drug use here are refuted by the 
  management, who claim to run the cleanest club on the 
  planet.
  Costs: Entrance Cr. 15. Drinks Cr. 2-10. Snacks Cr. 1-5. 
  Restaurant meals Cr. 20-50.
  Characters: Mandy LaPreece, the owner of this club, is 
  an avid dancer.
  Play Options: The drugs rumours are unfounded except 
  in one respect - Mandy is a psionic and holds a small 
  stock of psi drugs for fellow psionics who hold occasional 
  meetings in the club offices. The players might themselves 
  be searching for fellow psi’s or psi drugs, or may be 
  recruited by an anti-psi organisation to infiltrate the club 
  and determine which members are psionic.
  7. Pure and sinful Club (Private 
  ‘leisure’ Club)
  In a noisy side street, off a main town square on a 
  permissive world, otherwise hidden away in a back street.
  Description: An exquisitely decorated archaic mansion 
  house, constructed during one of the more nostalgic 
  periods of this world’s history, but looking slightly out of 
  place in this modern city. Wide steps sweep up to grand 
  entrance hall where stewards wait to receive guests.
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  Advertising for this club is discrete, being found in high 
  class magazines rather than scrawled on the walls of 
  the local comm. booths. The ads offer ‘freedom for all 
  sexual persuasions’, ‘open to all species’, and ‘a relaxed 
  evening full of the fun of the flesh’.
  Beyond the entrance hall are lounge bars for clients to 
  meet, with private cubicles. An array of bedrooms take 
  up the second and third floors. The basement house an 
  aquatic tank, zero-g area, and alien-specific rooms (e.g. 
  a mud bath for Hyumians).
  Decor and furnishings are good quality, staff are 
  courteous, and security is tight. Clients are allowed to 
  have fun, but not to hurt anyone.
  Costs: Entrance Cr 100. Drinks Cr. 5-15. Service tips are 
  expected...
  Characters: Daniel Long was a renowned low-g dancer, 
  who had always believed in sexual freedom. His acquired 
  wealth was quite sufficient to purchase the mansion and 
  open this club. Some might view this as a brothel, but 
  the club offers a much wider range of services, including 
  an introductory club for singles looking for a partner, and 
  extensive sex education facilities, teaching safe practices.
  Play Options: If your players are suitably liberated, they 
  might wish to spend some of their hard-earned cash here. 
  Alternatively, they may be hired to follow a diplomat, whose 
  husband believes is having an affair. They can track her to 
  the club but after some trouble should discover that she is 
  attending an education course on how best to please your 
  partner; she is, in fact, devoted to her husband.
  8. hyPer!aCtive! (Cyber Café)
  Anywhere in a town or starport.
  Description: A long low building with large windows 
  onto which translucent holoimages of various computer 
  games are projected.
  The café is a single room, divided into booths, each with 
  a computer entertainment console and links to the local 
  network. A small bar provides soft drinks and snacks.
  The windows show projections of any games in progress, 
  or a random advertising display when the consoles are 
  being used for non-gaming purposes.
  Hyper!Active! is one of a chain of cyber cafés across 
  the subsector used for surfing the local networks and 
  exchanging information. Occasionally hackers use such 
  cafés as a method of entering the networks anonymously, 
  but the managers are vigilant and usually manage to evict 
  these unwanted elements.
  Costs: Meals Cr. 1-5. Drinks Cr. 1-5. Cubicle hire Cr. 5/
  hour.
  Characters: Antony Crombie is the manager of this café. 
  He is an ex-hacker himself, who saw the error of his ways 
  and now spends most of his time writing games for Elven 
  Worlds.
  Play Options: Antony is an extremely useful contact for 
  anyone needing advice or help with a computing problem.
  9. volin sPorts (training hall)
  In a city suburb.
  Description: A large warehouse-like structure with roof-
  lights and a large sign including a stylised zipwire racquet.
  Internally, the hall is divided into five zipwire courts, 
  five half-size practice courts and a reception area with 
  changing rooms and washrooms. The building is clean 
  and tidy, with good quality furniture and equipment.
  Only members can use the facilities, but newcomers can 
  have one or two practice sessions before having to join. 
  There are several highly skilled teachers available most of 
  the time, several having been top league zipware players 
  in the past. The wall décor includes trophies, medals and 
  old racquets of these retired stars.
  Costs: Courts Cr. 5/hour. Equipment hire Cr. 5/person. 
  Membership Cr. 100/year.
  Characters: The retired stars Anwa Johadi, Tim Foreman 
  and J’kal Hob’ra own the hall and do much of the teaching.
  Play Options: Several subsector champions have been 
  trained here. Hypnosis is used extensively to sharpen 
  reflexes and refine strategy and technique. The players 
  may be hired to break into the club to steal the hypnosis 
  tapes for a rival training centre.
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  10. flashing blades 
  (fenCing Club)
  In an upper-class city suburb.
  Description: A two-storey building standing slightly apart 
  from its neighbours. The sign over the door is a cutlass 
  with ‘Flashing Blades’ inscribed on the blade.
  The only entrance is through the reception, which leads 
  to the changing rooms, club offices, instructors’ room and 
  the fencing hall. Stairs lead up to viewing gallery where 
  a bar provides refreshments. The club has tasteful decor 
  incorporating modern works of art and plush furniture. 
  The fencing teachers are experts in their field, recruited 
  from across the subsector. The clientele are mostly young 
  nobles, learning how to duel.
  One side of the building is divided off by a thick wall, the 
  only entrance being through the club office. Beyond the 
  wall is a gambling club for selected clients, with gambling 
  tables downstairs and private rooms upstairs. The 
  management frown upon ungentlemanly behaviour, but 
  heavy drinking (among young nobles) seems to be an 
  accepted hazard.
  Costs: Entrance Cr. 5/person. Drinks Cr. 3-10. Fencing 
  lessons Cr.50/hour. Membership Cr. 200/year.
  Characters: A number of young nobles can be found here 
  at all times of the day (fencing) or night (gambling). The 
  owner, Yacob Nectarios, tries to run an honest business 
  here, but the money from the gambling is useful.
  Play Options: The players may be asked to retrieve 
  an over-indulgent young noble from the clutches of his 
  friends, who encourage him to spend all his money in 
  the gambling den at the club. Alternatively, a young noble 
  may die in a freak fencing accident. Their parents suspect 
  foul play (although nothing could be proved) and hire the 
  players to investigate.
  11. kathy’s PlaCe (gym)
  Near the centre of a town.
  Description: Previously the town hall, this old building 
  has been stripped out to create a modern gymnasium. 
  Around 30 customers can be accommodated at any time.
  Costs: Cr. 10/hour.
  Characters: The owner, Kathy DeHardt, is a retired 
  gymnast, crippled by an arthritis-like illness which is 
  barely kept at bay by her medics. With her winnings she 
  opened this gym. She still supervises, but relies heavily 
  on her long-term boyfriend Taliq Rashien to help with day-
  to-day tasks. Taliq is fifteen years younger than Kathy 
  and is a local boy, made good, who it is thought will be 
  the next sector champion in the cyclic gymnastics event.
  Play Options: Somewhere for players to exercise, 
  to maintain high scores in their Strength, Dexterity or 
  Endurance characteristics.
  12. the soft touCh (martial 
  arts Club)
  Adjacent to a Lindarport Security office.
  Description: A modern building, similar in appearance 
  to the office blocks around it. The gym was largely 
  sponsored by Lindarport, who always have need of 
  martial arts training for their staff. The ground floor has 
  a reception area, changing rooms with showers, a first 
  aid room (for treating minor injuries) and a stairway to the 
  other four levels, each of which has one or two training 
  rooms.
  Costs: Lessons Cr. 5-15/hour (depending upon martial 
  art style and quality of teacher).
  Characters: The club is run by three senior teachers, 
  each of whom specialises in one art.
  Play Options: players may wish to brush up their 
  unarmed combat skills or, if recruited by Lindarport for a 
  job, may be sent to this school for a short training course.
  13. sensabathe (sWimming Pool)
  In the suburbs of a city.
  Description: A huge domed complex, mostly built using 
  liquiglass, which can adjusts its transparency to filter the 
  sunlight.
  Off the reception area are a refreshments room 
  serving drinks and snacks, and the changing rooms. 
  The remainder of the dome is a series of large pools 
  surrounded by tropical planting. Skin tanning and beauty 
  treatment rooms are located at the edges of the dome, 
  while soft-drink bars are to be found within some of the 
  pools. All manner of water entertainments are found here, 
  from bubbling spring ‘baths’ to exciting slides and water 
  jets. The pools are all home to a variety of (harmless) 
  fresh-water fish that are reputed to have a soothing effect 
  upon the swimmers around them.
  Costs: Entrance Cr. 5. Drinks Cr. 1-5.
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  Characters: The pool was built by the Herbametics corp 
  to investigate holistic treatments involving aquatic life, 
  but was then bought by the entertainments tycoon José 
  Farrar and turned into a playground paradise.
  Play Options: One or more disgruntled employees (or 
  outsiders) have been putting poisonous rokspine fish 
  into the water. Farrar will hire the players to investigate 
  who is doing this and why (or one of the players might 
  simply be swimming around in the pool when they step 
  on something sharp...)
  14. bolero (danCe studio)
  A street near the town centre.
  Description: A two-storey building, the ground floor 
  of which is a snack bar. A side door and stairwell give 
  access to the dance hall above, which occupies the entire 
  upper floor with mirrored walls and stretching bars.
  Lessons range from aero-dancing (for fitness) to 
  classical and traditional dance styles. Many young men 
  and women (particularly nobles) have learned their first 
  dance steps in this hall, under the inspired leadership of 
  Vanessa Pring.
  Costs: Lessons Cr. 5/hour.
  Characters: Vanessa is a retired dance choreographer 
  who worked on many musical holo-epics in her time.
  Play Options: A good place for young people to meet 
  other young people of the opposite sex. The studio is 
  renowned for the particularly close dance moves required 
  for some of the more traditional styles.
  15. megaboWl (fireball 
  stadium)
  Within a major city.
  Description: A huge, oval stadium, approximately 500 
  metres long.
  This stadium hosts Fireball games almost every night. 
  There are three local city teams, who play a variety of 
  other cities and off-world teams. The place is generally 
  packed to capacity, full of supporters wearing their team’s 
  colours. Vendors sell branded holorosettes, scarves, 
  banners, clothing, etc.
  The arena is sunk into the ground, the first seats being 20 
  metres above the arena floor (for safety). The remaining 
  seats slope rapidly upwards to the executive suites 
  around the rim, where the rich, famous or otherwise 
  privileged elite wine and dine whilst watching the action.
  Costs: Seats Cr. 15-30. Executive suite Cr. 1,000. 
  Snacks Cr. 1-5. Drinks Cr. 1-5.
  Characters: Most of the staff are either aspiring or ex-
  Fireball players, and are decidedly mean if anyone 
  causes trouble!
  Play Options: Last month a young spectator (Andrew 
  Phipps) climbed the barriers and dived to his death in the 
  arena. His parents wish to hire the players to investigate, 
  in the hopes of disproving the rumours that he jumped 
  while under the influence of drugs. (In truth, one of his 
  school enemies took a hypnosis experiment a little too 
  far...)
   
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  Whether your players want to report a crime, receive 
  treatment for an injury, or have been arrested, law and 
  medical institutions can play their part in every campaign.
  1. West 13 (PoliCe station)
  Any town or city.
  Description: A three-storey plascrete office block with 
  a vehicle yard protected by a high wall topped with 
  razor-wire. The windows are bullet-proof and have anti-
  surveillance screens. Tiny video cameras monitor every 
  area of the building (including the roof).
  The entrance area has a registration desk protected by the 
  ubiquitous bullet-proof glass. As with most internal doors, 
  the entrance into the rest of the building has a palm-scan 
  lock. Close to the reception are the visitor waiting areas, 
  the ‘ready’ room (where a duty squad is ready to respond 
  to any emergencies), a medical room and several interview 
  rooms with extensive recording facilities and interfaces for 
  the hand computers carried by all officers. On the middle 
  floor are prisoner holding areas, cell blocks (including low 
  berth storage) and interrogation rooms. On the top floor 
  are the offices (time-shared between officers), computer 
  room, common area (with a small kitchen and auto-vend 
  machines), washrooms, equipment and weapons stores.
  Costs: Fines, bail fees, etc. as appropriate.
  Characters: The chief station officer, Phylip Jones, is a 
  renowned coward and is always unwilling to commit his 
  men to any significant action without authorisation from 
  higher command. His indecisiveness and the resulting 
  fiascos during the recent street riots, has led to West 13 
  being regarded as something of a jinxed station.
  Play Options: The players might be brought here because 
  of a misdemeanour, or might be hired to help break a 
  detainee out of the station before they are transported to a 
  higher security prison elsewhere on the planet.
  2. Port seCure faCility (starPort 
  PoliCe)
  Within a class A-C starport.
  Description: Two large domes, abutted to form a 
  connection.
  The first dome contains the registration area and secure 
  entrance to the rest of the building (most of the doors use 
  palm or retina scan locks). Port troopers relax in a ready 
  room close to reception. A medical room, equipment and 
  weapons stores and trooper common room make up the 
  rest of the ground floor. The upper floors contain offices 
  for senior officers, divided into security, customs and 
  planetary liaison sections. A comprehensive computer 
  system provides internal security, gives access to a huge 
  range of databases (from prisoner details to vehicle 
  registration) and interfaces with other port facilities, from 
  cargo handling to airspace control. An underground 
  vehicle park (with a secure entrance) contains a variety 
  of armoured vehicles.
  The second, heavily armoured dome can be accessed 
  only via a heavily guarded passage from the ground floor. 
  Within this dome are the prisoner cells, interview rooms, 
  low berth storage, and seized goods stores.
  Costs: Customs fines, etc.
  Characters: The station is run with meticulous precision 
  by commander Gerard Depardic, a life-long port security 
  officer. The entire staff moan about his strict rule, but it is 
  noticeable that this facility has less than the usual share 
  of ‘bad’ cops and wrongful arrests.
  Play Options: Whether they have been brawling in a 
  starport bar or caught smuggling, the players are likely 
  to end up in this facility sooner or later. Alternatively, 
  they may be hired as part of an intrepid plan to break 
  into the second dome and steal the extremely valuable 
  confiscated cargos (including drugs, gems, etc.) which 
  are stored there.
  emergenCy serviCes
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  3. green quarter (fire station)
  Near the centre of a town or city.
  Description: A two-storey building with an arched roofed 
  area sheltering three grav fire tenders.
  The building contains a small office, a common room 
  and cramped living quarters for the duty fire crews, an 
  equipment store and small lecture room. A docking bay 
  behind the tender shelter contains ten remote-controlled 
  robot units used for particularly hazardous operations.
  Costs: Courses Cr. 10/person.
  Characters: The chief fire officer, Arnold Turner, has long 
  been proud of the fact that his crews have been trained 
  to deal with almost any manner of fire incident. Whereas 
  many crews concentrate upon normal suburban incidents, 
  his crews’ knowledge has caused them to be called upon 
  to handle fires aboard starships, a blaze at the port fuel 
  dump and a crash at the local military base.
  Play Options: The players might be interested in one 
  of the station’s regular courses on firefighting, including 
  handling starship fires and special hazards (industrial 
  chemicals, etc.). Arnold is very knowledgeable but does 
  tend to blither on about the incidents he has seen.
  4. delta five 
  (Crash resCue Centre)
  Near the centre of a town or city.
  Description: A two-storey building with an array of 
  communications antennas on the roof.
  The ground floor has garages for five rescue units. The 
  upper floor contains offices, centred around a massive 
  bank of computers.
  Advanced computer algorithms are fed with a mass of 
  real-time data from stations around the city and updated 
  every minute of the day to predict where significant 
  incidents (from car crashes to robberies) will occur. 
  Rescue units are then stationed appropriately. Prediction 
  accuracy is only about 25%, but has led to an extra 
  75 lives saved per year. Lyten Technical, suppliers of 
  the computer hardware and software, are constantly 
  investigating enhancements to the system.
  The high tech rescue units consist of an air/raft carrying a 
  robo-medic (xenobiology specialist), a human medic, two 
  autodoc units, full medkits and a VR link to the Delta Five 
  centre. Day or night, the centre can then link the medic 
  with the nearest appropriate medical specialist to provide 
  on-the-spot assessment and treatment until the patient 
  can be gravlifted to hospital.
  The centre also sells incident data and predictions to a 
  few local corporations, to allow these bodies to determine 
  when a catastrophe might strike them.
  Costs: Free to planetary citizens, rescue fees are Cr. 
  1,000 per incident for offworlders.
  Characters: The centre is the brain-child of Alexis 
  Rombar, a Lyten engineer who is often to be found at 
  Delta Five refining the computer software.
  Play Options: Of late, Delta Five’s success rate has 
  dropped to -15%! It is thought that this might be due to a 
  software error, but Alexis suspects a computer hacker is 
  deliberately disrupting the unit’s operation. He may hire 
  the players to find out who is doing this, and why?
  5. CaPital Care (hosPital)
  At the centre of a city or starport.
  Description: A collection of four huge five storey blocks, 
  linked by passageways around a small courtyard area.
  The courtyard is the ambulance bay, allowing patients to 
  be transported quickly to whichever part of the complex 
  can best deal with them. Air-raft bays are also located 
  atop each block.
  The bottom floor of two blocks deal with emergencies, 
  while the other two have routine reception areas and out-
  patient areas. The second floor of each block contains 
  analysis rooms (X-ray, haematology, pathology, etc.) 
  and operation rooms. The third floors have a range of 
  specialist clinics, including xenobiology and cosmetic 
  surgery.
  The upper floors contain small wards of 4 beds and 
  private patient rooms.
  The hospital has two areas of specialisation: psychiatric 
  patients with a history of extreme violence, and neuro-
  surgery. The latter is often used to treat the former.
  Costs: Medical costs can range from Cr. 10 for a simple 
  injection to Cr. 100,000 for a particularly complex brain 
  operation.
  Characters: The renowned brain surgeon Yolanz Paris 
  works at Capital Care.
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  Play Options: A nurse in the psychiatric ward is worried 
  that one of her patients may not be the crazed psychopath 
  her colleagues believe. The man’s ravings indicate he 
  may be in a long-term drug- or hypnosis-induced state. 
  However, he is due to have his memory wiped in a few 
  weeks, as part of his treatment. She recruits the players 
  to investigate the man’s background. (As an example, 
  he may be an intelligence operative who out-lived his 
  usefulness and has been placed here by the government, 
  who will not tolerate an investigation of his past).
  Alternatively, a player suffering from a major head injury 
  (e.g. a gunshot wound) might be brought to Capital Care 
  to be operated on by Yolanz Paris.
  6. biomission (oPen surgery)
  In the suburbs of a town or city.
  Description: A clean, modern, single-storey building with 
  a welcoming smiling face over the doorway.
  This is an open surgery where locals can obtain routine 
  medical checks and treatment for minor illnesses. 
  The waiting area contains a reception desk and a set 
  of self-diagnosis autodocs. The doctors’ offices and 
  examination rooms fill most of the rest of the building. 
  A recently upgraded compuscan unit allows treatment of 
  the majority of sophont aliens. The back rooms contain a 
  computer room, containing a patient database, a lounge 
  for the doctors and a drug analysis unit (suspicion of rug 
  abuse will cause the surgery to contact the local police 
  station).
  Costs: Treatments are generally cheap, as Biomission is 
  a charity operation.
  Characters: The senior practitioners are Dr. Lombard 
  and Dr. Tasker. Dr. Tasker has recently been bribed by an 
  unscrupulous manager at Herbametics to test a new fat 
  reducing compound on her patients; Tasker gives each 
  the medicine as part of a blood balancing medication and 
  then simply monitors their body fat as part of the normal 
  examination process over a period of days.
  Play Options: A young woman, in the peak of physical 
  health, died of a heart attack shortly after seeing Dr. 
  Tasker. One of the woman’s relatives is a hospital 
  surgeon who became suspicious of the repeated blood 
  tests taken by Dr. Tasker, given that the woman was 
  suffering from a minor mental disorder. He is therefore 
  looking for someone to investigate whether Dr. Tasker’s 
  treatments were linked with the woman’s death.
  7. life line (ParamediCs)
  Near the centre of a town or city.
  Description: A converted garage, with a small office 
  area and covered parking for three ambulances.
  Life Line are commonly called Cash Line, for they rush 
  to the scene of a crash and acquire the victim, stabilising 
  them in the emergency low berth stretcher (ELBS) carried 
  aboard each ambulance. They will then refuse to release 
  the victim to a hospital until their extortionate expenses 
  have been paid.
  Costs: Cr. 5,000 for use of the ELBS.
  Characters: Life Line is run by Eliza Forth, a jack-of-all-
  trades businesswoman all of whose previous business 
  ventures have ended in bankruptcy. She has recruited 
  a number of disgruntled medics sacked recently by the 
  local emergency services.
  Play Options: Patients have been seen fleeing an 
  accident site in order to avoid being placed ‘in the chamber’ 
  (i.e. the ELBS). The players may find themselves the 
  unfortunate victims of Life Line, or they may be hired to 
  steal back a victim from these vultures.
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  A selection of monuments, museums and other sites, 
  each with some peculiarity or associated story which 
  may perk the interest of your players.
  1. foundation (monument)
  At the edge of a city or starport.
  Description: Three steel girders stand almost vertically 
  in the ground just beyond the city limits.
  The site is protected by the planetary conservancy trust, 
  for these are the first girders erected when the town 
  was founded several hundred years ago. The area is 
  protected by a wire security fence. Guided tours of the 
  city usually begin from this point.
  Costs: City bus tour Cr. 5.
  Characters: A number of tramps have made this area 
  their home. Although the police continually remove them, 
  they return each night to cluster around the monument. 
  There are reports of occasional strange flickering lights 
  around these girders at night, but local scientists claim 
  these are just reflections from the town lighting.
  Play Options: If approached in a friendly manner, the 
  tramps will reveal that the lights sometimes take on the 
  shapes of faces from their past. The true cause of these 
  effects is one of the tramps, who is a latent psionic, and 
  whose power randomly manifests itself while he is in a 
  drunken stupor.
  2. Paladin mall (indoor lake)
  A large shopping mall in the centre of a city or starport.
  Description: The centrepiece of the mall is a huge (150 
  x 10 metre) lake, coloured pink, with a series of fountains 
  spouting purple fluid, which glows in the dark. As the 
  purple and pink waters mix, a rainbow effect can be seen, 
  with the colour gradually returning to pink. The lake is 
  sponsored by a local Physkem site, to demonstrate their 
  highly accurate thermosensitive dyes.
  Characters: The Physkem public relations manager 
  is a rather wimpy chap called Clark Kent; one of his 
  responsibilities is to maintain the lake in good order.
  Play Options: The lake has been plagued with problems 
  since local youths discovered that urinating in the lake 
  turned the water permanently black. Due to a legal 
  complexity, the lake is not deemed to be within the 
  jurisdiction of the mall security, so Clark wishes to hire 
  the players to guard the lake and apprehend the youths.
  3. The blackness (remoTe 
  lake)
  Near the outskirts of a small town or village.
  Description: A lake in a forested or hilly area close to a 
  town. The lake is inhabited by a small number of large 
  voracious fish. Anglers from across the subsector travel 
  here to do battle with these monsters. Three anglers 
  have failed to return from fishing trips to this lake this year 
  alone. However, far from dissuading them, the numbers 
  of anglers are rising rapidly. A reward of Cr. 25,000 has 
  been offered by a local paper for the first such creature 
  landed this year.
  Costs: Fishing license Cr. 10/month.
  Characters: The local rangers are unable to prevent the 
  anglers fishing, but have instigated a fishing license to 
  dissuade too many foolish amateurs from trying their luck.
  Play Options: The players might wish to try their hand at 
  the Cr. 25,000 reward, or may be hired to investigate the 
  disappearance of a fisherman. In truth, the man has been 
  murdered and his body dumped in the lake.
  4. reWint animalzone (safari 
  Park)
  Wilderness area.
  Description: Animalzone is an area of land set aside as 
  a safari park. The park offers aerial tours to spot the rare 
  and geneered species of animal kept within its confines. 
  The owner is an anonymous and reclusive individual who 
  has dedicated the land to the animals in perpetuity.
  The public flock to see these animals in a natural 
  environment. Some of the genetically engineered species 
  (created by Hypagene) are particularly spectacular. One 
  sites of interest
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  113
  of the natural lifeforms kept here is the Chert Cat, thought 
  in some quarters to be the evolutionary link between 
  basic felines and the Aslan. This is not a popular theory 
  in extremist Aslan circles.
  Costs: Aerial tour Cr. 25/person.
  Characters: The owner of Animalzone is Sarah 
  MacFidgean, an ex-director of Hypagene, who felt pity 
  for the ‘failures’ produced by the company. Most of the 
  geneered stock in the park are such ‘rejects’ whom Sarah 
  has rescued from death.
  Play Options: Several attempts have been made to steal 
  some of the geneered species. The players might be 
  recruited as new wardens to help protect the park.
  5. Corialanus trust (botaniCal 
  sanCtuary)
  In the suburbs of a large city.
  Description: A collection of domed buildings, mostly 
  transparent, filled with plants and trees of all varieties.
  The Corialanus Trust specialise in the preservation (and 
  conservation) of rare flora and fauna from across this 
  subsector. This site is specific to plants, and is intended 
  to maintain the gene pool for re-colonisation of future 
  worlds as well as scientific research.
  The most interesting plant in their collection is the 
  Euphorbian Violet, which is thought to have very weak 
  psionic abilities. The Trust’s gardeners often find 
  themselves feeding the plant more than they should, 
  influenced at a subconscious level by the plant.
  Costs: Entrance fee Cr. 2/person.
  Characters: The head gardener at the sanctum is Frank 
  Hardling, an expert in his field. He is concerned that one 
  of his younger gardeners has been harvesting illegal 
  drugs from several of the plant species.
  Play Options: The players may be hired to keep watch 
  at the sanctum, either to catch the drug-taker, or to trace 
  them back to wherever they sell the drugs.
  6. tillWay Central (Car Park)
  Near the centre of a town or city.
  Description: A large car park, part above ground and 
  part below.
  The car park can contain around 2,000 vehicles. It is 
  reputed by locals to be haunted by a poltergeist, which 
  occasionally damages cars. The local police more 
  cynically view the damage as vandalism, but video-
  cameras have never observed the culprit.
  Costs: Parking Cr. 1/hour.
  Characters: Tom and Dick are the elderly park watchmen. 
  They can both relate tales of supernatural events in the 
  car park.
  Play Options: The players may be hired by a 
  parapsychologist who wishes to record the spiritual 
  activity. After several nights, the players might realise 
  that it is Tom and Dick who temporarily turn off the 
  cameras and damage the cars... or there might really be 
  a supernatural effect at work here.
  7. the quad (toWn square)
  At the centre of a town.
  Description: A large square in the centre of the town, its 
  perimeter marked by a row of poles with orange tasselled 
  ribbons hung between them.
  The square is of religious importance to a local faith - 
  the Chronst Sect. A festival is held here every fourth day 
  of the week. On the days directly before and after the 
  square is covered in stalls selling food and souvenirs for 
  tourists and pilgrims. However, on all other days, entry 
  into the square is strictly forbidden, on pain of death. 
  At night the Quad is lit by green lamps lending a rather 
  nauseous air to the site.
  Characters: The local sect, led by Frederick Burless, 
  believe that their leader Chronst was buried beneath 
  the square - hence the extreme value placed upon its 
  sanctity.
  Play Options: Unwary visitors (such as the players) may 
  well not realise the importance of the square and may 
  find themselves being chased by an angry mob should 
  they enter it at the wrong time of the week!
  8. andross militaria (military 
  museum)
  Near the centre of a town or city.
  Description: An old, large, mansion-like building built of 
  traditional stone.
  This museum specialises in old-fashioned warfare, 
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  containing weapons and vehicles of war dating back for 
  many centuries. Old rifles, revolvers and grenades are 
  held here, with mock-up demonstrations on how these 
  were fired and the impact that they had on warfare.
  Computer and miniature displays show famous historical 
  battles from across the subsector, explaining the tactics 
  used.
  Costs: Entrance fee is Cr. 2/person.
  Characters: The chief museum curator is retired general 
  Allan Bullock, once renowned as the greatest tactician in 
  the subsector.
  Play Options: Anyone with a question about previous or 
  current military affairs would do well to ask Bullock. He 
  is still occasionally consulted on strategy by the current 
  leaders of the world’s armed force.
  9. life line (art gallery)
  Location: Near the centre of a town or city.
  Description: A three-storey ‘S’-shaped building.
  This gallery contains a mediocre collection of art, including 
  sculptures by local artists Hery and Jzxwt, groups of 2D 
  paintings and a few holographic pieces. There is nothing 
  particularly notable here, which begs the question why 
  this gallery has been broken into twice in the last month. 
  Apparently, nothing was taken.
  The gallery consists of a ticket office, shop, freshers, and 
  3 large gallery areas, one on each floor. The top floor 
  also has a small ‘education centre’ for visiting classes of 
  students.
  Costs: Artworks cost from Cr. 500 to Cr. 10,000. Art 
  lessons are Cr. 10/hour.
  Characters: The gallery is owned by Janice Leets, a 
  wealthy businesswoman who thinks she has some skill 
  at art. Hery and Jzxwt have, to some degree, taken 
  advantage of this misguided soul, using the gallery for 
  their own ends. They take the art lessons, but their skills 
  are also limited. Neither knows why the gallery has been 
  broken into recently.
  Play Options: The players may be asked to investigate 
  the break-ins These were caused by the eccentric 
  designer Vil Rogers, who wished to copy some of the 
  sculptures but could not bring himself to be seen in such 
  a low quality gallery!
  10. airCon (flying disPlay)
  At an airfield near a city or starport.
  Description: A 100 sq. km commercial airfield, with 
  runways, hangars, warehouses, air traffic control, radar 
  stations and emergency services. Several times a year 
  the airfield opens its doors to the public for a huge flying 
  display, bringing together the latest airspace defence 
  fighters with ancient subsonic jets.
  At each event, an array of aircraft are parked for viewing 
  (and in some cases the public are allowed to enter the 
  craft). A variety of mobile entertainment and refreshment 
  stands provide or the needs of the large crowds that flock 
  to these events. Other attractions include charity auctions 
  (the winner gets to ride in a fighter craft) and recruitment 
  stands for various flying schools.
  Costs: Entrance Cr 10. Snacks Cr. 3-10. Drinks Cr. 2-10.
  Characters: A number of famous pilots, experienced 
  engineers, etc. can be found here.
  Play Options: The players may enter the AirCon jet race. 
  Entry is open to anyone with a pilot license. The jets are 
  identical, provided by the airfield. The players should note 
  the small print on the entry form disclaiming responsibility 
  for any injury or death (pilots are often killed in this event). 
  The prize is appropriately high: Cr. 250,000.
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  A selection of shops supplying goods which might interest 
  your players, or perhaps provide a patron or alternative link 
  to an adventure.
  1. metafit (armed serviCes 
  outfitters)
  In the city suburbs.
  Description: A large open site with a high perimeter 
  fence. There is a small visitor’s office, several shabby-
  looking workshops, and storehouses.
  This outfitters serves several surrounding systems, 
  producing Scout, Army, Navy and other uniforms and 
  badges. Security is high; shipments are dispatched 
  under government seals. The workshops contain ageing 
  robotailor units which work continuously.
  Costs: Metafit can undertake small runs of uniforms and 
  badges on demand. Cost is around Cr. 500 (for setting up 
  the robots), plus Cr. 1/badge or Cr. 50/uniform.
  Characters: Metafit is run by Garth and Roger Bennett. 
  The company is not particularly profitable and the brothers 
  have been accepting bribes to supply copies of various 
  military and police uniforms.
  Play Options: The players may gain access to counterfeit 
  uniforms through the brothers, or may be employed by 
  their service to investigate the use of uniforms in illegal or 
  fraudulent activities.
  2. PoWerserve (ComPuter 
  retailer)
  Near the centre of a city.
  Description: A huge store on multiple levels, having a 
  total floor area of one square kilometre. Powerserve sells 
  various models of personal and corporate computers. 
  The store is open continuously. Purchasers can trial the 
  machines within the store, and there are repair facilities for 
  faulty or damaged systems. Moving walkways transport 
  buyers to the appropriate area of the store.
  Costs: Powerserve pride themselves on having the 
  lowest prices in the subsector.
  Characters: The Powerserve staff are always polite and 
  courteous.
  Play Options: It is rumoured that Powerserve keep their 
  prices low by recycling damaged and faulty stock. The 
  players might find that a computer bought here seems to 
  already have someone else’s data on it...
  3. aerChirour reorl (aslan fur 
  Cleaners)
  In, or near a starport.
  Description: A small shop in a shopping mall or arcade.
  Aslans enjoy regular and thorough cleaning of their 
  extensive coats. This exclusive salon provides a relaxing 
  massage, thorough combing, wash and drying, and final 
  brush out. Each client is provided with their own private 
  room throughout the process.
  Costs: Grooming Cr. 25-40.
  Characters: Run by a group of young female Aslan, 
  the shop does employ a few humans, but only in as 
  assistants.
  Play Options: A chance for Aslan players to indulge 
  themselves!
  4. Cyfix (Cyber rePairs)
  Near the centre of a city.
  Description: A multi-level complex with a shiny high-tech 
  metallic frontage.
  On higher tech worlds, once a human has suffered 
  damage that cannot be repaired by cloned body parts or 
  enhanced re-growth, the possibility of cybergrafts must 
  be considered. This expert clinic can provide replacement 
  limbs, eyes and other body parts for a negotiated fee. 
  The clinic comprises 20 private bedrooms, 2 surgeries, 3 
  research labs, a records room, and 6 offices.
  Costs: Cyber parts cost from hundreds to thousands of 
  credits. The surgery and fitting costs must be added, for 
  even with nanotech auto-adjustment systems, each part 
  must usually still be tailored to its recipient.
  shoPs
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  Characters: Juney Carto is the chief cyber-surgeon at 
  Cyfix. She is frequently asked to travel to other worlds to 
  use her expertise to save statesmen and other VIPs.
  Play Options: Should a player be severely injured, Cyfix 
  might provide a means for rejuvenating them.
  5. gyton (seCurity system 
  engineers)
  In the centre of a town or city.
  Description: Gyton are a broad-based security firm 
  offering security patrols, alarm installations and security 
  courier services. Their offices are protected by their own 
  security systems and comprise a reception area, meeting 
  rooms, demonstration area, offices and store rooms for 
  equipment.
  Costs: Above average, but Gyton are very efficient and 
  offer an exceptional service.
  Characters: Gyton staff are instantly recognisable by the 
  distinctive blue uniforms that they all wear.
  Play Options: The players may be asked to break into the 
  Gyton offices to steal the codes for the security systems 
  of a certain client, whom their patron wishes to burgle.
  6. Provive (survival gear)
  In a starport or on the outskirts of startown.
  Description: A three-storey building built of plascrete, 
  with a logo involving a planetary system orbited by the 
  Provive name.
  Run by an ex-Scout, Tony Vargo, this company sell 
  all manner of survival gear for both local and off-world 
  expeditions. The ground level of the shop contains 
  displays of its wares; the next floor has offices and the 
  top level has an advice centre for the more adventurous.
  Costs: The shop charges standard equipment prices, 
  although Tony gives fellow scouts and ex-scouts a 10% 
  discount.
  Characters: Tony was a good Scout and has many 
  stories to tell of his exploits. He is more reticent about 
  his later work, which was mostly involved with Scout 
  intelligence.
  Play Options: Certain governments hold long-term 
  grudges against Tony and his ilk for the covert operations 
  they undertook. The players may be hired to locate Tony, 
  or may help him survive an assassination attempt. In the 
  latter case, Tony can return the favour, by calling upon 
  some of his old intelligence contacts to help the players 
  in some way.
  7. miJi’s (general store)
  A back-street of a city or starport.
  Description: A small, two-storey building on the corner 
  of two streets. Miji Malone sells news chips, vid chips, 
  snacks and minor medicines.
  Costs: Cr. 1 for the latest news chip, etc.
  Characters: Miji is an ex-mercenary who has defended 
  his shop from a protection racket for several years.
  Play Options: One of the players may be an ex-
  colleague of Miji’s whom he will call upon to help in his 
  hour of need when the protection racketeers become 
  nasty. Alternatively, the players may simply be passing 
  when the racketeers attack Miji’s shop.
  8. telzxin (designerWear)
  In the centre of a city or in the main mall of a class A 
  starport.
  Description: A three-storey building, its frontage 
  consisting entirely of silvered windows, except for a black 
  doorway and a scripted ‘TX’ logo over the door.
  The sales area of the shop has a ground floor and several 
  suspended floors at various heights, all connected by 
  winding silver staircases. Each area has a range of 
  designer clothing on display. Towards the rear of the 
  shop are fitting rooms and privacy changing booths. 
  The proprietor, named simply Xia, is usually to be found 
  at work somewhere on the ground floor, although this 
  is merely a show for his clients; his exclusive designs 
  are drawn up on the computer systems in his luxurious 
  apartment on the top level of the building.
  Costs: Garments cost from Cr. 1,000 to Cr. 100,000.
  Characters: Xia has a very superior attitude which 
  annoys many people, although he can be perfectly 
  charming to clients if they appear sufficiently wealthy.
  Play Options: This is the place to spend huge amounts 
  of money on designer clothing.
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  9. sharPshooter (WeaPons 
  shoP)
  Near the suburbs of a town or the edge of a startown.
  Description: The shop sells legal weapons to anyone 
  with an appropriate license. However, if the client makes 
  it clear that they are a mercenary, then the owner (Rob 
  Redburn) will offer to let them examine a catalogue of 
  less legal wares. Available for a premium fee are a range 
  of heavy military weaponry supplied by Heretic Weapons. 
  These items are not stored at the shop, but Rob has 
  contacts within Heretic who can get hold of them at short 
  notice.
  Costs: Standard prices, +50% per law level that this 
  world is higher than the level at which the weapon would 
  be legal.
  Characters: Rob Redburn is an ex-mercenary himself, 
  having seen action in a number of wars and rebellions 
  across the subsector. Having acquired sufficient funds, 
  he decided it was safer to sell weapons rather than use 
  them.
  Play Options: The ideal source for your player gun-
  bunnies!
  10. leCtra (eleCtriCal goods)
  In the suburbs of a city or at the edge of startown.
  Description: A small two-storey building with large 
  display windows and a discrete sign over the door.
  Well stocked with basic retail electrical goods, there is 
  an under-the-counter supply of surveillance equipment, 
  mini-vid cameras, rifle microphones, remote relay CCTV, 
  etc. In fact, complete kits for surveillance and bugging.
  Costs: The electrical goods are all at standard prices, but 
  the surveillance equipment is quite expensive, since it is 
  illegal on this world.
  Characters: Lectra is run by Georgi Kalek, a retired 
  private investigator who has an interest in electronics.
  Play Options: If your players fancy a bit of snooping, this 
  is the place to buy the equipment!
  11. money realisation zone 
  (PaWnbroker)
  Anywhere in a town or starport.
  Description: A small shop frontage.
  Money Realisation Zones (MRZs) are a chain who 
  allow people to ‘realise the cash value of their assets’. 
  Anyone can bring items here, which will be vetted by the 
  assessment staff to determine their value and ensure that 
  the owner realises the goods will be sold if not redeemed 
  within an agreed period.
  Costs: The MRZ will usually give the owner 50% of the 
  actual saleable value of the item, setting the redemption 
  price at 60-70%.
  Characters: This MRZ chain is run by anex-mobster, 
  Tammy Malori.
  Play Options: Tammy also runs an illicit loan service. He 
  occasionally hires individuals (the players?) to collect on 
  unredeemed debts.
  12. Planetlook (Clothes shoP)
  Anywhere in a town or starport.
  Description: A large three-storey block of archaic crafted 
  stone on the corner of two major roads.
  PlanetLook supply a huge variety of everyday clothing 
  suitable for on-planet wear. They advertise themselves 
  as being able to cater for any species and sex, although 
  the selection of clothing for less common alien races is 
  rather limited. One annoying feature of the store is that 
  all the mirrors are programmed to detect clients wearing 
  new PlanetLook clothing. The mirrors will then make 
  inane comments, such as ‘That looks great on you’ or 
  ‘Just your style!’
  Costs: PlanetLook clothing is generally quite cheap, 
  without sacrificing quality.
  Characters: This PlanetLook store is run by Trudy 
  McFarlane.
  Play Options: A computer hacker has managed to alter 
  the mirror comments to less favourable ones, such as ‘I 
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  don’t know if I would wear that…’ The company would 
  like to hire anyone with appropriate computing skills who 
  can track down the hacker.
  13. stage one (theatriCal 
  retailers)
  Near the centre of a town or city.
  Description: A large modern office block with a garage 
  area in the basement.
  Stage One supplies are used by all the major live 
  performers on this planet. They sell every form of make-
  up, wigs, props, costumes, scenery, sound effects, music, 
  etc. for a number of historical periods. Given sufficient 
  notice they can create costumes and props to order.
  Their catalogue is available by datalink, and the ground 
  floor of the building contains an extensive display of their 
  wares. Floor 1 is mostly offices, and floors 2 to 6 are 
  stock rooms. The garage contains staff vehicles as well 
  as Stage One’s own delivery trucks.
  A large warehouse site outside the city contains a variety 
  of vehicles and old starships for use by film companies.
  Costs: Props may be purchased or hired. A play laser 
  gun may cost just Cr. 5/day, but a complete Imperial 
  Emperor’s costume, made to order, might cost Cr. 5,000 
  or more.
  Characters: Stage One is run by Simeon van Hault, 
  one of the most experienced makeup artists in the film 
  business.
  Play Options: An excellent place for players who wish to 
  update their disguise kit, lease a tank (with deactivated 
  weapon), dress up as their favourite film idol, etc., etc.
  14. uP’n’doWn (building 
  suPPliers)
  In the suburbs of a town or city.
  Description: A single huge warehouse, with a large 
  vehicle park.
  Up’n’Down stock most types of building supplies in common 
  use on this planet, from steel girders to plascrete. They 
  are unusual in that they also stock a wide range of more 
  specialised materials from I.F.I, including construplast, 
  superdense beams, protective paints and laminates and 
  other materials that are more commonly used in building 
  military installations, bank vaults, starship hulls, etc.
  Clients are dealt with by an electronic system in the 
  reception area at the end of the warehouse. Robots then 
  locate the materials and bring them out to load them onto 
  client’s vehicle (a delivery service is available).
  Costs: Up’n’Down charge an extortionate amount for 
  their ‘special’ materials, as they are the only such supplier 
  on this continent.
  Characters: The robots here are all given individual 
  names, are excessively polite, and finish every sentence 
  with an irritating Up’N’Down slogan.
  Play Options: players looking to build a bunker, protect 
  their starship with armour laminates, or similar, will 
  find this a very useful place. The high prices are only 
  for government buyers - if the players can talk to one 
  of the few human store clerks and convince them they 
  are private buyers, they can get the items at a more 
  reasonable price.
  15. animageniCs (Pet shoP)
  In the centre of a city or starport.
  Description: A small shop front shows a variety of 
  strange animals in cages and running around free inside 
  the shop.
  The shop extends back and has several storeys, the 
  upper levels containing the more reclusive animals 
  which dislike the bustle of the ground floor. Animagenics 
  stock a range of alien creatures and have a franchise 
  with Hypagene for producing fantastic and mythological 
  creatures to demand;
  •	
  Peeker monkeys of increased intelligence, with 
  problem-solving and toolusing capabilities. Popular 
  for their endearing appearance, friendly nature, 
  cleanliness and ability to learn and perform fairly 
  complex commands and technical tasks. Peekers are 
  used by the military for reconnaissance tasks.
  •	
  Farren cats, geneered to have a similar intelligence to 
  the Peekers, but better suited to less technical roles 
  (as guards or for combat). Farren cats are relatively 
  small but have ferocious claws, a vicious and mildly 
  poisonous bite, and a very loud howl.
  •	
  Baladragon - a small, dragon-like creature, available 
  mostly as a curiosity. Able to eat almost anything and 
  breathe small bursts of fire. Rarely house-trained.
  Costs: Small cuddly pets cost as little as Cr. 100. 
  Geneered semi-intelligent creatures such as the Peekers 
  cost around Cr. 25,000.
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  119
  Characters: The shop is run by Jenna Thorn, a likeable 
  though slightly inept person whose life is further 
  disorganised by her animals. It is sometimes difficult to 
  determine whether she, or the animals, run this shop.
  Play Options: A purrrfect opportunity to obtain a pet 
  for the players’ ship. Alternatively, the players may go 
  to Jenna’s aid during, or after, an attack on the shop by 
  animal liberationists. She might hire the players to search 
  for her favourite Peeker pair, taken by the liberationists. 
  The players may be offered a free pet for their troubles!
  16. thaxten sellers (ProPerty 
  agent)
  At the centre of a town or city.
  Description: A tall, narrow building of five floors. 
  Projected onto the walls is a continuously changing 
  display of properties.
  The ground floor consists of a plush reception lounge 
  with private meeting rooms for dealing individually with 
  clients. The first through third floors house Thaxten staff, 
  from property assessors to the office manager. The top 
  floor houses the office records, the computer facilities, 
  and a staff lounge.
  Thaxten deal with over 2,000 non-commercial properties 
  on this world as well as selected holdings on neighbouring 
  worlds. Holopictures and VR walk-throughs of the 
  properties are available, avoiding any need for the client 
  to visit the site itself.
  Costs: Prices range from Cr. 500/month rentals to multi-
  million credit estates. The latter are not publicised; the 
  details are only disclosed to appropriately wealthy clients.
  Characters: Dawn Salisbury is the manager of Thaxtens, 
  who supervises the higher-priced properties. It is 
  rumoured that she could sweet-talk a Talquil into eating 
  its own feet off, if she ever wanted to.
  Play Options: The players might wish to hire some 
  property or invest their money in real estate. Alternatively, 
  they may be hired by the thief Maria Charles to help 
  her break into the office to steal the holo-plans of 
  several luxury mansions, which she intends to burgle at 
  some point in the future when they have been sold to 
  appropriately wealthy people.
  17. fleetfoot max (raPid 
  Courier serviCe)
  In a city centre or starport.
  Description: A small two-storey office building, with an 
  attached garage.
  The office is not much more than a reception desk, while 
  the upper floor is a lounge area for the on-duty couriers. 
  The garage houses speedy grav bikes and vans.
  Fleetfoot provide a guaranteed delivery time to 
  destinations across the entire subsector, priding 
  themselves on a 99% on-time delivery rate. They can 
  handle any small shipment, from a single holocrystal to 
  be transported to the other side of the planet, to a cargo 
  of valuable goods to be escorted to the other side of the 
  subsector.
  Fleetfoot have a good working relationship with the local 
  Lindarport Security branch, who may be called upon to 
  provide extra escorts for particularly valuable cargos.
  Costs: High! But worth every credit!
  Characters: Run by Olly North, ex-Scout.
  Play Options: The players may simply need to deliver 
  something somewhere fast, or they may be hired 
  temporarily by Fleetfoot to undertake a courier or escort 
  mission.
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  However old and experienced your players may be, 
  there is always something new to be learned...
  1. College of traditional skills
  On the outskirts of a town or city.
  Description: A complex of modern buildings in a forested 
  campus area.
  This college aims to teach students old fashioned crafts 
  and skills. Some of these (fire-building, weaving, crop 
  skills, basic electronics, low tech computer construction) 
  are of significant use for colonists on new worlds and the 
  Scout Service has donated generously to this college. 
  Other skills such as oil painting and shoe mending are 
  more of an indulgence.
  The college has around a thousand students at any one 
  time. Course lengths depend on the subject and can 
  range from a  few weeks to several years.
  The College comprises lecture halls, offices, workshops, 
  woodland and farming areas, riding facilities, residential 
  halls and a restaurant.
  Costs: Courses cost from Cr. 100 to Cr. 6,000, 
  averaging approximately Cr. 2,000 per year, excluding 
  accommodation, etc.
  Characters: Werner Brawer is the Scout Service liaison 
  officer at the college, overseeing the raw recruits who 
  form part of the student numbers.
  Play Options: A useful place to learn some basic survival 
  or craft skills. A number of useful Scout contacts may be 
  made here.
  2. agryt Coligi (sChool for 
  talented Children)
  On the outskirts of a town or city.
  Description: A small complex of domed buildings within 
  a small fenced playing area.
  The Agryt Coligi is a school for human children aged 3 
  and over who have shown some form of unnatural mental 
  talent. The school is highly regarded by parents as a 
  high-powered education facility, able to enhance a child’s 
  performance, advancing their mental age by up to 25%.
  Many parents are willing to pay the excessive fees 
  required to gain entry for their children, while truly gifted 
  individuals receive the Agryt scholarship.
  Costs: Schooling fees are Cr. 15,000/year.
  Characters: The nominal owners of the Coligi are the 
  Agryt Trust. However, the majority of the Trust directors 
  are also covert members of the Stellar Education 
  Cooperative (SEC). The hypnosis techniques used by the 
  school are regarded as rather dubious in some quarters.
  Play Options: The players are recruited by some worried 
  parents to investigate the methods of teaching used by 
  the school and the information which is being spoon-fed 
  to their children.
  3. dreamon (subliminal 
  learning Centre)
  At the centre of a city, starport or startown.
  Description: The walls of this building are solid sheets of 
  black plasglas, covered in a continuous sheet of running 
  water. Strange hazy visual images are projected across 
  this shining surface.
  Dreamon 
  provides 
  training 
  using 
  traditional 
  and 
  subliminal means to enhance training acceptance and 
  reduce learning times. Most needs can be provided by 
  a correspondence course, e.g. gunnery, computing and 
  languages. However, this building is a larger office which 
  can provide high intensity training for more immediate 
  needs.
  The building has a plush welcoming reception area, 
  multiple training rooms, a restaurant, washrooms, and a 
  computer centre from which the various training systems 
  are co-ordinated.
  Costs: Correspondence courses cost Cr. 100-Cr. 
  1,000 (depending upon the subject) to gain a working 
  knowledge. More advanced courses may cost up to Cr. 
  10,000.
  eduCation
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  Characters: Dreamon was set up by the renowned 
  psychologist Victor Ambrose, but has since been taken 
  over by his assistant Tanya Kurtz - Ambrose has returned 
  to a research post at the sector capital university.
  Play Options: A customer who underwent an intensive 
  Aslan language training scheme claims the treatment 
  has revealed concealed memories within his brain. He 
  claims a five year period of his memory has been altered 
  to conceal his work as a top ranking Imperial agent. He 
  hires the players to help solve this mystery. Are these new 
  memories true, has the Dreamon treatment damaged his 
  brain, or is he suffering from some form of delusion?
  4. nextdose 
  (PharmaCeutiCal researCh)
  On the outskirts of a city.
  Description: A huge U-shaped, six-storey building of 
  shining steel and glass, surrounded by smaller buildings. 
  A high security perimeter fence is broken only by a guard 
  house and reception building.
  Nextdose research new preventative medicines for stellar 
  travellers; successful drugs are sold to larger companies 
  to take to production. The site works on antiviral and 
  antibacterial products (e.g. Hemaxicain – a prophylactic 
  treatment for Vilen syndrome) as well as detoxifying drugs 
  for certain atmospheres. The drugs can be administered 
  before the traveller reaches their destination and provide 
  protection throughout their stay.
  A recent chance discovery has caused the company to 
  branch out into the field of drug-enhanced learning; they 
  now require volunteers to test the latest drugs before 
  trying to sell them on for production.
  Costs: Trial volunteers are paid Cr. 1,000.
  Characters: The doctor controlling the learning drug 
  trials is Pierre Stavrou, a renowned expert on neurological 
  disorders.
  Play Options: A successful trial would significantly 
  increase the company’s share value. Volunteers suffering 
  side-effects from the treatment will be told to keep quiet... 
  or else. The players might become volunteers, or be 
  employed by a mother trying to find her missing juvenile 
  son. The son volunteered for the trial in order to get some 
  cash and has suffered severe side effects; he’s being 
  held in a secure medical bay in the Nextdose HQ.
  5. viProteCt (seCurity training)
  Outside a city or starport, in an area of woodlands or hills.
  Description: A vast private estate, ringed by security 
  fencing. At its centre is an old military base, with barracks, 
  a shooting range, canteen, stores, offices, hangars 
  (containing a variety of civilian and military vehicles) and 
  a mock-up civilian street.
  Viprotect offer a range of security training, from one-
  day weapons usage to month-long diplomatic protection 
  courses. The longer courses include a formal examination 
  and those who pass are provided with appropriate 
  certification. The courses are well attended, both by 
  civilians (e.g. trying to obtain a gun license) and security 
  employees (e.g. prospective bodyguards). The high 
  quality of training at this centre is recognised on this and 
  several neighbouring worlds. Lindarport Security staff 
  train here regularly.
  Costs: Courses are Cr. 250/day per person, for 
  accommodation, food and equipment.
  Characters: The Viprotect staff are largely experienced 
  ex-military 
  personnel, 
  with 
  a 
  few 
  ex-intelligence 
  operatives. The centre is run by Colonel Arthur Scott, 
  who has seen service in the marines and secret service.
  Play Options: The players may pick up a variety of 
  useful skills here. All the courses are extremely intensive, 
  allowing a basic skill level to be attained in one or two 
  skills (Gun Combat, Blade Combat, Demolitions, Tactics, 
  etc.) during a month-long course (cost Cr. 9,000).
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  122
  This section describes examples of those who sell a 
  service, rather than just goods.
  1. saPPhire (deteCtive agenCy)
  In the back-streets of a town or starport.
  Description: A small two-storey building crowded 
  between houses and shops.
  The proprietor of the Sapphire agency is an Aslan ex-
  Scout called Saffyre Tanzanada. Saffyre is an Aslan with 
  an attitude. Provided there is a profit to be had, she will 
  take on any problem. She often operates on her own but 
  occasionally employs an ad-hoc team of assistants.
  The ground floor of the building is her office: a front 
  reception room and a rear office with cabinets containing 
  various pieces of equipment and data records.
  Saffyre’s living quarters are in startown, and she has her 
  own ship in the starport, allowing her to undertake off-
  world investigations.
  Costs: Saffyre charges Cr. 100-500/day (plus expenses) 
  depending upon the wealth of her client.
  Characters: Saffyre is an outcast, her close family having 
  been killed in a dispute with the rest of her clan. She 
  maintains little of the honour code of the Aslan, having 
  discarded such niceties in preference for her own survival 
  in this hazardous career.
  Play Options: Saffyre may be a useful patron for the 
  players, given the wide variety of tasks she undertakes.
  2. Cyserve (robotiC servants)
  In the centre of a city or starport.
  Description: A tiny office on the corner of a shopping mall.
  The office houses just two administrative staff - the rest 
  of the Cyserve operation is conducted from a warehouse 
  complex on the outskirts of the city.
  Robot butlers, chefs, stewards and even pseudo-
  biological companions are all available from Cyserve. 
  The various robots are usually available for hire, although 
  some clients can afford to buy them. Their services 
  are used by many well-known local officials, and are a 
  necessity for the wealthier households.
  Costs: Hire of a simple servant robot is Cr. 50/day. Highly 
  skilled pseudo-bio robots could cost several million credits.
  Characters: Cyserve is run by the Pendril sisters - 
  experts in robotics and cybernetics.
  Play Options: A Cyserve employee has been paid an 
  enormous sum to re-program one of the robots to kill its 
  next client. The robot is intended for a particular wealthy 
  businessman, but just happens to be whichever robot the 
  players are interested in...
  3. fishers (betting agenCy)
  Anywhere in a town or starport.
  Description: A small shop with animated Appans and 
  their riders galloping continuously across its walls.
  Fishers is a relatively small independent betting agency 
  where odds on almost anything are offered, given a 
  reasonable fee. Punters should beware the complex 
  legal terms under which all Fishers bets are taken, for 
  the agency often uses the more obscure clauses to avoid 
  paying up.
  The agency comprises a large front room where bets are 
  placed electronically and a communications console for 
  receiving bets remotely. At the rear is a large office where 
  all bets are calculated. The agency keeps very little of its 
  takings on site, preferring direct electronic transfer to its 
  bank account.
  Costs: Almost any form of bet is acceptable, with Fishers 
  willing to pay out up to Cr. 10,000 on any bet.
  Characters: Fishers is run by Larry Sanders, a 
  disreputable-looking character with a shady past.
  Play Options: The players will be hired by a client whose 
  bet has not been honoured. A triple win by a certain 
  zipwire player should have netted the patron Cr. 9,000 
  or so, but Fishers claim to have lost his electronic bet 
  registration. He wants the players to break into Fishers 
  and find extract the registration from their computer as 
  proof of his bet.
  serviCes
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  123
  4. revieW (beauty salon)
  Location: At the centre of a city or starport.
  Description: A long, low complex with a domed glaspex 
  roof.
  The Review salon provides new looks, hair styles, facials 
  and alternative therapies for all manner of clients. A small 
  reception area leads to changing rooms. The facilities 
  include a large pool and separate treatment rooms for 
  each client. A communal relaxation area has plush 
  furniture and auto-meditation couches by an open fire.
  The treatments use a wide range of natural products 
  produced by Herbametics.
  Costs: Treatments cost Cr. 25-200.
  Characters: The salon owner, Sally Flynn, is a strong 
  believer in herbalism and holistic medical practices.
  Play Options: Sally undertakes therapy sessions for 
  selected clients. She is not registered as a medical 
  practitioner and thus might be prosecuted for undertaking 
  this work, but she feels she has healing skills which 
  should be used, rather than hidden.
  A player with a seemingly incurable illness may find 
  temporary or permanent help from Sally. She does have 
  a healing ability, but whether this is a psionic skill or some 
  other form of power is not known.
  5. bforthuW auCtion house
  In the centre of a city.
  Description: A traditional wood and stone building built 
  in a square around a small garden.
  The Bforthuw is well known for its unusual specialisation 
  in the sale of inventions that never succeeded. A plush 
  lobby on the entrance side leads to three large auction 
  halls, one on each of the remaining sides of the square, 
  all furnished in antique woods. The upper floors of the 
  building contain offices, while the basement has a series 
  of vaults for storing the auction goods.
  Costs: Bforthuw charges a 10% commission on all sales.
  Characters: The chief auctioneer is Erina Carpic.
  Play Options: Erina has been tipped off about a failed 
  invention that, due to recent advances in technology, 
  might actually have significant value in the field of gravitic 
  field control. She cannot purchase the invention papers 
  directly, nor does she have time to copy them prior to the 
  auction. She will hire the players to bid on her behalf.
  6. sunrise Comlink (neWs 
  CorPoration)
  In the centre of a major city.
  Description: The Sunrise offices are a huge imposing 
  building with symbolic antennas protruding from its 
  frontage.
  Sunrise are a planetary news company that provides 
  news reels for some of the larger subsector groups 
  under contract. The building centres around a huge spiral 
  staircase, with public reception areas at the ground floor, 
  vidstudios on levels 1-3, sound studios on levels 4-5 and 
  above that offices. The top level has a communications 
  room for transmission across the planet. Several 
  sub-levels provide storage for decades of previous 
  transmissions, mostly on holocrystal media.
  Characters: Sunrise is run by Parlin Lancer, an ambitious 
  business tycoon. Sunrise’s latest acquisition is the 
  renowned reporter Argus Happel.
  Play Options: Sunrise are always willing to pay good 
  money for exclusive rights to an interesting story. The 
  players might be hired to track down such stories, or to 
  steal them from other news corporations.
  7. qWoJer (insuranCe brokers)
  Near the centre of a town or city.
  Description: 
  A 
  large 
  office 
  block, 
  generally 
  indistinguishable from its neighbours. The ground floor 
  contains reception facilities and conference rooms. 
  The first floor has a large computer facility, while the 
  remaining floors are offices. The basement houses the 
  utility systems (power, water, etc.).
  Qwojer has just been declared bankrupt by a subsector-
  level audit commission. An inquiry is being set up to 
  resolve how to compensate clients. The 17 worlds on 
  which the company operated are in uproar over the 
  scandal, and other insurance companies are watching 
  the case closely.
  Costs: Exceptionally high!
  Characters: A dual computer security key is needed 
  to access many of Qwojer’s holdings. Their chief 
  investment operative, Thomas Blyning, and his colleague 
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  124
  Gren Charles, were the only ones who possessed the 
  key (for security reasons). However, both have suddenly 
  disappeared, leaving Qwojer unable to access much of 
  its funds. The company could have covered this up (until 
  the computer security system was bypassed) were it not 
  for a mysterious press tip-off, which led to an emergency 
  audit and their bankruptcy declaration.
  Play Options: The (unofficial) bounty on Blyning and 
  Charles is around Cr. 1,000,000 and is growing daily; the 
  company desperately needs those security keys or it will 
  be forced out of business. Rumour has it that Blyning has 
  been transferring funds to his own accounts and when he 
  disappeared, he killed Charles to ensure the company 
  couldn’t determine where the money had gone before he 
  had a chance to launder it...
  8. PoJug Publishing (Printing 
  house)
  In the suburbs of a city.
  Description: This industrial complex has two huge 
  warehouses, a vehicle yard and two modern plascrete 
  blocks, one a printing shop and the other offices. The 
  whole site is surrounded by security fencing.
  Pojug is widely known for its educational works, in 
  particular its treatises on the different human species, the 
  Aslan and Vargr races, and the socio-political differences 
  between these major sophont races. The company also 
  publishes major philosophical and political works and, 
  as a result, has been subject to several unsuccessful 
  lawsuits in recent years.
  The offices are well-furnished with modern computer 
  layout facilities for translating works into a variety of hard- 
  and soft- copy formats. In addition the chairman’s office, 
  the upper floor includes an extensive library of alien 
  printed works. The library is open to researchers but not 
  to the general public.
  Costs: Pojug’s volumes cost from Cr. 5 to Cr. 100, 
  depending upon content and format.
  Characters: The chairman of Pojug is Simon Templeton, 
  a professor of xenobiological studies, who took over 
  Pojug from his mother, and has since focused its works 
  towards analyses of alien species. Among Pojug’s 
  range of philosophical books, by far the best sellers are 
  the works of Feo da’Perin, with whom Pojug have an 
  exclusive contract.
  Play Options: Various staff within Pojug fear that 
  Templeton’s obsession with aliens is gradually ruining the 
  business. There have been a number of polite attempts to 
  persuade him to continue producing philosophical books, 
  but to no avail. An attempt on his life will be blamed on 
  Feo da’Perin, whose latest work has just been rejected 
  by Pojug. Feo will hire the players to clear her name.
  9. datavieW (library)
  Centre of city or starport.
  Description: A towering pale blue skyscraper of thirty 
  levels.
  The library may be accessed remotely by data link or in 
  person. Data is stored in a wide range of formats, from 
  hardcopy and microfiche to softcopy and holo-data.
  The majority of the levels are repositories for this data. 
  The lower levels have private research rooms for hire. 
  Downloaded soft data automatically scrambles itself after 
  2 weeks (to protect the copyright).
  Some of the older records within the upper levels contain 
  very old planetary geological data and records of seismic 
  activity from a research centre long-since closed.
  Costs: Cr. 5/hour for any form of search.
  Characters: The chief librarian is Adolphus Reorch, a 
  retired professor of astrographics.
  Play Options: Last month someone attempted to 
  covertly access the old geological data, by hacking into 
  the library computers. The security system detected the 
  attempt and disconnected the offender, but Adolphus 
  would like to hire the players to find out why someone 
  was so interested in this old data.
  10. Jouhou reserve (bank)
  The centre of a city or starport.
  Description: A square block of a building, decorated in 
  splashes of varied colours which gradually shift across 
  the walls.
  Jouhuo specialise in providing a personal service to 
  their customers. They are particularly interested in Vargr 
  customers, having a special high interest account with 
  the conditional clause that any account not used over 
  a year long period becomes the property of the bank. 
  Many Vargr are sufficiently rash and forgetful that the 
  bank often exercises this clause. The bank office has a 
  number of customer rooms, specific to humans, Aslan 
  and Vargr, all decorated to the tastes of that race. Jouhou 
  have developed a niche market as many beings prefer 
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  125
  their personalised service to the automated systems 
  elsewhere.
  Costs: The bank can handle all the usual investment 
  functions.
  Characters: Paulo Frankil is a computer clerk at the 
  bank. Paulo has noticed that with the emphasis on less 
  computerised methods, there is an increased opportunity 
  for fraud.
  Play Options: Paulo can only extract the funds he has 
  embezzled by getting a third party to open an account 
  into which he can feed the money. He will pay the players 
  a part of the proceeds to help him. Unfortunately, the 
  bank is already keeping a watch on Paulo...
  11. henry’s (vehiCle hire/sale)
  The centre of a city or starport.
  Description: A large forecourt displaying a range of 
  vehicles, from motorbikes to air-rafts, with a small office 
  to one side.
  Henry Davenport has run this business for over 50 years 
  and has been so successful that he owns a chain of 
  garages. He will hire anything to anyone provided the 
  price is high enough and the deposit large enough. Any 
  minor marks on a vehicle on its return will cause a sizeable 
  deduction from the deposit money. The office is spartan 
  - Henry believes that efficiency requires simplicity. His 
  vehicles are all regularly serviced at a local garage.
  Costs: Henry’s advertised prices are high, but he 
  enjoys a bit of haggling, and can usually be reduced to a 
  reasonable price.
  Characters: Henry runs his garage chain from his simple 
  but luxurious abode on the outskirts of the city.
  Play Options: A good place to hire a good quality vehicle, 
  provided the players bring it back without any damage!
  12. teChgen (gene bank)
  At the centre of a town or city.
  Description: A large long building with a textured crystal 
  surface such that it breaks the sun’s rays into a myriad 
  rainbows.
  Techgen hold a huge selection of genetic samples taken 
  from individuals, for purchase by research organisations. 
  All samples are sequenced and this information is 
  available on a database which is available for an 
  expensive fee. Requests for the database are mostly dealt 
  with electronically, but in some cases an appointment is 
  granted. Visitors will only see the reception area, with its 
  stunning displays of how Techgen’s work is helping solve 
  problems across the subsector.
  Costs: Gene bank samples cost around Cr. 1,000 per 
  individual. Given that tests usually require several 
  thousand individuals to be statistically significant, the 
  profitability of this business is obvious.
  Characters: Techgen is a subsidiary of Hypagene - 
  its managing director Artur Claryn, is also a director of 
  Hypagene.
  Play Options: Recent newsvid documentaries have 
  accused Techgen of misusing the information it holds, 
  allowing supposedly anonymous donors to be identified. 
  This has been vehemently denied by Techgen.
  13. bmC (data storage 
  agenCy)
  Outskirts of a city.
  Description: A complex of five rectangular metallic 
  buildings with rows of opaque silvered windows, 
  connected by walkways at each of their three levels.
  BMC provides a continuous back-up store of data for 
  many of the planet’s companies. Should a major incident 
  destroy a company’s computer systems, BMC’s mobile 
  computer resources, with the company’s restored data, 
  can be one site and operational within hours, allowing the 
  company to continue business.
  It is rumoured that the underworld have tried to hack into 
  the site, but the extreme security measures have so far 
  withstood their attempts. The site itself is also secure, 
  requiring innumerable forms of identification even to pass 
  beyond the reception desk.
  The five buildings contain offices and computing systems, 
  but a final copy of all data is also held in a vault deep 
  beneath the surface - supposedly immune even to a 
  nuclear strike.
  Costs: BMC charge high rates for their service, knowing 
  that each company values its electronic data beyond 
  measure.
  Characters: BMC is run by Emil Senseil, an expert 
  hacker who now applies his expertise to securing data 
  against intrusion.
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  126
  Play Options: It is only a matter of time before another 
  attempt is made to hack into the BMC site. The players 
  might be hired to help infiltrate the site, or they might 
  accidentally find evidence of the hackers which could be 
  given/sold to BMC or the police.
  14. notraCe (toxiC Waste 
  disPosal)
  Outside a city or starport.
  Description: The Notrace headquarters are contained 
  within a small, discrete, office block. Visitors are rarely 
  allowed beyond the reception area, where a long hallway 
  leads to the management offices, press liaison room, 
  security room, and a staff common room.
  Notrace recycle or dispose of toxic waste from industrial 
  sites on this and a neighbouring world. Environmental 
  groups keep a close watch on companies such as 
  Notrace, to ensure that the waste is disposed of safely 
  and not simply dumped. Notrace has a number of 
  disposal and recycling sites across the planet.
  Notrace is owned (via a circuitous route through 
  several holding companies) by the industrial chemicals 
  conglomerate Physkem. This information is not generally 
  known.
  Costs: Notrace charge a moderate fee for their services 
  and receive some funds from selling on reclaimed 
  chemicals.
  Characters: Notrace is run by Jill Daniels, previously a 
  senior official in the government ecology department.
  Play Options: The players are asked to break into the 
  Notrace offices to find evidence of illegal dumping of 
  chemicals. They may also discover the link with Physkem. 
  For various political reasons, the corporation would rather 
  that this information does not become public knowledge.
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  127
  This section describes some starport-specific 
  businesses and entities.
  1. trans-system starWays 
  (booking offiCe)
  In a city centre or starport.
  Description: A huge globe, the design and coloration 
  matching that of the TSS logo – a striated world globe. 
  The globe is suspended on aesthetically curving girders. 
  Trans- System (TSS) are one of the largest trading 
  corporations in this sector, running innumerable liners, 
  traders and bulk-haulers.
  Entry is via lifts in a wide pillar which runs up through the 
  centre of the globe. The lower levels of the globe contain 
  booking, cargo handling and customer relations offices. 
  The upper levels contain the corporate offices, computer 
  systems and administration centre.
  Costs: TSS charge standard passage fees, but 
  commonly offer discounts for regular travellers and 
  corporate purchasers.
  Characters: TSS is run by Buth Saffrin, a portly trader 
  who worked his way up through the ranks to become 
  chief executive officer.
  Play Options: Buth occasionally goes adventuring and 
  may hire the players to join him on a venture. In truth, the 
  instant danger threatens, Buth’s survival instincts will cut 
  in, turning him into a cringing coward.
  2. litesPeed (monorail)
  A network of underground tracks throughout the starport.
  Description: When certain services within the starport 
  were privatised by the government, the monorail system 
  was bought up by its own employees. This co-operative 
  now run the most efficient and speedy means of getting 
  around the starport, although service always seems to be 
  ridiculously slow if carrying government officials or goods 
  (the co-operative still harbour a grudge; if their buy-out 
  had failed during the privatisation, they would have lost 
  their jobs.)
  Costs: Anywhere in the starport for Cr. 1.
  Characters: The co-operative leaders are Yvet Grant, 
  Tony Church and Ralil Ferhtar.
  Play Options: While the players are travelling on an 
  unusually slow monorail journey, a man in a suit pulls 
  a hand grenade from his pocket and declares he is 
  going to ‘teach the *&!?& co-operative a lesson’. He is a 
  government clerk who has finally cracked...
  3. itzJusCumin (taxi firm)
  Anywhere within the starport.
  Description: An abandoned starship hangar is now in 
  use as a vehicle garage for this taxi firm. Administration 
  and car co-ordination is handled from an improvised 
  comms system on one side of the garage, where on-
  duty drivers lounge around on old sofa and consume 
  (hopefully) soft drinks.
  The firm runs 25 vehicles ranging from high speed luxury 
  air-rafts to a bi-wheeled ground craft. The company 
  operates around the clock and is reputed never to report 
  unusual incidents to the police (e.g. clients carrying guns, 
  running away from the scene of a crime). They are also 
  some of the fastest and most dangerous drivers on the 
  planet...
  Costs: Cr. 1/km + Cr. 1/minute.
  Characters: The firm is run by ‘Rob’ Roy Williams, a jack-
  of-all-trades type with underworld connections. Certainly, 
  the origins of some of the classier taxis are very suspect!
  Play Options: The ideal taxi firm for players, who usually 
  want to get somewhere fast, and without any questions 
  asked.
  4. germyth trading (broker)
  Central starport area.
  Description: A small office building with a large 
  warehouse behind it.
  The offices include a reception, interview room, computing 
  room (all deals are handled electronically and given a 
  coded security seal). The secure warehouse behind the 
  offices holds any stock in transit and is mostly operated 
  by modern robot cargo-handlers.
  starPort
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  128
  With the motto ‘Sharper than the average’, Germyth pride 
  themselves on being the most efficient brokerage in the 
  starport.
  Costs: Germyth will charge 1% less than any other 
  brokerage in the starport.
  Characters: Seven brokers are on hand around the 
  clock to deal with clients, under the watchful eye of chief 
  broker Aaron Hinds.
  Play Options: Hinds wishes to hire the players to 
  investigate a trader who has been using Germyth to 
  handle small cargos of ‘electrical goods’. The reason 
  Hinds is suspicious is that the trader instructs Germyth to 
  offer the goods on the ‘open market’, but it is always the 
  same person who purchases the goods, placing their bid 
  within moments of them appearing on the open trade list.
  5. C&trb (Customs)
  Central starport offices.
  Description: A bleak plascrete building with windows 
  only on the upper floors.
  The Customs and Trade Regulation Body (C&TRB) 
  building contains an unwelcoming reception area, 
  interview rooms, private offices, a large computer area 
  (with a database of all incoming and outgoing cargos and 
  passengers), a ready room, briefing room, arms lockers 
  and a very secure vault in the basement for confiscated 
  products.
  Costs: Customs fees, duties, fines, etc.
  Characters: The C&TRB staff have close links with 
  airspace control and starport security, being able to call 
  upon military ships in addition to their own patrol craft, 
  and marines to support them within the port.
  Play Options: The players are bound to end up here one 
  day!
  6. ComCent (CommuniCations 
  exChange)
  Central starport area.
  Description: A plain, single-storey plascrete building 
  with an armoured door.
  The majority of the starport communications are routed 
  through this exchange. The building contains autorouting 
  and signal sorting computers, relay systems with back-
  up power supplies. Signals are received and transmitted 
  through nano-fibre data links and rooftop antennas.
  Characters: The infamous thief Maria Charles has 
  obtained the security passes required to enter Comcent. 
  She intends to use a relatively insecure data link into the 
  starport customs computer to send an order that a very 
  valuable cargo of confiscated drugs be dispatched for 
  incineration the next day via a Lindarport Security vehicle.
  Play Options: Maria will hire the players to help her, 
  both during the break-in and, the next day, disguised as 
  Lindarport staff...
  7. vanguard (merCenary 
  grouP)
  On the outskirts of a starport.
  Description: An area of private land approximately 5 
  km square is protected by high security fences, video 
  surveillance and airspace sensors (radar, etc.). Within 
  this area, which is used as a training ground, is an 
  inner compound, again protected by a double fence 
  and comprehensive high tech security. This compound 
  contains a luxurious mansion, hangar, barracks and 
  starship landing pad. The mercenary unit has about 30 
  members and specialises in protection services for VIPs 
  and small, valuable cargos.
  Costs: Hiring the mercenary group costs (very roughly) 
  Cr. 500 per man, per day.
  Characters: This is the home of the reclusive thief Maria 
  Charles and her Hyumian associate Septimus Lither. 
  Using false identities the two have invested their ill-
  gotten gains in this mercenary unit. Combining their own 
  skills with hand-picked troops has created an extremely 
  successful unit which, ironically, undertakes a number of 
  government-sponsored missions.
  Play Options: The players might be asked to investigate 
  the mysterious owners of the mercenary unit, or be hired 
  by Maria to help on a mission. The players might wish to 
  join the unit, or to hire it themselves for a given task.
  8. hyland starCharter (starshiP 
  Charter)
  Central starport offices.
  Description: Hyland stores a variety of small ships within 
  a circle of domed hangars. The company offices are at 
  the centre of the complex with a roof landing pad for air-
  rafts.
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  129
  The luxurious offices also house interview lounges where 
  clients are entertained while background checks are run 
  on them. Hyland is a high calibre charter and rental group, 
  willing to deal only with clients of exceptional reputation 
  and credit-worthiness. For any rental, the client must 
  present full astropilot qualifications for at least one of their 
  party.
  Costs: The client must be able to supply a deposit (in 
  realisable assets) of 5% of the value of the ship they are 
  renting. Costs are 0.1% of the ship’s value per day; the 
  client is responsible for all fuel, berthing fees, etc.
  Characters: Run by the noble Artemsus Lear, currently a 
  famous starship racing pilot.
  Play Options: A place where players can acquire a ship 
  without paying the full price.
  9. starleC engineering (starshiP 
  Custom engineering)
  On the outskirts of the starport.
  Description: Three huge hangars within separate blast 
  bunds, with a long, low office.
  Starlec specialise in custom engineering jobs on 
  almost any type of starship or spaceship. Whether it 
  be a particularly troublesome repair job (which requires 
  bodging old and new components together), or fine-
  tuning a souped-up manoeuvre drive to get the optimal 
  thrust performance, Starlec are the people to turn to.
  Starlec prides itself on its low prices, which are possible 
  only by the use of Vargr staff, who are experts at 
  scrounging materials and parts at a moment’s notice 
  (even out-of-date parts, and components which are 
  supposedly available only to the military).
  Costs: Usually at least 10% below the standard cost for 
  a given job.
  Characters: Run by James ‘Scotty’ Scott and Grifhderz 
  ‘Griffin’ Draaergzadz, who have both served as chief 
  engineers on a variety of merchant and military vessels.
  Play Options: Somewhere for the players to have their 
  ship repaired, customised, etc. ‘Griffin’ has one secret: 
  much of his experience comes from having served in a 
  corsair fleet - a fact he now tries to conceal.
  10. the temPle of the stellar 
  divinity (ChurCh)
  Location: Centre of the starport.
  Description: A triangular two-storey building, the ratio of 
  the length of the sides being 3:4:5. A huge montage of the 
  life cycle of the universe runs round the entire building, 
  culminating in a sunburst symbol. Inside, a reception 
  hall leads to the high-ceilinged shrines in each corner of 
  the temple, and to an administrative centre on the level 
  above.
  This church believes that all races were derived from star 
  gods, and that the stars will ultimately destroy all life, to 
  create the universe anew. Clearly, this has some basis in 
  reality, but the church believes that the timescale from the 
  ‘Big Bang’ to the end of existence is rather shorter than 
  most scientists accept - a mere 300,000 years, in fact, of 
  which 299,724 have already elapsed.
  Followers wear distinctive black and gold robes and 
  seem to spend a lot of their time chanting, to prepare for 
  imminent destruction.
  Costs: A monthly donation of at least Cr. 10 is expected 
  from all members.
  Characters: The Stellar Divinity is led by Augustus 
  Monarch, a portly gentleman with a long grey beard. 
  Augustus truly believes in the church, but certain of 
  his immediate subordinates are using it merely as a 
  moneymaking vehicle (all those donations add up to a 
  multi-million credit operation!)
  Play Options: A clerk at the church suspects one or more 
  of the church elders is embezzling funds, but he wishes 
  to employ the players to check this before approaching 
  Augustus. The clerk will be found murdered the day after 
  he employs the players...
  James Callahan (order #6487550)
  
  130
  This section describes some of the entities, institutions 
  and lifeforms referred to in the preceding sections.
  Chronst Sect
  An extremely devout sect following the strict rules given 
  in the writings of their long-dead founder Chronst. The 
  sect spend much of their time copying ancient tomes 
  which may not be read by any unbeliever. The sect is 
  harmless but members tend to be very arrogant.
  Corialanus Trust
  A renowned biological research foundation, originally set 
  up by the celebrated xenobiologist Frederick Kranf. Since 
  his death, the foundation has been run by a committee 
  of his senior researchers, which has led to an unhealthy 
  degree of competition between the specialists in each 
  research field.
  Elven Worlds
  Elven have managed to maintain their position as the 
  top games publishing house in this subsector by always 
  anticipating (or where necessary, creating) the latest 
  gaming fads. They supply a variety of virtual reality 
  games, often based around customised holocomputers 
  from Lyten Technical.
  Fireball
  A team game played in a hardened arena. Each side 
  wears combat armour and carries small flame-throwers 
  and incendiary balls. Each side has ten flammable targets 
  within their half of the arena, which they must defend, 
  while trying to burn down their opponents’ targets. There 
  are few rules, although the armour usually prevents 
  serious injuries.
  FLUFF
  An ecological terrorist group, calling itself the Fauna 
  Liberation Ultra-Freedom Fighters. This group undertakes 
  a wide range of campaigns, from the protection of 
  endangered species, to terror attacks on those who over-
  exploit domestic animals and pets.
  Hellboria Wood
  The pale blue striated grain pattern of the Hellboria 
  tree alters slowly with time, even once the tree is dead. 
  Although rare and expensive, this attractive wood is used 
  in a range of designer products, from the racquet handles 
  of zipwire stars, to luxury furniture.
  Herbametics
  A firm specialising in herbal remedies for common 
  ailments, weight loss, etc. Many of their claimed properties 
  are, at best, only weakly exhibited. However, a select few 
  of their medicines have some real potential.
  Hot & Spicy
  The latest craze among the youth culture of the subsector 
  is the music of Hot & Spicy. The band has acquired a 
  fanatical following, particularly after the release of their 
  best selling holo-album The Stars are Ours. They have 
  secured a number of lucrative advertising contracts. 
  The band members are Rock Salt, Pepper, Nutmeg, 
  Cinnamon and Ginger.
  Hypagene
  Specialists in genetic engineering lifeforms to meet the 
  requirements of their customers. Hypagene have to stay 
  within the very strict guidelines imposed by the Imperium, 
  although they occasionally perform illicit geneering work 
  for various secret military departments.
  Hyumian
  A sophont reptilian species, slightly larger than humans, 
  vaguely resembling a heavily muscled Bwap (Newt), 
  although the two species are not related. Hyumians have 
  natural armour (scales) and weapons (claws, teeth and 
  tail), making them formidable opponents in close combat.
  In late adolescence, most Hyumians suffer a wanderlust, 
  which drives them to explore the stars. After a period of 
  up to 20 years, the matured adults return home to mate 
  and settle.
  I.F.I.
  Interstellar Formulations Incorporated is a corporation 
  specialising in protective polymers and coatings for 
  hazardous environments.
  Linda rport Security
  A small security firm specialising in the transport and/
  or escort of selected high value cargos and VIPs. 
  Each Lindarport office operates several small teams of 
  exmercenaries and ex-law enforcers.
  In additional to physical protection, they also provide 
  privacy protection, including sweeping premises for 
  surveillance devices, consultancy on alarm systems, etc. 
  glossary
  James Callahan (order #6487550)
  
  131
  Lindarport usually operate within the law (their operatives 
  are all licensed and insured for any damage to themselves 
  and their victims). On high law worlds they use experts in 
  unarmed combat rather than carrying illegal weaponry.
  Lyten Technical
  A major manufacturer of compact high tech processors 
  using three-dimensional etched crystal circuits. Lyten’s 
  components are used in a wide variety of high-end 
  computers, from cryptographic units in ship transponders 
  to powerful astronavigation computers.
  Maria Charles
  A Class II Imperial Criminal, with a bounty of MCr. 10 
  on her head (alive; MCr. 1 if dead). In the underworld 
  she is renowned as one of the best thieves in the sector, 
  specialising in small, high value targets. She uses only 
  the highest tech equipment, is adept at disguise, and 
  works with a small team of hand-picked (and totally 
  trustworthy) colleagues.
  She is also reputed to be a member of the infamous Grey 
  Guild - a network of professional thieves and their contacts 
  which allegedly stretches across several sectors.
  Physkem
  A chemical processing and manufacturing company, 
  providing a wide range of compounds for other industries.
  Stellar Education Co-operative
  The SEC believes that all children must be enlightened in 
  order that the stellar consciousness be raised. Eventually 
  they believe that this will allow humankind to reach a 
  higher plane of purely mental existence. Although their 
  educational facilities are excellent, their aims are often 
  considered subversive.
  The SEC was formed 200 years ago by Thomas Devine, 
  a rich businessman who became dis-enamoured with his 
  strict religious upbringing and sought out a new meaning 
  in his life. The SEC, now run by a council of five of 
  Devine’s students, has spread widely. It is rumoured that 
  Devine is still alive, sustained either by his beliefs, or by 
  anagathics.
  Talquil
  A cute furry creature, 40 cm high, with big glassy eyes, 
  red/green striped fur and large feet. Widely available on 
  many worlds as a pet for children, because of its passive 
  nature and ability to live on left-overs.
  Weller Associates
  Dealers in precious metals, Weller handle all aspects of 
  the production process, from refining to casting. They 
  provide the coinage for a number of lower tech currencies.
  Zipwire
  A game of pursuit involving a large court with two or more 
  players (usually two for competitive events). The aim is to 
  avoid being hit by the multiple zippers (small jet-propelled 
  balls) while trying to knock said balls at your opponent 
  using a racquet. A small helmet may be worn to protect 
  the face. It is rumoured that there is an illegal version of 
  this sport played using balls with poison-tipped spikes.
  James Callahan (order #6487550)
  
  James Callahan (order #6487550)
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - Supplement #16 Adventure Seeds.pdf