TEXT: Every Adventure Begins and Ends at a Starport 
   Starports are the means by which the citizens of every modern society begin their individual journeys to the stars. These 
  complex constructions provide all of the facilities and services necessary to support, repair, maintain, and service the 
  starships that carry interstellar passengers and freight. They are the central crossroads that all interstellar traffic must pass 
  through. It stands to reason, then, that interstellar travellers naturally gravitate to starports... to meet starships and crew, to 
  buy and sell cargoes, and to begin and end their adventures. 
   Starports offer two opportunities for adventure. Travellers can board a ship and travel to the next world, or they can follow 
  the concourse to the main gate and move out to explore the world they are on. In both cases, there is an infinity of 
  opportunities for adventure. 
   Beginning Adventures. An adventure can start anywhere, but for convenience and for continuity, a starting point must be 
  assigned. That assignment says that an adventure begins at a starport. When characters enter a starport, their intent is to 
  find adventure. The details of that adventure may not become clear until later, but the adventure clearly begins at the starport. 
   Ending Adventures. Likewise, the details, the climax and even the payoff for adventures may take place anywhere, but 
  every adventurer knows in his or her heart that its not over until they reach the starport. 
   The Endless Cycle. So, at the very moment that an adventure ends, a new one begins. The endless cycle in Traveller is 
  the end of an old adventure and the beginning of a new one; each builds on the previous, and the cycle never ends until the 
  characters stop going to the starport. 
   
  THE SITUATION INSYSTEM 
   A star system is composed of a primary star and one or 
  more stellar companions. Orbiting these stars are a variety of 
  planets, planetoid belts, and gas giants. Orbiting planets and 
  gas giants are a variety of satellites. But the focus is one 
  world... the mainworld... which is the overall best planet or 
  satellite in the system. 
   The mainworld has a Starport which, for all practical 
  purposes, is the destination of interstellar traffic entering the 
  system. Starports vary in their capabilities and facilities, 
  depending on the details of the world itself. 
   
  CLASSIFICATION OF STARPORTS 
   Starports are classified by their location and by their 
  capabilities. 
  Location 
   A starport may be located on a world surface, or it may be 
  in orbit above the world.  
   Down. A starport may be located on a world surface. If so, 
  the starport is most frequently referred to by the world name 
  followed by the word Down. Thus, Sylea Down is the main 
  world surface starport for the world of Sylea.  
   Why a surface port? Landing close to the market is 
  convenient for all concerned. If the environment is at all 
  tolerable, then life support and labor costs are minimized. 
   Highport. A starport may be located in orbit above a 
  world. If so, it is most frequently referred to by the world 
  name followed by Highport. Thus, Sylea Highport is the 
  main orbital starport for Sylea. A highport maintains 
  scheduled links by shuttle with the world surface (if there is 
  no surface starport, then with an air transport hub). 
   Why a highport? Many very large ships never land on a 
  world surface; the cargo they carry is off-loaded in orbit and 
  shuttled down. Some worlds are naturally inhospitable (bad 
  surface weather, a water world, fluid oceans, or perhaps 
  government type D or E) and ship owners prefer not to risk 
  their equipment venturing down to the surface. 
   Class A and B starports for worlds with Atmosphere 2+ 
  generally have a Highport. Class A, B, or C starports at 
  worlds with Atmosphere B+, or Hydrographics A, or 
  Government D or E can b expected to have a Highport. 
   Spaceports. There is typically one major starport in a star 
  system. Other facilities, especially those on smaller, less 
  important worlds in a system, are called spaceports. They 
  are established primarily to foster in-system travel. 
   Good spaceports are often established in support of 
  farming projects, mining projects, or small colonies. 
  Starport Type 
   Starport type is based on a simple letter classification 
  system (ranging from A to E) which details their basic 
  facilities. 
   A. Excellent quality facility with refined and unrefined fuel 
  available on site. Facilities include capability to perform 
  annual overhaul and new starship construction (TNAS 
  certified designs). A naval base may be present. A scout 
  base is usually not present. A surface installation is present. 
  A highport may be present (generally if the world 
  atmosphere is 2+). 
   B. Good quality starport with refined and unrefined fuel 
  available on site. Facilities include capability to perform 
  annual overhaul and new spacecraft construction (TNAS 
  certified designs). A naval base may be present. A scout 
  base may be present. A surface installation is present. A 
  highport may be present (generally if the world atmosphere 
  is 2+). 
   C. Routine quality starport with unrefined fuel available on 
  site. Facilities include some capability for repair (primarily 
  replacement of TNAS-certified parts). A naval base is usually 
  not present. A scout base may be present. A surface 
  installation is present. A highport is usually not present. 
   D. Poor quality starport with unrefined fuel available on 
  site or close by. It has no repair or construction facilities. A 
  naval base is not present. A scout base may be present. A 
  surface installation is present. A highport is not present. 
   E. Frontier starport. With no facilities, the installation is 
  little more than a flat expanse of bedrock and a sign. This 
  designation effectively means there is no starport, but there 
  have been previous landings and that location is indictaed in 
  records. 
   Y. No spaceport or starport. The world has no indigenous 
  space access capability.  
   
  Spaceports 
   Worlds other than the mainworld in a system may also 
  have spaceports.  
   F. Routine quality spaceport with unrefined fuel available 
  on site and minor repair facilities. A system defense field 
  may be present. A military base may be present. A surface 
  installation is present. There is no highport. This designation 
  is a poor cousin to starport type B.  
  
  STARPORT DETAILS 
  Type Quality Yards 
  Repairs 
  Fuel 
  Down 
  Highport 
   
   
   
   A 
  Excel 
  Starships 
  Overhaul 
  Both 
  yes 
  note 1 
   
   
   
   B 
  Good 
  Spacecraft 
  Overhaul 
  Both 
  yes 
  note 1 
   
   
   
   C 
  Routine -- 
  Major Damage 
  Unrefined 
  yes 
  note 1 
   
   
   
   D 
  Poor 
  - 
  Minor Damage 
  Unrefined 
  yes 
  -- 
   
   
   
   E 
  Frontier - 
  - 
  - 
  Beacon -- 
   
   
   
   Y 
  None 
   
   
   
  no 
   
   
   
   
   
  SPACEPORT DETAILS 
   F 
  Good 
  - 
  Minor Damage 
  Unrefined 
  yes 
  -- 
   
   
   
   G 
  Poor 
  - 
  Superficial  
  Unrefined 
  yes 
  -- 
   
   
   
   H 
  Primitive - 
  - 
  - 
  Beacon -- 
   
   
   
   Y 
  None 
  - 
  - 
  - 
  no 
  -- 
   
   
   
   
   Beacons. In some cases, a beacon for a long-established frontier starport may no longer be operational. 
   Type Y. Indicates the world has no designated starport or spaceport. 
   Class A and B starports for worlds with Atmosphere 2+ generally have a Highport. Class A, B, or C starports at worlds with 
  Atmosphere B+, or Hydrographics A, or Government D or E can b expected to have a Highport. 
   
   G. Poor quality installation with unrefined fuel available 
  nearby. No repair facilities are available. A system defense 
  field may be present. A military base may be present. A 
  surface installation is present. There is no highport. This 
  designation is a poor cousin to starport type C.  
   H. Primitive quality installation with no facilities beyond a 
  beacon identifying the location. Unrefined fuel may be 
  available nearby. This is a surface installation; there is no 
  highport. A system defense field may be present. A military 
  base may be present. This designation is a poor cousin to 
  starport type D. 
   Y. No spaceport or starport. The world has no indigenous 
  space access capability.  
   
  THE ELEMENTS OF THE STARPORT 
   A starport at its simplest is a bare spot of bedrock capable 
  of supporting a ship which wants to land. The remaining 
  elements of a starport are added later to support and 
  maintain the traffic that passes through the port. 
   
  The Basic Elements 
   Each starport is characterized by a few basic elements. 
  Without them, the starport is not really a starport. 
   The Beacon. The location of the starport is broadcast 
  throughout the system from a central beacon. At its simplest, 
  the beacon puts out a continuous tone which allows ships to 
  home on its position. In more complex systems, the beacon 
  provides range and position information for ships in the 
  system, traffic control information on sister frequencies. 
   The Landing Pad. Starships approach from beyond the 
  atmosphere. When starships set down, most make use of 
  their lifters in order to make a smooth, relatively slow 
  approach along designated approach corridors. To deal with 
  ships  with disabled lifters, or for ships which use lifting 
  surfaces, the landing pad includes long, broad runways. 
   For highports, this a designated holding area. 
   Traffic Control Facility. Space traffic controllers provide 
  basic information to ships within the system, vectoring them 
  safely in their approaches or departures. The traffic control 
  facilities are located at the starport. In some systems, an 
  auxiliary control facility is located in an outer orbit.  
   
  The Terminal 
   The starport terminal houses the basic services for 
  passengers and freight. 
   The Concourse. Passenger services are handled at the 
  concourse. Ticketing, baggage check, and final boarding all 
  take place at this facility. 
   Freight Docks. Freight (materials carried by ships for a 
  fee) is loaded and unloaded at the freight docks. Speculative 
  cargoes are held until sold at the exchange. 
   Customs and Immigration. Applicable laws concerning 
  the people and goods moving to the world are enforced by 
  Customs and Immigration. 
   The Exchange. Speculative cargo is bought and sold at 
  the Exchange. A variety of brokers handle the transactions 
  and make the process  
   Accommodations. Passengers passing through the 
  starport can stay overnight at the starport hotel, buy meals at 
  a variety of restaurants, purchase basic goods and souvenirs 
  at the shops, and pass time at theaters or entertainment 
  complexes. The level of accommodation available varies 
  widely. 
   Data Terminals. Information is available about the world, 
  its products and services, and recreation at a variety of data 
  terminals. On some worlds, the data terminal may be a 
  computer; on others, they may be staff people with 
  prodigious memories; on yet others, they may be librarians). 
   Message Center. Access to communications, including 
  physical mail, electronic mail, telephone, and video is 
  generally available at the message center. 
   Emergency Medical. Suitable facilities are provided for 
  emergency medical treatment. The medical staff has the 
  training and experience to deal with a wide variety of medical 
  emergencies. 
   
  Peripheral Facilities 
   Situated around the edges of the starport are a variety of 
  associated activities and facilities. 
   Starport Defense Establishment (SDE). In addition to 
  security personnel (who function as police), a starport may 
  have an SDE (with a military function). The SDE is 
  established to defend the starport against organized assault, 
  and its equipment may include troops, fighter craft, missile 
  defenses, 
  and 
  artillery. 
  The 
  SDE, 
  to 
  maintain 
  its 
  independence from the local world, is often a mercenary 
  force specifically created for the job. 
   Since an SDE is rarely larger than absolutely necessary, it 
  is possible to gauge the local perceived threats to a starport 
  by observing the size and equipment of the LDE. 
   Scout Base. The scout service (whether of the Imperium 
  or of some other interstellar community) may maintain a port 
  facility for the support and maintenance of its vessels 
  (including those vessels which it may have out on loan to 
  detached duty scouts). It is possible that the world on which 
  
  a scout base is located is not a member of the  interstellar 
  community which the scout service serves. 
   Many scout bases make the information they have 
  accumulated available outside of their service (including 
  maps, charts, and world surveys). 
   Naval Base. The Navy (whether of the Imperium or of 
  some other interstellar community) may maintain a port 
  facility for the support and maintenance of its vessels. The 
  base includes administration sections, warehouse for 
  provisions and resupply, and some security personnel. 
   The continuing interest of naval personnel in their career 
  area makes naval bases favorite stopovers for veterans 
  (even of other navies). 
   Sometimes a specific naval base may be considerably 
  more extensive than the typical installation. Their facilities 
  and equipment come to dominate the starport rather than 
  complement it. 
   System Defense Field. The interplanetary defense forces 
  of a system may maintain a facility for the support of their 
  vessels (system defense boats) as they rotate off station 
  from the outer reaches of the systems. The field has a 
  minimum of facilities (provisions are trucked in when 
  needed; repair trucks call as required).  
   Shipyard. Ships are built at shipyards. For ships of 
  moderate size which will be streamlined and capable of 
  landing on worlds, construction often takes place on world 
  surfaces at starport shipyards. 
   Most shipyards specialize in the construction of a specific 
  assembly (which local industry has shown itself capable of 
  producing) such as jump drives, avionics, detectors, or even 
  stateroom modules. Other components are purchased from 
  other shipyards and imported as part of the TNAS-certified 
  parts system. 
   Warehouses on-site store components until they are ready 
  for assembly. Ships themselves are constructed in open-air 
  bays (or in enclosed assembly structures if the local 
  environment requires). 
   Repair Facility. Minor repairs to ships are often 
  accomplished on the landing pad. More complex or 
  extensive repairs require that the ships be moved to the 
  repair bays at the edge of the starport. Support installations 
  near the bays house the instrumentation and equipment 
  necessary for repairs. 
   Transport Hub. The starport is usually integrated into the 
  global transportation net, and arriving passengers transfer 
  from the terminal to the transport hubs. Depending on the 
  world, the hubs may support sea or undersea transport, air 
  transport, or ground rail transport. In addition, personal 
  vehicle rental may be available. 
   Industry. Many industrial processes are best carried out in 
  zero-G and/or vacuum. What better place for such 
  operations than adjacent to a major orbital transportation 
  center? Industrial modules attached to the Highport create 
  products or commodities which benefit from immediate 
  access to the ships calling at the port. Some factories have 
  long-term supply contracts with the highport itself. 
   
  Organization 
   A starport has an organizational structure which includes a 
  leader and a mission; the details of each starport are 
  different, although they are generally variations on a basic 
  theme. 
   The Port Authority. Regardless of the local government in 
  power at the starport, the governing authority for the facility 
  is the Port Authority. Financed by a variety of charges and 
  levies on passengers, cargo, and ships, the Authority uses 
  its money to build and maintain its facilities, and to provide 
  variety of services. Like starports, Port Authorities vary 
  widely in structure and approach to their responsibilities. 
  Some are strong corporate organizations devoted to the 
  pursuit of profit; others are non-profit organizations which 
  view their responsibilities more as services to the citizenry; 
  yet others consider themselves a quasi-official arm of local 
  government. 
   The Port Warden. The person in complete charge of the 
  starport is the Port Warden. Appointed by the Port Authority, 
  the Warden is the chief executive officer for the facility, and 
  wields great, but not unlimited power.  
   The Mission of the Starport. The starport, as an 
  organization, is committed to a mission (although that 
  mission may not be clearly or publicly stated). Typical 
  missions are: 
    To efficiently provide facilities and services necessary to 
  accommodate interplanetary and interstellar traffic for this 
  world. 
    To produce a maximum of income for the organization 
  which operates this starport. 
    To insulate this world, to the maximum extent possible, 
  from outside influences. 
    To meet the minimum requirements for maintaining 
  interstellar trade. 
   Regulation Enforcement. The police and security arm of 
  the Port Authority has the responsibility of protecting the 
  orderly operation of the starport and of enforcing its 
  regulations. It consists of enforcers and emergency 
  technicians. 
   The typical enforcer carries out the role of helpful police 
  officer, often assisting passengers in mundane tasks. Behind 
  the scenes, however, a stronger, better armed force stands 
  ready to back them up if necessary. 
   Emergency technicians provide basic services such as 
  paramedical response, rescue operations, and fire fighting. 
  Emergency tech stations are situated throughout the 
  starport, providing the ability to make a quick response 
  anywhere within the starport’s boundaries. 
   
  Each Starport Is Unique 
   Starports vary widely due to the circumstances and 
  environment in which they exist. When the differences in 
  world size, atmosphere, and hydrographics are coupled with 
  population and technological levels, government, and trade 
  classifications, it becomes clear that each starport is an 
  individual facility. 
   
  UNOFFICIAL FACILITIES 
   Not all facilities at a starport come under the jurisdiction of 
  the Port Authority.  
   The Scout Lounge. Those who conduct surveys of star 
  systems and who continually venture out into unexplored or 
  under-explored space are a special type of people. After long 
  periods of time alone or with their fellow crew, they naturally 
  gravitate to others of their kind... to share stories and 
  experiences which may help them survive. The typical 
  starport has a Scout Lounge for this type of people. 
   The Scout Lounge is usually operates as a semi-private 
  club; theoretically anyone can use its services, but in 
  practice it is only patronized comfortably by scouts (and 
  those with an affinity for scouts). 
   The Hiring Hall. Crew members looking for work gather at 
  the hiring hall. Ships calling at the starport look first to the 
  hiring hall when they need new or replacement crew. 
  Because of ship schedules which must be met, it is possible 
  for a crew person to be hired and off world within a few hours 
  notice. 
   The Lone Star. Many starports have a recreation facility 
  which welcomes and serves all comers. At its tables, people 
  
  meet and enjoy light music or video, conversation, and 
  meals. To many the Lone Star is an opportunity to meet 
  others on a casual basis, to develop acquaintances, and 
  even grow them into friendships. 
   The Traveller’s Aid Society. Some individuals make 
  travel their primary vocation. If they are able, they join the 
  Traveller’s Aid Society, which provides facilities to its 
  members. The Traveller’s Aid Society is a joint operation of 
  several large hotel chains, which provide the facilities within 
  or adjacent to their own hotels and restaurants. 
   Members join by depositing a large sum of money as 
  annuity, with the proceeds paying for the benefits they 
  receive. 
   Startown. Although starports are often established near 
  large cities, the community which springs up at the gates to 
  the starport has come to be called (generically) Startown. 
  This community is the home of many of the starport 
  employees and houses many stores, restaurants, and 
  meeting places that serve those who want to wander outside 
  of the starport’s boundaries. 
   
  EXTERNAL CONTROLS 
   Starports 
  and 
  spaceports 
  exist 
  to 
  participate 
  in 
  interplanetary or interstellar trade. They belong to a network 
  of similar installations, and each depends on the other to 
  provide the traffic that gives meaning and purpose to the 
  installation. 
   Starports and spaceports must be responsive to three 
  distinct external controls or powers. 
   Local World or System Government. Local government 
  exercises considerable power over a starport (or spaceport). 
  Through taxation and law, the starport is dependent on the 
  goodwill of local government. This influence is primarily felt 
  in the statement of the mission of the starport. 
   Interstellar Government. Interstellar government has a 
  vested interest in creating and maintaining viable starports 
  on worlds where trade produces economic benefits. 
  Interstellar 
  Government 
  influences 
  starports 
  through 
  pressure on local government, and by establishing bases 
  (naval or scout) which increase the viability of the local 
  starport. 
   The Ship Owners and Operators. Ship owners and 
  operators serve starports which allow them to make profits. 
  Even high service fees, taxes, and assessments do not deter 
  them if there are profits to be made. 
   The Passengers and Freight Shippers. Passengers and 
  Freight Shippers are rarely organized, but their power is felt 
  if they do not patronize a starport. The organization 
  representing the passengers is the Travellers’ Aid Society, 
  which works with starports to improve facilities and services 
  as is economically feasible. 
   
  Travel Zones 
   A Travel Zone is a notification that a specific world may be 
  dangerous to travellers. 
   Amber Travel Zones. An Amber Travel Zone label is 
  cautionary: the location may present some level of hazard to 
  travellers. That hazard may be natural (disease, local 
  predators or parasites), sociological (uncommon or strange 
  social practices), or governmental (repressive, intolerant, or 
  xenophobic policies). Travellers are warned to be aware of 
  these hazards and guard against them. The Amber Travel 
  Zone label is applied by the Travellers’ Aid Society. 
   Red Travel Zones. A Red Travel Zone label is interdictive: 
  the location presents such a level of danger that travel to the 
  location is prohibited. The Red Travel Zone label may be 
  applied by the Travellers’ Aid Society, or by an interstellar 
  government (for the worlds within a system), or by local 
  government (for a world within a system). 
   
  UNDERSTANDING STARPORTS 
   The key to understanding a starport is a continuing 
  awareness of its purpose. Starports exist to foster traffic, and 
  thus trade, between the stars. Governments may attempt to 
  control or suppress the activities of starports, but when they 
  do, they naturally suppress the benefits of trade and 
  commerce for their worlds. The natural state of starports is to 
  flourish; if the starport’s world has resource which can be 
  profitably marketed to other worlds, the starport generate 
  economic benefit. 
   Extra-Territoriality. In order to foster interstellar traffic, 
  starports are extra-territorial. Just as embassies are treated 
  as if they are the territory of their owning nations, starports 
  are treated like they are off-world space. Passengers and 
  crew alike are allowed to leave their starships and wander 
  freely (subject to security and safety restrictions) throughout 
  a starport. Goods are not subject to customs or taxes until 
  they leave a starport. The laws of the world do not apply to 
  until a traveller leaves the starport. 
   Law and Order. There must be some law and order within 
  a starport, and the means of achieving that order is the local 
  Starport Regulations. Established by the Port Authority, 
  these regulations define in detail what behaviors are 
  permitted and prohibited. For most people, ordinary behavior 
  is sufficient to stay within the regulations. Strange 
  requirements are typically posted clearly. 
   Ship Construction and Repair. Starships and spacecraft 
  require an extensive system of construction and repair sites, 
  and the overhead of designing and maintaining the many 
  parts 
  which 
  go 
  into 
  ships 
  can 
  be 
  overwhelming. 
  Consequently, many starports subscribe to the TNAS 
  (Quality Ship Design Scheme): a set of standard component 
  specifications which are manufactured on worlds with the 
  appropriate tech level and industrial capacity, but which can 
  be assembled and maintained at any starport of the 
  appropriate type, regardless of local tech level or industrial 
  capacity.  
   Money. Ultimately, every starport must make money if it is 
  to remain in operation. Starports cannot give their services 
  away, but most find a way to hide those charges away from 
  the consuming public. Restaurant charges include a 
  surcharge; starship lines pay a portion of their ticket price 
  and freight charges to the starport. Since all of this is 
  concealed from the typical passenger, the impression is that 
  the starport is a free facility. 
   
  STARPORT AMBIENCE 
   The ambience of the starport is of prime importance. 
  When travellers arrive at a starport the atmosphere and the 
  condition of the facilities create an impression that will stay 
  with them for a long time. This impression (and the 
  elaboration of this impression) develops over time.  
   The appearance of a starport may range from modern or 
  new to old and decayed. 
   The staff of a starport may be respectful and attentive, or 
  rude and obnoxious. 
   Officials may be straightforward and honest, or they may 
  be corrupt and self-serving. 
   
  MANY DIFFERENT STARPORTS 
   Starports vary in the way their provide their services. Major 
  influences on them include the world trade classifications, 
  the elements of the UWP, and other less clear factors. 
  
   Water World. With land at a premium, starships land in 
  the water (perhaps sheltered by natural or artificial islands) 
  and are serviced by boats. 
   Asteroid Belt. Ships dock in the microgravity of an 
  asteroid. 
   Storms. If a world has an exceptionally turbulent 
  atmosphere, most traffic may choose to call at the highport 
  and shuttle down on craft specifically engineered for local 
  conditions. 
   
  THE STARPORT VISIT 
   A ship entering a star system leaves jump space 
  approximately 100 stellar diameters out (typically at 
  interplanetary range). The approach to the starport takes 
  perhaps a day, during which the appropriate radio contact 
  and identification procedure completed. 
   At the world, the ship completes a landing maneuver while 
  in voice and data contact with the local space traffic 
  controller. 
   Once at the surface, the ship settles into its assigned 
  landing bay. Cargo and freight are offloaded and passengers 
  debark. 
   The ship spends several days at the starport loading cargo 
  and freight and booking passengers. During the time, the 
  crew splits its efforts about evenly on maintenance and 
  recreation. 
   When leaving the starport, the ship coordinates with traffic 
  control and leaves the starport for orbit. From orbit, it 
  maneuvers to 100 planetary diameters out. When it reaches 
  this safe jump point, it then enters jump space en route to its 
  destination. 
   
   
   
   
   
  (more) 
   
  ENCOUNTERS 
   Where. 
   Who. 
   Why. 
   Events. 
   
   
   
  
  PATRON ENCOUNTERS 
  D+D 
  Patron Identity 
  11 
   
  12 
   
  13 
   
  14 
   
  15 
   
  16 
   
  21 
   
  22 
   
  23 
   
  24 
   
  25 
   
  26 
   
  31 
   
  32 
   
  33 
   
  34 
   
  35 
   
  36 
   
  41 
   
  42 
   
  43 
   
  44 
   
  45 
   
  46 
   
  51 
   
  52 
   
  53 
   
  54 
   
  55 
   
  56 
   
  61 
   
  62 
   
  63 
   
  64 
   
  65 
   
  66 
   
  Patron 
  encounters 
  provide 
  the 
  adventurers with an individual who 
  needs their services. 
   
  REACTIONS 
   Die Initial 
  Later 
   1 Friendship (-4) 
   -2 levels 
   2 Total Co-operation (-3)  -2 levels 
   3 Active Co-op (-2) 
   -1 level 
   4 Active Co-op (-2) 
   -1 level 
   5 Passive Co-op (-1) 
   -1 level 
   6 Passive Co-op (-1) 
   -1 level 
   7 Neutral 
  no change 
   8 Passive Unco-op (+1) +1 level 
   9 Passive Unco-op (+1) +1 level 
   10 Active Unco-op (+2) 
  +1 level 
   11 Active Unco-op (+2) 
  +1 level 
   12 Violent Unco-op (+3) 
  +2 levels 
   13 Enmity (+4) 
  +2 levels 
  Throw on this table (initial) when first 
  encountering an NPC. Throw on the 
  later column once (but no earlier than 
  the next week). 
  DM (Initial): -2 if a veteran of the 
  same service. -1 attendees of the 
  same school. 
  DM (Later): Apply the DM from the 
  initial reaction. 
  RANDOM ENCOUNTERS 
  D+D 
  Qty 
  Type 
  11 
  12 
  13 
  14 
  15 
  16 
  21 
  22 
  23 
  24 
  25 
  26 
  31 
  32 
  33 
  34 
  35 
  36 
  41 
  42 
  43 
  44 
  45 
  46 
  51 
  52 
  53 
  54 
  55 
  56 
  61 
  62 
  63 
  64 
  65 
  66 
  Random encounters provide the 
  adventurers with individual or group 
  encounters in the course of their 
  activities. 
  Legal Encounters: Throw Law Level 
  (or less) on 2D  once per day on world 
  surfaces 
  for 
  a 
  law 
  enforcement 
  encounter. 
   
  CERTAINTY LEVELS 
   Die Information Dependability 
   2Complete Truth (objective). 
   3Complete Truth (objective). 
   4Partial Truth. (opinion). 
   5Partial Truth. (opinion). 
   6Partial Truth. (opinion). 
   7Partial Truth. (opinion). 
   8Partial Truth. (opinion). 
   9No Truth. (exaggerated). 
   10 No Truth. (exaggerated). 
   11 No Truth. (exaggerated). 
   12 Lies. (deliberate mistruth). 
   13 Lies. (deliberate mistruth). 
  Roll on this table for the level of 
  certainty 
  for 
  information 
  (including 
  rumors). 
  DM: NPC reaction. 
  RUMORS 
  D+D Rumor 
  11 
  Historical Clue 
  12 
  Historical Fact 
  13 
  Historical Data 
  14 
  Historical Reference 
  15 
  Historical Terminology 
  16 
  Historical Opinion 
  21 
  Biographical Clue 
  22 
  Biographical Fact 
  23 
  Biographical Data 
  24 
  Biographical Reference 
  25 
  Biographical Terminology 
  26 
  Biographical Opinion 
  31 
  Map Clue 
  32 
  Map Fact 
  33 
  Map Data 
  34 
  Map Reference 
  35 
  Map Terminology 
  36 
  Map Opinion 
  41 
  Library Clue 
  42 
  Library Fact 
  43 
  Library Data 
  44 
  Library Reference 
  45 
  Library Terminology 
  46 
  Library Opinion 
  51 
  Technological Clue 
  52 
  Technological Fact 
  53 
  Technological Data 
  54 
  Technological Reference 
  55 
  Technological Terminology 
  56 
  Technological Opinion 
  61 
  Random Clue 
  62 
  Random Fact 
  63 
  Random Data 
  64 
  Random Reference 
  65 
  Random Terminology 
  66 
  Random Opinion 
  Rumors provide the adventures with 
  additional 
  information 
  about 
  their 
  current area of interest. 
   
  Clue. Information which points to an 
  answer which is being sought. 
  Fact. Information. 
  Data. Information of a statistical or 
  numerical nature. 
  Reference: Citation indicating where 
  information may be found. 
  Terminology: 
  Information 
  about 
  what words themselves mean. 
  Opinion: 
  Subjective 
  information 
  shaped by the source’s experience. 
  Historical: Pertaining to the history 
  of 
  people, 
  organizations, 
  or 
  governments. 
  Biographical. 
  Pertaining 
  to 
  the 
  experiences and actions of a person. 
  Map. Pertaining to maps of worlds or 
  space. 
  Library. Pertaining to information 
  repositories. 
  Technological: 
  Pertaining 
  to 
  science and its applications. 
  Random: Pertaining to any area of 
  information. 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/Starports.pdf