TEXT: Michael J Cross & Matthew Hope
  Solo Adventure and Introduction
  to the Twilight Sector
  
  AUTHORS
  Michael J. Cross & Matthew
  Hope
  EDITING & LAYOUT
  Matthew Vercant
  CARTOGRAPHY
  Edward Kann
  INTERIOR ILLUSTRATIONS
  Emel Akiah, MuYoung Kim,
  and Michael Syrigos
  COVER
  NASA/courtesy of
  nasaimages.org
  Into the Star
  Solo Adventure and Introduction
  to the Twilight Sector
  INTRODUCTION 
  2
  RESIS CAPRA CHARACTER RECORD 
  2
  MUTANTS 
  3
  ADVENTURE: INTO THE STAR 
  14
   Choose your path ...
   1-2 
  15
   3-4 
  16
   5-7 
  17
   8-9 
  18
   10-11 
  19
   12-14 
  20
   15-17 
  21
   18-20 
  22
   21-25 
  23
   26-29 
  24
   30-33 
  25
   34-37 
  26
   38-41 
  27
   42-47 
  28
   48-50 
  29
  EPILOG 
  30
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and
  are used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this
  licence can be obtained from Mongoose Publishing. The mention or reference to any
  company or product in these pages is not a challenge to the trademark or copyright
  concerned.
  
  SAMPLE: Introduction to the Twilight Sector
   2
  Welcome to the raggedy edge of human space! The Twilight Sector
  Campaign Setting choose your path adventure, “Into the Star,” awaits
  you! Twilight Sector products provide both the Player and Game
  Master a dynamic ongoing campaign setting and custom rules
  options for their Traveller role playing games. Designed to bring
  many of the modern science fiction elements to the best set of
  science fiction role playing rules yet devised, the Twilight Sector will
  immerse you into a setting swimming in unanswered questions
  crying out for intrepid scientists, adventurers and rogues to answer.
  Your first step towards the grand adventure of the Twilight Sector
  Campaign is to use the Mutant Creation rules below along with the
  Traveller Core Rules to create a character. You could choose a Belt
  Mod SIM (Scientifically Induced Mutation) which would be appropriate
  for the choose your path adventure that follows the Mutant Creation
  section. You could choose to be a Natural Mutant (NM) taking the
  mutations that nature randomly deals you. Or you could choose any
  of the other types of SIMs available. It might be kind of fun to see how
  an Aqua Mod SIM would function in a space-based adventure!
  In case you want to skip the character creation process and dive right
  into the action, we have included a pre-generated Belt Mod Sim for
  you to play.
  Resis Capra Character Record
  Belt Mod Human
  Age: 30
  Homeworld: Crispus Attucks deep space station. High Technology,
  Vacuum
  S: 7 D:10 (+1)  EN: 5 (-1)  I: 12 (+2) ED: 8 S: 2 (-2)
  Skills: Pilot (Small Craft) 2, Vacc Suit 1, Zero G 0, Gunner 1, Mechanic
  1, Gun Combat (Energy Pistol) 2, Gambler 1, Computer 0
  Finances: 51,000 credits, Owns the Ships Boat free and clear
  Equipment: Ships Boat, Laser Pistol (Tech 11)
  History: You were recently discharged from your service to the Orion
  Confederation. Although the Mutant War was mostly over by the time
  you were old enough to enlist, you went for the Navies “Win the Peace”
  recruiting campaign. You spent the last 12 years in the Orion Naval
  Service with a mostly stellar record having risen from Crewman to
  Petty Officer 3rd Class in your first two terms. However, your recent
  departure from the service was under a cloud. On the third year of
  your third term you were responsible for a ship’s boat accident which
  killed two, including the son of a Navy Captain. You rededicated
  yourself to the service for the last year of your term to display your
  
  SAMPLE: Introduction to the Twilight Sector
   3
  commitment, but alias you were not offered reenlistment papers at
  the end of that year.
  The end of your naval career left a bitter taste in your mouth and
  possibly made you an enemy in the form of Captain Lucious Moore,
  the father of one of the people killed in your accident.
  You returned home to visit your folks on the Crispus Attucks space
  habitat in orbit around Achilles, hoping to find some peace and space
  to deal with the turmoil of the last year. You soon grow bored. Then
  an old friend from Naval Intelligence shows up ... (Continued on Page
  14).
  If you do not want to play the choose your path adventure as Resis
  Capra, the pre-made character, you will need to know how to create
  one of the mutant characters common to the Twilight Secror.
  Mutants, whether they are spontaneous or scientifically induced,
  receive a number of mutation points that can be used by players to
  select the specific mutations for their character. Likewise, players can
  choose to take negative mutations, which give them more points to
  spend on positive mutations. Each positive mutation costs one point
  and each negative mutation gives players a bonus mutation point.
  Some mutations, positive or negative, have varying degrees or levels.
  Each level of a mutation costs a point (in the instance of positive
  mutations) or grants a point (in the instance of negative mutations).
  Unless otherwise specified, a mutation can never have more than
  three levels.
  In addition to mutation points, all mutants receive a number of traits
  specific to the type of mutant selected (natural or scientifically
  induced). These traits cannot be removed with mutation points and
  do not grant any additional points apart from those normally
  available to the mutant.
  Alternatively, players can choose from a number of pre-determined
  mutation packages. These packages represent common sets of
  mutations found throughout human space. These packages can be
  used for both natural and engineered mutants.
  Natural Mutants
  Mutations that appear naturally are usually due to environmental
  conditioning or spontaneous, random mutation. Though many
  natural mutants that have evolved due to environmental conditioning
  can exhibit a specific set of mutations based on the environment they
  were born in, even these mutants can possess any number of random
  and unpredictable mutations. Natural mutants are almost always
  looked upon with fear, pity and hatred, depending on the nation they
  travel in. Most natural mutants have rather obvious mutations that
  are easily recognizable to ‘normal’ humans.
  
  SAMPLE: Introduction to the Twilight Sector
   4
  Natural mutants receive a random number of mutation points and
  randomly determine the mutations they possess. Players receive
  between one and six (1d6) mutation points when playing a natural
  mutant. Each mutation point spent lets players roll on the chart below
  to determine what positive mutations they possess. A player must
  take the total number of positive mutations rolled, they cannot
  choose to leave points unspent.
  In addition, a natural mutant receives between zero and four negative
  mutations (1d6-2). No points are received for these negative
  mutations and these mutations are mandatory. As with positive
  mutations, natural mutants randomly determine their negative
  mutations. Players also have the choice of taking up to two additional
  negative mutations. Each of these grants the character an additional
  mutation point. These additional negative mutations are optional and
  are determined randomly.
  Alternatively, players may choose any of the mutation packages
  presented below. These are usually the result of a heritage from a line
  of environmentally conditioned mutants. However, in addition to the
  mutations presented below, natural mutants receive one additional
  random positive and negative mutation and have the option of
  selecting up to one additional random mutation in order to grant an
  additional positive mutation.
  When determining random mutations, if a mutation is rolled a second
  time and that mutation has varying degrees of levels, the mutation
  level is increased. Thus, if a player rolled Notable Characteristic
  (Strength) twice, they would receive that mutation at level two. If a
  mutation does not have varying levels but instead has a number of
  options, players rolling this mutation multiple times receive an
  additional option of this ability. For example, if a player rolls
  Enhanced Senses (Vision) and selects Infrared Vision only to again roll
  Enhanced Senses (Vision), the player is free to select Telescopic Vision.
  Finally, in addition to the mutations randomly determined and/or the
  packages chose, all natural mutants receive the following mandatory
  mutations that do not grant any additional mutation points and
  cannot be removed.
   Weak Social Standing (-2)
  Scientifically Induced Mutants
  Through the use of genetic engineering and selective breeding
  scientifically induced mutants are designed for a purpose. Often, they
  do not receive the same negative stigma as their natural brethren and
  many scientifically induced mutants do not feel any camaraderie with
  these evolutionary mutants. The reasons these mutants have been
  created and the abilities they’ve been given as a result are countless
  and scientific organizations are designing newer and stranger
  scientifically induced mutants every day. While some fit into long-
  
  SAMPLE: Introduction to the Twilight Sector
   5
  used groups, such as those created to colonize harsh environments,
  others are designed for combat, literally being bred for war.
  Unlike natural mutants, engineered mutants receive a set number of
  mutation points and can choose which mutations they wish to
  possess. Scientifically induced mutants receive four mutation points.
  Each mutation point spent lets players select one mutation from the
  chart below without the need to roll. Players have the option not to
  spend all their mutation points. Excess points are lost.
  Scientifically induced mutants also receive two negative mutations.
  No points are received for these negative mutations and these
  mutations are mandatory. These negative mutations can be selected
  from the chart below without the need to roll. Players also have the
  choice of taking up to one additional negative mutation, which grants
  them an additional mutation point. This additional negative mutation
  is optional and both it and the added positive mutation are selected
  by the player.
  Alternatively, players may choose any of the mutation packages
  presented below. They have been created using a pre-determined set
  of parameters for a specific reason. Players selecting one of these
  packages receive the mutations listed there and, unlike natural
  mutants selecting a package, do not receive any additional mutations,
  nor can add negative mutations to receive additional mutation points.
  When selecting mutations, players can choose to select some
  mutations more than once. If a mutation has varying degrees of levels,
  the mutation level is increased each time a player selects it.  If a
  mutation has a number of options, each time the mutation is selected
  a different option is chosen.
  Finally, in addition to the mutations selected by the player or the
  package chosen, all engineered mutants receive the following
  mandatory mutations that do not grant any additional mutation
  points and cannot be removed.
   Weak Social Standing (-1)
  Positive Mutations
  Roll (d66) 
  Mutation
  11  
   
   
  Armored*
  12-13  
   
  Aquatic
  14-15  
   
  Enhanced Hearing*
  16-21  
   
  Enhanced Smell*
  22-23  
   
  Enhanced Vision*
  24-34  
   
  Environmental Tolerance*
  35  
   
   
  Fast Metabolism
  36  
   
   
  Large
  41  
   
   
  Natural Weapon
  42-43  
   
  Notable Strength*
  44-45  
   
  Notable Dexterity*
  45-46  
   
  Notable Endurance*
  51-52  
   
  Notable Intelligence*
  53-54  
   
  Notable Education*
  
  SAMPLE: Introduction to the Twilight Sector
   6
  55-56  
   
  Notable Social Standing*
  61  
   
   
  Psionic
  62  
   
   
  Quick Healer*
  63-64  
   
  Resistant*
  65  
   
   
  Small
  66  
   
   
  Slow Metabolism
  * Indicates a mutation with multiple levels
  Negative Mutations
  Roll (d66) 
  Mutation
  11-13  
   
  Allergy*
  14-15  
   
  Atmospheric Requirements
  16-21  
   
  Diminished Hearing*
  22-23  
   
  Diminished Smell*
  24-25  
   
  Diminished Vision*
  26-34  
   
  Environmental Weakness*
  35-36  
   
  Light Sensitivity*
  41-44  
   
  Physical Deformity
  45-46  
   
  Susceptible*
  51-52  
   
  Weak Strength*
  53-54  
   
  Weak Dexterity*
  55-56  
   
  Weak Endurance*
  61-62  
   
  Weak Intelligence*
  63-64  
   
  Weak Education*
  65-66  
   
  Weak Social Standing*
  * Indicates a mutation with multiple levels
  Positive Mutation Descriptions
  Armored
  The mutant has incredibly thick skin, scales or even armored plates.
  Each level of this mutation gives the character one point of natural
  armor.
  Aquatic
  The mutant has gills, webbed hands and feet and lenses over their
  eyes so that they are suited for life underwater. The mutant can
  breathe underwater and on land and suffers no movement penalties
  in either environment.
  Enhanced Sense
  The mutant possesses senses far beyond the human norm. Each level
  of this mutation allows the character to select a specific enhancement
  to the associated sense (vision, hearing or smell). The sensory organs
  associated with these mutations often differ in size, shape or color
  from those of standard humans.
  
  SAMPLE: Introduction to the Twilight Sector
   7
  Hearing Enhancements
  1.
  Echolocation: The mutant is able to use their enhanced
  hearing to determine the location of objects through
  hearing alone. This allows the character to effectively ‘see’
  in the dark, negating any penalties associated with darkness,
  but only out to Medium Range (50 meters).
  2.
  Enhanced Perception: For each level of this mutation, the
  character receives a +1 DM to all tests associated with
  hearing.
  Smell Enhancements
  1.
  Chem-Sniffer: The mutant is able to identify chemicals by
  sense of smell.  When within Close Range (3 meters) of a
  chemical, the character may make an Average Life Sciences
  (Chemistry) skill check to positively identify the chemical.
  This allows the mutant to easily spot explosives, gunpowder
  and other dangerous chemicals.
  2.
  Enhanced Perception: For each level of this mutation, the
  character receives a +1 DM to all tests associated with smell.
  3.
  Pheromone Sense: With their enhanced smell, the mutant can
  identify and track living creatures by smell alone. The
  character must succeed at an Average Recon skill check to
  track an individual through scent; this can be modified by the
  presence of other strong odors in the area or the target’s
  masking of their scent.
  Vision Enhancements
  1.
  Enhanced Perception: For each level of this mutation, the
  character receives a +1 DM to all tests associated with vision.
  2.
  Infrared (IR) Vision: Allows the mutant to see heat-emitting
  sources in the dark.
  3.
  Telescopic Vision: Allows the mutant to see further.
  Environmental Tolerance
  One of the most common categories of mutation, mutants with these
  alterations are able to withstand hostile environments better than
  standard humans. When this mutation is first selected, a specific
  environmental hazard must be chosen from the following list:
  Atmosphere, Gravity, Radiation, and Temperature; the mutant then
  receives level one tolerance to this hazard. See below for the
  individual effects each of these different mutations has. Each level of
  this mutation allows the character to increase the level of
  environmental tolerance by one or select another environmental
  hazard.
  1.
  Atmosphere: A mutant with this mutation can tolerate
  atmospheric environments standard humans find dangerous.
  
  SAMPLE: Introduction to the Twilight Sector
   8
  Each level of atmospheric tolerance allows the player to
  choose a single type of atmosphere that they can tolerate, in
  addition to a standard atmosphere: Corrosive, Dense, Exotic,
  Dense High, Thin Low, Tainted, Thin, and Very Thin. A
  mutant with tolerance for a specific type of atmosphere never
  suffers damage from exposure to this atmosphere or
  pressure. See page 171 of the Traveller Core Rulebook for
  the specific effects of atmosphere.
  2.
  Gravity: When this mutation is selected, the mutant chooses
  either high or low gravity tolerance. Mutants with gravity
  tolerance never suffer penalties from exposure to the gravity
  type of their selection, however suffer from double the
  penalties when exposed to gravities from the opposite level
  of their tolerance; thus, mutants able to tolerate low gravity
  suffer a -2 DM when on a world with high gravity. Additional
  levels of this mutation cannot be taken and a mutant can
  never tolerate both high and low gravity types. See page 170
  of the Traveller Core Rulebook for the specific effects of
  gravity.
  3.
  Radiation: For each level of radiation tolerance the mutant
  possesses, it can ignore up to 50 rads, thus increasing the
  number of rads necessary before suffering from radiation
  exposure. Thus, if a mutant with Level Three radiation
  tolerance were exposed to 300 rads of radiation, they would
  only suffer the effects of being exposed to 150 rads.  See
  page 142 of the Traveller Core Rulebook for the specific
  effects of radiation.
  4.
  Temperature: The mutant is able to tolerate extreme heat or
  cold.  For each level of temperature tolerance, the mutant
  chooses either heat or cold tolerance; when the character
  suffers damage from exposure to this temperature type it is
  reduced by -1 DM for each level of hot or cold tolerance. A
  character can possess tolerance to both extreme hot and
  cold, as well as multiple levels of tolerance for each. See page
  74 of the Traveller Core Rulebook for the specific effects of
  extreme temperature.
  Fast Metabolism
  Mutants with a fast metabolism require more food than most and
  their life support costs are doubled. In combat, fast-metabolism
  mutants gain a +2 Initiative bonus but halve their Endurance for
  fatigue purposes.
  Large
  The mutant is exceptionally large. The character rolls 3d6 for both
  their Strength and Endurance characteristics, but only 1d6 for
  Dexterity. Additionally, costs for some equipment will be doubled,
  such as those for clothing, environmental suits, armor and the like.
  Finally, life support requirements for large mutants are doubled and
  they may have difficulty moving in buildings or spacecraft not
  designed for their size.
  
  SAMPLE: Introduction to the Twilight Sector
   9
  Natural Weapon
  The mutant possesses claws, elongated teeth or some other form of
  natural weapon that can be used in close combat. The weapon is
  usable at Personal and Close Range (though the latter imposes a -1
  DM) and deals 1d6+2 damage (plus Effect). The mutant also gains
  Melee (Natural Weapons) at level 0.
  Notable Characteristic
  One of the mutant’s characteristics is exceptional. For each level of
  this mutation, the mutant receives a +1 DM when rolling for the
  specified characteristic and their maximum for that characteristic is
  likewise increased. A mutant may not possess both Notable
  Characteristic and Weak Characteristic for the same characteristic.
  Psionic
  The mutant has developed powerful psychic abilities; depending on
  their nation of origin, they may be feared or respected. The mutant
  immediately determines their psionic strength before any careers are
  chosen and is then eligible to take the Psion Career
  and gain their specific psionic talents. See pages
  152-159 of the Traveller Core Rulebook for all
  rules governing psionics.
  Quick Healer
  Mutants with this ability can heal very quickly and
  possibly without the need for medical care. For
  each level of this mutation, add two to any natural
  healing the character receives.
  Resistant
  Some mutants are especially resistant to disease or
  poison. When this mutant is selected, the mutant
  must choose to be resistant to either disease or
  poison. For each level of resistance, the character
  receives +1 DM to Endurance checks made to
  resist the effects of the specific
  hazard. A mutant may be resistant
  to both poisons and disease. A
  mutant may not possess both
  Resistant and Susceptible for the
  same hazard.
  Small
  Small mutants are quite short,
  generally growing no more than
  just over one meter high. Small
  mutants roll 3d6 when determining
  their Dexterity characteristic, but
  only 1d6 for both Strength and
  Endurance. Life support costs are
  halved however costs for some
  
  SAMPLE: Introduction to the Twilight Sector
   10
  equipment will be doubled such as those for clothing, environmental
  suits, armor and the like.
  Slow Metabolism
  Mutants with a slow metabolism require far less food and life support
  costs for them are halved. Mutants with a slow metabolism suffer
  from a -2 initiative penalty.
  Negative Mutation Descriptions
  Allergy
  Exposure to a common element causes the mutant incredible
  discomfort or even physical harm. When this mutation is selected,
  choose a common element or chemical such as salt or iron; players
  and referees should work together to determine an appropriate
  substance. For each level of this allergy, the mutant suffers a -1 DM
  to all checks when exposed to the substance. For each level of this
  mutation, mutants can choose to select additional substances for
  which they’re allergic or increase the level of an existing allergy.
  Atmospheric Requirements
  The mutant has odd atmospheric requirements, having developed on
  a world with a non-standard environment. The mutant must select
  the type of atmosphere to which they are native: Corrosive, Dense
  High, Exotic, Tainted, Thin Low or Very Thin. The mutant suffers no
  hazards associated with this atmosphere type but now requires
  survival gear to survive in a standard atmosphere. The type of survival
  gear needed is the same that is normally required for their native
  atmosphere. A mutant may possess Atmospheric Tolerance and
  Atmospheric Requirements for the same atmosphere.
  Diminished Sense
  The mutant suffers from diminished senses of hearing, vision, smell
  or a combination of all three. Each level of this mutation imposes a -1
  DM to any checks made using the specified sense. A mutant may not
  possess both Enhanced Sense and Diminished Sense for the same
  sense.
  Environmental Weakness
  The mutant suffers greatly when exposed to hostile environments.
  When this mutation is first selected, a specific environmental hazard
  must be chosen from the following list: Atmosphere, Gravity,
  Radiation, and Temperature; the mutant then receives level one
  weakness to this hazard. See below for the individual effects each of
  these different mutations has. Each level of this mutation allows the
  character to increase the level of environmental weakness by one or
  select another environmental hazard. A mutant may not possess both
  Environmental Weakness and Environmental Tolerance for the same
  environmental hazard.
  
  SAMPLE: Introduction to the Twilight Sector
   11
  1.
  Atmosphere: Dangerous atmospheres cause great injury to
  mutants with this weakness and they suffer an additional
  point of damage for each level of this mutation whenever
  they are exposed to any hostile atmosphere. See page 171 of
  the Traveller Core Rulebook for the specific effects of
  atmosphere.
  2.
  Gravity: High and low gravity environments are particularly
  discomforting to mutants with this weakness. When this
  mutation is selected, the mutant chooses either high or low
  gravity tolerance. For each level of this mutation, the mutant
  suffers an additional -1 DM when exposed to worlds of high
  and low gravity.  Moreover, the length of time needed to
  adjust to these worlds is doubled for each level of this
  mutation. A mutant can possess weakness to both high and
  low gravity. See page 170 of the Traveller Core Rulebook for
  the specific effects of gravity.
  3.
  Radiation: For each level of radiation weakness a mutant
  possesses, they suffer an additional two points of damage
  when exposed to the effects of severe radiation. See page
  142 of the Traveller Core Rulebook for the specific effects of
  radiation.
  4.
  Temperature: The mutant is unable to tolerate extreme heat
  or cold. For each level of temperature weakness, the mutant
  chooses either heat or cold weakness. When the character
  suffers damage from exposure to this temperature type it is
  increased by +1 DM for each level of hot or cold weakness. A
  character can possess weakness to both extreme hot and
  cold, as well as multiple levels of weakness for each. See
  page 74 of the Traveller Core Rulebook for the specific
  effects of extreme temperature.
  Light Sensitivity
  The mutant is especially sensitive to light. For each level of this
  mutation, the mutant suffers a -1 DM to any rolls made when
  exposed to a light source equivalent to sunlight. In addition, a mutant
  with this sensitivity is easily blinded by exceedingly bright lights.
  Double the duration of any blinding effects and reduce the Effect
  needed to blind the mutant by one for each level of this mutation.
  Physical Deformity
  Many mutants suffer from any number of physical deformities. These
  can be as mundane as strange coloration of the skin, eyes or hair to
  vestigial appendages. This mutation gives the mutant a unique
  physical deformity that cannot be hidden and clearly identifies the
  mutant for who, and what, they are. This deformity may or may not
  impose a penalty to social skill checks.
  
  SAMPLE: Introduction to the Twilight Sector
   12
  Susceptible
  The mutant is especially susceptible to poison or disease. When this
  mutant is selected, the mutant must choose to be resistant to either
  disease or poison. For each level of resistance, the character receives
  +- DM to Endurance checks made to resist the effects of the specific
  hazard. A mutant may be susceptible to both poisons and disease. A
  mutant may not possess both Resistant and Susceptible for the same
  hazard.
  Weak Characteristic
  The mutant suffers from a weaker than normal characteristic. For
  each level of this mutation, the mutant receives a -1 DM when rolling
  for the specified characteristic and their maximum for that
  characteristic is likewise increased. A mutant may not possess both
  Notable Characteristic and Weak Characteristic for the same
  characteristic.
  Mutation Packages
  Aqua Mods
  Aqua mod mutants are those that are at home on land and at sea.
  Able to explore and colonize worlds with large concentrations of
  water, these mutants are found working at the ocean depths farming
  kelp beds or mining undersea ores. They usually possess webbed feet
  and hands, obvious gills and streamlined bodies ideal for swimming.
  Aqua mod mutants possess the following mutations.
   Aquatic
   Cold Tolerance (2)
   Diminished Smell (1)
   Enhanced Hearing (Echolocation)
   Physical Deformity (Gills, Webbed Hands and Feet)
   Atmosphere Tolerance (Dense High)
  Belt Mods
  By far the most numerous SIMs, these individuals are modified for
  deep space environments without the use of artificial gravity. They
  are short and lithe and so perfect for work in close quarters. Their
  bones are less dense but significantly stronger so less prone to
  deterioration in weightless environments.
   Atmosphere Tolerance (Very Thin)
   Low Gravity Tolerance
   Notable Dexterity (1)
   Physical Deformity (Short, Thin)
   Weak Endurance (1)
  Grav Mods
  Mutants from high or low gravity worlds tend to develop in much the
  same way, whether created for the task or a result of generations of
  breeding on such worlds. High-grav mutants are squat and short with
  great muscular strength while low-grav mutants are tall and thin and
  
  SAMPLE: Introduction to the Twilight Sector
   13
  quite nimble. Each has their advantages and disadvantages and both
  have been around for so long as to be a fairly common sight.
  High Grav Mods
  Ÿ High Gravity Tolerance
  Ÿ Notable Strength (2)
  Ÿ Physical Deformity (Short, Squat)
  Ÿ Weak Dexterity (2)
  Low Grav Mods
  Ÿ Low Gravity Tolerance
  Ÿ Notable Dexterity (2)
  Ÿ Physical Deformity (Tall, Thin)
  Ÿ Weak Strength (2)
  Rad Mods
  Exposure to intense radiation while working in deep space is fairly
  common, as it is on worlds with a higher than standard background
  radiation. As such, some mutants develop able to resist amounts of
  radiation that would otherwise kill a standard human. These mutants
  thrive where others do not and have established some small
  communities on harsh worlds, in the depths of space, or the toxic
  dumps of large cities.
   Physical Deformity (Glowing Skin or Vestigial Appendages)
   Radiation Tolerance (3)
   Weak Social Standing (+1)
  Atmosphere Mods
  With the number of worlds being discovered that possess less than
  ideal atmospheres, the number of mutants needed to c�olonize
  these worlds – or those that result from colonization – has increased
  dramatically over the past few centuries. Able to survive on any one
  of a number of harsh environments, these rugged individuals live in
  atmospheres that would kill most standard humans. These mutants
  quickly become dependent on the atmosphere they have gained a
  tolerance towards.
   Atmosphere Requirements (Choose One)
   Atmospheric Tolerance (Choose One)
   Heat or Cold Tolerance (1)
   Radiation Tolerance (1)
  Approximately 8 to 10% of the population on Terra/Sol is composed
  of mutants. Players should consult their Game Masters when creating
  mutant characters to work out the number and types of mutants that
  will allowed into your campaign.
  A choose your own path adventure for the Twilight Sector Campaign.
  You will need the Traveller Core Rulebook to play this adventure.
  
  SAMPLE: Introduction to the Twilight Sector
   14
  Introduction
  Recently discharged from your service to the Orion Confederation
  during the Mutant War, you returned home to visit your folks on the
  Crispus Attucks space habitat in orbit around Achilles. It was great to
  catch up with your family but you quickly became bored and are
  anxious to start the next phase of your life.
  You were recently approached by an old military friend who was in
  intelligence with the offer of some work. You realize that whoever you
  would be working for probably wants to keep their identity secret and
  to retain “plausible deniability” of your actions, however you decide
  to take the offer anyway. After all they are offering you 3,000 credits
  for a one day job!
  Your friend told you that the PAX Combine, the owners of the Morning
  Star asteroid complex, had discovered a secret entrance into the
  famed tunnels of the alien-created Morning Star asteroid. This
  asteroid complex has been turned into an extremely popular resort
  destination by PAX. He also told you that the PAX has not allowed
  independent scientific research on the tunnels since they discovered
  them back in 2837. Recently PAX discovered this new entrance into
  
  SAMPLE: Introduction to the Twilight Sector
   15
  the tunnels on the “bottom” (the side opposite the high port for the
  asteroid) of the asteroid and surveillance had revealed that they were
  moving some heavy equipment into the tunnels. Your job is to find
  out what they’re moving in and what they’re looking for.
  Your employer provides you with the following equipment to use on
  your mission: Bubble Car, TL 12 Vacc Suit, TL11 Laser Pistol, Sensor
  Array equipped to the left forearm of your Vacc Suit. An infrared visor
  with an embedded recording device, your briefer asks you to wear
  this at all times.
  1
  The space around the Morning Star asteroid is awash with bubble cars
  and sky cycles. Rentals mostly, piloted by tourists, they are
  programmed not to collide with any of the asteroids the tourists are
  gawking at, or each other. The plan is for you to be dropped off by a
  ship on the outskirts of the complex of 8 asteroids that make up the
  Morning Star system and make your way to the Morning Star asteroid
  itself. The Morning Star is the main asteroid of the cluster of eight and
  the one around which the other seven orbit.
  You can see the radiant red and green ball that is Moria, tiny in the
  distance as the unmarked scout ship opens its bay doors barely wide
  enough for you to slid your bubble car out.
  You must unobtrusively slide your bubble car into the stream of
  tourist vehicles moving from one asteroid to another. Fortunately for
  you this is a routine task. Roll 8+ with a +2 because this is a routine
  task plus any bonuses for your DEX bonus and piloting skill.
  Alternatively roll 8+ with a +2 for routine task plus any bonuses for
  INT and computer skill to program the bubble cars auto pilot to do
  the job for you.
  Go to #2 if you are successful.
  Go to #3 if you are unsuccessful.
  2
  You slid into the stream of vehicles making the circuitous route
  around the Morning Star complex and move at the speed of the
  surrounding vehicles so as to be inconspicuous. Bubble cars and sky
  cycles slid in and out of the line moving to landing pads on the
  various asteroids, all of which cater to tourists offering a variety of
  activities. Everything from gambling to shows to interactive sports are
  available. After 20 minutes your route finally brings you to the
  bottom of the Morning Star asteroid, however there are two sky cycles
  behind you which will have an easy view if you decide to exit the route
  now and make your way to the surface of the asteroid. Do you try and
  break for the surface now or will you take another trip around the
  circuit hoping for a better opportunity?
  
  SAMPLE: Introduction to the Twilight Sector
   16
  There’s no time for programming the computer so if you move
  towards the surface go to #4
  If you take another trip around the circuit go to #5
  3
  A black and white sky cycle pulls up behind you, obviously a traffic
  cop. You receive a broadcast that blares through your vehicles sound
  system “RESUME TRAVEL WITHIN THE DESIGNATED TRAFFIC LANES.”
  The traffic AI’s subroutine is probably going to be watching you
  now. You'll suffer a -1 circumstance penalty to any attempts to land
  on the Morning Star unnoticed.
  You really have no choice but to follow the traffic cop’s
  instructions. Go to #2
  4
  It’s going to take a tricky maneuver here to slip off the traffic path
  and not be noticed by the two skycycles behind you. You gradually
  ease off the throttle and slid your bubble car ever so slightly lower on
  the designated traffic lane. You are trying to let the two skycycles slid
  past you while you imitate a gawking tourist. This difficult task
  imparts a -2 penalty. You can use your DEX bonus plus Pilot or Flyer
  skill to offset this penalty and hopefully make a successful roll. Roll
  8+ considering your accumulated bonus or penalty.
  Bubble Car
  10  
  Flyer +0  
   
  400 KPH 1/3
  Closed  
   
   
   
   
  2  
   
  2  
  2
  No weapons Cost:
  50,000 credits
  Go to #6 if successful.
  Go to #7 if unsuccessful.
  5
  It’s been another 20 minute tour around the asteroid complex and
  you’re bored and twiddling your thumbs as you finally approach the
  bottom of the Morning Star for the second time. You’re pleased to see
  that the nearest vehicle is well behind you which should make it
  relatively easy to slip off the defined traffic lane and approach the
  asteroids surface. You have a  +2 as this is a routine task plus any
  pilot or DEX bonuses. You need to roll 8+.
  Go to #6 if successful.
  
  SAMPLE: Introduction to the Twilight Sector
   17
  Go to #7 if unsuccessful.
  6
  The whisper of the breaking jets is all that can be heard as the bubble
  car lightly touches down on the surface of the Morning Star. Your
  coordinates indicate you’re only a few yards from the secret tunnel
  entrance. It is well hidden though. Even from this close you can’t
  make it out, you’ll have to hope the electronics are accurate. Securing
  your vacc suit you cycle through the exit sequence and the vehicle
  retrieves all the free oxygen from the vehicles cabin before opening
  the bubble top. Waste not want not is the first rule of life in a vaccum.
  As your vehicle’s bubble opens you exit and step out onto the surface
  of the famed Morning Star asteroid. A thin layer of dust is kicked up
  no doubt the result of thousands of years of accumulation. Looking
  down at the dust you spot footprints leading to a small rock
  formation not 10 meters from your position. You follow the tracks
  and after just a minute you find the well concealed entrance. You are
  relieved to see that the PAX have installed a standard airlock over the
  opening they drilled in the rock and the outer door is open!
  Go to #8
  7
  The bubble car lands with a shuddering jolt. Wisps of dust curl up
  around it. Your jolt may have provided the dust the energy it needed
  to escape its thousands of years of imprisonment on the surface of
  this asteroid.
  You come down hard, your bubble car was traveling 10 KPH when it
  hit. You’ll need to roll for damage to the vehicle (Page 66-67 of the
  Traveller Core Rulebook).
  Your hard landing attracts the attention of a Drone which was
  apparently on guard. It attacks you immediately. It will get one free
  attack while you free yourself from the bubble car.
  The Guard Drone has the following stats:
  Drone
  S: 6
  D: 7
  I: 5 (-1)
  E: 6
  S: 0 (-3)
  Hull: 1Structure: 1
  Traits: Gun Combat/ 0,  Armor/6, Intergral System (mining laser),
  Inergral System (mechanical toolkit, Specialized Computer/1 (running
  Agent/1 and Mechanic/1)
  Weapons: Mining laser, treat as a tech 9 laser pistol (Traveller Core
  Rulebook page 100)
  
  SAMPLE: Introduction to the Twilight Sector
   18
  If you defeat the drone go to #8
  If you are defeated by the drone your adventure is over!
  8
  You step through the outer door, closing it behind you so you can
  attempt to operate the airlock and cycle through into the obviously
  pressurized interior. The inner airlock door looks like a standard one
  and you don’t see any special security devices on it. You’ll have to
  hope that everything is as it appears. To operate the airlock door is a
  routine task (+2), plus any INT bonus and you may also include the
  highest bonus you posses for any of these skills, Engineer, Mechanic,
  Jack of all Trades or Zero-G. You need an 8+ on your skill check to
  open the airlock door.
  Successful go to #9
  Unsuccessful go to #49
  9
  You’re in! This area is airtight, well lighted and has a standard
  atmosphere. You can take off your vacc suit if you like. If you choose
  not to you will suffer a -2 task difficulty modifier for all actions taken
  in the tunnels. You find yourself in a good sized, rough-hewn room.
  It is now filled with crates containing a plethora of electronic
  equipment and inactivated robots. You hear noises coming from
  down the hall. They may be getting closer, it’s hard to tell. What do
  you do?
  Search the room go to #10
  Head down the hall go to #11
  Hide among the equipment go to #12
  10
  Searching through the piles of metal crates you find a lot of electronic
  sensing equipment that needs to be assembled to be useful.
  Obviously the PAX Combine believes there is something of
  importance in these tunnels and they are actively searching for it. You
  also find crates with at least a dozen inactive robots. Further
  snooping reveals a handheld electronic device sitting on top of one
  of the crates. Obviously somebody has walked off and left it sitting
  here. The device’s screen shows what is clearly a map of at least a
  portion of this complex (you are now entitled to look at the Map of
  the Star at the end of this section).  Little red dots on the map
  obviously identify something but you’re not sure what. A few of them
  appear to be moving including one, that, if you're reading this right,
  is headed your way. Looking up you see a drone enter your area.
  When it spots you it begins blazing away with its embeded snub pistol.
  
  SAMPLE: Introduction to the Twilight Sector
   19
  After the first round of combat you can get cover among the crates,
  the drone will have a -2 to hit you for the rest of the fight.
  Drone
  S: 6
  D: 7
  I: 5 (-1)
  E: 6
  S: 0 (-3)
  Hull: 1Structure: 1
  Traits: Gun Combat/ 0,  Armor/6, Intergral System (mining laser),
  Inergral System (mechanical toolkit, Specialized Computer/1 (running
  Agent/1 and Mechanic/1)
  Weapons: Mining laser, treat as a tech 9 laser pistol (Traveller Core
  Rulebook page 100)
  If you defeat the drone go to #13
  If you are defeated by the drone your adventure is over!
  11
  As you head down the hall you notice that the tunnel begins to take a
  more worked or polished appearance. But that reverie is short lived
  as you see a drone headed your way! Combat ensues.
  Drone
  S: 6
  D: 7
  I: 5 (-1)
  E: 6
  S: 0 (-3)
  Hull: 1Structure: 1
  Traits: Gun Combat/ 0,  Armor/6, Intergral System (mining laser),
  Inergral System (mechanical toolkit, Specialized Computer/1 (running
  Agent/1 and Mechanic/1)
  Weapons: Mining laser, treat as a tech 9 laser pistol (Traveller Core
  Rulebook page 100)
  If you defeat the drone go to #13
  If you are defeated by the drone your adventure is over!
  12
  You manage to hunker down behind a stack of metal crates. The label
  says it is part of a deep radar assembly. That would be useful in
  searching for hidden cavities in the asteroid’s rock. You don’t have a
  lot of time to contemplate this find before a drone comes into the
  room, guns blazing. However, you get cover which gives the drone -2
  to hit you for the entire encounter.
  Drone
  S: 6
  D: 7
  I: 5 (-1)
  E: 6
  S: 0 (-3)
  Hull: 1Structure: 1
  Traits: Gun Combat/ 0,  Armor/6, Intergral System (mining laser),
  Inergral System (mechanical toolkit, Specialized Computer/1 (running
  Agent/1 and Mechanic/1)
  Weapons: Mining laser, treat as a tech 9 laser pistol (Traveller Core
  Rulebook page 100)
  
  SAMPLE: Introduction to the Twilight Sector
   20
  If you defeat the drone go to #13
  If you are defeated by the drone your adventure is over!
  13
  The hallway appears to be much more finished than the room you just
  came from. Moving down the hallway you come to a small
  room, finished in the same fashion as the hallway, it has three exits.
  One to the north, one to the south and one exactly opposite the
  entrance going east. From the north you hear the sound of some high
  pitched machinery but it’s not overly loud. To the east you hear some
  tap, tap, tapping noise and to the south you don’t hear anything at all
  (you are now entitled to look at the Map of the Star at the end of this
  section).
  Go north to #14
  Go east to #15
  Go south to #16
  14
  Moving stealthily down the hall you get in a position to peak around
  the corner. Lining either side of the wall you see at least half a
  dozen drones all drilling into the hallway walls. At first glance it looks
  like they might be placing some kind of sensing devices in the small
  holes they are creating. A maze of wiring covers the floor of the
  hallway all leading back towards the east. From your position you
  can’t see the end of the hallway without moving your head into view
  of the drones. Moving away from the corner without being seen may
  be harder than getting here. Make a stealth check (or untrained dex
  check to back away and not be seen) rolling 8+ to back away unseen.
  If you decided to engage you get a free round.
  Stealthy retreat go to #13 make a different choice
  Engage or fail your stealth check go to #17
  15
  As you move down the hallway the tapping gets louder and you spot
  a human with his back to you hunched over some kind of control
  panel. He appears to be engrossed in the display. About all you can
  make out of it is a bunch of red dots. You can roll stealth to sneak up
  on the person (or untrained Dex). You can open up on him if you want
  to engage in combat (you’ll receive a +2 task difficulty modifier as
  he’s a sitting duck) or you can stay where you are train your gun on
  the person and demand that he surrender. One last option is you can
  
  SAMPLE: Introduction to the Twilight Sector
   21
  quietly slink back down the hallway, going back to #13 and make
  another choice.
  Successfully sneak up on the person go to #18
  Unsuccessful in sneak attempt go to #19
  Attack go to #20
  Demand a surrender, go to #30
  Retreat back down the hall, go back to #13 and make a different
  choice
  16
  This hallway appears to be the finished stone you’ve seen since the
  first room you entered. As you peer around the corner you see that it
  is empty. Making your way down the hallway, make an Intelligence
  check or an Education check whichever is better for you. Roll 8+.
  Successful go to #21
  Unsuccessful go to #22
  17
  There’s a lot of drones here! You open up on them, getting their
  attention. Your first round of combat you can engage the drones
  unopposed. After that they turn on you and begin returning fire. The
  combat will go on for two rounds before you realize there’s just to
  many of them, it doesn’t look like there's any way you can take them
  all out.
  If you run go to #23
  If you stand and fight go to #24
  18
  You have snuck up on the distracted person hunched over the panel
  with the red dots. You order him to surrender and he jumps not
  having realized you were there but complies. You now have him at
  gunpoint. What do you do?
  If you tie him up and question him go to #33
  If you cold cock him go to #34
  
  SAMPLE: Introduction to the Twilight Sector
   22
  19
  As you try and sneak up on the person, he spies you and quickly turns
  around, grabbing your gun arm. You find yourself and the other
  person grappling for your gun. You’ll find the grappling rules in the
  Traveller Core Rulebook, page 64.
  Technician
  S: 6
  D: 6 
  E: 6
  I: 8
  E: 7
  S: 6
  Armor: None
  Skills: Comms/0 Computers/1 Drive/0 Mechanic/1 Medic/0 Pilot/1
  Remote Operations/2  Sensors/2 Vacc Suit/0 Zero-G/1
  Weapons: None
  If you manage to escape the grapple go to #18 and chose one of
  the options.
  If you fail, the person has your gun and the drop on you, go to
  #24
  20
  You carefully aim at the man and fire (you gain a +2 task difficulty
  modifier). If your first shot does not disable the man he will turn
  and flee to the north. You can pursue and get one more shot off
  before he disappears around the corner or you can choose one of the
  other options below. If he is disabled by your second shot he doesn't
  make the corner and lies dying in the middle of the hallway.
  Technician
  S: 6
  D: 6
  E: 6
  I: 8
  E: 7
  S: 6
  Armor: None
  Skills: Comms/0 Computers/1 Drive/0 Mechanic/1 Medic/0 Pilot/1
  Remote Operations/2  Sensors/2 Vacc Suit/0 Zero-G/1
  Weapons: None
  If he is not disabled he will rally the robots to his aid. Go to #24
  If he is disabled go to #32
  If you demand he stop or you’ll shoot again go to #30
  If you check out the control panel go to #32
  21
  As you move down this hallway you spot a discoloration on the wall.
  You stop and use the sensor in your vacc suit. The sensor indicates
  that there is a ten foot section of the hallway that is extremely
  radioactive. You put your vacc suit back on and proceed without
  incident through the affected area.
  Go to #25
  
  SAMPLE: Introduction to the Twilight Sector
   23
  22
  Walking down this hallway you start to feel warm and in short order
  your skin is sensitive to the touch. An alarm on your suit’s sensor
  array starts going off. You’ve walked though an area of intense
  radiation. You suffer 3d6 x 10 rads of radiation exposure and suffer
  the effects indicated by that amount of radiation (see the Traveller
  Core Rulebook page 141-142 for the results of your exposure).
  If you are still functional go to #25
  23
  Running back the way you came you come back to the small room
  with three exits. To the north you hear the drones coming down the
  hall after you. To the east you hear some one yelling commands, to
  the south and west you hear nothing at all.
  If you run east go to  #26
  If you run west go to #27
  If you run south go to #28
  24
  Despite your best efforts you have run into a situation from which
  there is no escape. You are eventually overrun by the drones and
  captured. Your adventure is over but get yourself a GM and have them
  create a scenario for you to escape the clutches of the PAX Combine.
  25
  Moving towards the end of this hallway, you hear the tapping that you
  heard earlier. It gets louder as you approach the corner turning north.
  Peeking around the corner you spot a human hunched over a
  computer panel with red dots moving about on it. Do you roll stealth
  to sneak up on the person (or untrained dex)?
  If successful go to #18
  If unsuccessful go to #29
  OR
  Do you fire at him? Go to #20
  Do you demand that he surrender? Go to #30
  
  SAMPLE: Introduction to the Twilight Sector
   24
  26
  Turning to run east down the hallway, you get about halfway before
  you are confronted by a human and more drones. What do you do?
  To engage them in combat go to #24
  To turn and run back to the west go to #44
  27
  You are forced to flee the complex and do not complete your mission,
  however you do have the first recordings ever taken of the tunnels
  inside the Morning Star and that’s something. Your employer seems
  pleased and pays you the full contracted price.
  28
  Running down this hall you start to feel warm and in short order your
  skin is sensitive to the touch. An alarm on your suits sensor array
  starts going off. You have run though an area of intense radiation.
  You suffer 3d6 x 10 rads of radiation exposure and suffer the effects
  (see core rulebook page 141-142).
  If you are still functional go to #29
  If you have passed out because of wounds, go to #24
  29
  As you round the corner heading back north you see a man hunched
  over a computer panel. He appears intent on his work whatever that
  might be. As you get closer he looks up and sees you ... his eyes go
  wide and he moves to start running away to the north.
  If you fire at him go to # 31
  If you demand he stop or you’ll shoot go to #30
  If you go to the control panel and check it out go to #32
  30
  The man takes a few steps then stops and throws his hands up in
  surrender muttering to himself, “This job’s not worth getting killed
  over.”
  Do you tie him up and question him? Go to #33
  Do you cold cock him? Go to #34
  
  SAMPLE: Introduction to the Twilight Sector
   25
  31
  If the person isn’t disabled by the first shot he will continue to flee to
  the north. You can pursue and get one more shot off. If he isn't
  disabled (had two or more of his physical stats reduced to zero) by
  your second shot he comes to the end of the hallway and will
  disappear around the corner that turns back towards the west.
  If you continue to follow the fleeing man go to #24
  If you stop and check out the control panel he was working on go
  to #32
  32
  Puzzling over the display you have an epiphany, the control panel
  clearly shows the locations of each robot on a map of the complex
  (you are now entitled to look at the Map of the Star at the end of this
  section). The guy is probably a technician and was controlling the
  work of the robots from here. Considering how this insight can help
  you, you suddenly hear a voice that sounds like it’s coming out of the
  ceiling above you. It says, “Use the controls to shut of the droids.”
  After jumping out of your skin you look around and don't see
  anything!  There’s no speaker visable, no security devices are
  detected by your suit’s sensor array. This “Voice” seems to be coming
  out of thin air. That’s a strange reference, you think, nobody calls
  robots droids.  You wonder where this guy’s from? Then you hear the
  voice again: ”Well?”
  If you attempt to understand how the panel works go to #35
  If you attempt to speak with the voice go to #36
  33
  The man’s eyes dart back and forth from your face to your gun.
  “You're not going to kill me are you?” he says. “I’m just a technician,
  whatever beef you've got with the Combine, I want no part of it.”
  After questioning he’ll tell you that he is controlling the robots from
  that interface, nodding towards the panel with the red dots moving
  around on it (you are now entitled to look at the Map of the Star at the
  end of this section). “We’re looking for artifacts in the tunnels of the
  precursor civilization which built this asteroid complex.”
  Do you tell the technician to disable the robots? Go to #37
  Do you attempt to understand the panel yourself? Go to #38
  34
  The guy is laying unconscious on the floor a sheen of blood on the
  back of his head where you hit him. He appears to still be breathing
  which assuages your guilt a little bit (you are now entitled to look at
  
  SAMPLE: Introduction to the Twilight Sector
   26
  the Map of the Star at the end of this section). You are shaken from
  your reverie when suddenly you hear a voice that sounds like it’s
  coming out of the ceiling above you. It says, “Use the controls to shut
  off the droids.”  After jumping out of your skin you look around and
  don’t see anything! There’s no speaker visible, no security devices are
  detected by your suits sensor array. This “Voice” seems to be coming
  out of thin air. That’s a strange reference you think, nobody calls
  robots, droids. You wonder where this guy’s from? Then you hear the
  voice again: “Well?”
  Do you do what the voice commands? Go to #35
  Do you attempt to speak with the voice? Go to #36
  35
  Make a Computer, Engineer – electronics or Sensor skill check to
  understand the control panel. You get a +1 to your attempt as the
  voice offers helpful insights.
  Where you successful? Go to #39
  Did you fail? Go to #41
  36
  The seemingly male “Voice” responds again, “Shut down the drones
  and then I will show you what they seek.” The sound still seems to
  come from all around you making it impossible to locate its source.
  Do you continue speaking with the voice? Go to #40
  Do you do what the voice commands? Go to #35
  37
  The technician will do as commanded, saying “I'm just a technician,
  I've got no beef with you, I'll do whatever you want, just don't kill me.”
  After tying up the technician you hear a pleasant male voice which
  sounds almost as if its coming from the walls address you. “Follow
  the tunnel and I’ll show you what they seek.” After jumping out of
  your skin you look around and don't see anything! There's no speaker
  visible, no security devices are detected by your suit’s sensor array.
  This "Voice" seems to be coming out of thin air.
  Do you do what the voice commands? Go to #43
  Do you leave to file your report with your employer? Go to #42
  
  SAMPLE: Introduction to the Twilight Sector
   27
  38
  You examine the control panel trying to figure out how it’s operated.
  Make a Computer, Engineer – electronics or Sensor skill check to
  understand the control panel.
  If you are successful, go to #48
  If you fail and don't enlist the aid of the technician go to #45
  If you enlist the aid of the technician go to #37
  39
  The interface looks vaguely familiar. You operated something like it
  when you were in the service to control battle drones. After a few
  minute figuring out the controls you successfully deactivate all the
  robots shown on the control screen.
  Go to #46
  40
  The “Voice” replies again, this time somewhat sterner, “If you do not
  head my directions you will be captured. Disable the droids.”
  Do you do as the voice commands? Go to #39
  Do you continue trying to question the voice? Go to #24
  41
  The voice continues to offer helpful tips but you hear robots starting
  to move towards your position. Make another Computer, Engineer –
  electronics or Sensor skill check to understand the control panel. This
  time you get a +3 on your check.
  If you were successful go to #39
  If you failed go to #24
  42
  Your employer is very happy with the information and video you
  obtained. You collect your 3,000 credits and are ready to begin a life
  of adventure in “The Twilight Sector.”
  43
  You follow the hallway and eventually come to a T intersection. On the
  far wall of the T a panel in the wall slides open revealing a large oval
  
  SAMPLE: Introduction to the Twilight Sector
   28
  shaped, fist sized, clear gem. It appears to have already been cut as
  it has many facets and shimmers under light.  The voice says, “This
  is what they seek. Take it and go before they send more droids to
  capture you.” You take it and make your way out of the tunnel
  complex. Your employer is ecstatic. You collect your 3,000 credits
  and are ready to begin a life of adventure in “The Twilight Sector.”
  44
  Your only option at this point is to flee back to the west. You are
  forced to flee the complex and do not complete your mission,
  however you do have the first recordings ever taken of the tunnels
  inside the Morning Star and that’s something. Your employer seems
  pleased and pays you the full contracted price.
  45
  You hear robots starting to move towards your position. Make
  another Computer, Engineer – electronics or Sensor skill check to
  understand the control panel. You get a +1 for persistence and
  hopefully establishing some familiarity with the interface by now.
  If you are successful go to #39
  If you are unsuccessful go to #24
  46
  The “Voice” responds, “Good! Now go down the hallway to the east.
  I’ll show you what you need.”
  Do you go down the hallway to the east? Go to #43
  Do you head back out of the complex with the information you’ve
  already developed? Go to #47
  47
  You leave the complex with a wealth of information, the first
  recordings ever taken of the tunnels inside the Morning Star and
  some information on what the PAX Combine is up to, and that’s a lot
  more than had been known previously. Your employer seems pleased
  and pays you the full contracted price.
  48
  The interface looks vaguely familiar. You operated something like it
  when you were in the service to control battle drones. After a few
  minutes figuring out the controls you successfully deactivate all the
  robots shown on the control screen. When you’ve deactivated the
  robots you hear a pleasant male voice which sounds almost as if its
  
  SAMPLE: Introduction to the Twilight Sector
   29
  coming from the walls address you. “Follow the tunnel and I’ll show
  you what they seek.” After jumping out of your skin you look around
  and don't see anything! There’s no speaker visable, no security
  devices are detected by your suit’s sensor array. This "Voice" seems
  to be coming out of thin air.
  Do you do as the voice commands? Go to #43
  Do you say enough is enough and leave with the information
  you’ve developed so far? Go to #47
  49
  You don’t have much choice do you?  Try again!
  If you’re successful go to #9
  If unsuccessful go to #50
  50
  You’re taking too long. Through a portal on the door you see 6 robots
  enter the room on the other side. After tackling the one outside, you
  don’t think there’s anyway you can take 6 of them. You’re going to
  have to abandon the mission. But don’t worry, your employer will give
  you another chance. Get yourself a GM and have him create an
  adventure to infiltrate these secret warrens beneath the Morning Star.
  Or keep your eyes on terrasolgames.com for a continuation of this
  adventure or for others you can play in the Twilight Sector!
  If you successfully retrieved the gem, then you delivered to your
  employer at least a portion of the AI which has been trapped in the
  tunnels below the Morning Star since at least 2837. This is what the
  PAX combine has been trying to capture.
  Your employer is unaware of exactly what you’ve discovered will not
  take precautions to contain the AI. It will escape to the wilds of the
  internet, though for good or ill only time will tell.
  It’s time for you to organize a group of players and a GM and explore
  The Twilight Sector Campaign Setting to answer this and many more
  intriguing questions!
  
  SAMPLE: Introduction to the Twilight Sector
   30
  Map of the Star
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Twilight Sector/Mongoose Traveller - Into the Star (solo-adventure).pdf