Wednesday, May 8, 2024

Life Hack: Use Read Aloud for Aslan Words

I experienced the most remarkable serendipity recently. A few weeks ago I was working on a Word document for work when I accidentally activated the “Read Aloud” feature, which I’ve never done—and I have used this program nearly daily for over 30 years. 

I was a little surprised to have triggered the function but even more surprised by the natural-sounding voice that emerged. The voice perfectly read out a very technical section of a document that had several unusual place names, names that regularly trip up natives. In retrospect, given how quickly AI technologies have emerged it shouldn’t have been such a surprise that these readers would have gotten so sneaky good.

I put the experience out of mind but a few days later I spied a discussion thread—I think on Reddit—recommending using the Read Aloud feature to help proof draft texts. I often try to read my own writing aloud when I’m editing myself and find the technique can help catch many errors or awkward phrasing that would get missed on the page. But I still miss many things—my reading brain will still sometimes skip or smooth over problematic bits. But to hear someone else read my text gives me a little more distance to appraise my own work. The advice seemed sound and I resolved to give it a go soon.

A few days after that I was working on a passage from Clans of the Aslan that I kept reworking and reworking but I still wasn’t quite sure about. On a lark I decided to run the passage through Word’s Read Aloud and the results were amazing. Hearing the passage aloud helped me hone in on one particularly knotty sentence, but even more helpful was to hear the program pronounce Aslan names.

I’ll be the first to admit that the Trokh conlang can produce many words that look interesting on the page but can be the very devil to read aloud. Personally, it’s all the vowels that tend to trip me up: I lose track of where the stress should fall. And really, like any other language, the trick is to keep pushing through because once you hesitate you’re lost. A computer program, though, never worries and just goes for it. 

In general, I found the program did a pretty good job of tackling Trokh words and phrases. I assume it’s applying English pronunciation rules for Aslan, which is probably why the pronunciations generally sound right to my ear. Oddly, the one word that the program really seemed to botch was “Hierate.”

I have sometimes thought that the intimidating appearance of the Aslan language has kept many referees and players from running Aslan scenarios or characters. Maybe using this one simple hack can help anyone master Trokh with just a few simple keystrokes. Try it out! It’s the next best thing to DuoLingo for Hisol’i.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Wednesday, May 1, 2024

Happy MayDay!

The Iconic Cover of the Basic Traveller set.

The original Traveller featured the iconic Mayday! on its box: the universal distress call M’aidez! (French for Help Me!), generally expressed in English as “Mayday.” Traveller traditionally celebrates May 1 as its holiday.

In honor of the game’s 47th anniversary, I’ve recently developed a quartet of unofficial Aslan sectors for Traveller MapEtakhasoa, Kefiykhta, Waroatahe, and Karleaya are all live on the site. All are sectors on the spinward/rimward fringes of the Hierate and there are fairly few published details for any of them.

Etakhasoa and Kefiykhta had previously existed only as dotmaps from DGP’s Solomani and Aslan: The Rimward Races book. I generated new sector data mostly using the Traveller5 Book 3 rules, with political details and bases created with good old CT Aslan - Traveller Alien Module One. I did break out Mongoose’s excellent new World Builder’s Handbook for stellar details and help with some other questions. 

Kefiykhta (-7,-4) is a true frontier for the contiguous Hierate: beyond are only pockets of Aslan colonies amidst unclaimed systems and those held by outcasts or alien races. This is a recently settled and relatively peaceful area, with lands still plentiful enough to prevent significant interclan conflict. Clans from the Uiktawa and Seieakh blocs of the Tlaukhu have holdings here, and the Seieakh capital is located at Hkawuakhiys (Kefiykhta 0928 A000988-D).

Etakhasoa (-5,-4) is a couple of sectors trailing of Kefiykhta, nearer Kusyu. About a quarter of the sector is outside the borders of the Hierate, including a noticeable carveout in subsectors J, L, M, and N—an artifact of the Cultural Purge, I suspect. This area was originally settled by Aslan separatists, but since the Cultural Purge has been relatively peaceful. The Tlaukhu members lykyasea and Uiktawa are known to have holdings in this sector.

Jo Grant and Jeff Zeitlin had partially generated data for Waroatahe and Karleaya and I worked with that information. The system locations were generally based on the Solomani and Aslan dotmap, and the existing data included names, UWPs, remarks, bases, and PBG. While the UWPs and bases didn't seem to use the Aslan world generation system, I tried to retain as much as possible while bringing everything up to T5SS standards. So most names were preserved. Starport, Atmosphere, Hydrosphere, and Population were generally retained. Government, Law Level, Bases, Allegiance, and TL were regenerated using AM1 and then adjusted where necessary to fit T5SS standards. Stellar data was generated using World Builder’s Handbook

Waroatahe (-6,-3) is dominated by the Eakhtiyho (Hrasua) bloc and has been one of the most turbulent sectors in the Hierate. The Alien Realms adventure “First Son, Lost Son” was set in Waroathe and eventually located in subsector N, “Hekisearai.” The Hrasua clan capital is located at Ouh (Waroatahe 0333 A567884-D) and their ally the Fteweyeakh keep their capital at Aoieyakh (Waroatahe 2310 B8C6A86-C).

Karleaya (-5,-3) is an old sector, having been settled for over 3,000 years. Politically, it is currently split between the Tralyeaeawi and Aokhalte blocs. There’s a Chirper world in subsector H per Dronye - Traveller Alien Module Five. The Aokhalte capital is at Iykte (Karleaya 1306 A848A89-D), while the clan capital of the Aiheilar, a Tralyeaeawi ally, is at Oihtieal (Karleaya 2902 A573A77-E).

Here’s to 47 more years of Traveller!

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, April 23, 2024

Aslan Corporations in T5SS Data

Captain card from the Traveller Customizable Card Game.

Aslan - Traveller Alien Module One (1984) introduced a special world generation sequence for Aslan worlds. While Population is generated just as with Human worlds using 2D - 2, Government is generated with a special table producing Aslan-specific Government codes to provide “a clearcut idea of the distribution of power in an Aslan society” (34).

Aslan Government code G indicates a “Small station or facility. Either operated by an offworld clan or controlled by a company (the only instance where a world is controlled by anything but a clan); population must be 3-” (25). Roughly 27.77% of Aslan worlds will have a Population of 3-, and half of those worlds will have Government G, meaning 13.89% of all Aslan worlds are small stations or facilities.

As described in my previous post on Governments and Allegiances in the Hierate, Traveller5 translated the old Aslan government codes into a combination of standardized government and expanded Allegiance codes—for example, an Aslan split-control world (Government Code H) would usually be converted to a Government 7 (Balkanized) world with an AsSc (Split Clan) allegiance. This change neatly captures the same amount of information without requiring a whole host of alien-specific government codes and is reflected in the T5SS data hosted on Traveller Map.

The one exception concerns Government Type G. While the T5SS originally used an “AsSf” allegiance code for Small Facility, this code ended up getting dropped. This is fine for small facilities “operated by an offworld clan” but loses facilities controlled by a company, “the only instance where a world is controlled by anything but a clan,” which I consider a very interesting exception.

Aslan corporations, it should be recalled, are uniquely female institutions. While some males may occupy titular leadership positions, females manage and direct corporations. After all, most males are supposedly unable to even understand or handle money. (C. J. Cherryh’s excellent Chanur novels provide some insight into how such a society might plausibly work.) In Traveller, Aslan corporations generally fit into one of three different structures: 

  1. Independent companies owned by an unmarried female or a group of unmarried females unaffiliated with a specific clan (for example, Reastirlao),
  2. Affiliated companies owned by unmarried females associated with a single clan (for example, Tlasayerlahel “Interstellar Merchants”), and
  3. Jointly Controlled companies owned by unmarried females associated with several different clans (for example, Khu Su’ikh “Five Shields”).

As I’ve been working on the Clans of the Aslan manuscript I’ve been thinking a lot about the role of corporations in Aslan society, and in particular the unique role an Independent company would play. For those females with no interest in or prospects for marriage, and a desire to escape the confines of clan life, such an institution would likely represent an exciting and liberating opportunity found almost nowhere else in Hierate society. Why stay on the family manor bowing and scraping for your idiot brother when you could take to the stars and run your own sector division?

So where are all the corporate-controlled worlds on Traveller Map? And how could one encode such worlds in the Traveller5 sector data format? First, keep in mind that Aslan corporate worlds would generally be limited to Population codes 0,1, 2, or 3. At one time I proposed implementing a new “AsCp” code for “Aslan Hierate, Corporate Control” worlds but upon further reflection I think we can describe all three types of corporations using creative combinations of Government 1 and existing Allegiance codes.

One could indicate or deduce the presence of an Affiliated Aslan company by the combination of Government Code 1 (Corporate-controlled) and the AsMw (multi-world), AsVc (vassal clan), AsTX (Tlaukhu clan), or AsTv (Tlaukhu vassal) allegiance codes, thus showing a corporation associated with a single clan. For example, an Allegiance of AsT0 and Government 1 would suggest a world controlled by an Yerlyaruiwo bloc company, which might mean the megacorporation Tlasayerlahel.

One could likewise indicate a Jointly Controlled company by combining Government Code 1 with the AsSc (split clan) Allegiance.

But how about a truly Independent company? Although it’s a little but of a stretch, we could combine Government Code 1 with the AsXX (unknown) allegiance, particularly if we expand the definition of the AsXX code to also include “unclaimed by any clan.” It’s not a particularly elegant solution, admittedly, but I really like the notion of independent Aslan companies controlling whole worlds, and possibly even entering into conflicts with neighboring clans. There’s some real story potential there.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, April 2, 2024

Four Aslan Transports

A pair of Ihatei-class Transports sponsored by the Loakhtarl clan survey unclaimed systems in distant Kyatulyare’ (Iphigenaia) sector.

As I was working on the Taorl Riftliner I realized that at least one Aslan ship from Classic Traveller doesn’t seem to have been converted to Mongoose Traveller. As described in the adventure “Syareahtaorl” from Alien Module 1: Aslan (1984), the Loakhtarl clan outfitted an ihatei fleet with “ten armed 50,000-ton ships, each capable of Jump-3 and 3-G. Each ship carried 10,000 tons of cargo (primarily colonial supplies), a crew of 300, and a colonial force of 1,700 and represented some of the best shipbuilding the clan could obtain” (38).

This is an impressive fleet just in terms of starship tonnage alone, a tribute to the vast resources that the Loakhtarl clan could still command in 1081. The ships are not statted out in AM1, but the MegaTraveller Rebellion Sourcebook (1988) does have stats for an unarmed 50,000-ton Ihatei-class Transport with Jump-3 and 1-G, which looks to be a variant on the ships described in “Syareahtaorl.” Using a converted Ihatei as a base I designed the Oakhtitl-class Transport, which better matches the description from AM1.

Early drafts of Traveller5 provide thumbnails of a couple of much smaller Aslan transports, neither of which made it into the final draft. For each vessel we get a Quick Ship Profile (QSP), which gives us the hull configuration and tonnage, as well as specifications on the jump and maneuver drives. An unarmed “Aslan Clan Transport” is briefly described in the “Green List: the casual user’s ship recognition guide distributed by the Travellers’ Aid Society.” Based on the QSP, this ship appears to be a slightly smaller, streamlined variant of the familiar Khtukhao-class Clan Transport. I’ve worked up a conversion I’ve named the Yokuarla Colonial Transport.

Based on the QSP, the Taorl Exploratory Merchant has twice the tonnage of the Yokuarla-class. As Taorl had already been used as a class name for the Riftliner, I renamed this ship the Taoleila Exploratory Merchant to avoid confusion.

Yokuarla Colonial Transport

The Yokuarla (TL-ES22) is primarily operated on the borders of the Imperium. Although not as common as the 600-ton Khtukhao Clan Transport, the Yokuarla fills a similar niche, providing passenger and cargo service on the frontiers of Aslan space. Cultural differences make passage a minefield of missteps and perceived insults, and human Travellers are advised to consider booking passage on such a ship only as a last resort.

Hull Points 200

Crew Pilot, Purser, Astrogator, Engineer, Smallcraft Crew

Maintenance Cost Cr14,472 per month

Purchase Cost MCr164.468

Yokuarla Colonial Transport
TL12 TonsCost (MCr)
Hull500 tons, Streamlined30
M-DriveThrust 21020
J-DriveJump 23045
Power PlantFusion (TL12), Power 3252121
Fuel TanksJ-2, 4 weeks of operation106
BridgeStandard202.5
ComputerComputer/205
SensorsCivilian Grade13
CraftDocking Space (40 tons)4411
 Pinnace8.71
 Docking Spaces (4 tons) x292.25
 Air/Rafts x20.5
SystemsFuel Processor (20 tons per day)10.05
 Shrine to Heroes40.5
 Medical Bay42
 Workshop60.9
StateroomsStandard x18729
 Low Berths x20101
SoftwareLibrary
 Maneuver/0
 Jump Control/20.2
Common Areas181.8
Cargo144

Taoleila Exploratory Merchant

The flowing lines and multiple subhulls of the Aslan Taoleila-class Exploratory Merchant (RL-KS13) are characteristic of most ihatei ships.

Hull Points 400

Crew Pilot, Purser, Astrogator, Engineers x3, Maintenance, Smallcraft Crew

Maintenance Cost Cr28,074 per month

Purchase Cost MCr322.225

Taoleila Exploratory Merchant
TL12 TonsCosts (MCr)
Hull1,000 tons, Streamlined60
M-DriveThrust 11020
J-DriveJump 380120
Power PlantFusion (TL12), Power 6354242
Fuel TanksJ-3, 4 weeks operation310
Bridge 205
ComputerComputer/205
SensorsCivilian Grade13
CraftDocking Space (95 tons)10526.25
 Shuttle14.67
SystemsFuel Processor (40 tons/day)20.1
 Medical Bay42
 Shrine to Heroes40.5
 Workshop60.9
StateroomsStandard x3514017.5
 Low Berths x30151.5
SoftwareJump Control/30.3
 Library
 Maneuver/0
Common Areas353.5
Cargo226

Ihatei Transport

The Aslan Ihatei-class Transport is one of several standard designs encountered in Aslan colonial fleets. Like all of them, it provides economical movement of a large number of colonists in low berths and their supporting heavy equipment and start-up supplies (about 1.5 tons per colonist).

An Ihatei Transport is unarmed and relatively slow in normal space, relying upon its great size and moderate armor for protection. As such these transports often travel in convoys with armed ships such as Ekawisykua-class escorts.

The listed purchase cost for an Ihatei Transport reflects a discount for a standard design.

Hull Points 25,000

Crew Pilot, Purser, Astrogator, Sensor Operators x3, Officers x12, Engineers x100, Maintenance x25, Administrators x12, Smallcraft Crew x16, Medics x84

Maintenance Cost MCr1.124915 per month

Purchase Cost MCr13,295.693

Ihatei Transport
TL12 TonsCosts (MCr)
Hull50,000 tons, Streamlined3,000
ArmorCrystaliron, Armor: 75,2501,050
M-DriveThrust 15001,000
J-DriveJump 33,7555,632.5
Power PlantFusion (TL12), Power 40,2002,6802,680
Fuel TanksJ-3, 4 weeks operation15,536
Bridge 60250
ComputerComputer/205
SensorsImproved (Distributed Arrays)912.9
 Life Scanner12
 Mineral Detection Suite5
CraftDocking Spaces (95 tons) x8836209
 Shuttles x8117.4
 Docking Spaces (50 tons) x8440110
 Cutters x885.9
 Docking Spaces (4 tons) x104411
 Air/Rafts x102.5
SystemsFuel Processor (2,000 tons/day)1005
 Medical Bays x4168
 Shrines to Heroes x5202.5
 Workshops x4243.6
StateroomsStandard x13453667
 Low Berths x10,0005,000500
SoftwareJump Control/30.3
 Library
 Maneuver/0
Common Areas13413.4
Cargo15,059

Oakhtitl Transport

The Oakhtitl-class Transport is a notable variant of the Ihatei-class. While the Ihatei is expressly designed to carry Aslan to an established colony world, the Oakhtitl is built for exploration and raiding in frontier areas. Although by no means a warship, the Transport is modestly armed and armored, and more manueverable than an Ihatei, carrying 10 torpedo boats (High Guard Update 2022). An Oakhtitl includes barracks and an armory for 1,000 Aslan soldiers, who serve as ship’s troops or a ground assault force during planetary raids.

The listed purchase cost for an Oakhtitl Transport reflects a discount for a standard design.

Hull Points 25,000

Crew Captain, Executive Officer, Pilots x3, Astrogator, Sensor Operators x9, Officers x28, Engineers x116, Maintenance x51, Administrators x25, Gunners x36, Smallcraft Crew x26, Medics x16, Troops x1,000

Maintenance Cost MCr1.388758 per month

Purchase Cost MCr16,162.982

Oakhtitl Transport
TL12 TonsCosts (MCr)
Hull50,000 tons, Streamlined3,000
ArmorCrystaliron, Armor: 96,7501,350
M-DriveThrust 31,5003,000
J-DriveJump 33,7555,632.5
Power PlantFusion (TL12), Power 41,3002,7532,753
Fuel TanksJ-3, 6 weeks operation15,828
Bridge 60250
ComputerComputer/20fib7.5
SensorsImproved (Distributed Arrays)912.9
 Life Scanner12
 Mineral Detection Suite5
WeaponsLarge Missile Bays x21,00050
 Medium Particle Beam Bays x8800320
 Triple Turrets (beam laser) x8820
 Triple Turrets (missile rack) x8826
 Triple Turrets (sandcaster) x8814
AmmunitionMissile Storage (1,920 missiles)160
 Sandcaster Canister Storage (500 canisters)25
CraftDocking Spaces (95 tons) x6627156.75
 Shuttles x688.05
 Docking Spaces (70 tons) x10770192.5
 Torpedo Boats x10414.07
 Docking Spaces (4 tons) x104411
 Air/Rafts x102.5
SystemsArmory20050
 Fuel Processor (2,000 tons/day)1005
 Medical Bays x4168
 Probe Drones x2042
 Shrines to Heroes x5202.5
 Workshops x4243.6
StateroomsStandard x8713,484435.5
 Barracks x1,0001,00050
SoftwareJump Control/30.3
 Library
 Maneuver/0
Common Areas94294.2
Cargo10,104

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, March 26, 2024

Taorl Riftliner and Hleakakhea SDB

Riftliners operated by Tyeyo Fteahrao Yolr (Tyeyo Dustspice Importers) stage in high orbit above Auhahkei (Riftspan Reaches 3039 A86768B-C). The corporation is controlled by females of the Ikhtealyo clan.

A recent thread on Reddit called for examples of Aslan megafreighters that could cross the Great Rift. Across all editions there really aren’t many published freighters in that size class, much less Aslan freighters.

But the discussion prompted me to take another look at a compelling ship design that seems to have fallen by the wayside: the Taorl Riftliner from GURPS Traveller: Alien Races 2.

The Taorl might not be a superfreighter or megafreighter, but in some ways it’s far more useful than either ship for an Aslan clan: a versatile jump tender that can ferry smaller ships and cargo between star systems or even across the Great Rift itself. A Taorl is built to make Jump-3 while carrying over 10,000 tons of payload.

Note that although early drafts of Traveller5 included a striking Jesse DeGraff illustration described as a “Taorl Exploratory Merchant (RL-KS13),” this would be a much smaller (1,000 ton) ship than the Riftliner. I think this T5 picture is more likely to be a misidentified Khtukhao Clan Transport (R-FB22). (See the deckplan on page 62 of Alien Races 2.)

I broke out my copy of the High Guard 2022 Update to work up a MgT conversion of the Taorl. I really had to tinker around to get this ship right: the GURPS design includes a spacedock for all the secondary craft. A spacedock is an airlock hangar bay that “can be totally evacuated or filled with air” (GURPS Traveller: Starships 64). This is basically equivalent to an MgT full hangar (High Guard 66). However, converting the Taorl with a full hanger requires a 30,000-ton hull to hold all the secondary craft. And more importantly, the use of a single monster hangar doesn’t really match the GURPS description of the ship acting as a tender.

I then tried converting the Taorl as a 20,000-ton ship with docking spaces, which seemed closer to the mark. Then finally I landed on a 10,000-ton design with external docking clamps, allowing the ship to carry over 10,000 tons of secondary craft externally and still make Jump-3, which seems to live up best to the jump tender concept.

While working on the Taorl conversion it occurred to me that I hadn’t come across a design for an Aslan system defense boat, even though such craft are reportedly common inside the Hierate—as would be expected for such a territorial people. While the Aslan often utilize Imperial and Solomani designs (and vice versa), they also adapt them for their own purposes, as seen in the Hleakakhea, an SDB commonly carried by riftliners.

Taorl Riftliner

The Taorl Riftliner is a general-purpose clan vessel, manufactured throughout the Hierate in a number of variants by many different clans, but is especially common along the edge of the Great Rift. A Taorl (which roughly translates as “aesthetic fortune; honor, responsibility”) primarily functions as a jump tender, carrying secondary craft and other payloads attached to the exterior of its hull. A standard loadout for a Taorl consists of eight 95-ton shuttles and 24 separate 400-ton payloads. A loaded riftliner is ovoid in shape and is often said to resemble a Terran conifer cone, with payload pods and shuttles arranged like overlapping scales around a central axis.

Specialized Taorl pods are produced for different payloads. All such pods displace 400 tons and have 120 hull points. A Fuel Pod holds 400 tons of fuel and costs MCr18. A Cargo Pod is equipped with a small TL12 power plant to provide gravity and environmental controls, holds 394 tons of cargo, and costs MCr22.5. A Low Pod holds 650 low berths, has a small TL12 power plant and medical bay, and requires 1 engineer and 5 medics. A low pod costs MCr93.870. A Passenger Pod has 70 staterooms for passengers, a small TL12 power plant and medical bay, and requires 1 steward and 1 medic. A passenger pod costs MCr62.64.

An unloaded Taorl carries enough fuel to make two consecutive 3-parsec jumps, and even a fully loaded Taorl outfitted with 10 fuel pods can make a single Jump-3 and another Jump-2, enough to traverse the Great Rift.

When encountered, the riftliner will be carrying a mixture of up to two dozen 400-ton payloads; these may be any type of pod, Hleakakhea system defense boats, Eakhau traders, or Hkiyrerao research ships, depending on its mission. Any of the 24 Class IV docking clamps could be adapted to carry even larger secondary craft of up to 2,000 tons.

The Purchase Cost of the Taorl reflects a discount for standard design, but does not include the cost for any 400-ton payloads.

Hull Points 4,000

Crew Captain/Pilot, Executive Officer/Purser, Officers x4, Astrogator, Sensor Operator, Engineers x70, Maintenance x10, Smallcraft Crew x8, Administrators x5, Medics x2

Maintenance Cost Cr468,707 per month

Purchase Cost MCr5,507.096

Taorl Riftliner
TL12 TonsCost (MCr)
Hull10,000 tons, Standard500
M-DriveThrust 1203406
J-DriveJump-31,5322,298
Power PlantFusion (TL12), Power 10,351690690
Fuel TanksJ3, 4 weeks of operation6,258
BridgeStandard6050
ComputerComputer/205
SensorsCivilian Grade13
CraftDocking Clamps (Type IV) x244801,920
 Pods x24
 Docking Clamps (Type II) x84040
 Shuttles x8117.4
SystemsShrine to Heroes40.5
 Fuel Processor (1,000 tons per day)502.5
 Medical Bays x4168
StateroomsStandard x12048060
 Low Berths x126636.3
SoftwareLibrary
 Maneuver/0
 Jump Control/30.3
Common Areas12012
Cargo3

Hleakakhea System Defense Boat

The venerable Hleakakhea is a lower tech adaption of the TL12 Guardian-class SDB, and is as ubiquitous in the Hierate as the Guardian is in the Imperium. A Hleakakhea is named for an air-breathing aquatic animal native to Kusyu that lives in warm coastal estuaries across the planet. Hleakakhea are ambush predators protected by tough, bony armor and can grow to nearly 4 meters in length, and hunting them was formerly a popular sport before overharvesting drove the species to the brink of extinction. Remains of prehistoric Hleakakhea have been found over 6 meters in length, though that particular subspecies is believed to have died out during Kusyu’s last ice age.

The Taorl Riftliner was originally designed to carry four hryo of Hleakakhea battleriders before clans realized the possibilities of other payloads. In wartime, unarmed riftliners will carry Hleakakhea or larger battleriders for self-defense—the “conquer or die” tactics forced on battleriders and their tenders are well-suited to the Aslan psyche.

Many of the larger and wealthier clans have replaced the Hleakakhea with TL13 designs based off the Dragon class, while the leading Tlaukhu clans field improved TL14 Dragons imported directly from the Imperium. These Dragons are reported to be faster, protected with bonded superdense armor, and utilize advanced stealth tech.

Hull Points 176

Crew Captain, Purser/Executive Officer, Officer, Pilots x3, Engineer, Gunners x6

Maintenance Cost MCr0.013176 per month

Purchase Cost MCr158.121

Hleakakhea SDB
TL11 TonsCosts (MCr)
Hull400 tons, Streamlined-24
 Reinforced-12
ArmorCrystaliron, Armor:116613.2
 Radiation Shielding-10
M-DriveThrust 41632
Power PlantFusion (TL8), Power 2562512.5
Fuel Tanks16 weeks operation20-
Bridge 202
ComputerCore 15/fib-3
SensorsMilitary Grade24.1
 Improved Signal Processing14
WeaponsSmall Bays (particle beam) x210040
 Missile Barbettes x2108
AmmunitionMissile Storage (480 missiles)40-
Armored BulkheadsBridge20.4
 Power Plant2.50.5
 Maneuver Drive1.60.32
 Fuel Tanks1.60.32
SystemsFuel Processor (20 tons/day)10.05
 Medical Bay42
 Shrine to Heroes40.5
StateroomsStandard x8324
SoftwareManeuver/0--
 Evade/2-2
 Library--
Common Areas80.8
Cargo43-

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, March 19, 2024

Adjusting World Sizes for Atmosphere

Recently I was taking a hard look at the Traveller Map data for a handful of Aslan sectors. Afawahisa is a sparse border region three sectors from Dark Nebula and really only developed in Mongoose’s The Great Rift boxed set (2017). Given that the sector had been subject to such a recent publication I was surprised to find that the Afawahisa data was still listed on Traveller Map as “In Review.” But what does that mean?

Much of the sector data for the Charted Space setting was originally developed in the 1980s and the 1990s using a wide range of world generation methods. The resulting data was of highly varying quality and consistency, and in some cases reflected dramatically different historical periods such as The New Era setting. As people began to collect these different datasets and place them side-by-side the glaring differences in data became increasingly apparent.

For over a decade all sector data for the Official Traveller Universe has been subject to ongoing review as part of the T5 Second Survey project. The T5SS is an informal, fan-run effort originally coordinated by Don McKinney, who described it on the Citizens of the Imperium boards as “driven by Marc Miller to stabilize, correct, and control the UWPs of the OTU so that there’s a solid canon base of data for future reference.” The T5SS updated the legacy sector data to reflect both Traveller5 worldgen and a consistent 1105 dating. Since 2013 Joshua Bell’s Traveller Map has hosted the results.

One common change a T5SS review pass would make to sector data would be to adjust world size to reflect the Atmosphere code in the Universal World Profile. As described over on the Zhodani Base, “A problem with the random generation of worlds in Traveller is that small worlds (where size < 4) … might get an ordinary breathable atmosphere. This is a problem, since the minimum molecular weight retained for a [small] planet shouldn’t allow that.” Basically, small worlds cannot retain most atmospheres over billions of years: the constituent gases escape the gravitational pull of the planet and dissipate into space.

Don McKinney came up with a very elegant hack to fix this common problem. As he described it in comments on the Zhodani Base post, “I prefer changing the UWPs: if Atm 1/A/B/C, Size 3+; if Atm 2/3, Size 4+, and if Atm 4-9, Size 5+.” The great benefit of Don’s adjustment is that it neatly addresses the size problem without affecting the trade codes or (usually) past write-ups of the world. I was surprised to find, then, that the adjustment wasn’t made to the Afawahisa data.

Sadly, Don passed away unexpectedly in 2015 and I suspect that Afawahisa just didn’t receive a full T5SS review while The Great Rift was in development. I wanted to write this blog entry because Don’s nifty size hack was never well publicized and even today folks will occasionally wonder why Traveller Map UWPs don’t line up with the published UWPs from early GDW supplements like The Spinward Marches.

One problem with the way the size hack was generally applied to UWPs was that the Size code was often adjusted to the lowest possible result, which inadvertently created an inordinate number of worlds with Size 3 and Atmo 1, Size 4 and Atmo 2 or 3, and Size 5 with Atmo 4–9. This drove me nuts working on Magyar and Dark Nebula, and is a good example of how, when working with sector data, it’s very easy to accidentally create new problems when trying to fix old ones.

I wanted to develop a simple table that would allow me to apply Don’s hack but also introduce a random element to the revised Size code. In traditional Traveller worldgen planetary size is generated with 2D - 2, which creates a range from 0 to 10 (A) with a median result of 5. The distribution of results falls along a bell curve, with a 16.66% chance of producing a Size 5 world and a 2.77% chance of producing a Size 0 or 10 world. A Size of 5 is roughly 6 times more likely than a result of 0 or 10. Atmosphere is then generated by Size plus Flux, which can create an Atmosphere code ranging from 0 to 15 (F).

World Size Odds
World SizeSurface
Gravity (Gs)
Odds
02.77%
10.055.55%
20.158.33%
30.2511.11%
40.3513.88%
50.4516.66%
60.7013.88%
70.9011.11%
81.008.33%
91.255.55%
A1.402.77%

To create a Size adjustment table that included some variability, I first looked at what world Sizes were appropriate for each Atmosphere code from 1 to 9. I zeroed out the inappropriate results and then prorated the percentages for the appropriate entries. The proration maintains the relative frequency of world sizes: for a world with a thin oxygen-nitrogen Atmosphere (5), a Size of 5 is still roughly 6 times more likely than a Size of A.

A trace oxygen-nitrogen Atmosphere (1), for example, requires a minimum world Size of 3 with a maximum Size of 6. So I removed results of 0–2 and 7–A and prorated the percentages for Sizes 3–6. A Size of 5 is still the most common result (30%), with a Size of 3 being the least common (20%).

Prorated Odds of World Size by Atmosphere
Atmo
Code
World Size
3456789A
120.01%25.00%30.00%25.00%----
2-25.00%30.00%25.00%20.01%---
3-21.74%26.09%21.74%17.40%13.04%--
4--30.00%25.00%20.01%15.00%9.99%-
5--28.58%23.81%19.06%14.29%9.52%4.75%
6--28.58%23.81%19.06%14.29%9.52%4.75%
7--28.58%23.81%19.06%14.29%9.52%4.75%
8--28.58%23.81%19.06%14.29%9.52%4.75%
9--28.58%23.81%19.06%14.29%9.52%4.75%

I then recast the table to use a d20 to generate adjusted world Size based on Atmosphere code. (I know, I should have reformulated this as a native 2D table but a straight d20 was so much easier—and I primarily use this in an Excel lookup table.)

Adjusted World Size
1d20Atmosphere
123456789
1344555555
2344555555
3344555555
4344555555
5445555555
6455566666
7455666666
8455666666
9455666666
10556666666
11556677777
12566777777
13566777777
14567777777
15567788888
16667888888
17677888888
18678899999
19678999999
206789AAAAA

A world with a UWP of X164000-0 has a standard oxygen-nitrogen Atmosphere code of 6 that could not be retained with a Size of 1. To adjust the Size, roll a 1d20 and consult the column for Atmosphere 6. A result of 4 produces an adjusted Size of 5. A result of 17 produces an adjusted Size of 8.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, March 12, 2024

Lot 47

Our latest Into the Interface session of Mongoose Traveller was a bit of a housekeeping episode as we transitioned to a different phase of the campaign following the end of “The Professor’s Charter.” No session with the crew of the Starjammer would ever be complete without at least one running gunfight and one near PC death, though.

Ship’s Log

Ship Name Starjammer.

Port of Registry Kline (MAGY 3012 A642987-E).

Ship Type U-CA33 Armed Packet.

Registration # 338-C-2725.

Double (Magyar 1907 A541500-E) 152-1104

2345. The Starjammer exited jumpspace in the Double system, 799,200 km (2.67 light-seconds) from the mainworld.

2351. Ronald established contact with High Fargo starport, announcing arrival from Solomani space. The starship had returned to Imperial space after 680 days cruising systems in the Solomani Confederation and beyond.

Double (Magyar 1907 A541500-E) 153-1104

The far side of the Double mainworld. This arid hemisphere is uninhabited except for a handful of small mining settlements.

0014. Juno announced that she had received 17,606 messages for the crew, which she filtered down to 8 xmails.

0154. The Stajammer encountered a 30,000-ton robotic fuel blimp, outbound for the innermost gas giant, Mandan.

0238. The Starjammer reached High Fargo, the orbital component of the Double starport, and was directed to Hangar 18.

0346. An inspection team from the Imperial Starport Authority came aboard, led by Chief Inspector Kaudu Ipda. As a Law Level zero world, Double did not conduct separate planetary customs or immigration inspections. Chief Inspector Ipda reviewed the Starjammer’s registry.

The Imperial team carefully checked the crew manifest to verify the identities of all crew members, who were also subject to a medical exam from an SPA quarantine officer.

Captain Cryo declared the entire ship subject to customs, including the 20-ton ship’s boat salvaged from the wreck of the Speedwell.

The SPA team then began a thorough inspection of the entirety of the Starjammer.

0700. The SPA quarantine officer issued a clean bill of health for the Starjammer and the crew.

1011. Lieutenant Maya Sigrun, a young Imperial Navy officer with the Liaison Office, came aboard. She pored over the ship’s log and interviewed Captain Cryo and XO Wayne. She asked probing questions about starship encounters in Solomani space as well as all interactions with Solomani Confederation officials.

1304. Lieutenant Sigrun debarked the Starjammer.

1323. Chief Inspector Ipda issued a customs clearance, noting that the ship’s boat was subject to a Cr204,660 Imperial tariff, equal to 6% of the estimated salvage value of MCr3.411. Howard paid the tariff from the ship’s account. Howard also paid the initial berthing fees and arranged for refueling and resupply of the ship’s life support systems.

1400. Sonny and Captain Cryo debarked the Starjammer to attend an appointment with Sir Dawid Mofren, the Imperial legate to Double.

1533. Sonny and Captain Cryo returned to the Starjammer.

1700. The crew met in the lounge on A Deck to discuss the contents of Lot 47. Howard explained that the vault contained several million Solomani credits in large denomination notes, which would be fairly easy to convert to Imperial credits.

The stock certificates, also worth millions of credits, were divided into registered and bearer instruments. While the registered certificates were essentially worthless, the bearer certificates could be redeemed for the value of the stock. While a few of the associated companies, such as Austal Asset Management, had been dissolved in the years following the Rim War, other companies were still being actively traded. As an example, Howard noted that the vault contained bearer certificates for over 3,000 shares of the Solomani biofirm ConTech. With ConTech stock trading at over Cr450/share, those certificates alone were worth nearly 1.5 million credits.

The vault also contained millions of credits worth of old insurance policies. Daren noted that most of the companies originally holding the policies had been consolidated or absorbed by the Anise General Insurers corporation following the Rim War. Anise General Insurers had since grown to become one of the largest insurance providers in Magyar sector.

Howard explained that as the Rim War had ended over a hundred years earlier, most beneficiaries were likely deceased, though with anagathics, cryosleep, or cloning some might still be alive. Tracking down the beneficiaries or their descendants would be extremely difficult, particularly since so many records had been destroyed during the War. Brogue suggested that, given the large size of some of the policies, some entrepreneur might be willing to conduct the research necessary to match the old policies up with potential claimants.

Finally, the vault contained dozens of data crystals. Many of these crystals contained only personal ephemera, such as family holograms, old correspondence, outdated financial records, and so on. A handful of crystals were encrypted and appeared to contain highly sensitive information, possibly of a personal nature.

The crew then discussed how to best dispose the proceeds from Lot 47. Various modifications to the Starjammer were proposed and rejected before the crew began to hone in on adding stealth capability to the ship. Richy explained that most stealth tech used synthetic polymers that could be sprayed in a very thin coating to the entire exterior and once cured would permanently bond with the hull. The material absorbed radar and lidar beams and masked heat emissions.

Refitting the ship with the most advanced materials would cost hundreds of millions of credits, making this option really only suitable for military vessels. But Richy noted that a lower tech material, like the Ling-Standard Products CloakTech-X, would cost a tenth of that and still be useful against most ships the Starjammer would be expected to tangle with. After consideration Sonny asked Richy to arrange for refitting the Starjammer with CloakTech-X after the overhaul.

Double (Magyar 1907 A541500-E) 154-1104

1017. Captain Cryo announced to the crew that he has resigned his position, effective immediately. Cryo explained that, with his Navy pension, he had more than enough income to retire and was ready to do something different.

1232. Richy reported that he had met with the starport’s Ship Services Department to schedule the Starjammer’s annual maintenance overhaul and the installation of an improved stealth coating to the hull. The overhaul was scheduled to begin on 156-1104 and end on 170-1104; installation of the stealth coating would begin on 171-1104 and complete on 183-1104. Application of the stealth material was estimated to cost MCr30.0.

1600. At the end of the afternoon watch, the crew of the Starjammer debarked for The Double Trouble, a starport bar, to fête Cryo’s retirement.

2124. Wayne informed Sonny that he was studying to take the Limited Master’s Exam and would like to be considered for the vacant captain’s chair.

Double (Magyar 1907 A541500-E) 155-1104

0323. Boone, Ronald, and Brogue, the last crewmembers unaccounted for, returned to the Starjammer.

0700. Howard presented Cryo with his final salary payout as well as six vouchers for High Passage as severance.

1200. Brogue and Sonny headed to Crazy Saiful, Small Craft Dealer, to sell off the Speedwell’s ship’s boat. Saiful proved to be a canny and persuasive negotiator, purchasing the boat for MCr3.4.

1405. Daren reported that he had successfully cracked one of the data crystals, which had used outdated Solomani military encryption. The crystal appeared to contain a paymaster’s list, detailing a series of covert payments to individuals and businesses on Austa (Magyar 2503 C796ABE-B), a former Solomani world captured by the Imperium in the war.

Daren cross-referenced the list against more recent databases and discovered that while some of the recipients had died or emigrated to the Confederation over the last century, many more had stayed behind and their descendants still held prominent positions in Austa society.

Sonny surmised that the list belonged to Solomani Security, the sprawling intelligence arm of the Confederation. The wartime government of Austa had been notorious for its repressive and exploitative treatment of the Vilani majority, and the list probably recorded payments to Solomani informants and collaborators. Brogue suggested that the public release of this list might compromise or embarrass many influential families living on Austa—and that such families might be willing to pay and pay well to keep the list out of public view.

Howard pointed out that SolSec would probably not like to see such a list made public, either.

1426. Daren reported that reading the data crystal appeared to have triggered the transmission of an automated message of some sort. None of the data crystals seemed to be emitting a location beacon.

Double (Magyar 1907 A541500-E) 156-1104

0700. Howard paid the remaining crew their monthly salary.

0756. Boone, Ronald, and Richy boarded a shuttle bound for the surface of Double, where they planned to take their two week vacation.

0800. Sonny turned the Starjammer over to High Fargo’s Ship Services Department for the annual maintenance overhaul.

0911. Sonny, Daren, Wayne, Howard, and Brogue took rooms at the TAS Hostel on High Fargo. While Wayne planned to spend his vacation studying for the Master’s License exam, Howard intended to study for the medical boards to finally get his doctor’s license.

Double (Magyar 1907 A541500-E) 162-1104

0900. Howard began the medical board certification examination.

1200. A newly-issued Travellers’ New Service bulletin began to circulate throughout High Fargo starport, reading as follows:

102-year-old Starship Wreck Found in Solomani Space. [Tolson/Clown (Magyar 2106 A432ADH-E) 149-1104.] In 1000, as Admiral Miiri Kemper’s Imperial fleets began to press into Magyar sector, high ranking Solomani Party officials on Austa/Anise (Magyar 2503 C796ABE-B) evacuated their loved ones from the fighting of the Solomani Rim War. The Speedwell, a Type M subsidized liner bound for Tralp/Voyager (Magyar 1913 D968998-8), was hastily loaded with family members and personal effects. But after jumping from Austa the liner was never heard from again and presumed lost.

Recent reports claim that the missing ship may have been discovered in the outer system of Desolation/Eery (Magyar 1506 B401200-E), an obscure system just inside Solomani space. While still unverified, these claims could represent a remarkable find for historians of the Rim War, as well as potential closure for the many living descendants of those passengers who disappeared aboard the Speedwell. The loss of the Speedwell has been the subject of considerable speculation and litigation over the last century …

Double (Magyar 1907 A541500-E) 163-1104

0800. Wayne began the Limited Master’s License exam.

Double (Magyar 1907 A541500-E) 169-1104

1640. Wayne completed the Limited Master’s License exam.

Double (Magyar 1907 A541500-E) 170-1104

1113. Starship Services notified Sonny that the Starjammer’s annual maintenance overhaul was complete, no major problems had been identified, and all components were operating within specifications. The ship was re-certified for safe operation.

1511. The Travellers’ Aid Society contacted Wayne to inform him that he had passed the Limited Master’s Exam, allowing him to serve as the master of a starship of less than 1,000 tons.

2138. Boone contacted Sonny to report that he, Ronald, and Richy were having so much fun that they wanted to extend their vacation another two weeks. Sonny explained that additional shore leave could be granted but that it would be unpaid. Boone asked if he could receive an advance on his pay. The transmission was abruptly terminated.

Double (Magyar 1907 A541500-E) 171-1104

1147. Sonny reported that Starship Services had begun the application of stealth material to the Starjammer’s hull.

Double (Magyar 1907 A541500-E) 172-1104

1328. Howard completed the medical board certification examination.

Double (Magyar 1907 A541500-E) 173-1104

0523. All of High Fargo shuddered from a massive explosion. Sirens and alarms sounded throughout the station as crew from Emergency Services and Starport Security responded.

0531. The TAS Hostel messaged all guests to ask them to remain in their rooms until further notice.

0533. The small military garrison of High Fargo starport was placed on high alert. The garrison, which consisted of a single platoon of 75 Imperial Marines drawn from the 3,411th Line Regiment, was normally assigned to the 131st Subsector Fleet at Seloo (Magyar 2102 A4319BA-E).

0800. Most emergency alerts throughout the starport were canceled. The TAS Hostel notified all guests that they could leave their rooms.

0912. Brogue reported that the explosion had occurred at Crazy Saiful’s, and that Saiful and his entire extended family were believed dead.

1630. The Kobayashi School of Medicine informed Howard that he had successfully passed the boards and was licensed as a ship’s surgeon with the ability to practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors.

Double (Magyar 1907 A541500-E) 174-1104

1929. Dr. Howard Barrera celebrated his new medical license by treating himself to dinner at The Vantage, a high-end restaurant offering premium views of the Double mainworld below.

2130. A man approached Howard’s table to congratulate him on passing the boards. He casually placed a hand on Howard’s shoulder. Within a few seconds Howard began to feel dizzy and complained he was having difficulty focusing.

2136. Starport Emergency Services responded to reports of a man collapsing at The Vantage.

2227. Sonny was notified by the management of the TAS Hostel that Howard had been admitted to the Starport Medical Bay.

2250. Sonny, Wayne, Brogue, Daren, and Killzilla, Daren’s security robot, arrived at MedBay. Dr. Arzikar Leu, the attending physician, explained that Howard had been admitted unconscious and in acute respiratory and cardiac distress. While the trauma team had been able to stabilize Howard’s vital signs he was in a coma.

Dr. Leu then began to question the crew about Howard’s drug use. As Double was infamous across the subsector as a destination for drug tourism, Dr. Leu clearly expected to hear that Howard indulged in any number of illicit drugs such as Soma-6, Happinesce, or Glitter.

The doctor’s demeanor changed when Sonny suggested that Howard may have been poisoned, perhaps by the Solomani. Ashen-faced, Dr. Leu quickly punched in revised instructions for Howard’s toxicology panel.

Double (Magyar 1907 A541500-E) 175-1104

0104. Dr. Leu reported that the tox screen had come back clear for all drugs except alcohol, but noted that Howard’s symptoms were consistent with exposure to Nuroced, a deadly nerve agent favored by the Solomani military and nearly undetectable. While Howard remained unconscious he appeared to be responding positively to aggressive anticholinergic countermeasures, the standard treatment for Nuroced poisoning.

0235. An unassuming man dressed as a surgeon arrived in MedBay and began heading for Howard’s room. Sonny, who realized that this did not represent a shift change, began approaching the newcomer. In response the man drew a gauss pistol and began firing.

MedBay erupted into chaos. Medical personnel ducked for cover and alarms rang as gauss needles, accelerated to hypersonic speeds, zipped overhead. Sonny and Brogue drew their own gauss pistols and returned fire as Wayne racked his shotgun and Daren blasted away with his huge revolver, hitting nothing. Exasperated, Daren threw down his gun and ordered Killzilla to lay down a beat, maximum volume, while he began to freestyle lyrics dissing the would-be assassin.

In the course of the gunfight Wayne was hit and Brogue seriously wounded. Killzilla blasted the assailant with laser fire and in response the man drew a monomolecular sword and attacked the robot, slicing through its armor before being gunned down himself.

0251. An SPA security team arrived on the scene. While Brogue and Wayne received medical treatment, security interviewed Sonny and Daren.

0300. Imperial Marine guards were posted to MedBay.

Double (Magyar 1907 A541500-E) 176-1104

0900. Assistant Chief of Security, Lan Giero, arrived at the TAS Hostel to conduct follow-up interviews. Giero revealed that the man killed in MedBay had arrived at High Fargo four days earlier on a packet chartered out of Justice (Magyar 2007 C842897-8) and was recorded on a station security feed in the vicinity of Saiful’s shortly before the explosion.

The man’s identity papers were almost certainly faked: he was listed as Ethan Pachis, a native of Plage (Magyar 2008 C432A64-E), a poor and overpopulated Imperial world under military rule. Giero believed he was almost certainly Solomani and likely a SolSec operative.

Giero asked why Pachis would have been interested in the crew of the Starjammer, but neither Sonny nor Wayne had any idea. Giero then revealed that he had only just realized that the Starjammer had recently visited Desolation, and was’t that the Solomani system where the wreck of the Speedwell had just been found?

Double (Magyar 1907 A541500-E) 181-1104

1746. Howard was released from MedBay. Although he complained about persistent headaches and was still a little shaky on his feet, he was expected to make a full recovery. Sonny paid the entire Cr50,000 medical bill from the ship’s account.

Double (Magyar 1907 A541500-E) 183-1104

1231. Sonny reported that the LSP CloakTech-X coating had been successfully applied to the Starjammer’s hull and the ship would be released once the bill was settled.

Sonny announced that the ship’s account was nearly drained and that he did not have the funds to cover the stealth refit. Crew members kicked in additional money from their personal savings, but Sonny determined the account was still insufficient. Sonny asked the crew to scour Double for the most lucrative jobs they could find.

Double (Magyar 1907 A541500-E) 184-1104

0836. Richy, Ronald, and Boone returned from their extended vacation.

1227. Brogue relayed that one of his contacts in the Cargo Department had reported the arrival that morning of a scheduled liner out of Tolson (Magyar 2106 A432ADH-E). Aboard were four women, exactly alike in appearance and dress, who debarked and quickly fanned out across the starport making inquiries about the Starjammer and its crew.

1354. Sonny received a priority message from an unknown sender requesting a meeting at 1900 in the lounge of the TAS Hostel. After a brief discussion Sonny accepted the invitation.

1755. Howard and Brogue arrived early at the TAS lounge in order to case the place. They soon realized they were beaten to the punch by a striking dark-haired woman already sitting at the bar. Dressed in a stylish black business suit, she waved them over and complimented them for their initiative, saying that she herself had only showed up at 1700.

A factory standard Modesti clone. Source: ConTech Labour Solutions Catalog (1100). Image used without permission.

The woman introduced herself as Dee and seemed to know who they were, even referring to Howard as “doctor.” Howard pegged Dee as a Modesti, a tough and streetwise model of clone produced by ConTech and often employed as a bodyguard, courier, or enforcer. The three made small talk for a bit. Dee revealed that she and her three sisters were employed by Anise General Insurers and were interested in the insurance certificates found in Lot 47. Dee reassured Howard and Brogue that her employer had little interest in violence and would much prefer to conduct a quiet business transaction.

1900. Sonny, Daren, and Wayne arrived at the TAS lounge as Killzilla rolled back and forth on patrol just outside. They were soon joined by three more Modesti clones, who introduced themselves as Ay, Bee, and See.

Ay quickly got down to business, noting that while the insurance policy certificates were essentially worthless to the crew of the Starjammer, they held considerable “sentimental” value to Anise General Insurers. She explained that the discovery of the certificates would create undesirable legal and financial uncertainty. Given the extreme age of these documents and the complicated series of post-war transactions, these policies would cost millions of credits in legal fees and take years or even decades to sort out, leaving very little in the way of benefits to any established descendants.

Much better, argued Ay, if these documents simply never were found. Daren asked what Anise General Insurers might be willing to offer in exchange for having this headache disappear. Ay offered Cr500,000 but when Daren sprung up to leave she quickly upped the offer to MCr1.0.

After some additional haggling Daren was able to negotiate MCr3.0 for the policies, though Ay insisted that the entire Starjammer crew would have to sign a non-disclosure agreement covering the policies themselves as well all interactions with Anise General Insurers.

2214. Ay and her sisters observed the crew signing the NDA. Sonny then turned over the insurance certificates. See pulled out a relatively small sheet of plastic material which she unfolded to form a small box. She placed the documents in the box, closed the flat, and pressed a button that incinerated the documents. Bee then gave Sonny a case containing MCr3.0 in large denomination notes.

After the women left Sonny noted that the payment gave the ship’s account just enough money to pay off the stealth work and make payroll.

Double (Magyar 1907 A541500-E) 187-1104

0700. Howard paid the crew their monthly salaries and paid Starship Services the balance of the stealth work.

0800. Captain Masada announced that the Starjammer would depart Double the following day, and that all crew were to be aboard by 0600.

Double (Magyar 1907 A541500-E) 188-1104

1059. The Starjammer decoupled from High Fargo and made for the Leriss (Magyar 2208 E9428B8-6) jump point.

1442. The Starjammer jumped out of the Double system.

Copyright Information

The image of Double was generated using DALL-E2. The image of a Modesti clone was found on Generated Faces.

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.