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Solo Campaign - Classic Traveller

I played Classic Traveller solo while away on travel because it is very portable.  I used my three LIttle Black Books (LBB) and some random encounter tables that I generated from samples in Books 2 and 3.  My LBBs fit in a small zippered binder which contained my pencils, two 6-sided die, and several dozen pages of planets, ship layout, and other items.  The whole thing fit easily into my briecase or suitcase, whichever was needed.

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Solo is not for everyone.  You give up a lot of fun, noise, and snacks that way.  But, when I'm at 30,000' and bored, it is a way to have fun.

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Here I'll share how I generated this solo campaign PC, the NPCs, the ship, some basic playing aids, and then how I actually played and what records I kept so that I could resume play after an interuption.  (There are several other ways, such as Zozer's, if you email me and ask.  Mine is very simple.)

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My hope is that this is a help.  Although I didn't get to share this solo game with others during the campaign, I do now.  If you find better ways to do things after trying this, please send me a note!

Traveller (Player Character)

This PC was generated using Book 1, Characters and Combat (1981).  My usual House Rules were used during generation.  (See Resources)  Once stats and skills were generated, weapons and equipment were purchased.  The PC was then named, assigned a gender, and given a height and weight.  (Sometimes I roll for these; this time I did not.  During mustering out, Zeke was determined to have a ship.  I chose my favorite, the EMPRESS MARAVA-class from Traders and Gunboats, Supplement 7.

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TRAVELLER

TAS Form 2 Mod 

Character Reference Sheet

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Player: Brian, Referee: Solo

Date: 10/23/20

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Campaign: Regina, REGINA,

Spinward Marches, 1105-045

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Name: Zeke Stargil       

Title: Captain

UPP  STR 7  DEX 8  END 7

         INT 9  EDU 9  SOC 6

 

Human/male;  5’ 10”  165 lbs

Birthdate: 1066-120    Age: 38

Homeworld: Regina, REGINA,

  Spinward Marches

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Service: Merch, 5 terms,

Final Rank: O-1,

Discharged before retired.

​

Skills:

Pilot-2            

Leader-1

Admin-1

Jack-o-T-1

Vacc Suit-1

Gun Cbt (Gauss Rifle)-1

Gun Cbt (Snub Pistol)-1

Blade Cbt (Cutlass)-1

 

Notes: Repelled pirates twice, assisted in evac of a plagued station, and served on multiple subsidized merchants in the Regina Subsector.  No awards but commissioned mid-way in career.  Never promoted despite opportunities.  Qualified on Bridge and every other merchant ship station including Engine Room, Gunnery, Air/Raft, Electronics, and Nav.  A true Jack-of-all-Trades.

 

Married to Becky.  They are now a merchant team for hire and thinking about kids.  Zeke is a little bitter about never getting promotions and always losing to those with better connections.  He is willing to take risks to make a profit.

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During jumps he is studying Navigation.  Because his skill level is 0, this would not normally be obtainable.  Nonetheless he is smart and educated so he is watching tapes and trying to gain Navigation-1, hoping to avoid classroom training.

 

Weapons:

Snub Pistol, TL 8, 6 rds per clip

  weight .25 kg, Dmg: 4D

Cutlass, TL 3, weight 1.25 kg

  Dmg: 2D

Gauss Rifle, TL 12, 40 rds per

  clip, weight 3.5 kg, Dmg: 4D

​

Equipment:

Gauss Rifle in case w/ 30 rds,

Snub Pistol w/ holster, and 6

  rds HEAP & 6 trds of Tranq

Cutlass w/ scabbard

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Combat Armor

Cold Wx Clothing

Med Kit

Inertial Locator

Binocs

Long Rng Commo

  (500km or orbit)

hands computer

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Not a TAS mbr.

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Wallet: 310 CR

Imperial bank: 7,970 CR

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Character Reference Sheet

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The data here is presented in a way that displays adequately on both your computer and phone.  Additional formats are provided below.  Some players prefer the TAS Form 2 for characters.  I am old school and prefer the 3' x 5" index card.  The first button allows you to print TAS Form 2 data.  The second allows you to print and cut into two 3"x5" halves to be glued onto a 3'x5" index card.  For really old untarnished purists, copy the data shown below with a pencil onto a 3"x5" index card...and remember the rest.

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Zeke 3x5 1 pg.jpg

Crew

Minimum crew for the EMPRESS MARAVA-class is three with room for two optional Gunners.  This leads to some choices and a tradeoff in risk from attack vs. risk from not making payments.  Crew members were generated using Book 1, Characters and Combat (1981).  House Rules were used during generation.  (See Resources for Classic Traveller)

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Engineer: Becky Stargil, fem,

UPP 788998, wife of Zeke.

Other, 4 terms, rank N/A

Age 37, 5’6” 160 lbs

Eng-2

Steward-2

Pilot-1

Leader-1

Mechanical-1

Elecronics-1

Gun Cbt (Auto P)-1 (2)

Ships Boat-1

Air/Raft-1,

Vacc Suit-1

100CR in wallet

6,470CR in bank

 

Auto pistol (3D) w/ holster

  and 10 rds

Combat armor

Inertial locator

Hand computer

IR goggles

Cold lt lantern

Long Rng Commo (500km)

Cold Wx clothing

Binoculars

Mech/Electronic tools

Combo mask (2,3,4,7,9)

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Thinking about having kids.  Working on her Gun Combat (auto pistol) skill in a four year program beginning 1105-40.  Must throw 8+, no DMs apply and must maintain access to the weapon and train each jump.

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Medic/Steward: Karen

  Carmichael, fem

UPP 675AA5

Merch 6 terms, rank O-3

Age 38, 5’10” 160lbs

Steward-2

Medical-2

Vacc Suit-1

​

100CR in wallet

40,000CR in bank

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Was once wounded in battle.  Karen wanted to embark on a long term Endurance training program, and in the process raise all physical attributes by 1.  (Her dedication roll was 8+ and she rolled a 6 and failed.)

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Nav/Gunner/Marine: Chase

  Rondo, male

UPP 9A58A4 (while working

  out: AB68A4)

Merch 5 terms, rank O-2

A,ge 38, 5’11” 165 lbs

Gunnery-2

Gun Cbt(Revolv)-2

Navigation-1

Blade Cbt(Cutlass)-2

Jack-o-T-1

Streetwise-1

Vacc Suit-1

300CR in wallet

6,000CR in bank

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Revolver w/ holster

Cutlass w/ scabbard

Cloth armor

Med rng Commo (50km)

Hand computer

Pension 4k/yr

Locator bug

Inertial locator

 

“Twitchy” gunner who chases girls, drinks a lot of caffiene.  quiet but hot tempered & unpredictable.  Plays guitar in SR and bars.  Hates robots, mining, psionics.   Chase has also embarked on a long term Endurance training program, but in the process may be able to raise all physical attributes by 1.  (His dedication roll was 8+, rolled a 10.)

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Gunner/Marine: Angie Ranier,

  fem

UPP 7BA664

Navy 4 terms, rank E-6

Age 34, 5’8” 160 lbs

Gunnery-2

Gun Cbt(AutoR)-2

Blade Cbt(Cutl)-2 (3)

Fwd Obs-1

Jack-o-T-1

Vacc Suit-1

100CR in wallet

70,000CR in bank

 

High PSG

TAS

 

Crude, drinks too much, promiscuous, and tattooed.  Has some deep secrets.  Was working on her Gun Combat (Auto Rifle) skill but failed to stick to it.  Did work on her Blade Combat (Cutlass) skill in a four year program beginning 1105-40.  (Needed throw 8+, no DMs, and rolled a 9.)  She  apply and must maintain access to the weapon and train each jump to maintain the Cutlass-3 level.

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In case it is more helpful, here are the NPCs presented in a form that can be printed and pasted on 3'x5" index cards.

Starship

Here is GDW's Far Trader EMPRESS MARAVA-class from Traders and Gunboats, Supplement 7 (1980).

EMERALD PATH - Lower Deck.png

EMERALD PATH, Type A2 mod Far Trader (200 tons) -Lower Deck

EMERALD Path - Upper Deck.png

EMERALD PATH, Type A2 mod Far Trader (200 tons) - Upper Deck

EMERALD PATH

Type A2 mod

200 ton Far Trader

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Registry Imperium

Homeport Hefry, REGINA

  Subsector

Owner Capt Zeke Stargil

Cost: MCR 66.175

​​

1. M-Drive (B, 2G)                 

2. J-Drive (B, Jump-2)     

3. Power Plant (B)                 

4. Fuel (50), scoops              

5. Hold (50 tons, Air/Raft)    

6. Bridge (Pilot-2)               

7. 10 SR, 4 Low Berths        

Model/1 bis​

  CPU        = 4   ____________

  Storage = 0  ____________

                         ____________

                         ____________

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Crew:

Pilot/Nav                                

Engineer                             

Gunners (2)                        

Steward/Medic                

                                           

Programs:

1-Target

1-Launch

1-Gunner Interact

1-Library

1-Selective 3

  (8+ man vs eng)

1-Jump 1

2-Jump 2

1-Navigate

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Weapons:

Turret 1 (Bean/Missile/Sand)

  Gunner-2                                   

Turret 2 (Beam/Missile/Sand)

  Gunner-2

 

Note: a heavily armed, faster-than-normal Far Trader (modified) capable of carrying only small, highly lucrative cargoes.  EMERALD PATH is 20 years old; its mortgage was simply assumed by new owners.

 

EMERALD PATH is an EMPRESS MARAVA-class ship (details on the EMPRESS MARAVA class can be found in S07, Traders and Gunboats), but it has some peculiarities.  In light of increasing dangers in the subsector, the decision was made to permanently mount and man two triple turrets on EMERALD PATH.  The gunners are also marines trained in repelling boarders and fighting pirates hand-to-hand.

 

Normally this would fill the three lower port staterooms (22, 21, and 20), the starboard lower stateroom aft of the bridge (3), and one passenger stateroom on the upper deck.  Because the current captain and engineer are married and share the large captain’s cabin, the entire crew remains on the lower deck (with the Steward in 3) and all upper deck passenger staterooms are available (23,24,25,28,29, and 30) though they are not always filled.

 

There is a safe in the Captain’s Cabin.  A hidden compartment lies locked inside the after side of the central are of the Power Plant.  (Hidden compartments are illegal in some systems.)

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The Merchant Cycle

The Merchant cycle is normally a 2-week cycle moving between systems and conducting trade between the two.  An "out and return" trip would take four weeks.​

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Note the planet that you are currently on and its trade characteristics.  From the trade tables in Book 2, Starships, (pages 42-44), apply the indicated mods and then determine the best cargo, e.g., Liquor.

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Determine the quantity available, e.g., 15 tons.

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Determine/choose mods, then Roll on the Actual Value table for cost, e.g., 15x10kCRx.7=105,000CR

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Note the destinations that your ship can reach and that have favorable purchase and sale mods from the Trade & Spec table DMs, e.g. Kinorb and two others.

   

Find passengers needing your potential destinations (Bk 2, pg 7), e.g. High 0 Mid 0 Low 4.

Fill the remainder of the hold with Freight Available  (Bk 2, pg 7) rolling dest. Pop # of d6 w/ ea. roll one shipment in multiples of 5 tons w/o breaking up and to max cargo @ 1,000CR/ton, e.g., 5 5 3 6 5 1.

 

If your potential profits from these are low but purchases are unaffordable, consider a short-term loan (percentage will not be good so must be carefully considered).  If the voyage is not otherwise profitable, it is time to engage in risky trade.  You can either choose the mission to drive the story or create a table to roll from, e.g. 1-6 options and then roll a 1d6 for special corprate, high risk, or illicit cargo lots.

 

If a full systems check is performed before every take-off, conduct the weekly roll for systems checks.  (Starships, pg 6).  If they are not performed, randomly determine when a system check must be made.

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Take-off and fly out to orbit.  Check for problems during take-off.  (Roll 8+, and add Pilot skill to avoid.)  If a problem is indicated, roll 1d6 on the Take-off/Landing Table at the bottom.

​

Check for starship encounters in the system (Bk 2, pg 36), e.g., roll 5 + 2 mod = 7 therefore None.  Generate ships & NPCs as needed, resolve ship encounters.  Log damage, return for repairs or Maneuver out to 100 diameters.

 

Jump to destination. 

  1. 4 days for training (Bk 2 Starships, pg 42) and,

  2. Check crew interactions.  (Generate a table with each cremember, usually 1-6 but could be 1-12).  Then generate a small table of interactions such as disagreement, exchange of deep secrets, romance, misunderstanding, assist, and prank. 

  3. Check for a "Bad Cargo" inject.  Perhaps an animal escapes or a bad smell begins outgassing.  A temperature could rise quickly indicating an internal fire or slow chemical reaction.  Such things should be rare, perhaps a 2 on 2d6.

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Then go to Bk 2 (page 4) and check for a Misjump (subtract Eng skill, look at other mods).  If there has been a Misjump, the Navigator must work to obtain a position.  This can be very difficult.  When successful, decisions can be made and an altered journey can continue.

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Once back in a system, check for starship encounters (Bk 2, pg 36).  This may lead to a side quest such as a pirate raid, another ship requesting assistance, a boarding that is particularly invasive, or an alien encounter.

 

Land or be met by a shuttle in orbit (depending up starport services and your options and desires, roll on Trade & Spec table (Bk 2, pg 42-44) w/ DMs and sell cargo.  Pay expenses; record profit/loss.  Refuel.

 

Once the cargo is delivered, it's time for two or three days of liberty for the crew!  Roll on Planetary Encounter Tables (Bk 3: Persons pg 26, Patrons pg 27, and Animals pg 32-35) while on liberty at the destination world.  Generate NPCs or Animals as needed.  Use Interior and planetary maps to resolve any conflicts/combat.

 

This may lead to a side quest that produces a new patron, leads to a dangerous animal interaction, or creates a challenging exchange with locals.

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Note end date of cycle/voyage#.  Start a new cycle and note the date of the cycle/new voyage#.

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Take-off/Landing Table

(1d6, Odd=Pilot problem,

Even=Engineering problem)

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               Pilot

    1  Bad maneuver

    2 Wind sheer

    3 Control panel short

    4 Collision course*

    5 Loss of autopilot

    6 Partial power loss, need

         an emergency landing*

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           Engineer

    1 Partial power loss

    2 Total power loss*

    3 Engine control failure

    4 Fire in engine room*

    5 Fuel/hyd clog

    6 Anti-grav node failure*

 

    *Denotes exceptionally dangerous malfunction or problem.  Failure to

correct may result in crash.

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NOTE: For MgT2e solo adventures, you will notice that I now use Mythic's Game Master Emulator and their Emotional Quests supplement for solo play.  If you prefer Classic Traveller and wish to solo, you may also wish to add Mythic's GME system to inject more chaos and a wider range of adventure possibilities.  It is an elegant and wonderful solo system.

Campaign

(This is the running text of your adventure.  It allows you to pickup where you left off even if abruptly interupted.  I recommend writing everything in thrid person so that it reads like a story and is not later distracting.)

Chrono

 

1105-040 Zeke and his wife bought EMERALD PATH, a twenty year-old 200-ton Free Trader, on Hefry (but with two triple turrets ready to go).  They quickly hired a crew and began preparations for their first trip.

 

The best cargo available for speculation was liquor; the best destination for a profit was Knorbes (E888787 2 Ri Ag).

 

Even with that, a quick scan of the Voyage Profit projection showed a loss.  Zeke contacted several megacorporation that makes arms (Delgado Trading LIC, Instellarms LIC, and Ling-Standard Products based on Regina) and offered to carry small, special cargos to Knorbes.  Ling needed a 5-ton shipment taken to Knorbes right away and offered a whopping 175kCR.

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They also found a good amount of freight to go.

 

There were no normal High or Middle passengers, only four Low passengers looking to travel to Knorbes. 

​

Zeke then contacted the Corporate Special Cargoes Coordinator of several Megacorporations and found that Sternmetal Horizons had a high priority passenger, Zarc Dartazian, who needed to travel and would pay 150kCr for him to board immediately if no questions were asked.

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Special Passenger

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TAS Form 2 Mod

Character Reference Sheet

 

Player: NPC  Referee: Solo

Date: 10/23/20

Campaign: Regina, REGINA,

  Spinward Marches, 1105-045

Name: Zarc Dartzian

Title: Security Specialist

UPP    STR 9    DEX A    END 5

            INT 8    EDU A    SOC 4

 

Human/male    5’ 11”    165 lbs

Birthdate: 1067-50    Age: 38   

Homeworld: Regina, REGINA,

  Spinward Marches

​

Service: Merch, 5 terms,

Final Rank: 3rd Off/Rank-2,

Discharged before retired.

 

Skills:

Gunnery-2            

Streetwise-1

Jack-o-T-1

Gun Cbt (Revolver)-2

Gun Cbt (Shotgun)-1

Blade Cbt (Cutlass)-2

 

Notes: Chases girls, drinks lots of caffeine, quiet but unpredictable.  Plays guitar.  Became a bodyguard and then a security guard after leaving the merchant marines.  Now does special jobs increasing security or destabilizing corporate or government efforts.

​

Sternmetal arranges for a high priority, no questions asked, passenger.  A young athletic-looking man arrives the day before launch and introduces himself as Zarc Dartazian.  Unbeknownst to the crew he is being dispatched for a mission on Knorbes involving a wealthy agriculturist who failed to deliver product despite receiving advance payment.  But, Zarc is not a threat to EMRALD PATH and its crew…far from it if he is treated with respect and discretion.  In fact he is likely to greatly favor a crew who helps him stay safe while getting him around to key destinations and ensure that they are well paid for their efforts.

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Weapons:

Revolver, TL 6, 6 rds per clip

  1 kg loaded, Dmg: 3D

Cutlass, TL 3, 1.25 kg, Dmg: 2D

Shotgun, TL 5, 10 rds per clip

  3.75 kg loaded, Dmg: 4D

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Equipment:

Black t-shirt

Black trousers

Black shoes

Black wrist watch

Black inertial locator band

Revolver, holster,

  speed loader, silencer

  (all black)

Cutlass w/ scabbard (black)

Sea bag: assorted clothes

  and disguise kit, cloth

  armor (reversible - black or

  white); two boxes of ammo

  (100 rds revolver), two boxes

  of ammo (20 rds shotgun);

  Hand Computer, Med rng

  commo; Binoculars, IR

  goggles, Light Intensifier

  Goggles, electric torches,

  handcuffs;

Electric guitar w/ hard case,

  amp/speaker/processor

Wallet: 300CR

Imperial bank: 4,250 CR

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​

Unrefined fuel was purchased; there is no gas giant in the Hefry system and EMERALD PATH was unable to use its scoops and refining gear.

​

With all preparations ready, Zeke recommended a good night’s sleep for everyone and he and Becky turned in.  Chase, Karen, and Angie went out for a few drinks but even they turned in relatively early after an uneventful but pleasant evening.  (As determined by rolls.)

​

The next day Zeke made a dazzling takeoff (12 + Pilot-2 - 0 for maintenance caught up = 14).  It was a good start.  With civilian gear, EMERALD PATH automatically detected anything within 150mm (was using 1/10 Trav scale to display a 2D plot (so that it fit on my 8" x 6" Blue Binder's 5mm grid graph paper).

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Rolled a 6 for starship detection (+2 for Hefry Scout Base = 8) on the Starport C encounter column, yielded a 200-ton Free Trader detection.  Rolled to determine inbound.  Checked reaction: 10 = Responsive.  She was the inbound KATY ANN (randomly chosen name) arriving from Regina (also randomly chosen) full of assorted foods, tech items, and clothing.  The ships cheered each other on to good fortune; both were happy to report boring news, and neither had seen pirates or other trouble.

 

EMERALD PATH headed out toward its jump point beyond the gas giant and guests were warned to use the freshers one last time before jump.  The medic, Karen Carmichael, offered dramamine but Zarc and the crew declined.  Preparations were made for jump.  Everyone straped in and Karen checked on Zarc and the low berths.  Becky checked the generators, fuel, and jump drive as well as general stowage and material readiness.  Zeke set the coordinates and announced the time until jump.  When everyone reported ready, he engaged the jump drive and the ship shuddered...then lurched.  They were in jump space.  After system checks, Zeke passed the word and everyone unstrapped.

 

During jump space Zeke studied Navigation.  (His skill level was not even 0 so normally this would be impossible; as an open-minded Referee I sometimes allow a Roll 12 on 2d6...eventually, even for me.)  He is smart and well educated so watching "tapes" in lieu of formal training was not entirely without hope.  If nothing else, it was an interesting diversion.

 

Becky thought about having kids, and they talked about it.  Zeke did not rule it out…but wanted to wait - they needed to make a profit on this voyage first.  She understood but was feeling pressure to get started on a family.  Instead she worked on her Gun Combat (auto pistol) skill; she had embarked on a four year program (needed an 8+ and rolled a 10) beginning in 1105-40 and she was determined to train each jump. 

 

Medic/Steward Karen Carmichael wanted to start a physical training program but kept failing to stick to it (rolled a 6 and needed an 8.)

 

Gunner/Marine Chase Rondo did not have that problem; he needed an 8+ and rolled a 10.  He enjoyed the workout.  (As long as he can stick to it he will increase every physical attribute by 1.)

 

Gunner/Marine Angie Ranier was plagued by deep secrets, but the crew was new together and she was not sharing anything yet.  Instead, she kept her silence and tried to work on her Gun Combat (Auto Rifle) skill...but was distracted and failed to stick to it.  She was able to work on her Blade Combat (Cutlass) skill; that took strength and benefited from anger where shooting required calm.  She had begun her Cutlass training in a four year program back on 1105-40 and had a long way to go.  But she paid it no mind.  For now she enjoyed the slack and jab of the blad and the exhaustion it brought.  (She needed to throw 8+, no DMs, and rolled a 9.  She  must maintain access to the weapon and train each jump to maintain the Cutlass-3 level.)

 

Checked to see if there would be any significant crew interactions and rolled a 10 (against 8+),  So, yes, an interaction was indicated.  With the PC (Protagonist)?  Rolled an 8+ again, so one of the two parties was Zeke.  Used a small temporary table and rolled a 3 on 1-12, learning that Information would be gained.  To see who would be sharing the Information, rolled a 2 on 1-6 for other crewmemebers and so it was Becky.  Rolled a 10 on 1-12 for level of significance and determined that Zeke found Becky alone and in tears.  In checking to see if she wanted to share the Information with Zeke I rolled a 7 on 8+ and gained a No.  This required Zeke to attempt a Leadership roll (6+2 = 8) to get the Information out of her (inquire),  There is no INT gap between the two (Becky's SOC is higher by 2, she actually really wants to tell) so when he pursues it he succeeds.  The opening scene will play out on the next planet (because of her reluctance to fully share), but he becomes aware that Becky has a deep issue that she is not sharing with him during jump space.  (She very much wants to have a baby, is waiting to see if the trip is a financial success, and dreads finding out that it is a failure.)

​

Zarc also has a crew interaction, and by roll it too is determined to be with Zeke.  Zeke is suspicious of his passenger, Zarc Dartazian, and the No Questions mandate is a challenge for someone bent on keeping his ship and crew safe.  Zarc doesn't want to violate his orders and share anything with Zeke but he could really benefit from the captain's support.  Zarc tries to decide how much he should share (and rolls a 10 against an 8+).  

​

Zeke knows that he should not ask questions but he cannot help himself, partly due to his frustration with Becky.  He asks some questions privately (hoping a Leadership roll will help and rolls 5 against an 8+) and risks Zarc's anger.  Zarc has already decided to provide some information and does not push back.

 

Zeke learns that Zarc is a Security Specialist for Sternmetal Horizons and is being dispatched for a mission on Knorbes involving a wealthy agriculturist (Agrimond Alcove) who failed to deliver product (a plant derivative that induces onconsciouness in zhodani and humaniti) despite receiving advance payment.  The issue is not a threat to EMERALD PATH and its crew and Zeke is relieved.  After their conversation Zeke began to think...and make connections.

 

Thinking the name Agrimond Alcove was familiar and perhaps stamped on a special cargo lot, the captain invited Chase Rondo to join him in the cargo bay.  They found a small 5-ton Ling cargo in the back stamped for Alcove.  Zeke asked Chase if he had some skills that would make an intrusion undetectable.  Chase did have skills in that area but was no expert.  Zeke said he was worried about Customs and authorized the "iinspection".  Chase (rolled a 10 +1 for Streetwise and) was fairly sure there were no traps or recorders.  He popped the crate open and they found a full load of weapons (shotguns, high quality rifles, and grenades).  The contact name was with the paperwork inside - Agrimond Alcove.

 

Zeke thanked Chase and had him seal it back up.  The law level on Knorbes was high and the weapons could be a problem.  With the help of Chase and Angie, they rearranged the cargo so that the special weapons cargo was in the least accessible corner and hard to see or reach.

 

After thinking about it, Zeke called Zarc to his cabin and quietly let him know the name with the weapons cargo.  Zarc masked his reaction but let Zeke know that he was grateful.  "Glad I shared risky information with you, Captain.  My trust was well placed."

 

EMERALD PATH jumped out of hyperspace (rolled for a Misjump, 13+: rolled 6 + 1 for Unrefined Fuel = 7, no misjump).  The ship arrived at its destination system.

 

Zeke worked to get a navigation fix using Jack-o-T-1; he rolled a 7 and did not get one.  Meanwhile the Engineer tested the Maneuver drive.

 

In the process Becky noted that despite assurances the ship had not received a weekly systems check.  She threw 13+ for drive failure and applied the following DMs: +0 (+1 if using unrefined fuel and not equipped to do so, +1 per engineer missing from the crew list, +1 per week past annual maintenance overhaul date). The roll was a 7 with no positive modifiers added, so there was no malfunction in maneuver, jump or power plant.  Becky lectured herself for being distracted and vowed that next time checks would be completed well before take-off.

 

Zeke failed three more navigation checks before succeeding.  For now this meant that it took him 12 hours before he was successful but the unual delay was not a problem.  Only then did he successfully set course for Knorbes, about thirty hours away.

 

An ISS 200-ton Scout came out to intercept them.  He sounded angry and ordered them to prepare for a boarding.  The boarding was heavy handed and Karen was unsuccessful in attempting to lower the tension even with Becky's help (Rolled 4 + 2 + 1=7).  Zarc's credentials wee scrutinized, called in, and reluctantly accepted.  The cargo was searched  but not carefully enough and nothing suspicious was found. 

​

They were permitted to land at Knorbes Startown in Main. They donned vacc suits, tested systems, and headed down.  But, a problem arose during landing (Rolled 5 + 2 = 7); a partial loss of power threw the ship into a flat spin and ship's gravity was lost.  The Engineer (Becky) was able to recover power (rolled 7 + 2 = 9) and ship's gravity and Zeke was able to land safely (6+2=8).  The crew was somewhat shaken by the day but acted as if they were not.

​

Once landed, Zarc shook hands with the crew and departed with his luggage.  Knorbes Startown was a frontier quality starport, basically a flat rocky area with no fuel or facilities.  However, there were several buildings that handle cargoes and storage and beyond them was some bars and shops.  Beyond that there was a chain link fence marking the edge of the starport, and a gate with two guards that were lounging in unpowered combat armor with automatic rifles.  Zarc disappeared into the starport; it was not clear if he headed straight for the gate.

​

Karen revived the four passengers in Low PSG +1 to (6, 6, 8, and 9) and all survived.  Zeke headed to the Port Office to receive payment for his 25 tons of freight.  A team from Ling was already there and headed to the ship with stevedores in tow.  Zeke then looked for a buyer for his liquor (RI +2, Admin +1, rolled 8 = 11; 150% = 157,500CR).  The total voyage profit was a whopping 244,890CR.  Zeke immediately paid off the special short-term loan he had risked leaving a healthy 139,890 credits.  He returned and gave Becky a hug and the good news. 

​

Becky began crying.  Zeke tried again to figure out what is going on (Rolled a 10+1=11).  In private she finally relaxed and explained that she desperately wanted to have a baby but had been waiting until they could afford it.  He nodded and asked for a little time to get used to the idea but said he is not opposed.  Becky teased that she was ready to begin practicing when he was ready.

 

First Zeke takes a quick look at planets he could reach from Knobes (Rich, Ag) during the next leg: Alell (Rich), Uakye (Non-Industrial), Whanga (Non-industrial), Roup Industrial, Water world), Forboldn (Non-industrial), Hefry (Non-industrial), and Ruie (Industrial) were in range of his jump drive.  He rolled (5 & 5); the speculative cargo available was Armored Vehicles, Purch I-5, R-2 = -2 plus Zeke's Admin = -3 on a 7 mil vehicle.  He would need to cut a deal to be able to speculate…and there were no unstable systems within range.  He did not make an offer, and decided to wait a week if necessary.

​

Then Zeke hurried to pay the crew.  They wanted to explore the port and find a tavern.  He said that he and Becky had some business and would join them later and asked that they radio back where they land for dinner.  If they did, he'd buy dinner and drinks.  Zeke then returned to the master stateroom with Becky to "practice."

 

Chase, Angie, and Karen headed out to explore the port in nice clean Cloth armor uniforms.  The two marines wore only cutlasses, no firearms.

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The crew explored Knorbes…the first evening only Chase, Angie and Karen went out.  The Captain and Becky did not ever meet with them for dinner but their absence was barely noted.  They rolled a 66 so no random persons were encountered.  After dinner they then went to the Starport Tavern and had a few pleasant drinks.  They did meet a Smuggler (rolled 1 and a 5) who was (rolled a 10) Responsive (Bk 3, page 27).  Her name was Tinder Tharsis and she had a “cargo” that was needed on Roup.  It was only 5 tons and looked like electronics parts.  The three asked her to meet the Captain at the ship tomorrow; A discussion might be possible.  Liberty was fun, nothing bad happened, and the three slept well (and late) that night.

​

The next morning the captain received the note About Thasis, met her at the brow, and after a chat was indeed interested.  If he couldn’t cost share the Armored Vehicles, he didn’t want to wait a week for the next cargo opportunity if he didn't have to.  He asked Tinder for a private conversation, and they stepped into his cabin to talk terms.  Becky was sleeping in late too.

 

End of Voyage 1; 1105-054

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​

Voyage Profit/Loss

 

Previous Bank Balance: 0 CR

From/To: Hefry-Knorbes, 2 wks

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EXPENSES                                                                

Mortgage (1/480th) 137,865CR

Fuel (500/100/0ton x 50 tons)

                                     5,000CR

Life Support (2k/SR x 4SR)

                                     8,000CR

Maint                           2,545CR

  (Price/2kCR=66.175MCR/26)

Crew Salaries1            7,500CR

Berthing Fees                 100CR

Misc2 (Registration 100)100CR

Special3                        500CR

  (Loan 105 kCR speculation)

​

       EXPENSE SUBTOT  161,610CR

​

​

INCOME

Cargo Sale             157,500CR

  Cargo Purch4      105,000CR

Cargo Net                 52,500CR

Passengers Hi (10k)           0CR

Passengers Mid (8k)         0CR

Passengers Lo (1k)     4,000CR

Freight                       25,000CR

  (1K/tonx25tons) 

Special Cargo:

  Mail                              0CR

  Ling guns          175,000CR

                                  175,000CR

Special Passengers:

  Sternmetal, high pri,

  no Q's, one pax)    150,000CR

​

  INCOME SUBTOT   406,500CR

                  PROFIT   244,890CR

​

New Bank BAL:       244,890 CR

 

 

1 Crew wages: Pilot Zeke 6kCR, Nav Chase 5kCR, Eng Becky 4kCR, Stew Karen 3kCR, Med Karen 2kCR, Gunner(s) Angie & Chase 1kCR

2 Customs, taxes, permits, fees, licenses, etc.

3 Short term loans: for cargo speculation, damage repair, loss coverage, etc.  

4 Liquor cargo was 15 tons @ 10kCR base = 150,000 CR purchased @ 70% for 105,000CR.

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Deck plan for EMPRESSS MARAVA-class ship is from Traders and Gunboats, Supplement 7, published by GDW in 1980; all rights now belong to Mongoose Publishing which purchased them from Marc Miller.  Other art on this page was generated using Gemini (AI).   The Starport  Copyright 2025.          hefrystarport@gmail.com

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