Showing posts with label encounter. Show all posts
Showing posts with label encounter. Show all posts

Friday, June 1, 2018

Passenger Deck/Steerage Geomorphs and Illustration



Okay, so maybe I watched Titanic one too many times, but in my Traveller universe there is a passenger class between middle passage and low berth - steerage. A typical steerage compartment consists of a series of triple bunks, a communal galley/lounge, shared fresher facilities, and additional life support equipment. Quality and accommodations may vary widely from ship to ship, but the Imperium does have, and sometimes even enforces, minimum standards for passenger well being.

At minimum, each passenger is assigned a single bunk with a small storage locker - usually enough space for a suitcase or two. Fresh linens are provided at the start of the trip and changed weekly. Two meals per day are included, but are often not much more than unheated survival rations with appetite suppressants. Passengers are encouraged to bring their own food if they have special dietary needs. Access to toilet facilities is unlimited, but shower facilities are usually limited to once or twice per week. Bunks often only have a simple curtain to provide privacy, but some may provide a more secure, hardened and lockable screen panel.

Steerage passengers are often required to stay within the confines of the steerage compartment, except in the case of emergencies. Depending on the number of steerage passengers, the passenger's ticket price, and ship's amenities, some passengers may be allowed access to other areas of the ship during off hours. Steward services are not included, but a good captain will have a steward - or security personnel - do a walkthrough of the steerage compartment once a day to check on things.

Larger passenger liners may have a good portion of their ship dedicated to steerage compartments. With the increased passenger load per square meter, a shrewd captain can actually make more money with steerage passengers than with high passengers, although usually with considerable more headaches. The additional wear and tear of having large groups of people in a small area means stateroom fittings need to be replaced more often or more durable, and therefore more costly, fittings be installed in the first place.

Steerage compartments are generally open to any passenger, but some may be segregated by sex, alien species, families, etc. It is not uncommon for some groups to book an entire steerage compartment for their private use; corporations moving employees and their families to a new facility on another world, religious factions on a pilgrimage, student groups, traveling entertainers, or soldiers. Travelling steerage is a great way to meet a wide variety of travellers in a short period of time and a great source for news, rumors, and potential jobs.

Steerage passage typically costs between 2,000 and 4,000 credits per trip and is usually a "you get what you pay for" proposition.

Monday, September 12, 2016

J is for Jobs



"It is the working man who is the happy man. It is the idle man who is the miserable man." - Benjamin Franklin

Whether it's a corkboard pinned to a wall at the one-room Class E starport on a low level world, or the bank of employment kiosks at Regina Downport, most starports will have the means to allow contact between people for employment. However, the jobs listed at the starport are not always the best ones around. It's the low hanging fruit, but it's generally easy to get. Many of the jobs posted are with the understanding that the employment period will only be a week or two. Some jobs will require a longer commitment. Frequently these jobs are geared toward only one PC, so referees should decide if they want to break up the group, even if temporarily. A temporary side job for one or two PCs might be a good diversion when you can't get the whole gaming group together.

I put together a quick job generator in Excel that break the jobs down into the following categories:
  • Low-Tech Work
  • Mid/High-Tech Work
  • High-Tech Work
  • Bounty Hunting
  • Mercenary
  • Starship Positions
  • Repo Work
  • Income Opportunities
  • Skill Related
Adventure 6 - Expedition to Zhodane shows a good example of job write-ups and also rates the job as inconsequential, interesting, or essential (essential being required to complete the predetermined adventure). To that list I would also add volunteer, illegal, and scam. I usually don't create an actual write up for the job, but just review them briefly and see which ones look interesting.


Low-Tech Work
    The saddle maker is looking for an assistant.
    The baker is looking for an assistant.
    The town needs a new security guard.
Mid/High-Tech Work
    The city needs a new border protection officer.
    The news reporter seeks short term help.
    The insurance investigator seeks short term help.
High-Tech Work
    The city needs a new dairy farmer. (a high-tech dairy, of course)
    The crime lab analyst seeks short term help.
    The security officer seeks short term help.
Bounty Hunting
    Bounty: Wanted for burglary: Alive Cr4,000
    Bounty: Wanted for use of psionic power: Preferred alive Cr20,000
    Bounty: Wanted for murder: Dead or alive Cr60,000
Mercenary
    A team or individual is needed for a patrolling mission.
    An individual is needed for a rescue mission.
    A team is needed for an escort mission.
Starship Positions
    A starship seeks someone with Ship's Boat-2.
    A starship seeks a temporary communications technician.
    A starship seeks a full-time chief engineer.
Repo Work
    Repo furniture / electronics (non-friendly). Helpful skill: Disguise
    Repo recreational watercraft (non-friendly). Helpful skill: Computer
    Repo merchant starship (non-friendly). Helpful skill: Carousing
Income Opportunities
    Money can be made in illegal gambling (risky crowd).
    Money can be made volunteering for medical experiments.
    Money can be made transporting a small cargo (legal, high risk and pay).
Skill Related
    Person with Blade Combat skill is needed.                                           
    Person with Medical skill is needed.                                               
    Person with Interrogation skill is needed.

These aren't much on the surface, but a little creative thinking can make them an interesting opportunity. This list can provide more than just employment for a PC. Looking through the list might give you ideas for other adventure hooks.

Why does the city need a new border protection officer? What's happening at the border?
Maybe some of the jobs are interrelated. Are the medical experiments related to the bounty on the psion? Is the burglar with the bounty the reason the town needs a new security guard?

PCs can check the job kiosk up to World Pop times per week. While many more actual jobs might be available, this represents the best job they found in that time period.

Example fleshed out: Person with Medical skill is needed.

The Job
The PC makes contact with the HR Director at a Startown hospital, who is looking for someone with experience to help out for about a week at the hospital. The HR director insists the interview be done at their facility. The interview is one sided, as the Director asks about the PCs medical experience, certification, etc. but dodges any questions about what type of work the PC would actually be doing. "We'll go over all that later" or something similar will be a standard response. When the time comes to tour the facility, the PC is led into the Crippled Children With Big Sad Eyes ward. Okay, not literally, but there are dozens of sick and injured children, all in terrible pain, all gut-wrenchingly pathetic. The pay offered should be small, but reasonable. If the PC accepts the job, the HR director should show him around the place and introduce him as "one of the new volunteers", ignoring the PCs corrections, if any. The character will be expected to work very long hours - every time he wants to take a break, get some food, or some sleep, another child should start screaming in pain, or some young cancer patient will ask the PC to give her doll a hug.

Payday
If the PC asks about his paycheck at the end of the week, anyone he talks to will mention that volunteers don't get paid. If the PC insists that he is a paid, short-term contractor, anyone he talks to will be genuinely surprise the PC wants payment since "all of the short-term contractors we've worked with have donated their pay to the children's relief fund". If the PC puts his foot down about getting paid, they will be told that payments are processed through corporate, and the payment should be ready in 2 - 3 weeks. If the PC acts like he is about to do something stupid or violent, the HR director will settle with him out of petty cash.

This isn't quite a scam, just a tactic the underfunded hospital uses to get free, experienced help. Players who like to play the White Knight should be given a chance to shine, and get their picture in the news with a sick child, or some other non-monetary reward. Lots of praise - no money. Surprise the player later in the game by throwing in some perk and having an NPC say they recognized the character from the story in the news. The perk might be anything from a round of drinks at a starport lounge to free fuel.

Players who refuse the job can be hounded for the rest of their gaming career about playing a medic who wouldn't even help out a bunch of sick kids.

Wednesday, September 7, 2016

F is for Flora

Plants hate Vargr (Dalgoda #2, December 1984)
Plant Encounters in Traveller

"Oh, what's happening? What is it? I can't run anymore. I'm so sleepy... I have to rest for just a minute."
     - Dorothy (in the poppy field), Wizard of Oz

Science fiction has a long, if sometimes bizarre, history of incorporating plants into storytelling. The 1950s brought us the ambulatory and murderous Triffids, and human replication in the form of giant seed pods in The Invasion of the Body Snatchers. Roger Corman introduced us to the cannibalistic Audrey II in The Little Shop of Horrors. Stephen King showed us what happens when space moss runs amok in Creepshow.

In my experience, Classic Traveller makes little use of plants as part of its storytelling. The only real resource I found was the occasional plant related event from Supplement 2 – Animal Encounters. These are mostly simple one or two sentence explanations of how the plant behaves during the event and are decent enough for what they are. Since they all require a roll of a 10 on a random table, I wonder how may Traveller players actually encountered any of them.

Plants don’t have to be included in every adventure. Use them to fit your story and players. A group of gun happy players acting as mercenaries may find plants less interesting than say, a crashed scout making his way across alien terrain. Rather than make plant encounters part of a random table, I would place a specialized plant encounter in the path of the PCs relative to the needs of the game. With that in mind here are some plants, some based on popular fiction, for your consideration:
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Crying Mimic
This large, radial jungle plant can mimic the sound its preys young. When the adult comes to investigate, it traps its prey with its outstretched, ground-covering leaves, entangling the prey until dead. The leaves roll up around the plant body while the prey is digested. Usually not a threat to humans, as the plant is too small to snare one, but it will try anyway. The crying sounds it makes may be enough to distract them from the path they are on however.
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Pearl Pod Plant (No Man’s Sky video game)
This plant is primarily a giant pod with a valuable “Albumen Pearl” inside. In the game, taking the pearl triggers an unexplained Grand Theft Auto-style wanted level, and you are pursued by trigger happy robotic sentinels. Ditch the sentinels and have some reason why the PCs shouldn’t want to keep the pearl. For extra fun, make this the last part of an Alien-like life cycle, where the pearl is the result of the prey devoured by the above mentioned Mimic.
-----------------------------------------
Dr. Hineman’s Doll's Eye hybrid (Minority Report)
Animated vines are pretty much a sci-fi trope. Designed for home defense, this plant entangles as well as poisons. Any PC within range of the plant must roll DEX or less on 2d6 to avoid becoming entangled in the plant. Poison is automatic upon entanglement. Roll STR or less on 2d6 to escape the plant. The toxin takes effect after END/2 minutes, during which the victim will hallucinate blue shapes. If the specific poison antidote is not available, use of a general med kit and a successful MED roll is required to avoid unconsciousness.
-----------------------------------------
River Krust (Dishonored video game)
According to the Dishonored Wiki these are actually a type of mollusk. For the sake of this article though, they're plants.
These are groups of large hard-shelled pods that inhabit river banks, swamps, and the undersides of piers and sewer areas. They are typically found in groups of 4 to 6. They are immobile, but can sense when humans and other animals nearby. They then open their pod to shoot an acidic liquid at their victim. The acid does 1d6+2 damage per hit and the krust can spit once per round. Killing a river krust can be achieved by inflicting 36 point of damage when closed, or 6 points of damage when open (during any round they can spit). On a roll of 8+, a deceased river krust will have a “river pearl” in it worth Cr100 each.
-----------------------------------------
Tangle Kelp (Plants vs Zombies video game)
Yep, another animated vine. This seaweed will entangle any one swimmer who passes though it on a roll of 8+. Entangled characters must roll STR or less on 2d6 to break free. Untangled PCs can assist by rolling their STR or less on 2d6, but if successful, they will be entangled on a roll of 8+. Attacking the kelp with standard weapons does not really kill it, but inflicting 12 points of damage upon it will cause it to release its grip on the victim.
-----------------------------------------
Healing Plant (generic)
This plant is known widely for it medicinal properties. Chewing a handful of this plants' leaves will decrease normal healing times by half.
-----------------------------------------
Psionic Screamer
The berries of this plant are one of the primary ingredients in the making of psi-drug and are much sought after. The plant has psionic-like abilities and can project a telepathic warning or sense of fear to approaching humans and other animals. PCs unaware of the plant or more than 50’ away from it will get a generally sense of ill will and not go in the direction of the plant. The sense of danger or fear increases as a character gets closer to the plant. Unless psionically shielded, players must roll INT or less on 2d6 three times to continue toward the plant. DM+1 at 30’, DM+2 at 10’, and DM+3 at the plant to pick its berries. Failure to make a successful INT roll will cause the PC to run the opposite direction of the plant until out of range, usually about 50’
-----------------------------------------
Golden Kidour Wildflowers
These wildflowers release pollen that causes a soporific effect. Each PC who comes in contact with a growth of these flowers must roll 9+ on 2d6. Players who fail their roll fall asleep the next round and stay asleep for 13-END hours unless revived. Players who stay awake have two rounds to take action before having to make the roll again. During that time they can put on appropriate breathing gear, try to leave the area, revive a sleeping PC, etc. Vargr characters can smell the pollen at a distance and sense that something is wrong. The pollen has no effect on Aslan characters. If care is taken, the flowers and pollen can be harvested to create a kind of crude “sleeping dust”, although it is much weaker in small quantities.
-----------------------------------------
Ramaria garenium tikelum
This a genetically modified version of a common mushroom found Algine (Spinward Marches 2308). It was engineered by two entrepreneurial scientists on Regina with the specific goal of providing an inexpensive solution to the problems inherent with the air systems of the Type S scout/courier.

The modified mushrooms grow very well in the dark, require very little care, and do an excellent job of removing common odors from the air while providing a light, pleasant scent. The mushrooms are grown in shallow trays filled with a concentrated nutritive gel bath. The nutritive gel bath needs to be replenished every two months, but this is a simple and inexpensive process. A tray of mushrooms is typically placed in the ductwork, just inside a rooms supply air vent, and only three or four trays are needed to resolve the odor issue on a typical scout ship.

Beta testing scouts were ecstatic with the results. It wasn't long before they were illegally sharing the mushrooms with other scouts, much to the consternation of two scientists, who were hoping to make a killing on their new product.

Use of the mushrooms revealed a curious side effect, which was not revealed until after about six months of field use. Scouts were surprised to find the interior of their ships, especially the freshers and galleys, looking like scenes of mass murder. Walls, floors, and ceilings were found covered in blood.

It took only a short time for the scouts to determine that they were not actually seeing blood, but it took several weeks to determine the nature of the true problem. After about six months, the mushrooms release a very small, almost invisible, cloud of spores. The spores themselves are harmless, but when they come in contact with high humidity or moist areas they form a liquid that is almost exactly the same color and consistency of fresh human blood.

Efforts to re-engineer the mushrooms to eliminate the spore problem failed and the product was abandoned. Scouts who were involved with the mushrooms jokingly refer to the ordeal as “The Bloodbath Incident”.
-----------------------------------------

The Vine that Ate Rhylanor
I was traveling through Tennessee several years ago and was completely captivated by the Kudzu vines I saw there. Being a north-westerner most of my life, I had not spent much time in the south, and was surprised that I hadn't even heard of this amazing plant. For those who don't know, Kudzu is a Japanese ornamental vine that was introduced to the United States in 1876. I won't give the entire history (you can check out the Wikipedia entry here). Suffice to say it is an invasive species of vine that if left unattended will grow over everything.

I couldn't help but think of  "The Lonesome Death of Jordy Verrill" from the  movie Creepshow. What an interesting Traveller scenario you might come up with if you took this concept and cranked it up to 11. Imagine an invasive plant species being taken away from its native environment and finding its perfect growing place. It gets past planetary quarantine and then spreads like wildfire, but aside from its growth, the plant is completely benign.

The government has limited resources and has to determine the most necessary places to fight the plant. The vine disrupts every level of society, choking roads, halting production. Vines grow thick over the starport buildings as maintenance crews torch landing pads to clear them temporarily for ships to land. The enemy isn't man or some alien species, it's nature.

"But make no mistake: the weeds will win: nature bats last." - Robert Pyle
 



Wednesday, May 18, 2016

Benign Starport Encounters

A little something to add some flavor to your next stop at the starport. Inspired by Chris Buono's Benign Wilderness Encounters and Benign Urban Encounters for fantasy settings, here's my list for the Traveller Universe.

Benign Starport Encounters
  1. (Highport only) Through a viewport the PCs can see SPA security practicing zero-G maneuvers.
  2. (Highport only) Through a viewport the PCs can see vacc-suited workers operating on a communications array.
  3. (Highport only) Visitors are treated to an amazing planetary sunrise from a large viewport.
  4. A beat up looking vagrant begging for food or spare credits. (He's actually an undercover Imperial agent watching the area for a dangerous criminal.)
  5. A beggar in an old Scout jumpsuit asks for a handout.
  6. A black market trinket dealer scoops up his wares at the approach of a SPA security officer.
  7. A clinic is offering free inoculations for travellers prior to exiting the starport.
  8. A concerned looking team in hazmat gear run past the PCs.
  9. A crewman's duffel bag sits unattended in the corner.
  10. A criminal in handcuffs is marched past.
  11. A customs inspector argues with a cargo handler over mislabeled cargo.
  12. A customs inspector reviews a ship's cargo manifest with the ship's captain.
  13. A dealer in alien artifacts is looking to sell his goods.
  14. A dilapidated cleaning robot tries to vacuum around the PCs, bumping them aggressively.
  15. A disaster preparedness team is going through emergency drills.
  16. A Droyne stops the party and tries to communicate, but none in the party speak Droyne.
  17. A family stares at overhead monitors, trying to figure from which bay their ship departs.
  18. A food merchant hawks his overpriced "authentic" foodstuffs from another system.
  19. A food merchant is giving out free samples, trying to drum up more business.
  20. A well-dressed megacorp employee is interviewing parties willing to do a job "off the books".
  21. A group of Vargr adventurers is looking for passage to the next star system.
  22. A group of asteroid miners are looking for investors.
  23. A group of grungy engineers are shooting dice for cash.
  24. A merchant, stuck with several tons of fruit and desperate to sell it before it goes bad.
  25. A group of intoxicated marines stagger past.
  26. A group of marines are joking about their last mission.
  27. A group of performers entertain passengers of a delayed flight.
  28. A group of refugees looking for passage out of the system. They've been stranded at the starport for weeks and are running out of items to trade.
  29. A group of religious pilgrims stand at a window watching a ship loading cargo.
  30. A group of academics talk excitedly regarding cosmic events in the local star cluster.
  31. A Vargr Corsair has just docked and a group of rowdy Vargr mercenaries pour out, possibly looking for trouble.
  32. A troupe of zero-G acrobats are performing and promoting a performance later in the week.
  33. A heavily cyber enhanced mercenary is looking for passage to a nearby war-torn system to sell his skills.
  34. A hustler is offering half price Mid Passage tickets.They are high quality counterfeits.
  35. A large, muscular dockworker sits quietly reading from a datapad.
  36. A local dissident hands the PCs a flier with information against the local government.
  37. A local health agency is screening all incoming visitors for communicable diseases. The screening process is quick and painless.
  38. A local tries to sell the PCs some locally made clothing.
  39. A mad 'prophet' stands on a crate preaching against sins of the flesh.
  40. A maintenance crew is working on a sub-floor communications line.
  41. A maintenance man is upgrading security cameras. You overhear him report the system will be down for the next 30 minutes.
  42. A maintenance panel falls from above, nearly hitting one of the PCs.
  43. A medical ground vehicle drives by with its sirens and lights on.
  44. A merchant captain argues with a broker regarding several crates of rotten vegetables.
  45. A used robot merchant approaches the PCs with his sales pitch.
  46. A middle-aged woman looks furtively around, then enters the TAS VIP lounge.
  47. A nearby child begins screaming about monsters.
  48. A noblewoman and her entourage pass by. A bodyguard pushes one of the PCs out of the way.
  49. A pair of novice travellers are photographing everything, including the PCs.
  50. A purse snatcher and his pursuer rush past the PCs and disappear into the crowd.
  51. A small, nerdy boy is trying to explain to an overconfident smuggler that a parsec is a unit of distance, not time.
  52. A security team is performing a "floater sweep", attempting to remove all transients and beggars from the starport.
  53. A ship's engineer tries to negotiate with a vendor for a better price on ship parts.
  54. A shuttle arrives to take a group of employees back to the staff housing area.
  55. A skip tracer team discusses their next repossession.
  56. A small freighter departs its berth in an obvious hurry, while security guards fire upon it.
  57. A small rodent is seen heading in the direction of the food court.
  58. A small, but vocal portion of the local population are fanatically anti-Imperium.
  59. A starship crew is selling random cargo to raise enough cash for fuel.
  60. A stranded traveller is seeking working passage so he can get back home.
  61. A team of Crash, Fire, and Rescue (CFR) paramedics rush to the infirmary with a patient on a gurney.
  62. A traveller is insisting that items in his luggage will be damaged if scanned.
  63. A very long line leads to the public restrooms.
  64. A very drunk and dirty war veteran will tell you his life story for a drink. Or leave you alone for a drink, if you prefer.
  65. A Virushi medic offers salutations in Galanglic to the PCs as it lumbers by.
  66. A young couple at a booth are asking for donations for a local charity.
  67. All travellers must undergo a weapons/contraband check to get into the next area.
  68. An information kiosk lists advice on the local customs.
  69. An information kiosk provides information regarding employment opportunities.
  70. An information kiosk reminds travellers of the local law level, restrictions, and contraband items.
  71. An old mercenary is looking for one last ticket with hopes of going out in a blaze of glory.
  72. An older gentleman approaches the PCs and asks them to watch his luggage… just for a few moments.
  73. An overturned catering vehicle slows traffic to a halt. There are frozen peas everywhere.
  74. An SPA administrator is overheard talking to the port casino owner about revenue reports.
  75. An SPA agent is confiscating a distraught woman's small pet to be quarantined.
  76. An SPA crew performs a safety inspection on a starship.
  77. An SPA official argues the finer points of trade tariffs with a merchant.
  78. An SPA security guard has detained a traveller who appears to be of Zhodani decent.
  79. An SPA security guard on patrol walks by, eyeing the PCs suspiciously.
  80. An SPA traffic controller is seen in a corner booth of a bar, shaking visibly.
  81. An unemployed engineer checks the job board for available crew positions.
  82. An unexpected security checkpoint ahead will reveal any hidden weapons the PCs may be carrying.
  83. An Xboat crew enjoys a last hot meal before departure.
  84. Environmentalists are protesting against a recent fuel spill.
  85. It is rumored that many of the planetary customs officers are corrupt and can get anything over the XT line for the right price.
  86. Judging by the smell, the air recyclers in the section need major repair.
  87. Large crates sit guarded in an open alcove with "Evidence" tape stretched across them.
  88. Lights flicker in this section of the starport.
  89. Local law enforcement is trying to extradite a criminal who escaped capture and made it into the starport.
  90. Nervous adventurers looking to unload a cache of alien artifacts and unknown weapons from the an illegal archaeological dig.
  91. News terminals report a minor crash at a different spaceport occurred earlier today. There were a few fatalities.
  92. One of the PCs finds a 50 credit note.
  93. One of the PCs is approached by a drug dealer.
  94. One of the PCs is approached by a prostitute.
  95. One of the starport shops is being picketed by employees demanding better pay.
  96. Overhead speakers call for all SPA department heads to convene in meeting room 7-C.
  97. Overhead speakers call for Crash, Fire, and Rescue (CFR) paramedics to respond to a cargo handling accident.
  98. Restroom graffiti has interesting things to say about the SPA Director's parentage.
  99. Several large, horned herbivores have escaped from a makeshift corral in one of the docking bays.
  100. Slidewalks in this area are out of order.
  101. Some unattended children pester the PCs.
  102. SPA security follows the PCs for about 15 minutes.
  103. The Alliance of Starport Mechanical Engineering Trades (ASMET) union is on strike, slowing down starship repairs.
  104. The PCs notice an SPA records department employee leave his datapad at a restaurant table.
  105. The PCs see a small merchant ship being fitted with a new turret.
  106. The PCs see an advertisement for a local safari company.
  107. The restrooms in this portion of the starport are closed for cleaning.
  108. The SPA is auctioning off last year's collection of unclaimed lost and found items.
  109. The SPA liaison officer is in a heated discussion with a local politician.
  110. The Starport Director is leading a tour for the SPA Inspector General.
  111. The starport has recently passed a new tax levy on luxury craft.
  112. The starport infirmary is dealing with some sort of viral outbreak, but determined no quarantine is required.
  113. The starport is currently hosting its monthly farmer's market of local goods.
  114. The sweet smell of reconstituted synthetic foodstuffs fills the air.
  115. This area is marked with what appears to be small arms fire damage.
  116. This section of the starport seems oddly deserted.
  117. This starport apparently has no restrictions against carrying firearms openly.
  118. Two figures can be seen whispering in the shadows of an otherwise empty passenger lounge.
  119. Two retired Scouts sit swapping tales of adventure.
  120. Two SPA security guards are posted at an unmarked door.
  121. Some sleazebag asks you if you want to buy some deathsticks.
  122. A weary Aslan diplomat it trying unsuccessfully to catch some sleep in an uncomfortable plastic chair.
  123. A small, domed robot bleeps feebly as it looks for its lost owner.
  124. Two aging celebrity athletes relive their glory days as professional grav-ball players. An occasional passerby will do a double take, then ask them for autographs.
  125. A loudmouth buffoon has been annoying several travellers. He makes a dumb joke about being an Ine Givar terrorist and is promptly escorted away by SPA security.
  126. A pasty-white and disheveled passenger can't stop coughing. You feel a little of his spittle on your cheek as he passes.
  127. An entrepreneurial cab driver is passing out business cards and offering safe and discreet rides to the best clubs in Startown.
  128. An attractive woman waves excitedly at one of the PCs, but in reality is waving to someone behind him.
  129. The floor in this area of the starport is disgustingly sticky, like the floor of a dollar cinema.
  130. A self-important businessman is negotiating a multi-million credit deal on his communicator, loud enough so that everyone knows it.
  131. Either that's the latest style in this region, or a lot of people here are wearing their pajamas.
  132. A young woman is seen trying to steal food from a vending machine.