• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

The Draft (a/o 7/9/03)

Mythmere

SOC-13
This post and the replies will contain the framework of what I think the book looks like. Hopefully this will allow people to see where the holes are, and where they can add more material. If I missed something you posted, I apologize; but don't worry, this isn't Liam or Shane, it's just my attempt at a working draft for everyone's reference.

TITLE
Ports of Call: __________ Suggestions Here
 
TABLE OF CONTENTS Suggestions Here

Introduction (who writes?)

Discussion of USFP (who writes?)

Control tower & number/type of ships in port
table 1: based only on size of port A-E with perhaps a modifier for the type of base present (because this is affected neither by atmoshere nor by tech level)

Landing Facilities
Table 1: breathable atmosphere, Type A-C
Table 2: breathable atmosphere, Type D, E
Table 3: non-breathable atmosphere, Type A-C
Table 4: non-breathable atmosphere, Type D, E
There might be a TL modifier on these.
Table 5: Highport

Transportation inside/outside port (2 column table)
Table 1 extreme TL, bad atm
Table 2 extreme TL, atm breathable
Table 3 very high TL, bad atm
Table 4 very high TL, atm breathable
Table 5 high TL, bad atm
Table 6 high TL, atm breathable
Table 7 medium TL, bad atm
Table 8 medium TL, atm breathable
Table 9 low TL, bad atm
Table 10 low TL, atm breathable
Table 11 very low TL, bad atm
Table 12 very low TL, atm breathable
Table 13 Highport

Concourse Architecture
Table 1 bad air
Table 2 good air
Table 3 highport

Concourse size
Table 1 (based solely on starport size)

Concourse shops
This is several tables, probably, but all depend on two variables, tech level and starport classification)

Warehousing (the number will depend on port class)
Table 1: good air, high TL
Table 2: bad air, high TL
Table 3: good air, low TL
Table 4: bad air, low TL
Table 5: Highport

Starport Security and Defense
Based solely on starport class, perhaps with a population modifier and a base modifier.

Customs
Table 1 Starport Passenger Customs (Imperial or other)
modified by starport classification
Table 2 Planetary Passenger Customs
modified by law level and TL
Table 3 Starport Cargo Customs (Imperial or other)
modified by starport classification
Table 4 Planetary Cargo Customs
modified by law level and TL

Fleshing it out (roll once on each applicable table)
Table 1 unique features for TL 8+ only
Table 2 unique features for TL 7- only
Table 3 unique features for bad air only
Table 4 unique features for good air only
Table 5 unique features for class a-c only
Table 6 unique features for class d or e only
Table 7 unique features for highports
Table 8 unique features for any downport

Encounters (one table for each prior section)
Many entries will either need a subtable or a description, especially when the TL affects what the encounter will look like.

Reference Chapter
Description of robot security team
Description of SPA security team
Description of marine security team

Example Starports (and creation)
Big ol' honkin starport
lil ol' frontier backwater starport
 
Universal Starport Facility Profile Suggestions here

Lots of brainstorming has been done; the actual USFP has not yet been defined

Legal &/ or Brokerage Facilities
Medical Facilities
Search & Rescue Facilities* (if any, TL notwithstanding)
AMenities Available.

two letter code for Orbital Or dirtside! add Uw for underwater/ submerged ports on Water worlds!

For instance, ownership:
I = Imperial
G = Non-Imperial Government
M = Megacorporate
C = Commercial Interests
P = Privately Owned

... and acceptable traffic:
0 = All Traffic
1 = Military Only
2 = Civilian Only
9 = Private Traffic Only
 
Approach to Port. Suggestions Here

Table One
Naval control tower handles system traffic
Starport Authority handles system traffic
Rival starports try to persuade traffic into their patterns
ships are required to use a tug or port captain (rare, but might make sense in hi-traffic systems)
Separate control authorities for transient/highport traffic and aerospace traffic.
Multiple landing priority systems, i.e. large liners and VIP yachts get 'Platinum' service, while Free Traders are held in parking orbits waiting for a slot to open.
Prohibit routine access to the downport by passenger ships/empty cargo vessels. The downport may just be too darn busy. That port would probably have a "taxi" shuttle service from orbit ("Park n' Ride"), and landing charges would be high.
Either the biggest/best starport in system is in charge of contacting new arrivals and then either landing them or handing them off to another starport for landing; OR the world's homeguard/system defense force is responsible for initial contact and then hands off to a random starport for landing....

Table Two
1 Controller has a sultry voice
2 Controller is very authoritarian
3 Controller changes flight plan several times
4 Controller forgets about the ship (endless orbit)
5 Controller has bad cold
6 Controller is instantly convinced the ship is a smuggler
7.- Controller is a robot, always emphaticaly polite.
8.- Controller had a bad evening day before-grumpy.
9.-Controller on (Prozac)-so laid back its not normal...
10.- Controller a frenetic panicky type..
11. - Controller is hopeless romantic, and hears the call of love in the PC's voice . . . but then again, he/she hears it in the voice of another ship coming into dock at the same time. Rivalry?

12. - Controller is desperate to get off-world, and begs for stories of the PC's life among the stars.

13. - Controller is incompetent and gives you a duplicate heading of a 1000-ton freight liner.

14. - Controller has medical emergency while crew is coming into orbit. Distraction in tower causes delays not only for PC's, but everyone else.

15. - Controller offers to hook PC's up with contraband materials/cargos/etc.

16. - Controller gets a kick-back from local corp by piping long boring commercials hawking said corps ware's to PC's in between actual control directions from the COntroller (so the PC's can't just turn it off).

17. - Controller is long lost buddy of member of the crew and inists on buying the first round after they dock.

18. - The Controller is good looking, competent, and for some odd reason interested in one of the PC's - love at first sight. (no hook here, just a small miracle)

19. - The Controller is a pathological liar.

20. - The Controller has a bitter rivalry with another Controller and places you on an aggressive approach to the port to try and 'up' his/her numbers.

Sandman has also made some suggestions that seem to be "events" more than attributes of the port, but they might belong here...
 
Landing Facilities Suggestions Here

an airless world, part of the table might look llike this:
asphalt pad landing, no enclosed hangar
asphalt pad landing, enclosed hangar, pressurized
asphalt pad landing, enclosed hangar, unpressurized
sunken pit landing pad with pressurized lid (pad is hangar)
cave entrance horizontal landing pad, hangar space in caves, unpressurized.
Add an idea taken from "Space 1999": surface landing pads with elevators to move ships to subsurface hangers (not unlike an aircraft carrier).
 
Transportation within and from port Suggestions Here


Very Low Tech:
beast of burden
native bearers
wagons
Add: basic machines (pulley, ramp, lever, etc), rollers (logs under the large container), boat (rowed), boat (sail)

Low Tech
steam tractors
steam trains
counterweight cranes
Add: mechanical devices (ramps, winches, hoists, etc), airship, boat (rowed), boat (sail), boat (fossil fuel - steam or IC), wagons, native bearers, beast of burden

Medium Tech
trucks/cars/buses
forklifts/container handlers
robot-driven vehicles
cranes
trains
slidewalks
Add: airship, boat (fossil fuel)
Build in: powerplants - Internal Combustion, Electric, Solar; locomotion - wheeled, mag lev, grav (early)

High tech
robot-driven grav cars (air raft)
human-driven grav cars
grav trains

***
cablecars
lowered baskets
parachute (off mountain)
slide
gyro-ball
hang glider
canal
waterslide
 
The Concourse Suggestions Here

Concourse Architecture - NOTHING so far
Table 1 bad air
Table 2 good air
Table 3 highport

Concourse size - NOTHING so far
Table 1 (based solely on starport size)

Concourse shops
The Scout Lounge
The Hiring Hall
Captain's Guild
Spacer's Guild
The Lone Star
The Travellers' Aid Society
Starship architect (Naval architect?)
University departments
Space academies
Conference/exhibition centers
Brokerages
Various entertainment centers
Also there's possible hotel space
with or without Alien Environment spaces
and their attendant 'stuff'
halls, conference rooms, bars, restaurants, swimming pools (wierd humaniti) and theaters.
Habitat Modules:
housing
factory
farm
park
Offices and work areas
including the brig, and self defense areas (screens and weapons)
Labs
Hospital (sick bay)
Engineering module - orbitals require other 'stuff' - Environmental, station keeping, gravitics, power plant, etc..
GT: Starports also lists armor...
now all we have to do is put it together without all the 'accounting' of other systems
 
Warehousing Suggestions Here

Table One (breathable air, High TL)
1-2 tall stacks of warehouse modules reached by grav elevators
3-4 deep shaft with warehouse modules reached by grav elevator
5 roughly circular cluster of polygonal warehouses that roll out to the edge of the cluster (when called) for offloading and onloading
6 large concrete buildings with loading docks and grav lanes between them.
7-8 Grav-lifted container array (see description)[which comes from Paul's post]

Table 3: Good air, low TL.

Pole Barn -- structure is simply a long, wide roof supported by a central double row of tall poles or supports. Cargo containers are stacked/unstacked using a series of block-and-tackle arrangements. Cargo is moved in and out using flatbed wagons and draft animals. Waterproof canvas sheets can be lowered from the edges of the roof to protect cargo during inclimate weather.
 
Starport Security and Defense Suggestions Here

Examples:

Starport defense/Security-Orbital port* (includes asteroid systems (X000YYY-Z)
1-None
2-Subcontracted out (AA's SDB starmerc outfit as example/ privateer licensing by world govt. to armed ships)
3-Armed Modular Cutters & Small craft (Space fighters/ armed gigs/armed ship's boats)
4-Planetoid hulled Monitors/ outposts
5-SDB forces
6-World/System navy (jump capable)


Starport Security/defense-Down port
(includes underground/ underwater/ under ice/ desertworlds)
1-None
2-offworld hired help (mercenaries-Harper's Hoplites regiment/ Gateway, for example)
3-Early radars, indigenous Air & Ground forces, artillery
4-Mid tech radars, aircraft, ground forces, AAA
5-Hi tech radars, aircraft, groundforces, SAM's
6-COACC (Interface Fighters, planetary Defense Missiles, deep sited Meson batteries, )

Die mods+1 for Populations of 5+ (per UWP, +6 max)
Die mod -1 for pop 4- (per UWP, -5 max)
Die mod +1 for TL-8+ (per UWP,)
Die mod -1 For TL-5 and less (-5 max)
Starport Mods A+3, B+2, C+1, D-0, E-2, X-5
--------------------------------------------------------------------------------

6 COACC - Interface Fighters only
7 COACC - Interface Fighters and planetary Defense Missiles
8 COACC - Interface Fighters, planetary Defense Missiles, deep sited Meson batteries
 
Customs Suggestions here

OK, here's my first cut at an extrality line table. I'm working from the inbound perspective:

2d6
1. Pre-clear at point of origin only,
2. Clear on approach,
3. Clear at the ship (bonded offloads only),
4-5. Clear at the edge of the landing pad or hanger (bonded exits only),
6-9. Clear at the starport boundary,
10-13. Clear at the free trade zone boundary,
14. No clearances (Duty free planet).

Min=1, Max=14
Modifiers:
LL 3- +2, 4-6 +1, 7-9 0, 10+ -2.
TL 6- 0, 7+ (-1,0, or +1 (GM choice)).
WG 0 +6, 5 -2, D+ -4
Starport E +3, X +6

Paul Nemeth
AA

Passenger Customs (Starport)

1 - strip search chance of 1 in 6 (Search skill 2d6 with +6 circumstantial bonus)
2 - strip search chance of 1 in 10 (Search skill 2d6 with +6 circumstantial bonus)
3 - strip search chance of 1 in 20 (Search skill 2d6 with +6 circumstantial bonus)
4 - wand search (Search skill 2d6 with +4 bonus from wand)
5 - Direct frisk: search skill 2d6 with +2 circumstance bonus)
6 - x ray scanner (operator search skill of 2d6 with scanner bonus of +20, but only for metallic objects)
7 - meson (?) screener (operator search skill of 2d6 with scanner bonus of +20, for objects of any material)
8 - psi search (only in jurisdictions permitting psi, or roll again)

Passenger Customs (Planetary)


1 - Your oath as a gentleman (at lowest TL and law level)
2- pass the oracle / idol / seer successfully
3 - only "inferior" classes, races, religions, species must submit to search
4 - bomb sniffing dog or other animal assisted search (search skill +12)
5 - exhaustive search for items not normally considered contraband (jelly, scissors, dairy products, lipstick, etc)


6 - strip search chance of 1 in 6 (Search skill 2d6 with +6 circumstantial bonus)
7 - strip search chance of 1 in 10 (Search skill 2d6 with +6 circumstantial bonus)
8 - strip search chance of 1 in 20 (Search skill 2d6 with +6 circumstantial bonus)
9 - wand search (Search skill 2d6 with +4 bonus from wand)
10 - Direct frisk: search skill 2d6 with +2 circumstance bonus)
11 - x ray scanner (operator search skill of 2d6 with scanner bonus of +20, but only for metallic objects)
12 - meson (?) screener (operator search skill of 2d6 with scanner bonus of +20, for objects of any material)
13 - psi search (only in jurisdictions permitting psi, or roll again)
 
Fleshing it Out Suggestions Here

Table 2 (TL 7-)
1 grazing animals occasionally wander onto the landing areas (in bad air or vaccuum, reroll)
2 cargo cults often gather outside the starport trying to make starships land by waving flags and talking into carved-wood walkie-talkies
3 cargo cults worship the starcraft, and can make a nuisance of themselves
4 Luddites (thanks, TJ) are a serious threat to station security (they must be visible to the players in some way, either picketing or sneaking around with hammers)
5 Station buildings are all made from logs (shellacked by the TL 12 SPA)
6 Carvings of your ship are made from wood or stone by local artisans while you wait.
7 station security ride horses or other riding beasts
8 starport fronts on seaport with tall ships or steamers

Table 4 (good air)

starport is in a forest (consider odd plants)
starport has open arched buildings, very few walls

Table 5 (class a-c)

Concourse has an open food court area surrounded with several food vendor booths. Bands of homeless juvenile runaways, who sleep where they can inside the starport, brazenly snatch food off tables when occupants aren't looking or don't take precautions. Sandwich vendors in the food court have started cutting sandwiches into thirds, and most regular diners at the food court leave one-third of a sandwich sitting near the edge of the table for the juveniles to take. Anyone who thwarts an attempt by the juveniles to take food is targeted for revenge/harassement. Anyone who befriends any of the juveniles has good, reliable access to information about what is going on in the starport and details on the layout of the entire facility.

1 system has some interesting locations; port is a center for in-system cruises
2 concourse contains system of rocky waterfalls and fountains
3 gangs rule parts of the starport and are allowed to do so because the starport is suffering a downturn in traffic
4 starport services (cargo handling, transport, redcaps) are performed by rival gangs. Conflict is frequent.
5 concourse contains glass-walled exhibit of some really dangerous animals
6 concourse contains massive aquarium
7 concourse contains exhibits of clockwork aliens: aslan, virushi, etc., doing classic tasks and activities of that species
8 concourse is under construction, and contains scaffolding up to the ceiling, big and dangerous pieces of machinery, forklifts and bulldozers.

Table 6 - class d or e

1 the port is only open on wednesday
2 the port is overgrown with native kudzu-like vegetation (for you Brits, visualize sticky ivy that cannot be killed without a flamethrower and grows really fast).
3 the port is only open monday, wednesday, friday
4 cargo handlers only work on monday
5 customs officials only work on tuesday and thursday, and cargo cannot be offloaded without a customs officer present
6 the landing beacon is slightly askew, and it has not been fixed (most people flying into this port know about it, so why bother?) Requires a pilot roll at DC 12 to veer back onto the proper vector without a bad effect (getting fined for entering the flight pattern for another port, running into a mountain, landing in the middle of headhunter territory, etc)
7 the port master requires that everyone salute the flag of his favorite grav-ball team (or a picture of his girlfriend, or of the emperor, etc)
8 the controller has been assigned to this small port due to his narcolepsy
9 the port master won't even let the cargo unload until he is bribed.
10 The landing area is often (now, in fact) used as an open air market for local fruit vendors. The market takes about eight hours to finish up and get off the landing pad.
11.- Control Tower is ramshackle native materials, and every third word from transmitter gets lost do to "cost saving measures".

12.-Port grounds are immaculatley kept and groomed--by a grazing herd of animals ( I saw goats or sheep-another maybe substituted) owned by family member of Control authority(ies), with the usual animal biproduct foot bio-hazards..

13.- Region around Starport was old warzone/ old military facility-unexp[loded ordinance signs are everywhere "off limits" beyond secured/ cleared grounds.

14.- Scenic lake lies nearby, but is private property and NOT to be used for refuelling. LYHD fuel is instead piped in from elsewhere-refining is your problem!

15.-All Port Employees take long siesta's due to climate so no work is done between the hours of X-Y during daylight. To include answering the radio/ etc..

16.-All Port employees have religious observances between hrs of X-Y, and No work is done during these hours.

17.- Due to short daylight hrs of planet's orbit, all unloading is done at night..

18.- Due to Customs of Local port authority local stevedores line up at dawn for labor purposes. No union or Guilds allowed. As it is, speed of cargo loading/ unloading varies with the daily crews.

19.-An Organized labor force exists for cargoe handling, and they are a separate charge for starship captains to deal/ haggle with.

20.- Well run, tightly maintained port of call, this is their sole lifeline to trade, and they TAKE even the minutest infractions seriously.

Table 7 Highports
1 maintains zero g
2 maintains high g
3 maintains low g
4 large areas transparent to space
5 ships do not mate with port; they "park" at beacons and shuttle to the port
6 highport is agglomeration of dead ships, sealed tanks, and better, constructed units
7 constant bad smell
8 vegetation everywhere to supplement life support
9 incredibly cramped and claustrophobic
10 rusted interiors, water dripping from ceilings
11 lights kept very low
12 lights kept painfully bright - sunglasses bright.
13 built from asteroid
14 crystal buildup on bulkheads
15 mold everywhere

not specified
Policing security is entirely 'free market' at the hint of the slightest troubles competing police/fire departments will rush to get you to sign expensive contracts for their assistance. Sometimes the competition leads to violence between competing groups.

Starport Festivities/social Life

Thinks like holidays, Planet Founder's Day, Festivals ("Guy's, you won't like it... they're celebrating the Clowns Festival Week out there..."), or other social gathering...
 
Back
Top