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Faranim A868742-A Ag Ri

2632 Reavers Deep

http://wiki.travellerrpg.com/Faranim_(world)

FIRST IMPRESSIONS WHEN YOU OPEN THE AIRLOCK:

A huge yellow Sun is partially concealed by heavy clouds. The wind is really
strong. The mornings are cool, the nights are cold. The atmospheric pressure is
comparable to earth conditions in a depth of 526 m. The humidity is very high.
Gravity is close to earth values. A standard sized human (80kg) will weigh about 80
kg.

THE SOLAR SYSTEM, PLANETARY DATA:

Faranim's primary sun is a Yellow Star (G6 V M1 V). It has a Mass of .917 and a
Luminosity of .882. It's perceived size is 131% SOL. The system has 13 worlds, 3 of
which are gas giants. Faranim circles its sun in Orbit 2, at a distance of 104.71
Million kilometers, one year has a duration of 292.14 planetary days of 18.35
hours, each. The planetary axis is tilted 35�. The majority of Faranim's surface is
covered by water, with the exception of 4 minor Continents, 15 major Isles, 12
Archipelagos.

Density : 1.00 Molten Core


Gravity : 1.00
Seismic Factor : 4.99
Air pressure : 1.21 Atm,-526 m, Standard
Weather factor : 57% 3.0
Energy absorption : 66%
Native life : 9

GOVERNMENT, LAW, ECONOMIC AND CULTURAL INFORMATION:

Faranim has a population of 16.842 Million sentients. The world 's government is a
representative Democracy. The world is governed by elected politicians. One to
three powerful individuals control the functions of the government. The authority
is divided in 2-ways. The Executive and Judicial branches are the representative
authorities, Legislative is secondary.

The general law level is extremly low, Enforcement is nearly unheard of. The
Weapons law level is low. Allowed are Shock, EMP, Rad, Mag, Grav, Automatic
weapons, Pistols, as well as open carrying. The Criminal Law level is nearly non-
existing, only capital crimes will be prosecuted.

No laws regulating trade are in existence. The Civil law level is average.
Documentation is needed for most transactions, Bribery is risky. The government
does nothing to impact the personal freedom of its citizens.

Faranim has 1 Metroplexes with tens of Millions of Inhabitants, 5 huge Cities with
Millions of Inhabitants, 16 large Cities with 100K+ Inhabitants, 21 Cities with
10K+ Inhabitants, 29 small Cities with thousands of Inhabitants, 34 Outposts with
hundreds of Inhabitants.

Faranim is a agricultural, rich, extremely important world, with very huge


resources and a below average labour force as well as a fantastic infrastructure.
The overall efficiency is above average. The world generates 936 Resource units,
which puts it in the 8% Range. The Homogeneity Rating is 40%, Acceptance reaches
79%, Strangeness is 10%, Symbols = 6. Faranim is a non aligned world.

STARPORT TYPE A

The port has spacious facilities and efficient, skilled services. Faranim has an
immense orbital port, containing passenger terminals, several hotels and a grand
concourse, as well as a freight terminal with a dispersed logistic base. All
freight traffic is handled in orbit, containers are shuttled to surface
destinations. Refined Fuel is available. Starships up to 10 Kt can be constructed.
This port is one of the huge crossroads of the spaceways. Thousands of Travellers
find a temporary home here, either waiting for an interstellar connection, a
shipboard job, or just a working passage to Somewhere Else. The transient
accommodations are more varied than at any smaller port, plenty of luxury hotel
rooms, but also more cheap hostel space. The same is true of shopping; there are of
course more high-end retailers, but also more, and more varied, goods at the budget
shops. Each year 4.35 Million passengers are handled and 11.74 Million tons of
cargo shipped. The system has a high traffic volume.

Docked at the orbital part of the Starport are 4 x Hercules Class cargo transport
(5000 t), 24 x Tukera freighter (3000 t), 40 x Imperialines TI Transport (2000
t), 36 x Tukera Long Liner (1000 t), 56 x Bloodwell Class Merchant (1000 t), 36
x Ad Astra Class Liner (600 t), 60 x Far Trader (400 t), 210 x Free Trader (200
t), a total of 466 Starships.

The planetbound part of the port is secured by a single fence with a gatehouse.
The whole port measures 5 by 5 km.

Berthed at the downbelow port are currently 4 x Tukera Long Liner (1000 t), 4 x
Bloodwell Class Merchant (1000 t), 4 x Ad Astra Class Liner (600 t), 4 x Far
Trader (400 t), 70 x Free Trader (200 t), a total of 86 starships.

The following trade goods are usually available : Huge amounts (+6) of Liquor,
Grain, Canned food. Supple amounts (+3) of Wood, Meat, Spices, Fruit, Textiles,
Polymers, Pharmaceuticals. Average amounts of Copper, Tin, Silver, Aluminium.
Mediocre amounts (-2) of Aircraft, ATV, Machine tools, Farm machinery. Small
amounts (-3) of Radioactives, Crystals, Gems, Processed Metals, Steel, Special
Alloys, Tools, mechanical parts, Clothing, Computers, Entertainment. Very small
amounts (-4) of Recordings, Artforms. Tiny amounts (-5) of Weapons, Software,
Documents.

DAILY freight and passenger amounts:

MAIN ROUTE: Carrill (J-3) 13 Kt, 10 K P.

FEEDER ROUTE: Lanixohn (J-6) 2739 t, 173 P. Istieru (J-1) 2739 t, 286 P. Lanisteg
(J-1) 2739 t, 33 P. Cerer (J-5) 2739 t, 54 P.

MINOR ROUTE: Datinar (J-4) 273 t, 12 P. Yaggoth (J-2) 1369 t, 146 P. Syreon (J-2)
273 t, 7 P. Rothman (J-3) 1369 t, 92 P. Iskara (J-2) 1369 t, 115 P. Astorga (J-1)
273 t, 3 P. Doria (J-4) 1369 t, 87 P.

TRAFFIC CONTROL, ENCOUNTERS AND REQUIREMENTS

The STARPORT CONTROL Zone covers the physical extent of the starport (on the
surface or in orbit), a 15 km radius around it and up to 15 km above it. This is
followed by the AEROPSPACE Zone. It extends from ground level to 1280 km above the
surface. After leaving the planetary atmossphere, control is switched to the
ORBITAL Zone. It extends from the upper limit of the Aerospace Zone to a distance
of 128K kilometers from the planet. Between orbit and jumpoint, traffic control is
again switched, this time to the TRANSITION Zone. It extends from the upper limit
of the ORBITAL Zone to a distance of 1.28 Million kilometers. It controls ships up
to the event of jump. Traffic control and traffic separation rely on positive
identification, constant tracking and direction of all craft up to the transition
into jump space.

During the flight from the jump point to Faranim you encounter 1 x Imperialines TI
Transport (2000 t), 9 x Tukera Long Liner (1000 t), 6 x Bloodwell Class Merchant
(1000 t), 9 x Ad Astra Class Liner (600 t), 7 x Far Trader (400 t), 14 x Free
Trader (200 t), altogether 46 vessels.

To be cleared for landing, you need a bill of health for crew and passengers and
you need to contact traffic control with your intentions.

BUDGET, FLEET AND ARMY

The exchange rate for 1 Imperial CR is 1.33. The military budget in peacetime
amounts to 5.36 Billion local Credits, during conflicts it rises to 9.15 Billion
Credits.

The flagship of the fleet is a Destroyer of 10.000 t. The worlds annual naval
budget can maintain a fleet of 74 kilotons. But this amount leaves no room for
repairs or the construction of new ships, so the actual size of the Navy will be
much smaller. The size is further limited by the worlds industrial capacity which
can maintain, repair or construct a maximum amount of 21000 tons of ships at the
same time.

The planetary defense consists of 3 Army Corps, alltogether 150 Battalions.


Counter 3 x [XXX 1C-10]. 15 of these are mobile Lift Infantry.

TECH LEVEL ( 10 ) :

SCIENCE 10 : Empirical observations allow full access to jump space. The exact
relationship of jump space to normal space remains a mystery. Gravitic manipulation
continues to advance.

MATERIAL 10 : Crystalline iron and other super-strong allotropes of industrial


metals.

ENERGY 12 : Advanced fusion power plants are the backbone of the planetary energy
economy.

COMPUTER / ROBOTICS 12 : Artificial intelligence makes computers capable of some


of the same self-programming capability and flexibility as biological intelligence.

TRANSPORTATION 12 : Grav vehicles are the basis for all forms of transportation
(land, sea, air and space). Personal grav belts are available. SPACE 12 : Jump-
drive 3 is available.

PERSONAL WEAPONS 12 : Laser and gauss rifles are the standard infantry weapons,
while plasma rifles (PGMP) enter use for squad support.
HEAVY WEAPONS 12 : Advanced (X-ray) lasers. Full-coverage powered armor. Heavy
artillery includes fusion guns. Nuclear weapons suddenly go into decline with the
appearance of the battlefield nuclear damper.

BIOLOGY 12 : Practical nanosurgery. First brain implants. Partial theory of aging.

MEDICINE 12 : Practical nanosurgery (still too expensive for widespread use).


Partial panimmunity. Neural implants can interface directly with the brain,
treating certain kinds of mental dysfunction. Cheap, reliable clone transplants.

ENVIRONMENTAL 10 : Orbital and deep-space settlements with complete recycling


efficiency (microworlds). Similar techniques make arcologies common in crowded
planetary urban centers. Practical weather control. Terraforming can cause gradual
change in planetary environments.

TEMPERATURES PER HEXROW (HR) in �C:

Year length : 0.61 Terra = 292 planetary days

HR Spring 73 Summer 73 Autumn 73 Winter 73

1 39� 34� 25� 44� 39� 30� 39� 34� 25� 30� 25� 16�

2 32� 27� 18� 42� 38� 28� 32� 27� 18� 14� 10� 0�

3 25� 20� 11� 40� 36� 27� 25� 20� 11� -2� -6� -15�

4 18� 13� 4� 39� 34� 25� 18� 13� 4� -17� -22� -31�

5 11� 6� -3� 32� 27� 18� 11� 6� -3� -24� -29� -38�

6 4� -1� -10� 25� 20� 11� 4� -1� -10� -31� -36� -45�

7 -3� -8� -17� 18� 13� 4� -3� -8� -17� -38� -43� -52�

8 -10� -15� -24� 11� 6� -3� -10� -15� -24� -45� -50� -59�

9 -17� -22� -31� 4� -1� -10� -17� -22� -31� -52� -57� -66�

10 -24� -29� -38� -3� -8� -17� -24� -29� -38� -59� -64� -73�

11 -31� -36� -45� -10� -15� -24� -31� -36� -45� -66� -71� -80�
: : :
: : : Length of day 18:21
: : :
: : L......Deepest Night temp at 4:00
: L............Medium values at 8:00 and 15:00
L..................Highest Noon temp at 11:00

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