- | ## Trafe

Trafe was "custom build" in order to have a Cyberpunkish planet usable for CP adventures conversion.
In my campaign, Trafe is an Imperial world on the Imperial side of a buffer zone separating the Imperium and Zhodani areas. This last fact is not really mandatory, and you can place it anywhere an High Pop, TL-A planet better suits your campaign.
On Trafe, the real power is firmly in the hand of a dozen of planet-wide corporations. Even if their power is laughable when compared with the Imperial MegaCorporations, their control on local affairs is complete.
Distance from Imperial control and weak governments helped making a criminal paradise of Trafe. A lot of shady dealings take place on it, and the Corporations don't really care, at least while crime does not interfere with normal business. In fact, many citizens suspect that illegal goods (like drugs, hazardous biotech and other banned products) are actually produced on Trafe and then resold on planets outside the Imperial influence.
Culturally, Trafe is in the middle of the cybercraze to which some TL-A planets succumb, especially when social pressure is high. Most citizens seem to be strongly influenced by technophilia and neophilia, and experiment freely with cybernetics, VR, braindance and other similar fades.

### Trafe: B766894-A

Starport: Full B facilities. Being an Imperial border outpost, it also hosts a Navy base.

Size & Atmosphere: Both are standard, but Trafe air is quite polluted, mostly because the planet has large fossil fuel deposits which have been fully exploited by the natives. Local life forms were pretty simple (as shown below) and the massive use of fuels, coupled with the limited impact of imported plantlife caused the rising atmosphere pollution.
The air is not healthy, but may be breathed without filters.

    Life Profile
    ............
    Nucleic/Amino acids/Abundant
    DNA/Abundant
    Bacteria - uses hydrocarbons/Abundant
    Cyanophyte Bacteria - photosynthesizing/Abundant
    Protozoa/Abundant
    Waxed Algae/Plentiful
    Mosses/Widespread
    Rhizomes - eg Horsetails/Uncommon
    Gymnosperms - eg Cycads, Conifers, Ferns/Rare
    Moulds/Widespread
    Mushrooms/Uncommon
    Sponges/Abundant
    Hydrocarbon Fuel deposits exist - eg oil, gas, coal    Plentiful

Most of the land is cultivated. This contributes to desertification and other ecological disasters. The ecosystem is not stable, partly because all animals and many plants were imported from other planets and flora and fauna are far from reaching a satisfying balance: sudden extinction or surprisingly fast population increase are common among various animal and plant species.

Population: 1.2 Billions inhabitants.
Population is concentrated in highly urbanized areas. Agriculture is almost completely automated, and the land far from the cities has a very low population density.
Wealth is not well distributed, with a tiny number of very rich people, a vanishing middle class and an ever rising number of poors. This creates a lot of social unrest.

Law Level: Low. Gang wars, drugs, corporate wars, social unrest and terrorism cause an high level of violence.
Being on the fringe of Imperium gives Trafe a sort of "Hong-Kong" feel, rife with illicit dealings and a certain propensity for smuggling drugs, info, tech and other shady goods to and fro the non-Imperium worlds around it.
Police is easily bribed, and serious law enforcement is often provided either by private companies or by Corporation security.

Government: The real power is firmly in the hand of Corporations, even if facade governments exist. Trafe population is divided in 6 states, which form a planetary federation. There is little chance of war or other form of open conflict among the states, and laws and customs are not very differentiated.

Tech Level: My take on Traveller Imperium is heavily influenced by a "British Empire in space" attitude.
This means that some of the cultural obsessions of the Trafe population, (especially their fixation with cybernetics, violence, paranoia and their manic dog-eats-dog ethics) seem more than a little insane to people coming from more "civilized" parts of the Empire. All the "Cyberpunk" stuff could be considered just "a phase" which some of the planets pass through during their technical and cultural progress, just like humans have to "pass through" adolescence.

Travel
  Grav vehicle are less common than the norm for a TL A world. For the most part, people and goods travel by ground vehicle, maglev trains and planes. Internal combustion engines have been mostly superseded by fusion and battery-powered electrical engines, but some alcohol or gasoline engines may still be encountered, especially in the poorest parts of the planet.
Communications
  TV, radio, E-mail and global networks exist. There is a large number of communications satellites orbiting Trafe, and most citizens carry at least a PDA with Cellular Phone functions.
Computer & Electronics
  Trafe is a cyberpunk world. Global networks, hackers, micro chip controlled households, e-mail, VR, e-money... you name it, Trafe has it.
  PDAs and PCs from higher TLs may be easily interfaced with most of the stuff used on Trafe. Appropriate conversion modules my be bought and installed at Starport for a low fee (20 cr.)
  If your players prefer or need to do the work by themselves, an Average Computer Task for SW interface and/or Average Electronics Task for an HW interface are required.
Weapons
  Some laser and Gauss personal weaponry, but for the most part people use chemically propelled slug guns. Nasty cyberstuff (fangs, fingerblades and so on) are popular. They may be used with Brawling Skill. Damage 1D+1.
Medicine
  TL-10 with some fringe TL-11 products. It's rumored that a couple of Corporations carry on illegal genengineering and biotech experiments, but nothing has been proved so far.
  Drugs are common and easily obtained, even if production and trade are illegal.

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