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Stargates - Suitable for Traveller?

This article originally appeared in the October 2010 issue. The author revised it into this current form for the January/February 2026 issue.

Introduction

We’ve all seen them. They’re essentially step-through doorways to distant worlds. Fantasy and Science-Fiction authors have used them as plot devices to remove the protagonists from the resources and comforts of their homeworlds and place then in hazardous situations, often with little or no hope of ever returning home any time soon.

Sometimes, stargates are huge structures that you could pilot a battleship through. Other times, they’re just large enough for humans to march through in single file. Some are artifacts of ancient alien technology, while a few are developed through secret government programs or “mad science”.

Regardless of their origins or what they look like, stargates may have a place in Traveller if used with discretion and with concern for maintaining game balance.

What Stargates Are Not

A stargate is not a transporter, which allows people and objects to be moved between any two points within range of the transporter equipment without the existence of another transporter device at the far end. Thus, a character could not set up a stargate near a bank vault and hope to “beam out” large quantities of cash without first setting up another stargate within the bank vault as well. The psionic ability Teleport already accomplishes this discretely.

Arguments Against

Traveller already has a reliable means for interstellar transit - the Jump Drive. Given the right equipment, any location within six parsecs (19.6 ly) can be arrived at within about a week (168 hours ± 10%), baring incident or accident. The Jump Drive is “good enough” for getting characters around the Traveller universe. There is a wide body of literary work surrounding the Jump concept, and most players and referees are already used to the game mechanics.  Why change?

When one considers that the rules of Traveller do not allow for FTL communications — messages can travel only as fast as the Jump-capable ships that carry them — this renders irrelevant the point that the character are isolated from their home resources, unless they carry those resources with them.

Stargates are not canonical, except in the ultra-tech (TL-16+) environment of Grandfather’s pocket universe (Classic Traveller Adventure 12: Secret of the Ancients). Even then, Grandfather's “Portals” are limited in range and function, with each portal constructed and programmed for only one destination.

Arguments For

Admittedly, the most compelling argument for the inclusion of stargate technology within the Traveller universe is that it is a Really Cool Idea — one that has untold possibilities for opening up new storylines and adventures: “Who made them?” “How did they get here?” “Why were they made?” And most important, “How do we exploit them and use them to our advantage?”

Another feature of stargates are their relative convenience of use versus Jump drive technology. No more low passage tickets. No more skimming gas giants for fuel. No more fighting off corsairs and crooked customs agents. Just key in your destination, wait for the green light, and then walk through. When you’re finished, reverse the process and be home in time for supper.

Recommendations

Author’s Note: Since first writing this article, I have restricted Stargates to Gaian/Garden Worlds (SIZ: 6-8; ATM: 5,6,8; HYD:5-7) orbiting main-sequence stars of spectrum class F2 to K1 IMTU. This is to make gate-worlds more accessible to humans and other air-breathers. There are unique exceptions, of course, and they are carried over here from the original article.

Otherwise, here is a random procedure for determining which worlds IYTU would have a stargate:

  1. Roll 12+ on 3D for each system, regardless of SAH (Size/Atmosphere/Hydrosphere) parameters. This provides a one-half of one percent chance of any given world having a stargate somewhere on it.
  2. For characters to find the stargate (if looking for it), roll 12+ on 2D per week of searching. Dice modifiers would include skills for sensor operations, if using technology to help with the search.
  3. Once found, determining how to operate the stargate should be easy (although not always successful), but only if the characters have either prior experience in doing so, or if they have some kind of “User Manual” to guide them.

World Designations

For an Imperium-based campaign, worlds accessible through the stargate might be designated as XYZ-NNN, where the first character indicates whether the world is a planet orbiting a star (“P”) or a moon orbiting a planet (“M”). The next character represents the sector that contains the stargate, while the third character represents the subsector (A through P).

This assumes, of course, that the Imperial sector map is the primary reference. The Zhodani, for example, might use a completely different method.

The last three characters match the subsector system number of the world that the stargate is on. Thus, if YTU includes a stargate on Terra in the Sol system, the stargate designation would be PXK-207 — “P” for Planet orbiting a star; “X” for Solomani Rim sector; “K” for Sol subsector; and “207” for the subsector system number.

The address used to activate the stargate to this address is up to the referee. I use a random, linear-weighted sequence of hexadecimal characters, seven digits long, for each stargate address.

IMTU, the stargate address for PXK-207 is C39EC31. Yeah, lots of numbers and details to remember, and lots of opportunities for a group of characters running from a life-threatening situation to key in the wrong address...

Particulars (IMTU)

It might be important to keep the appearance of all stargates generally the same. IMTU, they all have these features in common:

Introducing Stargates Into YTU

The first PC encounter with a stargate IMTU involved a government-controlled archeological dig. The PCs (all former military or scouts) had run afoul of the military. They were offered a reprieve if they would “volunteer” for a dangerous mission, the details of which they would learn only after arriving at the dig site.

After volunteering “willingly and with full understanding of the circumstances” (i.e., “do it or spend the next ten years at a hard-labor prison”), the characters were given survival packs, projectile weapons, daggers, jack armor, et cetera… and a crash course in what little was known about the theory and operation of a stargate.

Once through, the characters found themselves in a cave on a high plateau overlooking a jungle environment. In the hazy distance could be seen something that looked like a ruined city, but they could not be sure. There was no way off the plateau, so the characters tried to activate the stargate and go home again. Unfortunately, the stargate would not function for a full day, even when they tried several alternate addresses they had been given. Then, when the stargate finally did activate and they stepped through, they arrived someplace other than their original location — the address they had been given for the trip home was incorrect.

Eventually, they made it back to civilization, but only after finding themselves on the following worlds:

Other means of introducing stargates to YTU could involve:

Other possible scenarios could be played out. Following are some vignettes for inspiration:

“G’vrk, sensors are picking up an odd EM signature from the planet below. Long-range imaging shows a bunch of ruined buildings clustered around a large open area, in the middle of which is a ring-like structure approximately 10 meters in diameter standing on its edge. The EM signals in the G-band seem to come from this general vicinity…”

• • •

“Men, you have been selected to investigate the disappearance of the crew of one of our survey vessels.  The ship was found … let’s see … derelict and orbiting a so far un-named world of a type K1 main-sequence star … no known resources … the star is an irregular flare star … radiation hazard … unpredictable …”

• • •

«Noble Sir, a matter for your attention.»
«Proceed, Intendant.»
«Intelligence reports unusual Imperial activity focusing on system 227-1113, just inside their border.  It is a barren world of no known significance.»
«Curious.  Details?»
«As follows, Noble Sir...»

• • •

Summary / Conclusion

Stargates can fit into the Traveller multiverse without endangering game balance, provided that their use has limitations that prevent or inhibit commercial exploitation. Their presence can even enhance an already-existing game milieux and provide a multitude of adventuring opportunities.

Epilogue

When the player characters IMTU finally encountered Grandfather, they asked one of his sentient A.I.s about the stargates. The answer was “We don’t know. They were there long before Grandfather came to be.” Certainly, they were constructed by some unknown species preceding the Ancient civilization, but other questions remain unanswered.

Addendum: Gate Worlds (“Gaian” or “Garden” Worlds) in the Spinward Marches
Gate ID Name UWP B Trade Codes/Comments ZPBG Align Stellar
P1A-202 (0202)
Thengo
C868586-5

Ag Ga Ni Ps
A801
Zh
G5V M3V
P1A-610 (0610)
Sheyou
B756779-A
Z
Ag Ga Ps
A111
Zh
F4V M0D
P1A-705 (0705)
Cipango
A886865-C
Z
Fa Ga Ri Ps
A121
Zh
G2V
P1D-109 (2509)
Paya
A655241-9
N
Ga Lo Ni
_603
Im
F3V
P1D-605 (3005)
Aramanx
B657974-6

Ga Hi
_210
Im
G0V
P1F-801 (1611)
Phlume
C887624-8

Ag Ga Ni
_710
Im
G5V M8D
P1H-210 (2620)
Natoko
C8872AB-9

Ga Hi Op
_204
Im
F4V
P1I-506 (0526)
Rorre
D765657-3

Ag Ga Lt Ni Ri
_103
Da
F4V M7D
P1N-605 (1435)
Dallia
B885883-9

Ga Ri
_610
Cs
F2V