one of my players sent this as some AP from our ongoing Traveller World play-test campaign.
To give a bit of background we started with 2 player-characters and the Mustering Out Blues playset:
Astrid, a manipulative ex-merchant whose family were owners of a recently gone bust subsector line.
Buzz, an ex-scout with a gambling addiction and a detached duty scoutship with a computer on the fritz (plus a npc gunner by the name of Marco).
Both met up on a backwater world where Astrid had been ejected from the captaincy of her ship by the new owners of her line. Buzz had come to collect her as a favour since Astrid had rescued him from his gambling debts in the past.
I had decided on a Psi theme worked up some rough fronts based on a new psi-suppressing subsector duke, a fugitive on their current world and the general imperial anti-psi prejudice. The fugitive turned out to be Fleur Tyrell, an ex-mob insider who had cleaned out the local operations and wanted off-world fast, but not before he collected his ex-military cousin Kiara for some muscle. At an awkward moment Fleur revealed that he was also a psi and so he didn't want to meet the imperial forces massing on the planet for "morale building". They fled that world and Fleur made the players an offer - he would bankroll them if they helped him find and make contact with a psionic institute, there was rumoured to be one in the subsector. Upon completion he'd make them rich beyond their wildest dreams (although Astrid proved to have some pretty wild dreams). That was session 1. Session 2 was spent in the oppressive (if you're poor) playground for the rich that Astrid comes from. No psis there. So on to Baskan (next message below) where a 3rd player (Holtz) joined us. Incidentally the shared world design that features in most sessions is working well - I must try to document the process to make it more repeatable for people. Mainly just AW stuff - ask questions, draw maps, look for conflict.