Ronald Mata (Order #34493421)
Contents
Zebulon’s Guide to the Humma .................. 1
An expanded guide to the Humma character race
Zebulon’s Guide to the Boon'Sheh .............. 7
More information on the Boon’Sheh from issue 3
of the Star Frontiersman magazine
Off to the Races ........................................ 10
Issue 13 – Summer 2015 A mechanic for handling creature races and
organized racing events
Features Running With the Whitefooted Storch...... 13
Jurak Hangna looks at a creature from Dwain’s
childhood
New Pale Centisteed ................................. 16
A “tame” sathar bioconstruct that has been put to
good use on Pale.
Racing Mounts in the Frontier .................. 19
More creatures you can use in your races or as
mounts for characters in wilderness locales
Off to the Races .................................................10 Titan Rising: 2299 ..................................... 21
Episode 6
Trafalgar Trade Lines................................ 23
A collection of starships owned by Trafalgar Trade
Lines that you can use in your campaign
Meet the Delphusians ............................... 30
A new race of genetically enhanced and “uplifted”
humans
Survey of the Frontier ............................... 36
All the planetary data from the rule books and
Meet the Delphusian .........................................30 modules collected into one easy reference
Is There Anybody There? ........................... 41
First contact between survivors on Earth and
space farers after 150 years of isolation.
Grimz Guide Comic ....................... back cover
Purple planet
Survey of the Frontier....................................36
©2012-2015 Frontier Explorer Magazine. The Frontier Explorer and Star Frontiersman names and logos are trademarks of the Frontier Explorer Magazine.
Wizards of the Coast, Star Frontiers and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. The rights to all material
presented here are retained by their original authors and are printed with permission.
Ronald Mata (Order #34493421)
Issue 13 – Summer 2015
From the Editors Production Credits
Welcome back explorers!
I can’t believe we’re starting into our fourth year of the
Frontier Explorer. To celebrate we’re adding some
additional staff to help with editing duties. We’d like to
give a big welcome to Shane Winter who helped edit this
issue, and Scott Holiday, on one of our Patreon
supporters, a new author, and a soon to be editor as well.
In addition we have a couple others that may come on-
board to help with editing duties in the future or with
other aspects of the magazine and its website. Thanks to
all those who help.
I’d also like to give a HUGE shout out to all those who
contribute and let us use their art for the magazine,
especially our amazing cover artists (this month it is
Danar Worva, DanarArt on [Link]). I’d also like
to especially call out a thanks to BlackDonner who has
allowed us to mine his Deviant Art gallery for creatures
and sketches that have graced the pages of this magazine
since issue 2.
Great art makes the magazine so much better than it
would be without it. When you see links to artist’s pages
in the Frontier Explorer, take a minute and visit their page
and leave them a comment about where you saw their art.
It helps us build relations with the artists which in turn
helps us get great art for you to enjoy in the magazine.
And if you have artistic talent yourself, consider
contributing art for the magazine. You can either just
submit pieces directly via the submission page on the
magazine’s website or contact us directly at Cover Art: Space Cowboy by Danar Worva (DanarArt
editors@[Link] if you want to send in a on [Link])
piece that way or ask about the kinds of art needed for
upcoming issues. Many articles that appear in the Back cover comic: Scott Mulder
Frontier Explorer were inspired by a single great piece of Banner Logo Image: NASA
art. The Jurak Hangna articles are all like that and there Editors: Tom Stephens, Shane Winter, Eric Winsor
have been others as well.
Layout: Tom Stephens
This issue’s mini-theme is racing and riding creatures. In
Full Cover Quote:
the issue you’ll find a variety of new creatures that can be The spirited horse, which will try to win the race of its
used as mounts on adventure or for racing as well as rules own accord, will run even faster if encouraged.
for conducting races in your games. There is also a new - Ovid
race, some new ships, and a great compilation of all the
planetary and system data from the Star Frontiers setting.
We hope you enjoy lucky issue 13 and keep coming back
for more great issues in the future. [Link]
Keep exploring!
@FrontierExpMag
- Tom Stephens
Senior Editor [Link]
Legal – The Frontier Explorer is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the
Coast LLC. The Frontier Explorer may use the trademarks and other intellectual property of Wizards of the Coast LLC,
which is permitted under Wizards' Fan Site Policy.
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Ronald Mata (Order #34493421)
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Campaign Background
Zebulon’s Guide to the Humma
Compiled by Tom Verreault
tend toward a scruffy look and a mustached muzzle. The
Editor’s Note: Many of the ideas in this article spring
body is covered with matted fur, usually dull brown. Their
from some excellent discussions in the Zebulon’s Guide
hands are hairless and have a semi-retractable dew claw
Expanded project on the [Link] forums. Tom
that acts as an opposable thumb. Their feet are long and
Verreault (jedion357) was a main driver in those
tough.
discussions and did an excellent job compiling and
distilling this down from the various discussion threads but The humma dew claw is located mid-way up the inside of
we’d be remiss if we didn’t credit everyone in the the forearm, between the elbow and palm. This claw
community that participated in the discussions. So in no functions as an opposable thumb for holding tools. It
particular order, here is the list of the forum names allows the humma to grasp objects and hold onto them till
everyone involved: jedion357, w00t, Ascent, Terl Obar, they decide to release them. It is difficult to break free
iggy, Will the Sampede, adamm, Deryn_Res, Ellzii, from the grasp of a humma (-15% to the attempt) and
Jacobsar, Shadow Shack, dmoffet, Georgie, bossmoss, and success results in taking damage equal to the humma's
Karxan. punch score.
Humma walk on the balls and toes of their feet, which
gives them their extra height. They are able to jump an
Characteristics incredible distance. Their short arms can hold a rifle but
are not suited to melee weapons. They have evolved with
an agile and strong prehensile tail with which they can
deliver a sound blow or use melee weapons but not
grenades.
Senses
Humma hearing and sight are equivalent to human
standards. Their sense of smell and touch are not as acute
as most other races, while their sense of taste is
completely dull. This lack of smell and taste, combined
with their tough digestive system, means they can eat
almost anything that is vaguely edible.
Speech
The Humma language is an ugly one, full of grunts and
guttural noises. It is not an easy language to learn; vrusk
and ifshnits, particularly, have a difficult time with it.
Average Size 2.5 meters tall
Humma Society
In primitive humma society, each humma of property
Average Mass 90 kilograms ruled an estate. These estates eventually became the
Average Lifespan 210 years property of the lineage and were ruled by an elected
leader. The head of the lineage, called the Hum, was
Reproductive System hermaphroditic, viviparous
chosen by tradition from among the neuters over the age
Body Temperature 38 degrees Celsius of 170. Most ruled till death but a lineage that suffered a
setback might elect a new leader from available
Physical Structure candidates. The response of a deposed leader ran the
The body of a humma is pear shaped with a short neck, gamut from suicide to political machinations to aggressive
narrow shoulders, unusually short arms, a stocky trunk, attacks on the causes of his downfall, within or without
and wide hips with powerful legs. Their heads and face the lineage.
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Houses developed when several lineages banded together
or landless lineages swore fealty to a successful one. In
ancient times it was not unheard of for a house to fracture
as infighting erupted within its ranks, but this event has
become exceedingly rare in modern times.
Houses were allied in a constantly shifting web of
alliances, loyalties, and feudal obligations with the leaders
of preeminent houses being named High Ones, Higher
Ones and eventually the equivalent of king, Highest One.
Humma history prior to the First Sathar War has been
described as one long brawl. The web of alliances
between houses eventually stabilized but it was always
prone to fracture until the arrival of the sathar. Some
sociologist predict a return to civil strife should the threat
of the sathar ever be removed.
Modern hummarin society is still feudal. The threat of the
sathar and their intense hatred for the worms has frozen in
place the kingship and feudal titles with the houses “keepers of the tribal wisdom” as it were, and oversee the
holding them at the time of the SW1. This present care for the young, administration of their houses and
situation may not hold, but the house holding the kingship lineage, and plotting the advancement of the house or
of the star system has used the crisis of genocidal attack lineage. The most significant achievement of a neuter is
by the sathar to solidify its position and shore up control playing a role in securing a seat among the royalty for his
of the system. More and more, its rivals are finding that house or lineage.
they may never be able to challenge the royal house as it
funnels tax revenue into a military organization that only
bears fealty to the king, and not to any house including his Customs
own. Sociologists have endlessly speculated about war being a
cultural imperative among the humma, a way of thinning
All humma take the fealty they owe to their superiors as a out the herd. However, their love for war and conflict
very serious matter. Some actually add the name of their seems to be rooted in the fabric of their genetic code. The
lineage or house to their personal name (Glaxchild, Kuld primal humma concern has been attaining status for
of Arius, etc.). himself, his lineage, and his house. Modern Hummarin
The gender roles within society are vastly different but society has seen a shift in this quest for status. The pride
with the unifying theme of preservation of the species. and honor that humma have traditionally assigned to feats
Since fertile females are always in limited supply, of war have come to include accomplishments in
traditional hummarin society focused on protecting those technical, scientific, and exploration endeavors. There is
that survived infancy and effectively used them as even a house, Platget, which sends out its descendants to
markers for keeping score. Modern practices have relaxed become Star Law Rangers. The paradigm shift that has
some but the expectation remains that a fertile humma has seen status being assigned to pursuits other than acts of
an obligation to perpetuate the species and few if any martial prowess has had the side effect of creating a
buck the system. population boom. The humma have begun to dominate
and develop three planets in their home system.
The role of the virile male has traditionally been that of
warrior. Some sociologists believe that the warrior role Since ancient times, warring houses would clash in an
played an important role in humma society in controlling endless brawl in the quest for status. Alliances and
the burgeoning male population. With the average female fortunes could change overnight. The leadership of these
mating at around age 20 years and most humma spending institutions had to be ever vigilant. This role almost
another 150 years as a male a disproportionate portion of always fell to the neuters who were less volatile then the
the population is always male. It may have been that the younger males. Old age carries none of the stigma
evolution of the warrior ethic was a societal strategy to sometimes seen in other species. The neuter humma no
relieve the pressure produced by the gender imbalance. It longer have to prove themselves as they have a lifetime of
had the dual effect of focusing male energies and thinning accomplishment and are generally respected for having
the male population. lived until this milestone in their lives. After this change
in their bodies the ambitions of the neuter humma change
For the males that reached old age or the neuter stage, from personal status to concern for his legacy and the
their role transitioned to that of leader. The reduced status of his house and lineage. This is not to say a neuter
population that reaches this gender stage become the
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humma gives up warfare as many continued in the ranks as humma are quite fond of despoiling the bodies of
serving as officers. vanquished enemies and eating them. The UPF has tried
to enforce a uniform code of military conduct which
Under the feudal system the humma fought in units based
regulates such activities but most non-humma
on lineage and house. They evolved customs of wearing
commanders have learned to look the other way.
house or lineage colors and emblems, standards or "flags",
and royal seats awarded based on status. These practices The practice of eating enemies is ancient in origin and has
persist. seen resurgence since the First Sathar War. Because the
humma's hate for the sathar is only exceeded by that of the
In prehistoric times the hummarin lineages maintained a
ifshnit (Humma's hate of the ifshnit or ifsnit's hate of the
lineage totem. This totem bore stylized representations of
sathar?), it is not surprising that this custom has returned.
the lineage founder at the top and over time significant
For the humma, eating a vanquished enemy is the ultimate
leaders would have their heads added in relief beneath
expression of his contempt. All humma refer to the sathar
that. To be immortalized on this pole is a high honor.
as "meat" and it’s probably just as well for the sathar that
House poles are slightly different; they bear the heads of
they prefer suicide to capture.
all the founders of all lineages within the house. In
addition, if a humma's accomplishments are so great he
may be accorded a place on the house totem but generally Humma Sexuality and
he is granted the formal privilege to establish a new
lineage within a house and thus have his head added to the
Reproduction
totem. Humma don't understand gender like the humans, vrusk,
and yazirians. To them a normal being goes through
Tail rings for formal occasions and neck rings for stages and that's that. To be stuck in one stage (male or
everyday wear are commonly etched with designs from female) is just ludicrous and stupid to a humma and he
the house or lineage poles. Unless a humma is disgraced will tell you so in no uncertain terms. Humma don't even
he can expect that his neck ring will be displayed in the have words that properly translate to male or female
house or lineage's estate. A great honor is for the most because "you are just you" and the stage you are in does
accomplished to have their ring attached to the house or not change who you are. Humma think of it more like,
lineage totem. "I've reached fertility" (female stage), and "I've become
A simplified version of the totem, called a house or virile" (male stage), and "I am old" (neuter stage).
lineage standard, was carried into battle. It is a lightweight Gender Stage and Age Table
pole with a hollow metal head and streaming wind sock
Gender Age Range
(called the tail) behind it. The head is crafted to represent
the founder of the lineage or house but with an open Fertile or Female 0-25
mouth. It is fluted and vented for sound as air passes into Virile or Male 26-170
the mouth and out the trailing wind sock. The sound is
typically a roar. Old or Neuter 171-210
A charging humma bearing this standard creates a The age ranges given above are flexible not hard and fast.
repetitive series of roars and pauses as he hops into Females generally come into heat between 20 and 25 at
combat; the roar occurring on forward bounds. The the latest. Males will transition to neuter around 170.
rhythm of this roar allows a commanding officer to
control a large group of humma in their famous carousel The average adventuring humma or player character
attack. Even when an officer halts, his standard bearer will humma is male. It’s likely that the beginning player
continue to swing the standard in a figure eight pattern. character humma still fairly young; 25 to 50 years of age.
Standard bearers are chosen from the largest and toughest Referees should restrict female humma to non-player
warrior with the highest stamina necessary to swing and characters except under special circumstances.
carry the standard throughout a whole battle.
Love and Sex
While the customs surrounding mating combat are Sex because of love is not on the menu for a humma.
ritualized and formal and they hold themselves honor Procreation is what you do to be better than the next
bound to their warrior codes, they essentially have no rule humma. If you win the privilege to mate with a fertile
or custom regarding warfare in particular. Rather they humma then that is points for you and not the next grunt.
believe that there are no rules in warfare. The humma are
among the most vicious and dangerous opponents in the Having a litter is a rite of passage for the fertile humma.
Frontier. Everyone does it and it revolves around status. Fertile
humma have spent years positioning themselves to attract
This has led to some problems with regiments of humma the "right" virile humma. There is great status to be gained
in the service of the Rim and United Planetary Federation by getting the most prestigious, the most popular, and the
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most honored to compete for the mating privilege. The expected to fight it out and deaths do occur. In more
same is true for the virile humma seeking to mate. They contemporary houses the families are picked and
are seeking to gain mating privilege with the best placed assembled so as to best grow the house with successful
fertile humma in society. This is not about love, it is about members. It is much like trying to pick a better sports
status. Competitions must be won and prices paid. team.
When a fertile humma finally goes into heat the time for Determining Litter Size
competition is up. Those who have gained enough status To determine a litter size on the quick and dirty, a referee
and see this particular humma as a good choice fight it out can roll 1d5 for the number of surviving kittens. It’s likely
in a public event. The fertile humma is the prize. This is that the original litter size was at least twice that number
where houses and families come in. Houses have great but infant mortality has been extremely high among the
sway in the whole status evaluation of mating candidates. human until modern times. There has been a modern trend
Back room deals, honor bound allegiances and other to limit infant mortality, at least among urban houses. The
feudal responsibilities and obligations come into play and more traditional and or rural lineages tend to follow the
must be observed. After the deciding fight, the winner more brutal practices of the past; allowing kittens to fight
ritually fights the fertile humma. The fight ends with a for dominance and eat the weak. Naturally a referee will
brief mating. Then the two part ways and may never see need to adjust the numbers according to the situation.
each other again. In rare cases the fertile humma may
The following table is provided for more detail, roll 2d10
actually fight back to defeat the winner and possibly
and add the dice.
runners-up until the desired candidate is reached and then
a ritual fight is performed ending with a mating. That is Litter Size Table
the closest that the humma comes to love in a mating Dice Roll Litter Size Survivors
relationship. However, the female fighting back can also
be due to honor, status, and other obligations too. 2 8-12 01
A pregnant humma traditionally spends the months of 3 10 6
pregnancy shoring up and finalizing negotiations about 4 10 5
the care of the offspring. At birth the kittens are placed 5 10 4
with the families or houses of the mating pair to meet
obligations and win favors. The fertile humma then 6 9 5
transitions to the virile stage soon after the birth and may 7 9 4
never see the kitterns again. There is little emotional
8 9 3
attachment. Humma value their offspring for their
accomplishments and status that they bring. An 9 8 5
accomplished or famous offspring may bring status and 10 8 4
help win future mating contest rights.
11 8 3
Historically, humma kittens had poor chances of survival
12 7 5
before the modern feudal system of houses and
obligations. The kittens were expected to fend for 13 7 4
themselves and follow the family as best they could. 14 7 3
Think of the historic family as more of a pack or herd.
The modern system a family is less tied by genealogy than 15 6 4
the historic family and more of a cooperative unit that 16 6 3
grew up together, like orphan gangs that society has 17 6 2
placed controls on for the betterment of society. All
kittens taken into a house born about the same time 18 5 3
become a family and are overseen by elders who see to 19 5 2
their "proper" [Link] are simply social units
20 1 1
that facilitate societal needs.
1
When zero survive it’s usually because of defects and
Houses grew out of the ancient herd or packs. Some the tradition of eating defectives. These occurrences are
houses are more concerned with proper blood than others. quickly hushed up due to the loss of face that is involved
Proper blood houses tend to be the older houses and tend but word does get out. A humma that birthed such a litter
to take whole litters together as families rather than is usually barred from ever competing in a mating combat
mixing the kittens. Typically proper blood houses are and can expect to be ignored as a neuter for election to
proper blood because they have the status and position house leadership.
that allows them to afford the luxury of siblings in
families. This is a luxury because the siblings are
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Ronald Mata (Order #34493421)
Frontier Explorer
Special Abilities & Walk
Characteristics Walking 10 meters/turn
Running 35 meters/turn
Special Abilities Hourly 6 kilometers/hour
Poison Resistance Leaping*
Humma are unaffected by any poison that they eat or Walking 25 meters/turn
drink.
Running 50 meters/turn
Prehensile Tail Hourly N/A
The tail of the humma is 2 meters long and has a grip
stronger than a human hand. The tail is capable of holding
an item or swinging a melee weapon. When holding an
Attitude
Most Frontiersmen do not like the humma, and even their
item, the humma can use its two arms normally. When
fellow Rim dwellers are not overly fond of them. That is
using the tail to wield a weapon, the humma must
fine with the humma, because they do not care for the
concentrate on it and cannot use its arms to operate
other races either. Humma are rude, crude, lewd, pushy,
anything else. The tail can only wrap around hilts,
and arrogant. The only races they enjoy working with are
handles, etc., but cannot throw grenades or operate
the yazirians (humma admired their battle rage) and
devices. The tail itself is treated as a rifle butt for damage.
osakar (because no one likes them either).
It is strong enough to support a humma's body, but only
for a number of turns equal to the humma's Stamina The hummarin view of the ifshnit is complicated. In the
divided by 10. early days of contact between these races the ifshnit, in
the agency of the Capellan Free Merchants, the races
Spring Charge: readily traded. The humma are desirous of new
The humma have a special spring charge that allows them technology and motivated to boot strap themselves into
to move, by jumping, before and after a melee attack. The space while the CFM were interested in expanding new
attack is done with the tail and maximum distance of 25m markets. The market that the humma represented was so
cannot be exceeded on that turn. The humma gets to move strong that the CFM established an enclave on the planet
attack and move without his opponent being able to attack Larg in the Fokrik system to better serve their operations.
back. The opponent can move and engage the humma on The aggressive exploitation by the ifshnit in Fokrik led to
his initiative but good tactical use of this ability can their undoing. Because the CFM were willing to sell
prevent an opponent from ever striking back. advance military technology to any buyer, rival buyers
The spring charge is best employed by large numbers of attacked the CFM and a short interplanetary war resulted.
humma circling a victim and springing to attack in round The CFM lost heavily in material (they were forced to
robin. This tactic, known in Pan Gal as the carousel abandon their enclave on Larg) but the humma lost
attack, was so named by a human witness. heavily in casualties. With the osakar playing peace
makers the war ended and relations stabilized.
Humma Characters Only one other time has a hummarin house dared to attack
a CFM vessel when it was trading with a rival. On that
Ability Score Modifiers occassion the CFM not only struck back with extreme
prejudice they also sold at whole sale prices arms,
Ability Score Modifier weapons, and equipment to the rivals. Between the
STR/STA +10 reprisal by the CFM and the rival's "sensing food in the
larder" the offending house was wiped out. Since that time
DEX/RS +0 the humma have noted the object lesson well and CFM
INT/LOG +0 vessels are left alone.
PER/LDR -10 There is a second sapient race that co-evolved with the
humma, the boon'sheh. The humma being humma have
Movement hounded this race to near extinction. Their name for the
Note: Leaping can be maintained only 10 turns, and must boon'sheh is indicative of the humma attitude toward
them, beck (it translates literally as excrement). They are
be followed by 30 minutes of rest.
seen as lacking any status for their inability to
successfully fight back and most humma are ambivalent
toward the boon'sheh. They were driven into the most
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inhospitable locals on the planet Hum then most were adaptations of significant literature from other races, the
forcibly relocated to Larg in the quest to claim resources most critically acclaimed being “Last of the Mohicans” as
to fuel the growing space industry. a stage production. (+10 to creative and performance
skills)
A few houses and lineages believe that the boon'sheh
should just be exterminated once and for all but there may House Jorah is the largest house with over 60 lineages.
be economic motives for this attitude as even now the Its members are statesmen, diplomats and its Hum is a
preservations on Larg have been shown to harbor Higher One. They have played both sides of the political
important natural resources. The Highest One has divide concerning supporting the king. Their status makes
legislated protections for them due to pressure from the them effective leaders among the humma. (+10 to LDR
osakar and the ifshnit. instead of -10)
Lineage Kro is one of the strangest of all humma
Houses and Lineages in lineages. Its members shave all fur and cover themselves
with tattoos. Due to years of selective breeding, members
Humma Society of this lineage are larger than the average humma (3.5m
House Arius holds a seat of Higher One and is allied to tall). They are also very warlike and not to bright.
the royal house. Its leadership has chafed under the (STR/STA +15, LOG -10)
political status quo but cannot break publicly with the
king. The lineages in House Arius turn out the best House Platget now sends out its descendants to become
spacers and figure prominently in the Fokrik Defense Star Law Rangers. (+15% to interrogation attempts)
Fleet. (+10% to one spacer skill, chosen at the time of House Recksill is the Royal House and holder of the seat,
acquiring the first spacer skill) the Highest One. It has astutely maneuvered to solidify
Lineage Eruditi produces war priests, who are fervent to control of the planet since SW1. Its members are noted for
the point of zealotry. They are identifiable by their clean their intuition. (+10 INT)
outward appearance, their hair being clean and scented
with pleasant oils. Their Hum, quite unusually, holds the Traditional Humma
title High One, a seat generally only held by a house. The
Eruditi believe that the surge of adrenaline during combat Weapons
is actually the spirit of a humma from a past battle taking Tail. The humma tail counts as a rifle butt.
over the body. They follow even the slightest impulse,
Tail Blades, Spikes and Weights. These are actually
deeming it the “will of the spirit.” This makes them very
distinct weapons but the difference between them is
dangerous, even to their allies, though strangely effective.
insignificant for game purposes. These items are worn and
(Eruditi gain +10 to melee combat but must make a LOG
doing so decreases the dexterity of the humma's tail -10%
check every 5 rounds or attack an adjacent ally as an
to any action that requires holding an item or the referee
enemy but with no +10 bonus)
rules requires some dexterity (holding or operating
House Falsguck is another house that holds a seat of another weapon for instance). They cannot be effectively
Higher One and is the main rival of the royal house. It put on or removed during combat. These weapons are not
publicly supports the king but plots privately to change permitted during mating combat.
the status quo. Its members are noted for their ability to
Foot Blades. Foot Blades are worn on the feet to increase
read a “tell” and react quickly to erupting combat. (+1
damage but can be hindering (-1 IM). While a humma
initiative modifier)
generally attacks with both feet in a typical snatch and
Lineage Glax is a very traditional, some say backward rake while supported by his tail there is only one attack
lineage, holding to ancient ways and practices. It produces and damage roll for this weapon. This weapon is not
few warriors as few of the young born to its members permitted during mating combat.
survive infancy. They live very close to nature. (+5% to
stealth and concealment) FE
House Globulos, has turned its efforts to theater and
literature gaining Frontier-wide fame by its innovative
Weapon Melee Mod Cost Weight Damage Ammo SEU Defense
Tail -10 -- -- 2d10 -- -- Inertia
Tail Blades +10 20 1 Kg 3d10 -- -- Inertia
Foot Blades +10 20 1 Kg 3d10 -- -- Inertia
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Campaign Background
Zebulon’s Guide to the
Boon'Sheh Tom Verreault
Author's Note: The statement in Zebulon’s Guide wiped out. Eventually they had retreated into the furthest
concerning humma history being, “steeped in civil and recesses of the most inhospitable environments on Hum or
interspecies war” implies that there are other species for were herded into preserves under the protection of the
them to war with. The ifshnits and oskar are obvious humma's Highest One. That was until some valuable
candidates for this but using them to explain that statement resource was discovered in one of the major preserves. At
doesn’t go far enough since it sounds like their whole that time, many were forcibly relocated to the barely
history is characterized by this state of war and the period inhabitable planet of Larg .
of time that they have known of the existence of the other Captain Caine had come to befriend a disgraced outcast
species in their region of space is rather short. This led me from boon'sheh society and took him on as crew.
to the conclusion that the humma must have had another Boon'Gig travelled with Caine for 6 years before trying to
sapient species on their planet that they have battled for return to Fockrik to reclaim his ancestral lands or die
ages. It would have to be something that was close to them trying. Captain Caine was visibly choked up as he told of
in the evolutionary tree much like Neanderthals and Cro- Boon'Gig's death. It was obvious he was quite fond of
Magnon man. Once I reached this conclusion it was a short him.
step to picking the Boon-sheh from Star Frontiersman # 3
as that species. The Boon’sheh look similar to the Humma Apparently, the death of his friend had for once in the
and their racial abilities and characteristics could easily be Captain's life, given him a political cause. He became the
evolved traits from trying to survive in the same champion of the marginalized race. As one of the first
environment as the Humma. Thus making them native to human captains in the Capellan Free Merchants, he had
the Rim is not cannon and is completely optional. The enough political clout to push for recognition of the
benefits of including them are that it reconciles a statement boon'sheh by the Rim Coalition.
in Zebulon’s Guide and it gave an interesting fan created He valiantly stormed the heights of power demanding
species a home planet, some deeper background and a autonomy and membership in the Rim Coalition for his
place in the setting. friend's people. The Highest One of the humma banned
Caine from Fockrik. The incident, though little reported in
the Frontier, was a major firestorm in the Rim.
The Tragic Tale of the
The power and influence of the Highest One went further
Boon'Sheh than Caine anticipated. In short order he was expelled
From the Journal of Olson Steed from the Capellan Free Merchants and his docking
It was in a seedy spacer bar on the outskirts of Volkos privileges were rescinded in the Capella system. His
while looking for a berth to work my way back to petition to the coalition government fell on deaf ears and
Truane's Star that I encountered Captain Artimis Caine. no one would hire him to carry cargo in the Rim.
He was advanced in age and no longer had the look of the
legendary rogue who had broken the hearts of a 1000 The once great legend returned to the Frontier and
women, made and lost 100 fortunes, discovered 10 planets climbed inside a bottle. I can now say that a man should
and captured a sathar carrier. In fact I would have never never live to see his hero at his worst. The legend seldom
recognized him if the bartender had not pointed him out. survives when you are confronted with this reality. I
found his body two days before shipping out on the
He appeared down on his luck, like me, but I felt obliged Dixon's Dawn. Captain Artimis Caine was dead in his
to buy his drinks and soak up his stories. Several days I quarters of a self-inflicted wound from the multi-pistol
spent feasting on those stories while he drank up my given to him by his friend, Boon'Gig.
remaining credits. That was how I learned of the tragic
tale of the boon'sheh.
Racial Description
The boon'sheh are a little known species from the Fockrik
system with the misfortune to have evolved on the same Physical Description
world as the humma. The humma, being humma, hounded The teal-skinned boon'sheh are slim, tall bipeds, usually
and fought with the boon'sheh until they were nearly standing at least a head above humans. Their skin is soft
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Ronald Mata (Order #34493421)
Issue 13 – Summer 2015
to the touch, and they're completely hairless except for language appears to be complicated at first, most people
patches of fur on their shoulders and forearms. can learn it in two or three weeks.
Their faces are unexpressive and almost skeletal, as they Their names commonly have two or three syllables and
have very little muscle in them. Their noses are square, are always preceded by the prefix "Boon-" which stands
with tiny nostrils, and their ears are pointed and long. for 'person', as in Boon-Shube or Boon-Gurenn. This
prefix is usually dropped in informal conversation.
Boon'sheh bodies are built for running, and as such they
have little mass compared to other sapient species.
Whatever physical weakness they have as a consequence,
History, Society and Customs
they make it up with their great speed. Sharing the same world with the humma, the boon'sheh
have been pushed close to the brink of extinction during
their tragic history. Despite a brief period in their history
where they formed a significant civilization, the boon'sheh
have largely been nomadic wanderers. While the history
of the humma is characterized as one long brawl the
history of the boon'sheh can be characterized as one long
flight from that brawl.
During a particularly barbaric time in humma history, the
boon'sheh managed to establish a landed civilization with
cities and became more advanced technologically than the
humma. This could not last, as the humma came very
close to unifying themselves in an effort to take them
down. For two centuries incessant attacks by first one
Hummarin house then another wore the boon'sheh down
and eventually the Boon'Klash civilization collapsed and
Characteristics the survivors were scattered. In the aftermath, most cities
were razed but a few were appropriated by the humma
Average Size 2.0 m and exist still today.
Average Mass 55kg male, 60kg female At the time of first contact with the ifshnit and osakar, the
Average Lifespan 75 years boon'sheh had effectively maintained a territory in the
most desolate wastes on Hum for generations. However,
Reproductive System heterosexual, viviparous
the visitation of interstellar neighbors kicked off the
Body Temperature 39 Celsius Hummarin Space Age. In a short time satellites began to
reveal the mineral richness of the Boon'sheh lands and
Senses encroachment commenced anew.
Boon'sheh senses are very well developed: particularly, Eventually, it was decided by the Highest One that the
their sight, hearing and sense of smell. It’s believed that boon'sheh should be relocated, “for their own good” (and
these senses were heightened as survival traits in their to make way for his house to grab the krik share of their
native environment. Tests performed at the University of vacated land). Where to move them too became a topic of
Zebulon indicate that the zones of the boon'sheh's brain hot debate but eventually the decision was made to
that deal with these three senses are in a permanent state forcibly relocate the bulk of them to the planet Larg and
of overdrive, and that their sensory organs are always set up a preservation there for them.
absorbing more data than the conscious brain can process.
This has resulted in the boon'sheh developing a 'danger Some boon'sheh clans scattered and have continued to
sense', their unconscious selves picking up warning subsist in the lost wastelands on Hum and a few areas
signals from eyes, ears and nose, and forcing their bodies (reservations) that were left as havens for them on Hum
to act before they notice what's going on. While some but the largest concentration now dwells on the planet
individuals tend to think of the boon'sheh as 'fidgety' (or Larg.
even paranoid), their danger sense has saved them from They sided with the Capellan Free Merchants during the
certain death more than once. Ifshno-Hummarin War. Despite the humma being
declared a winner this did not turn out negative for them.
Speech Transfers in tech and military hardware from the CFM
The boon'sheh speak in high pitched tones, and their gave them an edge to hold out in their mountain strong
native language is very dependent on them. They also use holds on Larg. The negotiation of the peace treaty left
many palatal and alveolar clicks when talking. While their them with more protections then they previously had.
Ronald Mata (Order #34493421)
Frontier Explorer
With the formation of the Rim Coalition the boon'sheh of
Larg attempted to pettition for membership. Stout
resistance from the governments of the three humma
populated worlds and astute maneuvering by diplomats
from House Jorah blocked their admission to the Rim
Coalition on the basis that the planet Larg already had
representation on the council.
Since that time some cadres have formed in boon'sheh
society with the goal of autonomous government for the
boon'sheh. Some of these cadres have taken a militaristic
stance, stockpiling weapons and supplies, while others are
Boon’sheh Weapons
more open and seek negotiated change. As detailed in Star Frontiersman #3 the Boon’sheh Multi-
pistol is a marvel of engineering. This is due to the
The boon'sheh on Larg instituted a policy of sending the weapon smiths of the Boon’sheh having a long history of
best and brightest off-world to be educated in Osaka, handmade fire arms and adapting humma made weapons.
Capella and in the Frontier. Many return but some have The weapon was first created on Larg by weapon smiths
not, being led astray by the promise of a better life with materials and tools sold to them by the Capellan Free
elsewhere in the Rim and Frontier. The boon'sheh have Merchants. Because the weapons are made in small shops
been readily accepted into military organizations in the or by one individual they are a rare item.
Frontier (corporate, militia, and UPF) but until recently
were blocked from joining the Flight in the Rim. Other Boon’sheh made firearms from bygone eras are
considered works of art due to their craftsmanship though
The average clan holds around 200 individuals, most of they are considered obsolete being muzzle loading or
which live in the same village or town. There are no true semi-automatic weapons. It’s the ornate metal inlays,
boon'sheh families: all children are raised by the clan as a craftsmanship, and rarity that make them items of
whole, and the parent-child bond is unknown to them. The exceeding value. There has been a recent trend in mega
boon'sheh worship their clans and fight fiercely for them. corp executives collecting antique Boon’sheh made
Those that don't uphold the clan's expectations are cast out weapons for display in their homes or boardrooms. One
of their districts. Many of the star-faring boon'sheh are particularly ornate and 800 year old flint-lock weapon
such outcasts. sold recently for 135,000 credits at auction. Because of
the upswing in demand, the Boon’sheh have taken to
Attitudes making and selling many styles of antique looking
The boon'sheh dislike the humma strongly but are very firearms using the Capellan Free Merchants as middle
found of ifshnits and dralasites. As to be expected they are men. The modern reproductions are never passed off as
nervous around yazirians but neutral toward osakar, anything other than a reproduction and they are highly
humans, and vrusk. These feelings are reciprocated by accurate functioning weapons making them prized by
most species toward them except for yazirians who are collectors who like to shoot antique style firearms. A
ambivalent. They are distrustful of humanity because of reproduction muzzle loading pistol or rifle is valued at
their curiosity (boon'sheh call it 'deathwish'). Their lack of 1500-2000 credits. A reproduction semi-automatic is
facial expression is a source of bemusement and valued at 700-1500 credits.
amusement to other races. The ifshnit use the idiom 'To
FE
see a boon'sheh smile' when talking about mirages and
illusions or impossible occurrences. Need something to play while
waiting for late players to
Special Abilities arrive? Want a quick game of
Danger Sense (10%): The boon'sheh's keen senses can starship combat? Check out
subconsciously alert them to perils they aren't aware of. Star Clash by New Frontier
Whenever a boon'sheh is endangered, the referee secretly Games.
rolls for danger sense: a success means the boon'sheh
becomes aware of danger (though not able to pinpoint its Command your fleet and
exact source) and can warn others of it. This special battle for control of the space
ability may be improved with experience points, but even lanes.
if raised to 100%, any roll of 96-00 is considered a failure. Available in print-and-play or
No matter how keen the senses of a boon'sheh, there is pre-printed card deck format,
always a slight chance he can be surprised. this is a quick to learn and
easy to play game for up to 9
players.
9
Ronald Mata (Order #34493421)
Issue 13 – Summer 2015
Optional Rules
Off to the Races
Tom Verreault
Racing Animals in the Running a Race
The basic mechanic is a simple ability check where the
Star Frontiers Setting highest passing score establishes the lead creature. The
What follows is a game mechanic and to a certain extant a jockey then may either make an INT ability check for a +5
mini game for running a race involving ridden creatures in or a LDR ability check for a +10 bonus to this score. He
the Star Frontiers game. The suggested rule mechanic is may only make one of the above checks and must state
an attempt to resolve races between creatures of the same which prior to rolling. The INT check represents making
species where small factors like slightly more stamina or a lucky intuitive guesses during the race and the LDR check
stronger will to compete might separate one racer from the represents strong personality, leadership and imposition of
next. It goes without saying that there will be a fair degree the rider’s will on the creature. In addition the jockey
of abstraction in this rule mechanic. The abstraction is may add 1 for each level of skill in animal handling,
necessary to provide simple enough rules for an in-game riding, or any other referee approved skill but only for one
contest and yet not make it so simple as to be too abstract. skill.
Actual race distances and conditions (turf vs. dirt vs. poly)
are ignored. Note: If you have a race between creatures of A race can be one round of dice rolls or played out as a
varying species like the Terran horse and the Volturnian few rounds of rolls if its desired to have a little more
loper simply fall back on their stats and resolve the race drama but no more than 4 is recommended. If using more
as a tactical encounter. than one round add the total from each dice roll in each
round to determine placing in the race as well as the final
Creatures in Star Frontiers have 3 stats that overlap with placing at finish. Remember each round is one die roll for
those of the player characters: STA (stamina), IM the mount and one for the jockey.
(imitative modifier), and RS (reaction speed). These stats
can be used to compare relative capabilities of one species Critical Rolls
vs another. When racing creatures of identical species it is
All critical rolls by the jockey add an additional +5 to the
necessary to generate 1 more ability stat: QUA, which
total. If the creature’s QUA check was a critical failure
represents an abstraction of the creature’s quality,
(98-00) the animal has suffered an injury during the race
stamina, strength and will to compete. This stat is in no
and does not finish. If the QUA check was a critical
way intended to compare to any other stat of any other
success (01-03) treat the roll as the creature’s QUA score
creature in game, it simply a means of ratting one creature
plus 5.
of the same species against another. Use the same chart
that character ability scores are rolled on (at bottom of
page) and generate a QUA score for each competing
Animal Telepathy and the Ul-
creature. Mor
The Ul-Mor of Volturnus are noted riders of great
The QUA ability score is further modified by -5 creatures distinction due to their touch telepathy which gives them a
of wild or tribal origins and +5 for a creature bred with a close relationship with their lopers. Any character with the
pedigree (records showing descent from other champion similar ability of animal telepathy should also gain a
racing mounts). There is a further +5 for a creature of a distinct advantage as a jockey. All Ul-Mor and animal
recognized racing breed like thoroughbreds in Terran telepaths may reroll the QUA check of their mount but
horses. must keep the second roll. Thus if the QUA check was a
failure or it generated a value too low and the jockey was
an animal telepath then the QUA check may be rerolled
and the second result stands.
Ability Score Table
Dice Roll 01-10 11-20 21-35 36-55 56-70 71-80 81-90 91-95 96-00
Base Score 30 35 40 45 50 55 60 65 70
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Ronald Mata (Order #34493421)
Frontier Explorer
diference is 10 which is doubled and added to the base
chance of 5%, [(45-35) x 2] +5%=25%.
Maiden Races
Maiden races are for the best unseasoned mounts that
have never won a race. The entry fees are higher and the
payoff is better than a claim race. A maiden race may also
be handicapped (see below).
Handicapped Races
The goal of a handicapped race is to assign weights to
better mounts and enable all mounts to finish together (in
a dead heat). To simulate race handicapping temporarily
modify the QUA scores of the participating mounts. The
formula is -3 for every full 5 points a mount’s QUA score
is over the lowest participating QUA score.
Tom Verreault
Ranking the Competitors Graded Stakes Races
These are the highest level of racing and they exist in the
Arrange all scores from highest to lowest to determine 1st,
real world in several grades of prestige. However, for
2nd, 3rd, etc. places in the race. Any equal scores are tied
purposes of this article, they will be simply treated as 2
for the same place.
grades: Graded Stakes and Grand Stakes. There is a
payout for 1st, 2nd, 3rd, 4th and even 5th place (a referee is
Types of Races in the free to eliminate the 5th or even 4th place payout to set a
planet apart in its race culture).
Frontier
Claim Races The Value and Cost of a
A claim race is a race where all of the mounts are for sale
at the same price but they must be claimed before the
Mount
The value of a mount is determined by multiplying the
race. This is the lowest rank of racing. This practice QUA score by the credit amount suggested below. A
evolved to prevent higher performing mounts from being referee may modify these credit amounts up or down to
entered into races as a sure win and thus makes the represent less or more prestigious racing species but the
outcomes of a claim race less predictable. Claim races following table should represent a baseline. For example
represent 50-60% or all races run but only carry 20% of an elite pedigreed racing mount could easily have a value
the purse for the winner. Family and employees are of 750,000 credits within the setting.
barred from making a claim on a competitor in a claim
race. Agreements between owners to protect each other’s Monthly
mount are also illegal. QUA Score Value of the Mount Upkeep
A claim race will have a set price for a claimed mount that Under 39 QUA X 1000 CR 100 CR
is equal to 100 x the average expected QUA score of the
competitors. So a claimed mount would have to be spoken 40-49 QUA X 5000 CR 500 CR
for before the race and the claimer would need 3000 or 50-59 QUA X 10,000 CR 750 CR
more credits on deposit. The owner is informed after the
race. Chance of any player character owned mount being 60-69 QUA X 50,000 CR 1000 CR
claimed is low: 5%. Any difference in the mount’s QUA 70 or higher QUA X 100,000 CR 1,250 CR
score above the expected QUA score of competitors QUA
score can significantly increase this chance. The formula
is the difference x2 which is added to the base 5% chance. A racing mount must be maintained at a level better than
Thus a player may find that entering his race mount in a that of a simple farm animal. Their feed, veterinary care,
race for a quick payoff could result in the sale of the training, housing and travel facilities all costs money. If
mount for much less then it is actually worth. an owner lacks the finances to maintain his mount at the
proper level, temporarily handicap the creature’s QUA
Example: An owner entered his loper (QUA 45) into a
score by -5.
claim race where the expected QUA was 35. The
Entry Fees for any race are 1% of the purse.
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Purses and Stakes Racing and the Player
Race Purse
Characters
Claim Race Besides owning a racing mount outright, there are a
10,000 Cr
average QUA 35 number of ways the player characters might get involved
in racing within the setting.
Claim Race
20,000 Cr
average QUA 45 Betting is practically part of the DNA of racing and the
Claim Race player characters should have an opportunity to place bets
30,000 Cr on a race. Arrange mounts by QUA and assign odds prior
average QUA 55
to the race. The mount with the best QUA might have 1:1
Maiden or or 1:2 odds for a low payout, while the lowest QUA score
40k to 130k Cr (1d10+3)
Handicap Race in the race might have an 80:1 payout. Do not agonize too
Graded Stakes 100k to 1 million Cr (1d10) much over getting the numbers exact. Simply spread out
the odds of winning to entice betting on the poorer quality
Grand Stakes 1-10 million Cr (1d10) mounts.
Travel Award: Hired as staff, the player characters might be called on to
10,000 Cr
Interplanetary protect and care for the mount. If there is interstellar travel
Travel Award: involved and the possibility of harm happening while just
40,000 Cr getting the creature to the race could be a whole
Interstellar
adventure.
The travel awards apply to competing mounts that have Plot Hooks
travelled significant distances to complete in a graded or The anti-telepath cadre, the Clear Thinkers, suspects a
grand stakes race. jockey of being a mentalist and using his powers to gain
an unfair advantage on the race track. They have
Claim races are winner takes all but higher grades of threatened his life. The mount’s owner has hired the
racing will not only pay more but award money for even player characters to protect him through the running of a
5th place. grand stakes race.
Place Payout A compassionate non-player character has saved an
injured racing mount and hires the player characters to
1st 55% nurse it back to health and run it in a graded or grand
2nd 18% stakes race.
3rd 10% The player characters need to recover from the latest
4th 6% adventure. While they are learning new skills and buying
new equipment their satisfied employer has given them
5th 3% tickets to attend a grand stakes race where one of his
Travel Awards 8% prized mounts is running. It may simply be an opportunity
to bet or something may happen to the owner’s mount
while at the track.
FE
Tunisia camel racing by hbieser
12
Ronald Mata (Order #34493421)
Frontier Explorer
Creatures
Running With the Whitefooted
Storch Eric Winsor
Welcome friends. I am happy once again to share another wetlands as well as dry open spaces. Gollywog only
creature of the Frontier. This time we go back to Lossend provided much of the former wetlands, but Gollywog's
to share an animal brought there by its human settlers. wetlands are not properly wetlands, the plant forms are
Two articles ago we shared with you a very vrusk creature different. (Take a look at the Galactic Encyclopedia on
dear to the memory of Tik. Following that issue, Dwain Clarion to understand the unique nature of its wet surface.
approached me about doing the same about an animal that You will begin to understand why it is called Gollywog.)
draws fond memories of his youth. I found this a great
The storch appears to need both marsh and open dry land
idea and agreed to let Dwain author this article.
to survive and thrive. The bird is a successful omnivore
foraging and hunting for fish, invertebrates, amphibians,
A Steed for the insects, reptiles, grasses, seeds, fruit, and even nectar from
some of Lossend's larger blossoms. They use wetlands
Marshes for primary foraging and hunting. They then retreat to dry
In the early days of colonization, Lossend settlements open spaces to nest much like an ostrich. They typically
were primarily located along rivers to facilitate have a clutch of 3 to 7 eggs in a nest any given year.
economical travel. This is a common practice in human
colonies because we seem to have a fondness for boats. The storch in the marshes has a very steady foot, it rarely
Actually that is not true, but there is a town on Lossend stumbles or falls. The bird can adeptly pick a path
that was established during the early colonization along a through flooded and soaked ground, even walking in mud
river. This particular town was situated in the river's delta up to its knees without getting stuck, due to its ability to
where there were many marshes. This created a situation pull its feet and toes together into a point to pull out of the
where many vehicles did not travel well in the soft wet mud and spread its toes wide when the feet are planted to
soil of the marshes. A mount was needed that humans get more surface area to spread its weight on. Watching a
could ride to get through the marshes. One enterprising storch roam freely through Lossend's marshes is amazing.
colonist solved this problem by introducing the I once followed one into the delta and found myself sunk
Whitefooted Storch to Lossend and the bird has thrived. to my armpits and stuck while the bird ambled around me
snapping insects out of the air. This is why the early
The Whitefooted Storch is genetically a human-world colonists took to riding the storches to cross delta. The
creature but never existed on the human homeworld. The storch can easily carry a grown human male and still pick
creature is basically a mix between a stork and an ostrich, its path through the marshes without getting stuck.
hence the name storch. It appears that a human scientist
created the storch by genetic cross-breeding. There is no Storches on the plains shine in a whole other way that is
record as to who created the creature or why. They just marvelous. A storch running on open, flat, hard ground
showed up as cryogenicly frozen eggs in the colony can easily reach a speed of 20 m/s (72 km/h). Put a
supplies for Gollywog and Minotaur. On Minotaur the human male on its back and it can still keep a respectable
creature was entirely unsuitable for the environment. The 18 m/s (65 km/h). Speed out in the open is a necessary
attempts at introducing the hatchlings into the ecosystem trait to survive on Lossed. Death comes from above on
resulted in the storches dying off for lack of food and by Lossend and speed is needed to outrun and dodge diving
predators. On Gollywog the storches fared better due to lossodragons. The whitefooted storch is fast and nimble
the lack of large predators and more suitable food sources. on the plains, and with its keen vision it can spot a diving
They do not, however, thrive in the wild on Gollywog and lossodragon high in the sky with enough time to get
are kept as livestock where their food supply can be running and dodging to evade being caught. This trait of
managed and augmented. If you are eating something that the storch has made them a chosen mount for anyone out
tastes like chicken on Gollywog, it is likely storch. The traveling the old school way.
probable reason the storch was created and supplied to the Whitefooted storches on Lossend travel in herds of around
colony ships was to be a food source anyway. twenty and will never travel alone. Domesticated mounts
On Lossend the storch is at home. They are aptly suited do not respond when taken out alone. Due to this it is
for the environment because they can eat most anything most common to ride in pairs with a companion or with
that Lossend provides. They are also comfortable in another storch tethered behind as a pack animal. The best
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manageable pairings are when mated pairs work together.
Due to this behavior storch owners typically purchase and
sell storches only after they have mated as the whitefooted
storch mates for life. Storches breed yearly and tend the
nest together. If owners need to keep storches working,
they will remove the eggs in some clandestine manner and
place them with another nesting pair to raise the chicks.
Storches without a mate will still lay their unfertilized
eggs and these are often sold for food. Their eggs are
quite large providing nearly a liter of yoke and albumen.
Commercially, whitefooted storches are farmed as a food
source on Lossend. They are kept in herds and produce
eggs as well as meat. Egg producing herds are all-female
and kept in open-sided canopy shelters in a very large pen.
When a female bird has laid eggs for about eight years, it
is typically slaughtered for its meat. Males in egg ranches
are typically raised for two years and then slaughtered for
their meat. Best males and females and chosen annually
to be added to the breeder herd for perpetuating the stock.
Storches in ranches dedicated to meat production are
typically slaughtered the year after their second clutch. A
clutch usually has three to seven chicks. Herds can grow
rather quickly and every couple generations ranchers will
cull their herds to keep the numbers manageable.
My Fond Storch Memories Whitefooted Storch by BlackDonner
My father is a zoologist and professor. I grew up handling
animals with him at his university. I have always known I critters and foraging. The hunters scanned the sky with
would be searching the Frontier for new and wonderful their rifles ready. They use themselves as bait to attract
creatures to tell beings about. When I finished secondary the lossodragons. They even kept their birds walking
education, my father and I spent the summer on safari on slowly by spreading little bits of food on the ground to
Lossend. We did the typical Mt. Spire and lossodragon keep their attention on the immediate area.
treks. But then we took to the field with some of his local
The birds did not seem oblivious to the situation either.
research colleagues and got away from the tourists and
They would peck at the ground then stop and crane their
conservation parks. Lossend has way more to offer when
heads about to get a quick scan of the sky. Then begin
you get out amongst the locals and into the outback. We
pecking around for more food. The video explained how
tracked herds of longhorn plains runners. We went to the
the birds instinctively hold their ground, estimating the
equatorial jungle brush and scouted tree-dwelling mukaks.
dive speed of an attacking lossodragon, until they are sure
But, the best thing we found was the whitefooted storch.
they can start their run and get away whilst the dragon no
A month before we were to leave Lossend, we took a river longer has altitude left to change course. This causes the
trip down the Nylossend river and I spied a pair of storch lossodragon to land, making it vulnerable to the hunters.
riders on the eastern plains. They were slowly wandering However, the skill of the hunt is to shoot the lossodragon
out into the plains like two bandits from some old western from the saddle of the bird while it is diving just before
holovid. Their rifles were perched across their legs at the the bird takes off in flight to evade. This takes great skill
ready as if the marshals would ride up at any time and to time the shot properly and then stay mounted as his bird
apprehend them. I pointed the pair out to the boat captain takes off at a full sprint, zigging and zagging across the
and he commented to me that they were on their way out plains. Hunters who have not trained properly can easily
to hunt lossodragons on the Lower Spire Range. He then find themselves dismounted and the new prey of a diving
downloaded a video from the net of how they hunt lossodragon. A human can outrun a lossodragon that has
lossodragon while riding storches. As I mentioned earlier landed and is on foot. However, there is likely another
the storch is somewhat uniqe on Lossend because it can lossodragon high above that will see him and dive on him.
outrun and dodge a diving lossodragon. The clip showed A human cannot outrun a diving lossodragon.
how the hunters ride out on the plains at the foot of the
I immediately wanted to try hunting lossodragons on
mountains where the lossodragons hunt. Iin the holovid
storch back. The captain told me that I must first master
just they sat on their birds as they ambled about pecking at
storch racing to become an accomplished rider before I go
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out on the plains. This, he told me, was something I could The Zigzag Run is a race inspired by the lossodragon
try at the end of our river trip in the town of Nylossend hunters. Birds and riders chase each other in a 750m race
Delta on the coast. The rest of the week I found myself across the length of the oval track with the goal of the
less captivated by creatures we saw and more distracted attacker to grab the scarf off of the evading rider. This is
by thoughts and research into whitefooted storches. The a double elimination contest with each rider taking turns
last day of the river trip was in the river delta and we saw acting as prey to his opponent.
plenty of storches roaming wild. This is where I slowly
There is an obstacle race where the birds and riders must
crept over the side of the boat to get close to a storch and
negotiate stones, bushes, and barriers by skilled foot
found myself stuck in the mud with the storch wandering
placement, dodging, and jumping. This race has a back
around me as if to mock me and my youthful quandary.
and forth path defined through the entire grounds of the
My father and the captain enjoyed my misfortune for a bit
racing arena. Often the birds are judged not only on
and then pulled me back into the boat.
fastest completion time but by the graceful way at which
they move and are ridden.
Jockeys in storch racing are predominantly adolescent and
lightweight humans. There have been a few yazirian and
dralasite jockeys.
Over the years I have returned to Lossend many times and
continued my storch riding lessons. I can proudly say that
I am now a capable rider and just about ready to race on
the wild open plains for a hunt. Now I just need to get
Jurak to take lessons so we can hunt together. Maybe we
could bring a mated pair of whitefooted storches to the
Foundation’s preserve so that we can train here on
Hakosoar.
Whitefooted Storch
TYPE: Omnivore
SIZE: Medium : 2m
NUMBER: 2-20
Size Comparison to Whitefooted Storch by BlackDonner
13 m/turn (7.8 km/h)
MOVE (walking):
12 m/turn (7.2 km/h) mounted
Storch Racing 120 m/turn (72 km/h)
Standing 2m tall, a whitefooted storch has a long stride MOVE (running):
and excellent balance due to its long neck which it sways 108 m/turn (65 km/h) mounted
side-to-side to counterbalance its legs. I soon found that IM/RS: 7/65
mounting a storch takes practice. I spent an hour falling STAMINA: 60
to the ground learning how to mount and sit upon a storch
in the training enclosure. The rest of the day was spent ATTACK: Beak Jabs and Kicks
learning how to stay on longer than a minute or two as it DAMAGE: 1d10
began to run. Each time the storch would trot back to the
SPECIAL ATTACK: None
handler as he helped me to my feet and wait for a treat
from the pouch on his back. I ended my summer storch SPECIAL DEFENSE: None
racing training at the end of the day when I developed a Imported: Lossend, Timeon and
large lump on the small of my back. I spent the next few NATIVE WORLD:
Clarion, White Light
days with ice packs on my back (and a few other places)
sitting in the bleachers of the town race track in Delta.
There are several races in a day's competition. The
GM Notes
traditional 2.5km loop is the main event with the birds and The whitefooted storch is actually a genetic mix of several
riders starting in individual gated enclosures. The riders bird species. The stork and ostrich genes are the most
are required to keep their birds in their lanes for the first dominant. The species also imprints on its parent, has
250m before jockeying for position on the inside lane of homing ability, and vision like an eagle. Not all of these
the track. traits have been fully appreciated by Frontier scientists
and storch owners yet.
FE
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Issue 13 – Summer 2015
Creatures
New Pale Centisteed
Laura Mumma
NEW PALE CENTISTEED
Background
It is believed that when the Sathar attacked New Pale they TYPE: Large Herbivore
captured equine stock and began experimenting on them, Bands of 1-5 in the wild, can
which resulted in the creation of the Centisteed. UPF NUMBER: be kept in larger herds in
scientists believe the Sathar scientists did not have a domestic settings.
chance to completely finish this bio-form before Paces 90 m/t, Fast Ambles 30
abandoning New Pale. MOVE (fast): m/t, and normal ambles/walks
Since the discovery of the Centisteed on New Pale, it has 18 m/t)
been heavily studied and efforts have been made to further IM/RS: 7/65
domesticate it. The Truane’s Star Government has been STAMINA: 200
sponsoring programs and research concerning managing,
breeding, and further genetic modification to create a ATTACK: 55
more domesticated form of the creature and gain a better SPECIAL DEFENCE: Force Field Generation
understanding of Sathar bio-form science.
Liquefying Spit – this
substance is foul-smelling to
Description most species but can only
This long-bodied creature was once a horse, but the damage plant-based life forms
SPECIAL ATTACK:
mutations and/or genetic modifications it has undergone and will do 1d10 damage to a
have given it an insect-like appearance. The creature still plant-based life form per hit.
gives live birth but it no longer nurses its young as they Treat as a range weapon with
are born ready to graze. a maximum range of 5 meters.
DAMAGE: 4d10 (all those hooves)
The Centisteed has more of an exoskeleton than the hide
that occurs on normal equines. The exoskeleton of most PLANET OF ORIGIN: New Pale
Centisteeds has chameleon like properties that allow the
Centisteed to change color for the function of social They possess colorful compact eyes akin to a flies that
signaling, reactions to temperature or other conditions, often change color in reflection of their emotional state. It
and act as camouflage. It has been observed the has long delicate moth-like antennae where ears would be
Centisteed may use color change to aid in thermal on a horse and four large horse-like nostrils.
regulation, becoming black in the cooler morning to This herbivore spits liquefying enzymes onto stands of
absorb heat more efficiently, then a light grey color to fresh grains, grasses, fruits, and roughage. It uncoils and
reflect light during the heat of the day. It has even been uses its long tube-like, insect-like tongue to slurp up the
observed to show both colors at the same time, neatly resulting liquefied nutrients. It has no teeth to bite with or
separated along the spine. In addition, males will display chew with. It spends a considerable amount of its time
lighter, multicolor patterns when courting females and grazing in such a manner.
darker bright colors when challenging another male in the
wild. The Centisteed has two superimposed lattice layers The tail of the beast is a short-segmented tail on top that
of nanocrystals within their exoskeleton that controls their has long horse type hairs hanging off of it. The creature
color and thermoregulation. no longer has a mane and its neck is covered by a series of
segmented plates.
The Centisteed is an elongated metameric creature (a
body with repeated identical sections) with one pair of The legs are reminiscent of equine legs but covered with
legs per body section. This creature can move its segmented plates. The creature posses extremely strong
segmented body around and over objects with amazing almost metal like horse hooves that do not need to be shod
dexterity while never breaking its pace. This creature can though trimming requires tools much sturdier than used
actually form a circle with its body and curve its body in S for normal equines and more in keeping with metal
shapes horizontally and vertically. working.
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Frontier Explorer
A Centisteed can pace at full speed on its 16 legs carrying dissipates. In combat the field renews at the rate of 20
two human-sized riders; at slower speeds the animal has points per round. Only one such force field may be
various gaited or ambling gaits that give an incredibly generated by the Centisteed in a 20 hour period. If the
smooth ride. It is extremely sure footed and using it’s 16 force field takes enough points of physical damage to
legs can climb most near vertical natural surfaces, in destroy it, the Centisteed must make a STA check or fall
much a way a mountain goat can. unconscious. Any excess damage is applied to the
Centisteed.
Although not intelligent by human standards, the
Centisteed is totally immune to all forms of mental attack A rider can be protected by this force field and not thrown
including Sathar hypnosis (it is believed the Sathar off if they are using the properly designed tack and riding
considered this bio-form experiment a failure for this suits. However, the wild Centisteeds can actually throw a
reason) and possesses force field generation. rider with their force field alone, and all Centisteeds
require specialized tack and saddles to ride... no bareback
While they make desirable mounts, these beasts also
riding these ponies.
require enormous quantities of fodder because of
their increased metabolism. The Centisteed has thousands Increased Metabolism
of specialized cells that it uses to generate its force field. This defect forces the Centisteed to spend great amounts
In a combat situation, the wild caught and trained of time feeding. In combat it must stop every 9 turns (54
Centisteeds are almost more trouble than they are worth; seconds) and spend one turn eating, before returning to
in combat one of its riders must devote all of his efforts battle, or lose 2 stamina points each melee turn thereafter.
towards keeping the Centisteed under control. The only These losses are temporary and the STA lost due to lack
exceptions to this would be very rare modified for Combat of food are regained when the Centisteed has a chance to
Centisteeds, such beasts often have implants and/or have graze.
been part of further genetic modification and breeding
experiments by government and corporations working on
improving the wild Centisteed type for military or
Uses
Currently, even though the Sathar created this life form, it
domestic use. A natural Centisteed will spit and attack is not considered a threat or dangerous species by the
with its hooves but will usually choose to flee if it has that UPF. However, the Truane’s Star Government has
choice. banned export of the Centisteed outside of their system.
Export is allowed between Pale and
Special Abilities New Pale only at this time for the
purpose of racing, breeding, and
Force Field Generation research. Note: Some wild born
This ability endows the Centisteed animals were smuggled off of New
with the power to create an Pale when the creature was first
invisible wall of energy through
which physical objects may not
pass. (Treat as an inertia
screen that blocks all
damage.) The wall forms
around the body of the
mutant (about 50
centimeters out)
and will take 30
points of
accumulated
damage before
being forced
down. The force
field requires no
effort to maintain
once it is
established and
will last up to one
hour (unless it is
driven down by
damage) before it
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Ronald Mata (Order #34493421)
Issue 13 – Summer 2015
discovered by competing corporations to secret research
facilities of their own.
Support the Frontier
Centisteeds racing has become very popular and exciting
sport on New Pale and Pale. Racing lines are in their Explorer via Patreon
infancy, but due to the obstacles in the races and high-
strung dangerous temperaments of the Centisteeds, it
could become a major broadcasted betting sport within the
UPF in the future.
Truane’s Star Combat
Centisteeds Project
Only animals properly modified by genetic modification
and cybernetic implants will be improved enough to have
superior abilities and be easily controlled. If not a project
animal, all Centisteeds including ones domesticated for
racing currently should be treated like a wild one in Do you enjoy the Frontier Explorer? Would you like to
abilities and controllability. help support the production of the magazine and improve
it? If so consider supporting our Patreon campaign
The Truane’s Star Government recognized the military ([Link]
potential of this abandoned Sathar experimental bioform if
it could be captured, studied, and further modified. The We love making the magazine and will continue to do so
creature’s ability to camouflage itself, produce a force regardless of the outcome of this endeavor. However,
field, and expertly navigate difficult terrain makes it an the production and maintenance of the magazine and
excellent potential mount and pack animal for areas where website have costs and that's where you can help.
mechanized vehicles cannot gain access. In addition to just our deep felt thanks, there are perks to
Researchers have been able to develop an improved breed patronage. Depending on the level of support you will
with a slightly improved natural temperament. At this get access to supporter only forums on the website, e-
stage in the project the researchers now have an animal mailed a copy of the magazine in advance of its public
that can be controlled under combat situations by its rider release, early access to the articles for up-coming issues,
and carry a weapon system. In addition because of the and at the highest level, a printed copy of each issue you
implants the rider can control the Centisteeds camouflage support. In addition, supporters will be listed on the
abilities and force field. magazine's website and at some levels here in the
magazine itself.
Currently the project goals include improving the duration
and distance of the force field. In addition scientists are The early patrons that helped support this issue of the
experimenting to help the modified Centisteeds magazine are:
compensate for the Increased Metabolism to extend the • At the Space Ranger Level – Scott Holliday and
force field and improve endurance. Also a more cold Kenneth Reising
hardy variety is being developed at a Pale research • At the Explorer Level – Shane Winter
facility.
• At the Scout Level – Andrew Moore and Jaren
Rencher
References • At the Station Master Level - Pagan
The Centisteed first appeared to my knowledge in Gamma
I just want to give a huge shout out to these early
World 1st edition, which is what my conversion stats are
supporters for their contributions.
primarily based on. The Centisteed is one of my favorite
post-apocalyptic critters perhaps because of its name or The money raised will be used to improve both the
simply the wacky idea of a multi-legged bug horse with a Frontier Explorer and Star Frontiersman magazines in
force field. So I have updated it, converted it and adapted various ways including improved web hosting, improved
it to the Star Frontiers setting and made a few changes to software and hardware for production, website upgrades
the creature in the process. and improvements with the magazine itself.
Dragon Magazine 110 “Knowledge is Power” by John M. We'd love to have your support to help make the
Maxstadt magazines the best that they can be. Jump on over to the
Patreon site ([Link]
Gamma World Steeds
read all the details, and consider becoming a patron.
[Link]
FE 18
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Creatures
Racing Mounts in the Frontier
Tom Verreault
There are already two cannon mounts from the Volturnus
modules that exist in the setting, the loper and Tomar’s Garrison’s Grak
horse. These creatures are native to Volturnus but we can
presume that other ecosystems would evolve suitable
Runner
mounts that in the modern Frontier might be used for Garrison’s Grak Runner, a large flightless avian, was
racing. The terran horse and the genquine, a genetically discovered and domesticated on Kdikit. Originally it was
engineered horse, were discussed in Frontier Explorer #3. pressed into use in rural farming communities as a reliable
This adds up to a list of 4 potential racing mounts for the low tech source of transportation. They’re hardy animals
Frontier setting. Referees and player looking for with average intelligence. Wild specimens are dangerous
something more exotic can consider the following: but domesticated ones bond well with riders and most
sapient beings.
The grak runner has been used for police duties,
ceremonial military mounts, circus acts, and as scout
recon mounts with some mercenary organizations. They
have been exported around the Frontier and their
popularity as racing mounts has been steadily rising.
Garrison’s Grak Runner
NUMBER: 1 to 6
MOVE: 50 m
IM/RS: 5/50
STAMINA: 120
ATTACK: 60
DAMAGE: 4d10
SPECIAL ATTACK: None
SPECIAL DEFENSE: None
NATIVE WORLD: Kdikit (Madderly's Star)
The Morgaine’s Dactyl
The Morgaine’s dactyl is a warm blooded saurian species.
Its diet consists of fish, carrion and medium to large
animals. Its diving attack uses the boney comb on top of
its head to stun and render prey defenseless. They are
considered tamed but, if not handled and worked with
almost daily, they can go feral and become dangerous.
The dactyl is a saurian flyer first tamed by explorers on
Morgaine’s World shortly after it was renamed in honor
of the admiral that stopped the sathar advance. For
decades it remained an exotic mount on its native world
and the sport of racing them was an oddity peculiar to
Morgaine’s World. The last 10 years has seen increasing
Tom Verreault
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interest in the sport once the first dactyl race was held on
Gran Quivera and beings from all over the Frontier sector
The Velocipede
became aware of the creature. There was talk of importing This creature is the harmless version of the sathar bio-
some dactyls to Lossend for the Lossend Rangers to use in construct from the Sundown on Starmist module (SF3)
monitoring wypong and Lossodragon populations in the that was called a creepspine. The description of the
wild. However an escaped circus dactyl knocked a wild creepspine states that player characters will recognize the
Lossodragon out of the sky with its dive attack and the creature as a common tireless riding animal used on many
rest of the dragon’s pack ripped it to shreds so the plan to worlds of the Frontier. I’ve simply named the original
import this species is under review. creature the velocipede, a Pan-Gal translation of the vrusk
name, and made it native to the vrusk ecosystem. The
velocipede looks like a large caterpillar about 3 m long
and 1 m diameter.
Vrusk have had a long association with this creature
dating back millennia. In the modern Frontier the
velocipede is raced by vrusk trade houses seeking status in
the Byzantine web of vrusk business connections. Any
world with vrusk colonizers will have velocipede racing.
Every 4 years there is an interstellar grand stakes race
held somewhere in the Frontier where only the top
velocipedes racers compete. The event becomes a major
business convention with deals and contracts negotiated
against the backdrop of a week-long racing event.
Tom Verreault
Tom Verreault
Morgaine’s Dactyl Velocipede
TYPE: Large Carnivore TYPE: Large Herbivore
NUMBER: 1 to 4 NUMBER: 2-20
MOVE: Walk 15m Fly 50m Dive 100m MOVE: 90 m
IM/RS: 5/50 IM/RS: 5/45
STAMINA: 75 STAMINA: 150
ATTACK: 65 ATTACK: 45
DAMAGE: 3d10 DAMAGE: 1d10
SPECIAL ATTACK: Dive Attack 5d10 +stun SPECIAL ATTACK: None
SPECIAL DEFENSE: None SPECIAL DEFENSE: None
NATIVE WORLD: Morgaine’s Dactyl (Prenglar) NATIVE WORLD: The Vrusk Home World
FE
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Titan Rising page 1
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Titan Rising page 2
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Spaceships
Trafalgar Trade Lines
Jason Combs
History
This company was established by Jaxon Lee and almost
ten of his friends and adventurers. The first ship they
purchased was an Assault Scout, the Trafalgar – hence the
name of the Company.
The Trafalgar has seen service with the UPF. She was
then sold to PGC. PGC used it for a short duration and
then mothballed her. Due to Jaxon’s team’s dedicated
service to the PGC, the decision was made to sell the ship
to the team and provide them with a low interest loan to
purchase it. The reason for this generosity – the team
previously rescued a PGC Vice-President.
The remaining part of the debt was paid by a government
subsidy from the Athor Government in return for
government service. The team repatriated some Yazirian Scott Mulder
artifacts and is considered (Heroes of Athor). The team
paid the loan and provided the government shares in the Ships
company.
Trafalgar Civilian Scout Ship
After the first year, enough money was made to purchase
Flying Down Fair Trader Merchant Ship
the “Joyful Down” a Fair Trader freighter. The Company
made runs between: Gran Quivera, Morgaine’s World, Margo Margo Merchant Ship (modified TT-456)
Yast and Exib. The Trafalgar was then sent to look for Faire’s Folly CU-37 Shuttle (Prenglar)
new markets. K’Tsa-Kar Kri’kkaa Shuttle (K’Tsa-Kar)
The company then made runs to: Timeon, White Light, K’aken-Kar Kri’kkaa Shuttle (K’aken-Kar)
K’Tsa-Kar and K’aken-Kar. At K’aken-Kar system, there Offices:
was found a mining refinery and some mining robots. (Each office has 1 Service robot)
Time and money was spent to repair this equipment. They
then began searching the moon of Z’Kiir for prospects and • Port Loren, Gran Quivera, Prenglar
discovered a load of iron. They then moved the refinery to • Sanctuary Station, Morgaine’s World, Prenglar
Z’Kiir and purchased some housing & office containers.
• Port Asteall, Yast, Athor
After several run-ins with pirates and the Streel • New Kir, Exib moon, Athor
Corporation, the company was sold off to Streel. Jaxon
and his friends then went and joined the Clarion Royal • O’Donnal’s Station (city), Lossend, Timeon
Marines. • Clarion Station, Clarion, White Light
Streel used GVMPI to purchase the company and • Kooistra Station, Kwadl-Kit, K’Tsa-Kar
proceeded to open offices in: Timeon, White Light, • Kan’zik Xwn’kar’tr, Ken’zah-kit, K’aken-Kar
K’Tsa-Kar and K’aken-Kar.
Warehouse
Shares of the Trafalgar owned by: (2 MKI Cargo Loader robots, 1 Security robot)
Holder # of Shares Value(credits) Port Loren, Gran Quivera, Prenglar
Athor 50,000 500,000 Refinery
PG Bank 50,000 500,000 (2 housing containers, 1 office container, 4 mining robots)
GVMPI 200,000 2,000,000 Z’Kiir, K’aken-Kar
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“Joyful Down”
Fair Trader
Hull Size: 4
Hull Points: 20
ADF/MR: 1/2
DCR: 13(27)
Engines: 3 ION A
Fuel: 10,000 units each engine
Life Support (Back up): 22 (22)
Crew (max): 5(8)
Passengers: 12
Weapons: None
Defenses: Reflective Hull
Astrogation: Starship
Communication/Detection:
Subspace Radio, Radar
Misc: Streamlined Scott Mulder
Cargo: 2.5
Hatchs: 4 Used Ship – A random breakdown will occur every
Crew Accommodations: Captain’s double suite, 3 month. Repairs cost HSx200 credits and take HS / 2
double cabins days to complete. (This is for minor systems.)
Passenger Accommodations: 2 Double 1st class cabins,
4 double journey class cabins Deck Plans
The Main Deck is accessible via the cargo bay, by a
Computer (Level 3 FP 54) loading ramp at the fore and airlocks boasting large bay
Drive (3), Life Support (1), Alarm (3), Comp. L/O (3), doors port and starboard. Aft of the airlocks are crew
Astro. (2), Analysis (2), Commerce (1), Computer lockers, behind that is the engine room with a generator
Security (3), Industry (1), Maintenance (3) and RCS thruster banks. Forward of the airlocks are the
Robots: 2 KMR-1 Maintenance robots (LVL: 4 STA: port and starboard gunnery positions with controls to the
100, RS: 50, IM: 5, PS: 2D10 Programs: Security Lock, ship's two laser turrets. The ship is divided into two parts
Maintenance, SD, Computer Link. Move: Hover) fore of the guns, the port side sporting three double
Equipment: Launch (4-man), Explorer occupancy crew cabins, elevator to upper deck, and a
captain's suite. Located starboard is the crew lounge (with
Cost: 224,000 credits galley, fresher, and shower), computer console, and the
bridge.
Ship quirks and flaws The Upper Deck is divided into three sections. At the fore
are the passenger cabins, including a quartet of double
Analysis program goes down. This doubles the time for occupancy Journey class cabins and a pair of 1st class
Astrogation. suites positioned over the bridge and captain's suite. The
One engine stops working. Increase time to travel by launch bay divides the cabins port and starboard, aft of the
30%. Fuel can be cross-loaded. bay is the passenger lounge. A trio of smaller rooms are
positioned aft of the lounge that can serve as a variety of
Radar stops working. It needs repair or replacement.
functions, normally the two smaller rooms serve as
Lower, front hatch freezes and will not open. storage space and the larger as an office. The midsection
Bed is broken in one crew cabin. is comprised of avionics, electronics, and the
communication & sensor arrays, all accessible only via
DCR program works 50/50. Because of this, DCR rating the engineering section. Stern is the maintenance deck
is halved. with the engineer station, life support equipment
Appliances in the crew galley do not work. (including water tank and purification plant), power relay
station, and workshop.
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Joyful Down
Main Deck
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Joyful Down
Upper Deck
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Ship quirks & flaws
“Trafalgar” Civilian
Astrogation program does not work.
Scout Elevator from crew deck to bridge is stuck on Flying
Hull Size: 3
Bridge.
Hull Points: 15
1 Robot Charging Station does not work.
ADF/MR: 5/4
DCR: 40
Engines: 2 Atomic A
Deck Plans
Fuel: 10,000 units each engine The Trafalgar civilian scout is very similar to the Assault
Life Support(Back up): 20(20) Scout. The main difference being that it lacks the assault
Crew: 5(8) rockets of the Assault Scout and sports an extra crew
deck. The decks of the Trafalgar class are described
Passengers: 12 below. Use the deck plans from the Assault Scout
Armament: Laser Battery (Frontier Explorer issue 5, p 20) for the deck plans of this
Defenses: Reflective Hull ship as well. The decks from top to bottom are:
Astrogation: Starship Deck 1 - Flying Bridge – Station for Captain and Pilot.
Communication/Detection: Subspace Radio, Radar, Deck 2 - Lower Bridge – Station for the Laser Battery and
Intercom Astrogation / Communication.
Misc: Streamlined
Deck 3 - Crew Deck – Deck has a full latrine, a storage
Cargo: 1 room, and a recreation/lunch area.
Hatches: 1 Deck 4 - Quarters #1 – Each room has a bunk bed and a
Crew Accommodations: 4 single/double cabins desk. This deck is usually for the crew.
Passenger Accommodations: 4 single/double cabins Deck 5 - Quarters #2 – Each room has a bunk bed and a
Computer: desk. This deck is usually for the passengers. (Use the
(Level 3 FP 54) same plan as deck 4)
Programs: Drive (4), Life Support (1) x 2, Alarm (2), Deck 6 - Engineering – Station for the Chief Engineer and
Comp. L/O (3), Astro. (4), Analysis (2), Commerce (1), Engineer. Two robot docking stations are here. (Use deck
Computer Security (3), Communication (1), Damage 5 from the Assault Scout article.)
Control (2), Industry (1), Information Storage (1), Deck 7 - Storage – This is the storage and airlock area.
Installation Security (3), Laser Battery (1), Maintenance The middle door is a sealed area and has an external door.
(2) The other two storage areas are for spacesuits, etc. (Use
Robots: deck 6 from the Assault Scout article.)
• 2 KMR-1 Maintenance robots (LVL: 4 STA: 100,
RS: 50, IM: 5, PS: 2D10 Programs: Security Lock,
Maintenance, SD, Computer Link. Move: Hover)
• 1 Security (LVL: 2 STA: 100, RS: 50, IM: 5, PS:
2D10 Programs: Restrain, Equip: Electronstunner)
Equipment: 1 Radiation Suit, 1 Engineer’s Toolbox,
3 Spacesuits, 2 Spacesuits (Vrusk), 1 Rocket pack (w/
1 refuel), 11 pair of magnetic shoes, 1 Medkit, 5 freeze
fields
Cost: 780,000 credits
Used Ship –A random breakdown will occur every
month. Repairs cost HSx200 credits and take HS / 2
days to complete. (This is for minor systems.)
Scott Mulder
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refuel), 11 pair of magnetic shoes, 1 Medkit, 5 freeze
“Faire’s Folly” CU-37 fields
Courier Cost: 190,632 credits
he CU-37 was a fine courier craft offered to the general
public during the first corporate war in Truane's Star.
Many a civilian crew found fortune with this small ship,
running errands for or against the Mining Guild during
that dark era. The small craft offered fair quarters and a
decent sized hold, although not large enough to be
profitable. However, these craft earned a notorious
reputation with smugglers who were hiding contraband
within the various access plates in the deck and other
convenient hidey-holes found throughout the craft...
KH Stats
Hull Size: 2
Hull Points: 12
ADF/MR: 1/2
DCR: 26
Engines: 2 Chemical A
Fuel: 10,000 units each engine
Life Support(Back up) : 6(6)
Crew: 4
Passengers: 0
Armament: None
Defenses: None
Astrogation: Starship
Communication/Detection: Subspace Radio, Radar,
Intercom
Misc: Streamlined
Cargo: 1
Hatch: 1
Crew Accommodations: 4 single crawl bunks
Computer:
(Level 3 FP 54)
Programs: Alarm (2), Analysis (2), Astrogation (2),
Commerce (1), Computer Lockout (3), Computer Security
(3), Damage Control (2), Drive, Chemical A (1),
Information Storage (1), Life Support, cap:6 (1),
Maintenance (2)
Robots:
• 2 KMR-1 Maintenance robots (LVL: 4 STA: 100, RS:
50, IM: 5, PS: 2D10 Programs: Security Lock,
Maintenance SD, Computer Link. Move: Hover)
• 1 Security (LVL: 2 STA: 100, RS: 50, IM: 5, PS:
2D10 Programs: Restrain, Equip: Electronstunner)
Equipment: 1 Radiation Suit, 1 Engineer’s Toolbox, 3
Spacesuits, 2 Spacesuits (Vrusk), 1 Rocket pack (w/ 1
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Kri'kkaa-class Heavy Margo
Shuttle Freighter
Trafalgar Trade Lines has two of these shuttles named the
“K’aken-Kar” and “K’Tsa-Kar”.
KH Stats
HS: 2
HP: 10
Drives: 1 Chemical A
ADF: 1
MR: 1
DCR: 26
Crew: 1 (up to 10 passengers)
Armament: None
“Margo” class
Defenses: None Freighter
Communication/Detection: Videocom radio (1 screen), The Margo is a heavily damaged TT-456 Freighter that
holo-display and holo keyboard, shuttle astrogation. was salvaged and modified. After the engine struts and
decks 1, 3 and 4 were damaged, the ship was dry docked
Misc: 5 portholes (2 bridge, 2 passenger, 1 airlock); 1
and repaired. One engine strut is placed above the ship as
airlock, rear cargo doors.
opposed to one on each side. Deck 3 is now used for
Programs: Standard shuttle package I additional storage.
Cargo Capacity: 2 units (approx. 27 cu. m)
Crew Accommodations: Gel contour seat KH Stats
Passenger Accommodations: 10 stow-able seats Hull Size: 5 HP: 25
Ship's Vehicles: None ADF: 2 MR: 2 DCR: 35
Base Price: 185,409 credits Crew: 6 Passengers: None
Length/Diameter: 100/15 meters
Description Hatches: 2
A very common shuttle of Vrusk design, this oblong Propulsion: 1 Atomic Class B *can carry 6 pellets
ovoid shows its insectoid heritage by sporting two ovoid
Life Support: Main/backup: 6/6
cockpit portholes, a finely-polished iridescent green hull,
and 6 landing struts that unfold from the hull. Upon Computer Programs: Drive 5(64), Life Support 1(2),
entering an atmosphere, stowed memory-metal wings and Alarm 1(1), Back-up LS 1(2), Computer Lockout 5(16),
rudder unfold from the hull, while an atmosphere- Damage Control 1(2), Navigation 4(24), Laser Battery
breathing scramjet assists the chemical drives with 1(4), Analysis 3(4), Information Storage 1(2), Installation
landing. Security 3(12)
Navigation: Starship
Numerous Kri'kkaa shuttles are found in used lots, and
mercs and freelancers find they make a fine compliment Communications/Detection: Subspace Radio, Intercom
to their starships ... after some repainting of course. (one on each deck + cargo hold & crane – 6, radar
Oddly, the shuttle seems well suited to both albedo and Emergency Equipment: 12 Spacesuits (10 regular, 2
plasma screens - but this requires and additional Vrusk), 24 Spacesuit Refills, 2 Rocket Packs, 6 Rocket
powerplant that consumes a good portion of the cargo Pack Fuel, 6 Magnetic Shoes, 2 Additional LS Pack, 25
space. Often a turret-mounted laser piston is found on Extra Patches (2 each)
customized models, which can look even more insectoid Weapons: Laser Battery
when painted in camoflage colors.
Defense: Reflective Hull
Thanks to a large clamshell cargo hatch at the rear, the Cargo Capacity: 5 holds + (deck 3: 0.5 unit)
shuttle is often used to carry heavy vehicles for ground
Other Equipment: Mechanical Arm 1, 1 Techkit, 1
exploration or combat.
Robocomkit, 1 Medkit, 1 Engineer Toolkit +LPT & 2
powerpacks
FE
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Races
Meet the Delphusians
Laura Mumma
What's happening? Who are you? Hell-o-o!
What subject? Do you mean me? Who are you people?
Delphusians
You’re here to help? What do you mean I need Physical Structure
help? Calm down! I’m strapped to a table! The Delphusians are a genetically engineered race of
I am confused! Of course I am upset! I still don't know Space Humans. They appear as very attractive, graceful,
where I am and who the hell you people are or why I am and youthful looking female humans that are surprisingly
strapped down? What is that!? Relax! What are you going strong. They are Hermaphrodite Chimeras and are XXXY
to do with that!? genetically. Many can pass for a normal female or a
young male youth. They never grow facial hair and have
Why are you measuring my ears? small to moderately sized breasts.
What do you mean they are asymmetrical but that can be Delphusians can appear just like a normal human in skin,
compensated for considering my superior genetic eye, and hair color or have a mix of features that are
advantages in other areas? Hello, um I the subject am unusual for a normal human such as two different colored
right here; if you all are going to discuss me please talk to eyes, kaleidoscope eyes. Eyes also come in a variety of
me! exotic colors, hair can be striped in two different natural
You’re going to enhance me? No really I am okay, colors, and they may have different human skin tone
enhance does not sound so good to me... colors usually in a checkered pattern.
Well sure I wouldn't mind being a few inches taller but... Delphusians do not age the same as other humans.
Delphusians age normally until reaching the age of 20 and
Wait, wait, wait you've found my perfect match you guys then appear to stop aging until about the last 10 years of
are not going to marry me off! their lives in which they begin to rapidly age. 75% of the
You’re going to liberate me? Marriage is an out-dated Delphusian population is Ambidextrous. Delphusians are
primitive social construct? You’re going to solve my not normally psychic.
gender inequality issues? Free me from oppressive, Average Size: 1.9 m tall
limiting, primitive, gender and sexual rolls? What are you
people babbling about?! Average Mass: 55 kg
I don’t need gender freeing or whatever it is you are Average Lifespan: 105 years (Old age sets in between
talking about! I need you to let me go! Of course I’m about 95-100)
objecting! What, what, wait, wait I don’t care if your Reproduction: Cloning and Genetic Engineering
intentions are good! What the hell is that!? I have rights!
For my own good! You can’t just abduct people for their Body Temperature: 37 C
own good that’s illegal!
Senses
What do you mean it’s not illegal! You’re mandated with The planet that the Delphusians were scientifically
the preservation and perfection of the human species? evolved on through genetic engineering has naturally
Remain calm! I am not calm you’ve abducted me and all lower light conditions. As a result the Delphusians can see
this equipment looks to me to mean you plan to in dim light far better than a normal human but are not
experiment on me! affected by normal lighting conditions in a negative way
You’re not experimenting on me? You’re attuning me? either since they artificially maintain normal human
This is a safe and tested procedure for what!? lighting conditions in their buildings.
Did I just hear genetic manipulation? My DNA is just Speech
fine; I'm good, really. The Great Merging? Hey now, no Delphusians are capable of speaking any language a
more drugs, let me go! I don't want to be en...han...ced...o- normal human can. All Delphusians speak their own
r-r...mer...g...
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language which is heavily influenced by ancient Greek,
ancient Latin, and scientific terminology.
Society and Customs
“Practice does not make perfect. Only perfect practice
makes perfect.” -- Vince Lombardi
Delphusian society emphasizes pasifiism, law-abiding
behavior, cooperation, communal living, sexual liberation,
beauty (especially through artist endeavors), physical
health, youthful vitality, perfection in all pursuits, and a
harmonious social structure. The culture and government
is communist in nature. The average Delphusian believes
the individual lives to perfect, preserve, and improve
society and the human race. They are not by nature a
violent race but they are arrogant, believing they are the
best of humanity.
Delphusians do not marry. To a Delphusian marriage is an
outdated social construct that was necessary for their Scott Mulder
primitive and savage ancestors but they as a society have
perfect profession and harmonious integration into adult
evolved beyond the need of marriage. Physical copulation
society from conception in the test-tube. Delphusians do
for the purpose of reproduction is abhorrent to this society
not see this as limiting an individual but maximizing an
and an aberration. Reproduction is achieved by using an
individual’s true potential in society. The Delphusian
advanced combination of cloning, grafting, and genetic
engineering. All Delphusians must either request and be Coming of Age ceremony, called the Qoui, is a
community event in which, after thorough testing and
granted a Genesis License for reproduction rights or they
evaluation, the youth is advised of which professional
must be honored with being chosen for reproduction by
the Reproduction Council. A Delphusian that manages to group or groups they are the best match for. Those
individuals that come up equally talented for more than
give birth or becomes pregnant has committed both a
one group are encouraged to choose their passion. At the
major social breach in accepted behavior and committed a
Qoui ceremony each individual announces its choice of
crime. Such individuals will be stigmatized even if the
profession. It is very rare for a youth not to choose the
individual is cleared of any wrong doing or anti-social
tendencies, if not cleared they may be sent to rejection. If recommended professional group.
a viable child is brought to term it will be considered This culture is atheist and believe that there is no
disadvantaged and always experience some level of intelligence greater than that of the human mind and
prejudice within that society even if the child meets or spirit. However, they do have many symbolic rituals or
exceeds Delphusian standards of perfection. traditions that support community, cultural preservation,
and biological responsibility. An example of this
Children are typically raised by their parent with the help
symbolism is the Naos. The Naos is a room or building
of their communal group, government social workers,
that has mirrors that reflect the image of an individual
government nurseries, and schools. Child-parent groups
can vary in size from 1 parent with 1 child to up to 3 infinitely into eternity, larger facilities will also have an
eternal flame in the Naos or connected with it. All large
children of different ages.
facilities, community housing, and large ships will have a
Delphusians live in small flexible communal groups of 3 Naos chapel in them and major cities will have buildings
to 5 adults and their children. A Delphusian that chooses with grounds dedicated to meditation and reflection.
to live alone or only in groups of two are considered to be Many visiting aliens that have seen these Naos Templum
developing anti-social tendencies and are in need of help call the Mirrored Temples of Delphus some of the most
or intervention from their friends, family, colleagues, or beautiful sacred places they have ever seen. Such
government health professionals. Delphusians who leave a “temples” often include reflecting pools, major works of
group because of strife will have to seek counseling in art, peaceful parks, and use abstract light reflection inside
most cases before another group will accept them. and outside. The mirror and the flame are significant
symbols to all Delphusians and are used in their
Delphusian society is very concerned with achieving
perfection and harmony in all ways. The society is highly mediatations and community events.
structured with all individuals going through an extensive Delphusian society puts a high social standard on being
testing and evaluation process throughout their lives. youthful, physically fit, and mentally fit. When a
Children start being socialized and evaluated for their Delphusian begins to show the signs of aging, they retire,
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enjoy life for a bit (but no longer than 5 years), put their companies that had interests in space and in scientific
affairs in order, and usually have a Reunion Ceremony in fields. The movement began identifying subjects of all
which friends, family, and community gather. This is a ages and professions that showed talent and who were
festive occasion in which the person’s life and exceptional. These exceptional individuals where tracked,
achievements are celebrated. This celebration concludes and every aspect of their lives studied. Like minded
with the aging Delphusian euthanizing themselves individuals with similar world views that humanity was
surrounded by their loved ones and they are then cremated doomed unless the superior minded and superiorly
at a government crematorium. Delphusians feel this is a socially responsible people did something where recruited
dignified loving death with meaning. to the cult and placed into key positions globally and in
space. This gave the cult unprecedented access to
A Delphusian that fails to meet their society’s standards is
resources, both around the globe and in space.
sent to Rejection. Delphusian society will first try and
help the individual through therapy (physical and mental), Finally, by recruiting top scientist into one specific human
re-education, re-socialization, and re-programming. mega corporation involved with chemical, biological, and
However if it becomes apparent the individual is not medical technology, the cult was able to harness the
meeting the cultural expectations and standards despite power of greed through breakthroughs in medicine that
intervention, they will be considered to be beyond hope translated to huge profits. All of which came from
and a negative influence to the harmony of society; at no research on a space station. The company, eager for even
fault of their own, of course. However, the consequences larger profits, was easily persuaded into investing into a
are still deadly. The Delphusians do not consider this research colony on a planet outside of the home system.
execution but euthanasia and a humane act of kindness,
With the colony approved, the Delphi Cult went into
mercy, and dignity to put the terminally genetically
action abducting people and putting them into cryogenic
flawed individual out of misery.
hibernation under a false name in a fake program
One consequence of the impact of alien races and the unrelated to the colony or company funding the colony.
discovery that humanity has managed to survive and Of course these poor people were latter put on the
advance despite their flaws is some Delphusians have completed colony ship. Thus some colonists were willing
begun trying to escape or question rejection by becoming cult members while others were abducted.
runners. This is not considered socially responsible or
Anyone who threatened the plan had a tragic life
sane behavior by the average Delphusian. Such
ending accident or suicide. Or, if they might supply a
individuals are believed to be in great pain, mentally
skill/best of ability/good DNA that the Delphi Cult
confused, and extremely dangerous by the average citizen.
wanted, they simply went missing. In addition, the cult
The Delphusian government considers every runner to be
took huge amounts of the human home world’s flora and
highly dangerous to the harmony of society, the long term
fauna as the Cult believed more than likely humanity
biological viability of the Delphusian human race, and, of
would also destroy all life on the planet.
course, their authority. The Delphusian government will
pursue runners, telling other governments that they are The Cult collected and amassed as much scientific and
trying to bring a psychologically unstable, ill citizen that cultural information it could about what the founders
is criminally insane home for treatment. thought was the best of humanity’s labors. They did this
all carefully and quietly so that when they launched CS
History of the Colony’s Deucalion for the sponsor company's planet of choice, no
one knew they had other plans.
Founding
Delphusians where founded by a group of idealists and
scientists who believed that humanity’s end was near just
as humanity had started to actively colonize their home
system. These founding intellectual elite where convinced
that mankind’s progress, evolution, and survival was in
peril from humanity itself. The Doom’s Day Clock was
ever ticking closer to mankind’s demise. They believed
that humanity, either through stupidity, greed, religion,
and/or over population of the genetically flawed, would
destroy itself.
As a result of this belief, a clandestine plan and
conspiracy was put into motion to save the best of
humanity both biologically and culturally; the Delphi Cult
was born. Members of this cult began infiltrating Scott Mulder
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Once launched, the ship set course not for that planet of send inspectors throughout it to document ship
choice, but a secret location far, far, far away and was technology.
never heard from by the rest of humanity again until an
Delphusians, though annoying, elitist, arrogant,
exploration ship trying to map and chart a previously
condescending, egotistical, racist, and intellectually rude
uninvestigated system discovered this isolated culture.
by most other races standards (and especially by normal
The scientists in charge of the Cult truly believed they human standards), are not actually interested in genocide
were saving humanity from extinction. Thus they set out or galactic conquest. They are, however, devious,
to create the next step in human physical and social manipulative, believe the end justifies the means, and are
evolution. highly motivated to catch-up with the “savages”. A
typical Delphusian is very capable of justifying behavior
Attitudes or actions most other races find ethically objectionable
often stating, “it is for the greater good” or “the
Delphusians, until discovering humanity in its natural
advancement of science”, and/or “for the benefit of
form, believed they were the only surviving humans in the
humanity”.
universe. The primitive, savage, humanity of the past was
believed extinct. The results of discovering that unevolved Delphusians have no concept of civil liberties or rights.
humans still exist has had consequences for them and the Their idea of mercy and compassion towards the
civilizations around them. handicapped often involves killing the handicapped to
prevent distress at a loss of quality of life (this does not
The Delphusian psychology is one of elite superiority and
mean they will not first try and heal an injured or ill
they had to come to terms with the fact that they are
person), homelessness does not occur in their society nor
technologically behind not just alien races but savage
does unemployment (as those who fail go to rejection).
humans. Their government has done this by emphasizing
Normal humans are pitied as being enslaved by primitive
that they as a society have been working to achieve
biology and archaic social structures. What this all means
biological perfection and social perfection first and now
is their values, ethics, world view, and understanding of
they are ready to bring humanty’s spirit to other
what is good and evil is often very different from other
endeavors.
races. They may agree with the same course of action as
Culturally the Delphusians see themselves as preservers another race but for entirely different reasons and may
and saviors of humanity. Ideologically they are not commit deeds that shock other races while honestly
interested in the destruction of other humans, but rather in lacking an understanding of why others may have a
the preservation, improvement and the future of the problem with their actions.
species. Thus the Delphusian mindset is to be mildly
“The most difficult part of attaining perfection is finding
impressed with the survival of the “gegenes” (earth-born)
something to do for an encore.” ~Author Unknown
but they are distressed that they are still living as
“savages”.
They have come to believe that some of the “barbarians”
Psionics
The founders of the Delphi Cult and Delphusian Society
can be uplifted from the state of “autochthones”
believed psionics, ESP, and similar abilities were hoaxes,
(indigenous barbarian tribes) or “ouranogenes” (space
superstitious beliefs, and of no scientific merit. As a
faring unevolved humans or races) to the evolved form of
result, no such abilities where bred, preserved, or studied
perfected human “autoastrones” (born of the stars,
by Delphusian science. It is rumored, however, that after
evolved race). Delphians believe it is their duty to rescue
discovering that psionics are an actual genetic ability that
human civilization and preserve the genetically worthy
both a few rare normal humans and aliens possess, the
from amongst the gegenes.
planners have tasked the researchers of Delphus to study
The government is highly interested in aquiring both alien subjects with the goal of creating psionic individuals.
and human technology. They are very keen to study all
things human, but are also interested in knowing about the
other “barbarians”. Any spacecraft that arrives in their
Typical Professions
Delphusian society professions are structured around the
space is subject to being searched and all downloadable
talents of individual’s evolved abilities. When creating a
databases copied and new technology confiscated for
profession some thought should be given to both the job
study. The confiscated technology will be returned, but by
and what skill abilities would need to be highest in that
Delphusian law it can be held for up to one month. It is
profession. Remember Delphusians are really bred/created
also law that if the owner of the technology leaves their
to not just be superior humans but to fulfill a function in
space before the state returns the confiscated technology
society.
the items become property of the state. The Delphusian
government has wisely never seized a whole ship but will For example a Councilor is a biosocial PSA specifically
psychological and medical skills that needs a good
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PER/LDR and good LOG/INT scores. Therefore a 2. Add 20 to both scores of one ability pair except for
Councilor will benefit from either the Charisma Skill +7 PER/LDR
(to be split between PER/LDR) or the Intelligence Skill
3. Subtract 20 from both PER and LDR abilities
+7 (to be split between INT/LOG), typical skills of a
Councilor might be Persuasion, Psychopathology, 4. Players may then shift up to 10 points between ability
Hypnosis, Analyze Social Systems, Medical Diagnosis, pairs as per the normal rules.
Medical Devices, Medical Treatment: Miscellaneous,
The Delphusians have genetically modified the race for
Empathic Understanding, Academics (Mental Health),
individuals with high STR/STA or high DEX/RS or high
Personality Restructuring, and Psychotherapy.
LOG/INT but their racial arrogance has the impact of
giving them lower PER/LDR. At some point in their
Creating A Delphusian history they recognized the impact of the lack of LDR and
"How can this be commander? Is this the doing of a mad began attempting to deal with that in the same way they
scientist? Black Magic or Mumbo Jumbo? A nightmare? did for all the other abilities. If a Delphusian is created for
Nothing of the sort. This is the application of fact, facts leadership then they roll and arrange abilities in order and
beyond your kin." – Wild, Wild Planet simply -10 to PER because they are still arrogant and
egotistical. The player may then shift up to 10 points
The Great Merging is the term used for the birth of the
within an ability pair as per the rules.
Delphusian race of humans and an actual creation of an
XXXY human by merging the complete DNA of an XX
and an XY humans into one being.
No rolling of ability scores
As normal conception is abhorrent to Delphusians you
The Delphusian government maintains several redundant may opt to instead to have specific genetic lines and the
highly guarded and secure DNA banks of all original player must pick one of these ability profiles. Below are
normal humans used in the creation of the race and of some sample lines:
various combinations and lines of XXXY individuals.
Currently the most common method for creating a child is STR/STA Line
to take the XXXY parents DNA and recombine it with STR/STA 60/60 DEX/RS 45/45, INT/LOG 45/45,
DNA from another XXXY by highly trained genetic PER/LDR 30/30
engineers to produce another exceptional individual. LOG/INT Line
STR/STA 45/45, DEX/RS 45/45, INT/LOG 60/60,
With the discovery of the survival of the primitive humans
PER/LDR 30/30
the Delphusian government has begun launching what
they consider a rescue mission to help the rest of DEX/RS Line
humanity, they are currently collecting DNA and STR/STA 45/45, DEX/RS 60/60, INT/LOG 45/45,
occasionally abducting “subjects” (normal humans) they PER/LDR 30/30
consider to be exceptional in the hopes of “up-lifting”
PER/LDR Line
these poor wretched survivors and adding their
STR/STA 45/45, DEX/RS 45/45, INT/LOG 45/55,
exceptionalness into the Delphusian race.
PER/LDR 30/50
Delphusian DNA banks are also, it turns out, in need of
The player can add +10 points to the abilities to be
fresh normal human DNA as the extensive generational
assigned or split however the player wants.
cloning before it was perfected has resulted in some
degeneration of the original stock. The government is also
interested in extending the life expectancy of Delphusians
The Great Merging
since learning the savage humans can live to 200 years of A normal exceptional human (the PC) is subjected to The
age. Great Merging. In this scenario, if the PC has been
abducted and cannot make the Great Escape before the
Great Merging Ceremony their stats are to be added
Methods for creating a PC or together with a Delphusian Profession line or Delphusian
NPC NPC type that would be logical to the Delphusians.
All Delphusian NPCs should have a minimum score of 50
STR/STA, DEX/RS, and LOG/INT as well as a base score If the PC is a willing participant in the Great Merging,
of 30 for PER/LDR. than allow the PC to choose the line. The Genetic
Engineers will then choose one of the founding normal
Roll them up human DNA strands of that line or recombine appropriate
1. Roll the ability scores and arrange them in any order DNA from or take from the XXXY bank to create the
desired. opposite gender of missing DNA and then using vary
advanced Genetic Therapies merge and transform the new
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DNA into the individual, creating a new Hermaphrodite Note that although the government is communist, it is
Chimera Human. actively encouraging trade with other space faring cultures
and seems to be very adept at making a profit. The
Once this procedure is done it cannot be undone. During
Delphusian government has set up a company called
this therapy, the normal human is subjected to being
Chem-Bio-Med which specializes in offering the services
attuned to the other DNA and undergoes various social,
and medical treatments the Delphusians excel at such as
psychological re-programming and conditioning. The
growing and grafting limbs or organs, DNA analysis,
process is a carefully guarded state secret but experts
interrogation techniques, reeducation processes, genetic
outside of Delphus in genetics believe that they must
therapies, and much more. They are also beginning to
possess the technology to reorder the DNA at molecular
market Delphusian genetically modified domestic animals
level in a living subject.
that see better in dark conditions and plants adapted to
Once the abilities have been added together then divide grow in lower light conditions outside. Many outside
the stats by two and round up to get the new abilities with ornamental Delphusian plants glow in the dark creating
the exception of PER/LDR, which should be rounded spectacular displays of color and light in nighttime
down. The new person will retain all their previous skills gardens.
and knowledge but now will have a different personality
and be completely socialized to think like a Delphusian. References &
System of Origin Acknowledgements
Star: Solaris The Delphusians where inspired by the movie Wild, Wild
Planet (I Criminali della Galassia “Criminals of the
Planets Galaxy”) a 1965 Italian science fiction film written by
• Apollus Renato Moretti and Ivan Reiner.
• Melanthos In addition the Delphusians were also inspired by
• Melanina - Moon: Kelaino countless other sci-fi literature and media including but
• Delphus - Moons: Castalia & Phemonoe not limited to Brave New World, Logan’s Run, and 1984.
• Celaenos - Moon: Pythis A very special thanks goes out to all the people I have met
• Laphrius in my life time who shared their opinions with me about
• Noutius how they would fix humanity and create a better, more
perfect society usually at the expense of other people’s
rights.
Delphus Special thanks to all the great folks at
Capital City is called Parnassus. The city, besides being [Link] for their feedback and suggestions,
known for its many council rooms and government especially jedion357 (Tom Verreault).
buildings, is known for the many beautiful Mirrored FE
Temples spread throughout it. Additionally there are huge
parks, magnificent public art works, pleaser domes,
indoor and outdoor theatres, museums, libraries, and a
magnificent indoor zoo dedicated to the human home
world’s fauna and flora.
The government ruling body is called the Council of
Delphi. The figurehead of the government is called the
Leader. The government is made up of many different
types of councils, all dedicated to social engineering and
perfection in their various duties, skills, and areas of
expertise.
The Delphusians are currently only at a STL level of
space faring, but have instituted several programs meant
to get them caught up with their neighbors in all areas of
technology they have found themselves wanting in. The
Delphusians have many colonies, research stations, and
space stations throughout their system. Scott Mulder
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Campaign Background
Survey of the Frontier
Scott Holliday
Editor’s Note: Much (if not all) of this information is
available in the Frontier Travel Guide on the Star Frontiers
Athor
Star: Orange, K2 (ZG-48)
Network wiki. However, the material in the Travel Guide
doesn’t have each line item referenced, but rather just lists System Defense: Planetary Batteries on Yast (KH-51).
references for the entire page. Additionally, the Travel
Guide lists the conflicting information when it exists so the Yast
referee has the whole picture. Gravity: 1.0 g
Day: 15 hr
The following is a summary of system, planet, and fleet
Notes: Yast is primarily an agricultural world populated
information available in the original Star Frontiers books by Yazirians. It has two moon Exib and Ime, the
and modules. This ignores Zebulon’s Guide content
closer Exib being used for agriculture (ZG-48).
except where it enhances existing information (without
conflicts).
Sources are annotated using the abbreviations below
Cassidine
Star: Orange-yellow, G8ZG-48
followed by the page number:
System Defenses: Planetary Batteries on both Rupert’s
AD: Alpha Dawn Expanded Game Rules Hole and Triad (KH-51).
KH: Knight Hawks – Campaign Book Expansion Rules
System Notes: The Cassidine system contains a dense
UPF: UPF Tactical Operations Manual Asteroid Belt (KH-50).
DR: Dramune Run module
WW: Warriors of the White Light module Rupert’s Hole
ZG: Zebulon’s Guide to Frontier Space Gravity: 0.9g
Day: 20 hr
Araks Orbit: Class III Construction Center (KH-9), Armed
Star: Yellow, G4 (ZG-48) Station (KH-56).
System Defenses: Planetary Batteries on Hentz (KH- Notes: Rupert’s Hole is a mixed industrial and
51), 3 Assault Scouts and a Frigate (KH-55). agricultural world with a moderately sized human
population
Hentz
Gravity: 0.7g Triad
Day: 25 hr day Gravity: 1.1g
Orbit: Class II Construction Center (KH-9), Fortified Day: 30 hr day
Station (KH-56). Orbit: Class I Construction CenterKH-9, Armed Station
Notes: Hentz is a moonless world primarily populated (KH-56).
by Yazirians. The economy is based on heavy Notes: Triad is a major industrial planet where very
industry. It is ruled by a religious clan, the Family of high technology items are manufactured and sold. It
One. Everyone who lives on the planet wears a is heavily populated by a mix of the major races.
uniform showing his job and position. The city of Many major corporations are based here. The
Onehome is also headquarters to the terraforming Cassidine Development Corp has its headquarters in
megacorp GODco (ZG-48). planet’s capitol New Hope; Interplanetary Industries
has its huge fortress-like headquarters based in Lake
Vast, the major starport; Nesmith Enterprises of
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Triad occupies most of Malicon Valley’s
developmental sites as its headquarters. Its single
moon, Evergleem, has also been colonize (ZG-48).
Dixon’s Star
Star: Green-yellow, G0 (ZG-48).
Laco
Gravity: 1.4 g
Day: 60 hr
1 moon: Saucer (ZG-48)
Notes: Laco is a human outpost that suffered the
ravages of the Sathar during First Sathar War KH-
50. It also acted as a refuge for tens of thousands
fleeing from Pale and New Pale. While it was a prime
industrial plane, it lacked agricultural production, and
survivors soon began to starve to death. If not for the
intervention of the Capellan Free Merchants, the
entire population might have been totally eliminated.
Without any effective government and with a reduced
Scott Mulder
population, Laco looked to the mega-corps for
assistance. Conflicting interests soon arose and led to Dralasites that live there dye their skin various colors
decade-long conflict known as Laco’s War between to show their mood for the day. The dyes wash off
PGC(acting through the GTFI (KH-51) and the Streel easilyDR-16. It is home to SynthCorp, which built its
Corp (ZG-48). own city, Synthtown as its base of operations (ZG-
49). Its blue moon “Dayhigh” (agriculture, ZG-48),
Dramune completes an orbit around the Inner Reach every 20
Star: Orange-yellow, K1 (ZG-48) day (DR-16).
System Defenses: Both the Inner and Outer Reach have Outer Reach
Planetary Batteries (KH-51). The Inner Reach has a Gravity: 1.0 g
militia consisting of 3 assault scouts, the Scrapper,
Odessa, and Draminid, as well as a frigate, the Day: 35 hr
Progressive, and a destoryer, the Republic (DR-19). Orbit: Several, the largest of which is the armed
The Outer Reach also has militia consisting of 2 “Pinnacle Station” (UPF) (DR-16), Darkworld
assault scouts, the Goldenrod and Maltharia and 2 Station, a Class III Construction Center (DR-16, KH-
frigates, the Drasimian and Starhawk (DR-30). 9)
System Notes: The Inner and Outer Reach are run by Notes: The Outer Reach an industrial and resource
separate governments and conflicts between the two planet, moderately populated with a mix of all the
have led to prior shooting wars (KH-52) The Xagyg races. It is a gathering place for criminals and
Dust Clouds reach into the system. There are 4 outlaws of all types. People there do not ask strangers
planets in the system: Close Reach, Inner Reach, how they earn their livings. It is the most significant
Outer Reach, and Lost Reach (DR-15). government that is actually run by piratesKH-52.
Two groups have divided control of the planet; the
Inner Reach Styrigian Nation controls the surface, and the
Gravity: 0.8g Maltharian Confederation everything in orbitDR-16.
Day: 20 hr The Outer Reach has 5 moons. The silver moon of
“Diamond”, has a 33 day orbit. It has colonies and
Orbit: Many commerce stations, the largest of which is research stations. “Shadow” is a brown moon which
the armed “Majora station” (DR-16). has resource mining (ZG-48), and orbits every 60
Notes: An agriculture and industrial world moderately days. The “Three Sisters”, all red, have an
populated mostly by Dralasites. Unlike the Outer intertwined orbit of 18 days (DR-16).
Reach it is run by a Republican Democracy. The
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Fromeltar K’aken-Kar
Star: Yellow, G5 (ZG-48). Star: Red-orange, K8 (ZG-48).
System Defenses: Planetary Batteries on Groth (KH-51) System Defenses: Planetary Batteries on Ken’Zah Kit
and a planetary militia of 3 assault scouts and a (KH-51) and a planetary militia of 2 Assault Scouts
frigate (KH-56). (KH-55).
Groth Ken’zah Kit
Gravity: 1.2g Gravity: 0.9g
Day: 45 hr day Day: 25 hr
Orbit: Armed Station (KH-56). Orbit: Ken’Zah Station (Fortified Station) (UPF-16,
KH-56), Doliin Bay (SS) (UPF-8).
Notes: Groth is an agricultural planet, lightly populated
by Dralasites. Notes: Ken’Zah Kit is an agriculturaly world
moderately populated by Vrusk.
Terledrom
Gravity: 1.0g Kizk’-Kar
Day: 60 hr day Star: Yellow, G2 (ZG-48)
Orbit: Class II Construction Center (KH-9), Armed System Defenses: Planetary Batteries on Zik-kit (KH-
Station (KH-56) 51) and a planetary militia of 2 Assault Scouts (KH-
56).
Notes: Terledrom is an industrial world, heavily
populated by a mix of Dralasites and Vrusk. It is Zik-kit
ruled by a council of Vrusk companies and elected
Gravity: 1.0g
Dralasites. The companies control all trade with other
planets, and consider smuggling a serious crime. The Day: 65 hr
planet has rings that are visible from the ground
Vrusk - Moderate – Industry and Resource
during the day. The Trans-Travel Corporation is chief
employer of Terledrom. Its headquarters are based in Orbit: Armed Station (KH-56).
Sengsen, the major city (ZG-49). Terledrom has 3
Notes: Zik-Kit is a moderately populated Vrusk
moons: Wikk, which has colonies, Leen which has
industrial colony of Terledrom. It has very rich
industry, and Masg (ZG-48).
mineral deposits, and the raw ores are mainly
exported to Terledrom for manufacturing (ZG-49).
Gruna Garu
Star: Yellow, G8 (ZG-48) K’tsa-Kar
System Defenses: Planetary Batteries on Hargut (KH- Star: Orange-yellow, K0 (ZG-48).
51) and a planetary militia of 2 Assault Scouts (KH-
55). Kawdl-Kit
Gravity: 0.7g
Hargut Day: 30 hrs
Gravity: 1.1g
Orbit: Armed Station (KH-56).
Day: 20 hr
Notes: Kawdl-Kit is a lightly populated Vrusk world.
Yazirian – Heavy – Resource
Its main function is education. The UPF has an
1 moon: Trefrom (has colonies) (ZG-48). outpost on Kawdl-Kit to scan for Sathar in the
direction of White Light Nebulae (ZG-49).
Orbit: Armed Station (KH-56)
Notes: Hargut is a heavily populated Yazirian world
which specializes in resources. The business
Madderly’s Star
Star: Yellow-green, G3 (ZG-48).
headquarters for WarTech Inc. is based at the planet’s
major starport of Heston, while the Association of
Intergalactic Power Suppliers is based in Klaktow,
Kdikit
the planet’s largest city (ZG-49). Hargut has one Gravity: 1.0g
moon, Trefrom, on which it has colonies (ZG-48).
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Day: 30 hr day Notes: Histran is a Yazirian outpost. A UPF outpost
keeps an eye on Lesser Morass and that sector of the
Orbit: Fortress Kdikit (Fortress) (UPF-9, KH-56).
Vast Expanse (ZG-50). The planet has 7 moons
System Defenses: Planetary Batteries on Kawdl-Kit labled A, B, C, D, E, F, G (ZG-49).
(KH-51).
Notes: Mdikit is a moderately populated human Hakosoar
agricultural and industrial world. It is the Gravity: 0.9g
headquarters for MercCo., who have a huge training Day: 50 hr day
base located about five km north of the major city of
BuckertonZG-49. The planet has 5 moons: Shang-Ti Notes: Hakosoar is a lightly populated Yazirian world
(industries), Tsukiy, Zeus, Jupiter (business), and focused on agriculture and industry. It is the
Odin ZG-48. headquarters for Universal Households, the apparel,
household furnishings, and housing megacorp.
UniHo developed city of Hyyay as its operations base
Prenglar (ZG-50). Hakosoar has two moon, Inti, which has
Star: Yellow, F9 (ZG-49). educational facilities, and Infi, which is used for
System Defenses: Planetary Batteries on Prenglar (KH- resource mining (ZG-49).
51) and it is the home base of Strike Force NOVA
(KH-48). Theseus
Star: Yellow-orange, G1 (ZG-49).
Gran Quivera System Defenses: Planetary Batteries on Minotaur
Gravity: 1.0g
(KH-51), and a planetary militia consisting of a
Day: 15 hr destroyer, frigate, and 4 assault scouts (KH-55).
Orbit: Class I Construction Center (KH-9), Fortified
Station (KH-56). Minotaur
Gravity: 1.2g
Notes: Prenglar is the hub of the Frontier Sector. It is an
industrial world heavily populated by a mix of all the Day: 15 hr
major races. The Star Law Rangers, Pan-Galactic Orbit: Class II Construction Center (KH-9), Fortified
Corporation and United Planetary Federation all have Station (KH-56).
headquarters at Port Loren, the major city.
Notes: Minotaur is an industrial world heavily
populated by humans. The main headquarters for
Morgaine’s World Starplay Enterprises in the capital city of Maze, the
Gravity: 1.5g
largest vacation spot on the Frontier. They also
Day: 40 hr maintain offices on all rest and relaxation space
stations. Ninland (named after its found, Siot Nin) is
Orbit: UPF Base and Stations (KH-48), Fortress
an amusement park beyond belief. (ZG-50).
Gollwin (KH-56) and Academy (KH-48).
Notes: The ringed Morgaine’s world is a human outpost
that was the site of the decisice fleet battle of the First
Timeon
Star: Green-yellow, G5 (ZG-49).
Sather War (KH-48). It is now home to a Star Law
and a UPF base. It has four moons: Grey, which has a System Defenses: Planetary Batteries on Lossend (KH-
resource mining industry; Gold; White, which 51).
contains a military base; and Black (ZG-49).
Lossend
Scree Fron Gravity: 0.7g
Star: Orange-yellow, K7 (ZG-49). Day: 70 hr day
System Defenses: Planetary Batteries on Hakosoar Orbit: Armed Station (KH-56).
(KH-51).
Notes: Lossend is a lightly populated human world,
Histran with an economy based on industry and agriculture. It
is the home of Tachton Instruments and also lays
Gravity: 0.6g
claim to the Frontier’s highest mountain peak, Mt.
Day: 25 hr Spire (ZG-50).
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Notes: Gollywog is a beautiful pristine planet on the
Truane’s Star edge of the White Light Nebulae (ZG-50). Ruled by a
Star: Orange-yellow, G7 (ZG-49) capitalist monarchy, it is heavily populated by
System Notes: The starting point of the only possible humans, and its economy is driven by the
starship route through the Xagyg dust clouds. The exploitation of natural resources. While most of the
route to Zebulon was just recently opened. Frontier calls the planet Gollywog, the name is
considered an insult by locals, who call it Clarion.
Pale Gollywog’s major city, Valentina is base of
Gravity: 0.9g operations for Eversafe Enterprises (WW-7, ZG-50).
The Streel Corporation was banned from all
Day: 55 hr operations on the surface for 210 years for violating
Orbit: Class III Construction Center (KH-9), Fortress the demilitarization act. (WW-7).
Pale (KH-56).
System Defenses: Planetary Batteries on Pale (KH-51) UPF Task Forces
and a planetary militia consisting of 2 Assault Scouts
and a Frigate (KH-56). Task Force Cassidine
At times TPC has had both the battleships Admiral
Notes: Pale is moderately populated by a mix of the Clinton (UPF-9) or Admiral Harsevoort (KH-48) assigned
major races. The economy focuses on industry and to it. The destroyer Allison May, the frigate Driadia, and
natural resource. The First Sathar War began here the assault scouts Dauntless and Razor are the named
when the Sathar launched a devastating surprise ships regularly assigned to it (UPF-9). While unnamed,
attacked on Pale (KH-50). The planet has 3 moons: the Task Force also contains an assault carrier, a
Dan, which is a colony of Pale, Joe, a military base, minelayer, a heavy cruiser, a light cruiser, a second
and Sven (ZG-49). The Streel Corp is headquartered frigate, a third assault scout, and six fighters (KH-55).
in the planet’s capital, Point True (ZG-50).
Task Force Prenglar
New Pale TPF is led by the battleship Admiral Morgaine (KH-48).
Gravity: 1.4g Besides the Admiral Morgaine, the fleet includes 3 light
Day: 20 hr cruisers, 2 destroyers, 3 frigates, 5 assault scouts and a
minelayer (KH-55).
Orbit: Armed Station (KH-56).
Notes: New pale is a lightly populated human Strike Force NOVA
agricultural colony. It was devastated by the Sathar Consists of the battleship Admiral Clinton (KH-48), an
during First Sathar War (KH-50). assault carrier, 2 light cruisers, 1 destroyer, 2 frigates, 3
assault scouts and 6 fighters (KH-55).
White Light Other UPF Ships
Star: Red-orange, F7 (ZG-49).
The following ships have been mentioned by name or
System Defenses: Planetary Batteries on Clarion (KH-51) listed as being unassigned.
and the Royal Marines who are equipped with the
frigate Leo, and the assault scouts Wasp, Falcon, and Assault scouts: Avenger (DR-14), Dagger (UPF-15),
Osprey. Two more assault scouts, the Flitter and Justifier (DR-14), Lancet (UPF-16), Morning Star
Swallow, are on order. (WW-8). (DR-14), Rapier (UPF-16), Scimitar (UPF-15),
Starpacer (DR-14), Stilleto (UPF-8)
System Notes: There are three other planets and
asteroid field in system (WW-10). Destroyers: 2 unnamed (KH-55).
Fighters: 4 Fighters (KH-55).
Gollywog Frigates: Daring (DR-14), Shimmer (UPF-16), Z’Gata
Gravity: 1.0g
(UPF-8), Z’Yttl (DR-14), and Zz’Nakk’T (UPF-16)
Day: 50 hr
Light Cruisers: Couragous (UPF-15, DR-14) and
Human – Heavy – Resource another unnamed light cruiser (KH-55).
Orbit: Class III Construction Center (KH-9, WW-7), the Minelayer: Z’Rak’t Zoz (UPF-16).
Fortress Redoubt (KH-56, WW-7), Clarion Station
FE
(WW-7), and a half-dozen smaller research and
observation stations (WW-7).
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Fiction
Is There Anybody There?
William J. Wilson
Location: Earth Orbit, approximately The infrastructure was getting ready to collapse. There
220km altitude weren’t enough competent technicians to repair the food-
Date: 15, November, 2722 (MJD 315567.5) processors and waste disposal units. Things started
Ensign Trudyk made it to his post on time – as usual. For breaking down in 2565. Whole Urb-Plexes were shutting
the past three months aboard the UWS (United Worlds down. The people, starving and with feelings that God
Ship) Eternal Resolve, his routine had been the same: had abandoned them, went on a murderous rampage
report to duty by 0800, monitor his sensors for the next 8- throughout their communities. They made it to the NOPL
hour shift, then rotate off at 1600 hours for the remainder Capitol in the Jerusalem Urb-Plex, killed their leaders,
of the ship day. and then ate them.
The Eternal Resolve was just one ship in a picket of This madness spread throughout every Urb-Plex. After
similar vessels that were in orbit around the planet Earth. the mobs turned on their leaders, they turned on each
Their purpose was a simple one that had one concept in other. If starvation didn’t kill them, the rampant diseases
mind: quarantine. Their mission was that nobody lands or that plagued the planet by the rotting corpses did. One by
leaves the planet. one, the land-covering urban sprawls were being emptied
It had been over 150 years since the great catastrophe out until there was nobody left.
struck Earth. The madness that pervaded during that time There were rumors going around that some of the more
had long since faded away; there simply was not enough learned ones secretly constructed underground complexes
people around, that they knew of, that could perpetuate that could house at least a few hundred people each.
the insanity. These rumors were never confirmed. If they existed, they
The tens of billions that were on the planet before the haven’t tried to contact anyone in space. Of course, their
disaster were undereducated as well as unmotivated; they transmissions would be ignored but they would’ve been at
followed whatever whim their leaders told them, which least reported.
usually wasn’t much. The NOPL (New Order of the
Promised Land) leaders kept their people complacent by
telling them that they were the children of God – and the
ones who left for space were “in the thrall of Satan.” God
would reward them for their loyalty with bread and mana,
if they remained faithful.
In the last days, some still managed to get off in time, but
most people were either too loyal or too stupid to do so.
Most stayed behind and took the handouts the government
sent them. They got their daily ration of food and water
(mostly gruel-like or hard meal sticks), their entertainment
(from audio-only radios broadcasting quasi-religious
dogma), and their shelter (crowded warrens that made up
Urb-Plexes (Urban Complexes) that spanned across whole
continents) from the “All-Providing NOPL Elders.” Their
authority was absolute – even to the end.
When a certain NOPL elder had a revelation that the Time
of The Lord was at hand, he called a cease and desist upon
any more off-world travel. The people of Earth need to
remain pure and faithful for The Lord to appear. The last
of the contraceptive bans were implemented (the Lord
will provide for all) and breeding was encouraged.
Scott Mulder
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Ensign Trudyk hoped that, one day, he would get
SOMETHING on his sensors. He had three more months
of this duty, and then the Eternal Resolve would be
rotated back to Home Port at Heinrick’s Claim. Since
2678, there have been reports of a few groups of humans
on the surface clearing away some of the Urb-Plexs’
materials – exposing the planetary surface once again.
These activities, however, were to be ignored. These
orders came from the United Worlds High Command. No
attempt to contact them was allowed – even after over a
hundred years passed after the catastrophe.
Trudyk eyed his surface scanner and saw that there were
individuals that seemed to be in the process of clearing up
debris on the North American West Coast.
“Typical”, Trudyk thought. “I wonder what it will look
like ten years from now….”
By around 1430, he started to daydream at his station. Scott Mulder
The daydream soon became a sleeping one. Trudyk
slumped over his panel in a nice nap. He didn’t notice a Trudyk got on the intercom.
light flashing on his console, nor did he hear the “Captain! Captain!” Trudyk exclaimed. “Come in,
transmission coming over the radio: please!”
“Achtung! Achtung! Dies ist die Earth nach Undercity The ship’s Captain, Lieutenant Commander Enrico
Alrikberg. Begrüßungen! Wir stellen einige der Hernandez, responded with a sigh.
überlebenden auf dem Planeten Earth. Wenn es jemanden
“Ensign,” He replied, “no need for yelling. You found
gibt, der sich fließend in Englisch oder Deutsch,
something?”
bestätigen Sie bitte diese Getriebe. Noch einmal: Wenn es
jemanden gibt, der sich fließend in Englisch oder “Yes, Sir!” Trudyk said. “Forwarding radio
Deutsch, bestätigen Sie bitte dieses Getriebe…” transmissions to your station.”
The static “click” from the radio woke up the Ensign. “Radio transmissions?” Hernandez asked. “What are you
Rubbing his eyes, he looked at the radio. It did indeed talking about?”
record a transmission. Before Trudyk could act, however,
“FM transmissions, Sir! From old-style frequencies!
another message followed:
Coming from the planet! Sending data now!”
“Attention Anyone! Attention Anyone! This is the Earth
The data was sent to the Captain’s terminal. Hernandez
Undercity Alrikberg. Begrüßungen! We represent some
listened to the recordings and read the transcriptions.
of the survivors on Planet Earth. If there is anyone out
there, who is fluent in English or German, please “Ensign,” Mendoza said, “are you sure the transmission is
acknowledge this transmission. Repeat: If there is anyone legitimate? Remember the reports five years ago, when a
out there, who is fluent in English or German, please few hooligans with radio-spoofing equipment played a
acknowledge this transmission...” joke on the Red Star?”
“Yes, Sir,” Trudyk replied. “I checked the routing. It is
from the planet. All sensors say that this transmission is
authentic.”
Captain Hernandez blinked. He had his orders, but he
never expected them to be challenged on his watch. He
didn't rise to be a Ship Captain by flaunting the
instructions from the High Command, so he what he
believed to be the wisest choice…
“Ensign,” Captain Hernandez asked, “you HAVE
managed to record the transmission, yes?”
“Yes, Sir!” Came the reply.
Scott Mulder
“Good! Comm?”
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“Eternal Resolve, this is Alrikberg! Hello! We suspected
you were up there. Your ships have been spotted by
people observing you from down here. Our complex has
about 50,000 people. There are others around the planet.
We went underground when the disasters struck. We, as
well as the other complex populations, believe we are the
only humans alive on the planet.
“We have been recycling parts and materials from the
ruins of the Urb-Plecies. Many of them have been torn
down. We are trying to repair the Earth's surface, so that
is why we are, pretty much, staying underground. Our
cities are expanding beneath the surface. That is why you
do not see anything from where you are.
“How are you? Have the off-world colonies survived?
Scott Mulder
By your presence, it looks like some have.”
“Yes, Sir?” Communications Officer Akiro responded. Captain Hernandez cut in at this time. “This is Captain
While comm officers like Ensign Trudyk monitored Hernandez. Yes, colonies off-world are alive and well.
Earth, Akiro was in charge of standard intership They will be more well off once they hear from you on
communications. Earth. Prepare to receive message from the United
“Prepare a hypercomm message. Send to High Worlds Government – through radio contact, as landings
Command, Heinrick's Claim. Tell them we received this are not permitted at this time.”
radio transmission from Earth. Attach recording and “Roger, Eternal Resolve.”
send.”
******************************************
“Aye, Sir.”
Over the week, the Resolve, as well as other vessels with
Over 27 hours passed. Other quarantine vessels heard the the UW Government, exchanged information with the
message and requested instructions from HQ themselves. Earth underground cities. It was found that the Human
Trudyk didn't leave his post. He rubbed his eyes and population on the planet had risen to over five hundred
waited for the Captain to give the order to respond or to thousand by then. It would take another two years before
ignore. Finally, at 1800 hours, 16 November, the message any landing would be permitted, but humanity had their
came: homeworld once again……….
“Attention all quarantine ships! Attention all quarantine FE
ships! This is HK-6. We acknowledge your transmission
and recording from Earth. The UW (United Worlds)
parliament met in an emergency meeting about your
situation and have given instructions to Military
Command through proper channels. Your orders are as
follows: acknowledge the transmissions from Earth and
make contact. Repeat: acknowledge the transmissions
and make contact. Be advised that quarantine protocols
are still in effect; at NO TIME will any landings nor any
dockings from Earth ships is permitted. That Is All.
<<TRANSMISSION ENDS>>
“Ensign Trudyk,” the Captain said, “you heard the order.
Do it!”
“Yes, Sir!” Trudyk replied, switching on his transmitter.
“Attention Alrikberg! Attention Alrikberg! This is the
UWS Eternal Resolve. We acknowledge your
transmission! We are in orbit above your planet now. Scott Mulder
What is your status?”
The automated recording kept on for about another
minute, then another transmission came:
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