star frontiersman vol. 1

Upload: richard-farris

Post on 14-Apr-2018

235 views

Category:

Documents


1 download

TRANSCRIPT

  • 7/30/2019 Star Frontiersman Vol. 1

    1/18

    EQUIPMENT FOR THE FINANCIALLY CHALLENGE

    DRALASITE MARTIAL ARTISTS AND VRUSK SMUGGLERNEW RACE: THE AMPHIBIOUS NAGAN

    NEW GUIDELINES FOR EXPERIENCE POINTS AND SKIL

    CREATURES... ROBOTS... AND A PRISON MOO

    SSUE

    EBRUARY

    2007

  • 7/30/2019 Star Frontiersman Vol. 1

    2/18

    EquipmentBeam Weapons ............................................1Projectile Weapons .......................................2Gyrojet Weapons..........................................2Defensive Equipment ....................................2Miscellaneous Equipment...............................3

    Locations

    Evergloom, moon prison of Triad ....................5

    Archetypes

    Dralasite Martial Artist...................................6Vrusk Smuggler............................................8

    Character RacesNagana .....................................................10

    AdversariesAlpha Class Security Robot ..........................12Beta Class Security Robot............................13Gamma Class Security Robot .......................13

    New RulesExperience Points .......................................14Skills.........................................................15

    Adventure!The Long Road to Rhaldran .........................16The Fall of Tomorrow ..................................16

    Cover Art: Kort Kramer, (c) 1999

    ForewordMy gaming group sat down at the big conference table in thebasement of the local public library and pulled out soda and

    potato chips. So far we had played board games: Chesscheckers, even more complex games like Shadow Lords (anyone

    remember that game?), Axis & Allies to name a couple. Yes, guess we were dorks. We had never played a RPG before.

    I pulled out the Star Frontiers box. It already had a dented

    corner from it being in my backpack. I pulled out the hastily

    made character sheets and handed them all out. We had onepair of dice that we had to share, and we made our characters.

    One of our players at the time wanted to have a spaceship. I toldhim that this particular game didnt work that way that

    characters purchased passage on passenger liners and miningships to get from point A to point B (Knight Hawks accessory

    hadnt come out yet). He whined and complained, until promised to give him one as long as he accepted the hardships

    that would come along with it. He readily agreed.

    So we started our adventure as freight haulers. We were all excriminals who couldnt get jobs because nobody wanted to hire

    you when you had a record. We were loading crates onto abanged-up piece of junk boxy scout ship.

    As we did, we were annoyed by the customs inspector arguingwith the ships captain (whose name escapes me I made it upon the spot so it was probably dumb). During that argument

    one of our characters dropped a crate (random Strength checksuntil someone dropped it). Out poured a bunch of contraband

    drugs... we all stared astonished as the ships captain pulled outa blaster and shot the inspector dead!

    He forced us into his service because his own men were out

    carousing, and he needed an impromptu crew. We had manyadventures under the command of that smuggler, and eventually

    we tired of being his reluctant crew and had it out with him. Hedied at our hands, and we were piloting around the Frontier in a

    stolen ship wanted for many crimes, always looking over oushoulder for Star Law and the several criminal bosses our ex-

    captain had pissed off.

    Thats why I keep coming back to Star Frontiers. So manymemories of such amazing sci-fi fun. I plan to try to give this old

    game new legs through these gazetteers, the first of which youhold in your hands (or are reading on your computer!). If you

    have material youd like to see presented, please contact me and

    Ill add it. Of course, I may take license to make modifications oclarifications to what you provide. Hey its my project!! Haha...

    Enjoy,

    Bill Logan

    [email protected] Revision: 5.21.2007

    Issue 1: February 2007

    STAR FRONTIERS, WIZARDS OF THE COAST, and theWIZARDS OF THE COAST logo are trademarksbelonging to Wizards of the Coast, Inc., a subsidiaryof Hasbro, Inc., and are used here without permission. 2001 Wizards of the Coast. All Rights Reserved.The free distribution of this revised edition of the out-of-print game system is not intended to detractincome from Wizards of the Coast.

  • 7/30/2019 Star Frontiersman Vol. 1

    3/18

    The starting equipment list is short, and beginningcharacters dont really have many options. Thisarticle concentrates on inexpensive gear for thefiscally challenged.

    BeamWeaponsThe entry-level Beam Weapon is the Electrostunner,and its not a bad weapon. Unfortunately, it costs500 credits to buy. But there are alternatives forthe starting adventurer:

    Light Stunner PistolFirst developed during the first Sathar War, and stillin use by those agents of PanGal seeking

    brainwashed double agents, the Light Stunner is agreat little weapon. Although it is less effective thanthe Electrostunner, its small size and concealablenature make it a great alternative.

    Unfortunately, it is inefficient, and this is the reasonit is not in widespread use among espionageagencies or megacorp security groups. Itsinexpensive construction still gives it a place amongthe public.

    It fires a bluish arc of electrons similar to theelectrostunner, but smaller and even shorter rangethan its big brother. Military specialists snickerwhen they see the tiny gun, having nicknamed it thezappy, a cute shortened version of zapgun,which the electrostunner has come to be known as.

    Unlike the electrostunner, the Light Stunner caonly fire in stun mode, it has no damage setting.

    Whenever it fires, it drains 4 SEU from its sourc

    Since it takes a 20 SEU clip, it can fire five shobefore needing to be reloaded. The Light Stunncan be attached to a beltpack or powerpack with1.5 meter powercord. A gauss screen will block tbeam, and an anti-shock implant will nullify the stuarc entirely.

    BlastpistolNot every world is so well equipped as the coworlds of the UPF. In fact, on the rim worlds, febeam weapon specialists are sporting the latelaser pistol. They carry a Blastpistol.

    Its a little bit bulky, doesnt clear a holster quiquick enough, but it does pack a wallop. Whefired, the energy from a standard SEU clip is focusthrough inexpensive crystal membranes (whesome of the energy is wasted and dissipates in tform of heat). The energy releases in a rath

    WeaponsCost(Cr)

    Wgt(kg) Damage Ammo SEU Rate Defense

    Range(PB/S/M/L/E)

    Light Stunner Pistol 150 0.5 Stun SEU 4 1 Gauss/A-S 5/10/-/-/-Blastpistol 200 1.5 4d10 SEU 2 1 Gauss/A-S 5/15/-/-/-Semiautomatic Pistol 150 1.5 1d10 per bullet 20 rounds -- 3 Inertia 5/15/30/60/150Gyrojet Wrist Rockets 125 1.5 2d10 per bullet 3 rounds each -- 3 Inertia -/5/25/50/100

    DefenseCost(Cr)

    Wgt(kg) Energy

    DefenseAgainst

    Security Skeinsuit 150 1 25 points Ballistic/MelStealthskin 80 - special -

    Miscellaneous EquipmentCost(Cr)

    Wg(kg

    Duraraft 90 3Envirotent 40 3Jumpboots 70 --Survival Kit 150 6

    Visocom 50 --Wide-Field Recorder 100 --

    New Weapons

    Light Stunner Blastpistol Semiautomatic GyrojetPistol Pistol Wrist Rockets

  • 7/30/2019 Star Frontiersman Vol. 1

    4/18

    2

    large, nasty red blast that sounds thunderous ratherthan elegant. After the shot, there is a few secondsof high pitched whine while the crystal membranesperform a regeneration (thus the slow rate of fire fora beam weapon). It is not a stealthy pistol.

    The blastpistol drains 2 SEU per shot, and uses astandard 20 SEU clip. It does not come equippedwith a power port for the connection of an externalbeltpack or powerpack.

    When holstered, the bulky nature of the end of themuzzle takes a little bit of effort to draw, causing anInitiative Modifier of -1 (in addition to the -3 penaltynormally associated with holstered weapons).

    An albedo suit or screen defends against theBlastpistol as effectively as it does against otherlaser weapons.

    Projectile

    WeaponsThe automatic pistol is already inexpensive... andwhen firing bursts it can be quite deadly. But noteveryone in the Frontier has the latest technology.Some people dont have the fully-automatic modernweapon.

    Semiautomatic PistolThese predecessors of the modern automatic pistolsare functionally nearly equivalent. They fire bulletsas quickly as the user can pull the trigger (up tothree bullets per turn). There is no burst fire mode.

    The Semiautomatic Pistol uses the sameammunition and magazine as the modern automaticpistol. Skeinsuits and inertia screens reduce bulletdamage by half. If a skeinsuit and an inertia screenare used together, damage is reduced to one-fourththe amount rolled.

    GyrojetWeaponsGyrojet weapons fire small, self-propelled exploding

    mini-rockets. The technology is modern, but theconcept is old. That is why the gyrojet pistol is only200 Cr, quite affordable for starting characters.

    Gyrojet Wrist RocketsThis durable pair of gloves each have a simple,gyrojet rocket rack on their backs that holds threegyrojet rockets. Characters wearing such weaponssimply point their wrist, bend their hand down, andhit the dual trigger buttons to launch the rockets.This means they have to use one hand to fire the

    rockets on the other... its not possible with only twohands to fire both wrist rockets at the same time.

    The rockets have slightly less range than a gyrojetpistol, but are otherwise quite similar. The owner ofthis weapon purchases pistol jetclips anddisassembles them to extract the loose shells, andloads them into the chambers of the glovesReloading takes place after combat, as it takesseveral minutes to properly clean and replace theshells.

    The wrist rocket is mounted on a polyplate gauntletgiving it a really cool look and acting as brassknuckles in combat (causes 1d10 damage whenpunching).

    Skeinsuits and inertia screens reduce gyrojetdamage by half. If a skeinsuit and an inertia screenare used together, damage is reduced to one-fourththe amount rolled.

    Some planets consider Gyrojet Wrist Rockets to beconcealed weapons and have laws prohibiting theiruse. Most worlds consider it personal protectionequipment, like a knife.

    DefensiveEquipmentMost starting characters cant afford anythingdefensive. Power screens are ungodly expensiveBut not all people in the frontier wear militaryskeinsuits. In fact, smaller security agencies tend to

    wear much less.

    Security SkeinsuitWhereas the military skeinsuit is camouflage andappears very militant, and civilians who can afford itwear normal-looking clothes inlaid with the sameprotective layers, security personal tend to wearsomething in between. Local police, star lawofficers, and some espionage agents tend topurchase a security skeinsuit.

    New Defenses

    Security StealthskinSkeinsuit

  • 7/30/2019 Star Frontiersman Vol. 1

    5/18

    Security skeinsuits are function over form. They arenot designed to help hide the character like amilitary suit, nor are they designed to conceal theirexistence, such as a civilian suit. Instead, theyconsist of overlapping layers of kevlar and otherballistic cloth. It is generally gray, occasionallyblack, and is light weight.

    Security Skeinsuits protect against ballistic andmelee attacks, just as a military or civilian skeinsuitdoes. Half the damage affects the wearer, the otherhalf gets absorbed by the suit. The suit continues tohelp the wearer until it has absorbed 25 points ofsuch inertial damage, then is too rippedup/damaged to continue protecting its wearers.This can happen pretty quickly, even in a smallfight, so Security Skeinsuits are generally designedto require replacement after a good fight, thus theirinexpensive nature.

    StealthskinSometimes direct protection against physical or

    energy damage isnt as important as just avoidingdetection. The best defense for an attack is simplynot to be attacked.

    Stealthskins are made of a special fiber that makesno noise when it rubs together. It is silent, even tothe enhanced hearing of some races. Roboticdevices or technologies with advanced hearingsensors will not even hear it rub together.

    The Stealthskin is only effective when worn alone no other clothes, no skeinsuit, no screen. Whenwearing the Stealthskin, the character is fully

    encased in a single piece of dark black fabric,stretching from top of his head to his toes. Even hisface is covered. A single strip of specially-madenon-reflective synthetic transparency runs across

    the eyes, allowing the wearer to see out queasily. Many tiny stretchpockets exist along tthighs, waist, and arm, to give the wearer a place place gear where it wont rub or bounce or touother equipment he carries.

    The Stealthskin fabric is quite stretchy. It allows fthe unusual shape-shifting abilities of a Dralasite function normally. Additionally, the suite can purchased to accommodate the wing membranes a Yazirian or the unusual shape of a Vrusk, bwhen purchased for one of these other races it caonly be worn by members of that species.

    Benefits. When wearing a Stealthskin, tcharacter is permitted to use the Stealth anConcealment subskills of the Environmentalist skas if he were a Level 1 Environmentalist. If tcharacter already has the Environmentalist skill, can make amazing use of this fabric and gets bonus of +10% to both of these skills.

    If a character sustains more than 25 points personal damage, or is encumbered with ge(carrying more than half his STA score in kilogramthe Stealthskin no longer provides these bonuses.

    MiscellaneousEquipmentThere are already several pieces of gear one capurchase from the standard equipment list. Theare commonplace throughout the Frontier. Here asome other items, perhaps not as common on t

    PGC core worlds, but often found throughout knowspace.

    New Miscellaneous Equipment

    Duraraft Envirotent Jumpboots

    Survival Kit Visocom Wide-Field Recorder

  • 7/30/2019 Star Frontiersman Vol. 1

    6/18

    4

    DuraraftThis tiny 3kg pouch-sized kit can be inflated(automatically when activated) into a fully-functionalfour-man raft. It takes about five minutes to inflate,and a similar amount of time to deflate.

    When deconstructed and properly stowed, it fits in asmall pack that straps to the thigh for easytransport.

    EnvirotentThis tiny 3kg pouch-sized kit can be erected into asmall 3-man habitat tent in about ten minutes. Ittakes a similar amount of time to deconstruct. Itcan come in a variety of colors.

    When deconstructed and properly stowed, it fits in asmall pack that straps to the thigh for easytransport.

    Jumpboots

    These appear to be a normal mundane set of boots,rugged-looking and easy on the foot. Concealed inthe heel, however, is a tiny explosive charge.

    When the wearer presses certain buttons on theboots, the charge becomes active. When thecharacter jumps down hard on an active Jumpboot,the charge fires, and a concussive blast is heard forabout a kilometer. The concussion launches thecharacter into the air and improves his leapingdistance by a multiple of 3. After the explosiveblast, the boot acts as a normal boot. The chargecannot normally be re-set, it is part of the boots

    manufacturing process.

    Using these boots in combat is not wise, bothparticipants will be knocked 1d10 meters in oppositedirections, and both will take 3d10 damage.

    Survival KitThis is an emergency survival kit. It is similar to theStandard Equipment Pack from the main rules book,but reformatted to make it useful for explorers andwilderness scouts (and anyone finding themselvesstranded on a desert planet!). Many lifeboats and

    escape pods have a number of these survival kitsstowed, as well as a single duraraft and envirotent.

    The Survival Kit consists of the following items:

    All-weather blanket Basic first-aid equipment (bandages, etc.) Compass Everflame Gas Mask Holoflare Life Jacket

    Pocket Flashlight Pocket Tool Rope Sungoggles Survival Rations (5 days) Toxy-rad guage WaterpackVisocomThis is a hands-free version of the communicatorbuilt into a standard chronocom. It lacks any time-keeping technology, and attaches to a standard pairof sungoggles, magnigoggles, or Infra-red gogglesIt has the same range as the chronocom (5km)Just like the chronocom, it has a standardidentification number that can be given to others toenable them to call you.

    To call another visocom or chronocom, simply toucha finger to the side of the boom mic/ear piececombination device, and clearly speak theidentification number of the person you wish to call

    It can also be put in a conference mode, where anynumber of visocoms and chronocoms can maintainan open channel for free communication among oneanother.

    Visocoms are less expensive than their chronocompartners because they dont keep track of time, aremore obvious, and lack the micronization required tofit the technology into a wristwatch.

    Wide-Field RecorderThis sphere can hover and record all visual andaudio activity in a 360 degree radius. It takes a

    standard 20 SEU clip and drains 1 SEU per hourThe recording is stored on a small micro-disc thatcan be read on most computer systems. A discholds 20 hours of data, and extra discs can bepurchased for 20 Credits. It comes in a shoulder-worn carry bag complete with interface cables and aplace to store 2 extra micro-discs and 2 extra SEUpower clips. It cannot be connected to any otherpower source.

    Later, when looking at the data recorded from theWide-Field Recorder, a computer specialist can pan

    around, zoom in, filter out noise, and recreate theentire three dimensional experience recorded on themicro-disc. With proper holographic projectionequipment, a fairly realistic scene can bereproduced.

    Unfortunately, it is also possible for a skilledcomputer specialist to tamper with the datacontained on the disc, making this device notadmissible in most courts.

  • 7/30/2019 Star Frontiersman Vol. 1

    7/18

    Evergleem Detainment Camp (EVERGLOOM)Situated among methane lakes on Evergleem, the colonized moon of Triad (in the Cassidine system), this

    prison was first designed to hold white-collar criminals from the industrious planet below. Today, however, it isbustling with hardened criminals from all over the Frontier. The security force is about 50% robotic, the restare employees of Cassidine Development Corporation and earn battle pay for their service to the company. Theprison exists on a road between two colonies, both of which comprised mostly of people who work for or in theprison itself. The Thrivastine Colony has a space port that shuttles to Triad once per day. The lack of water isone obstacle to potential escapees, but the land is also home to Torsnakes, territorial toxic snakes that makehomes in peoples bellies, laying their young and eating their host within days.

    ThrivastineColony 188km

    KhomakColony245km

    The hexagonal prison proper will hold 100criminals per level, and is 20 levels above

    ground and 10 levels below. The worstcriminals go underground, where the methane

    surroundings and moist environment lead tomany health-related ailments. The 3000

    prisoner limit has been exceeded several timessince the prisons inception, but currently the

    top level is closed off and empty. Word on thecell block is that theyre keeping someoneimportant up there...

    TorSnakeType Small Carnivore

    Number 1-2Move Medium

    IM/RS +6/60Stamina 10

    Attack 40Damage 1d5 bite

    Special Attack Toxic Bite S5/T10Special Defense Remain hidden until attack

    Native World Evergleem, methane coastal areas

  • 7/30/2019 Star Frontiersman Vol. 1

    8/18

    6

    Dralasite

    Martial ArtistThey have a low center of gravity, theyre strong,they can take a beating, and they can form fists outof the middle of their bodies to send an opponentflying into next week...

    Character ConceptsThe Way of the WarriorThe first time you saw a Human practicing "martialarts", you were fascinated and got an idea. Now,using your ability to change your shape at yourwhim, you forge entire new paths in the Way of theWarrior.

    You are creating your own art, carving your ownpath, and hope to eventually master your own ideasin order to teach others the same. You concentrateon your physical strength and endurance, and focuson your ability to shift your shape.

    The Undersport ChampionYou grew up on Triad, a heavily populated meltingpot of various cultures and people all striving tocompete for technology and industrial greatness.Your family couldnt afford the luxuries of many, andso you lived in a poor section of a major city.

    To supplement your family income, you beganparticipating in Undersport a personal combatarena game that takes place under the city in theoriginal outposts aqua-ducts now long unused.Your prowess has earned you some level of fame.

    After defeating the champion, you won enoughmoney to get off that planet and seek your fortuneelsewhere.

    The Visionary

    Most Dralasites are fun-loving and cheery not you.You take what you do very seriously, practicing for aharmonious existence between body, mind, andspirit.

    The unusual makeup of the Dralasite physiologydisperses their genetic structure homogenouslythroughout their rubbery amorphous bodies, andyou feel that is exactly as you should be with theuniverse. You seek personal perfection, and believethere is another level of existence, a transcendence,that can be achieved through personal mastery.

    The Angry BlobYoure a hothead... always have been. Oh sureyoull have a few drinks, tell a few jokes, check outthe ladies, and carouse with the best of em. Butwhen someone makes you angry, you dont simmeryou boil. This seems to get you into a lot of troublebut in your opinion: its not you, its them.

    So instead of working on your temper, you decidedto be practical and work on your fisticuff skills. Youactually found that you enjoy it a great deal, and

    have taken the meditative steps recommended byyour teacher to help you with many other things inyour life. But closing your eyes, counting to tenand breathing in through your nose and out throughyour mouth, doesnt seem to help that much whensomeone insults you... your fists start flying oftenfaster than even you realize it now.

    Protector of the OppressedYou were fat, very fat. After your father died ofhealth issues related to his obesity, and tired ofbeing called names and generally feeling unfit, you

    needed to start working on your health. You signedup for all kinds of diets and fitness routines andnothing worked. Finally, you found Martial Arts, awonderful mixture of high and low impact aerobicsToday youre fit as a fiddle, and as a wonderful sidebonus, you learned to kick some serious butt!

    You now like to stick up for the oppressed, the littleguy, in private triumph of your causeRemembering what it was like to be the fat littleguy, you champion those who need but will neverask for it.

    DRALASITEMartial Artist

    STR/STA 65/55

    DEX/RS 55/65INT/LOG 40/40PER/LDR 40/40

    PS +3

    IM +7Ranged 28Melee 33

    Special Abilities:Elasticity, Lie Detection 5%

    Skills: (Military PSA)Martial Arts 1, Melee Weapons 1

    Equipment:Electric Sword, Security Skeinsuit, 12 Cr

  • 7/30/2019 Star Frontiersman Vol. 1

    9/18

    DevelopmentDepending on the reasons for your martial artslifestyle, there can be several avenues ofdevelopment available for your character. Here aresome ideas.

    Developing AbilitiesRemember, increasing ability scores is slow butrewarding. It only costs 1 experience point to raisean ability score 1 point, so why not start working ondeveloping your body to supernatural levels? Getthat Punching Score up... and that InitiativeModifier. No way to do that other than dumpingpoints into Strength and Reaction Speed.

    And dont forget your racial ability: Lie Detection. Ifhoned well enough, the referee might let you use itat a penalty (half?) in order to detect when anopponent is going to perform a feint or bluff on hisnext maneuver, perhaps giving you an edge!

    Developing SkillsThe obvious thing to do is increase your Martial Artsskill, as it increases both your chance to hit whileunarmed and the damage you cause (remember,you add your Martial Arts level to the damage youcause while punching or kicking!). But not everyconcept should feel so boxed into a singledevelopment path.

    Purchasing levels of Environmentalist will give yourmartial artist some stealth skills, to make him moreninja-like. Thrown Weapons will allow the expertthrowing of knives.

    If your campaign allows the use of the MentalistPrimary Skill Area, you could work on increasing oneof your mental ability scores all the way up to 70 inorder to qualify, though this would be a long journeywith the statistics provided in this archetype.Having the ability to mentally boost your physicalability scores would fall right in line with several ofthe character concept ideas provided here.

    EquipmentWhen you can afford it, get your character a

    skeinsuit. It will protect you from damage from aballistic/melee nature, which you find yourself in alot of the time. Picking up an albedo screen wouldhelp keep you alive until you can get up closeenough to lay into someone in close combat.

    The Electric Sword you begin with is great, but youmight want to consider upgrading to a Sonic Swordas finances allow. Not only does it do moredamage, but its pretty small and concealable. Onceyour skills are high enough to endure the two-

    weapon and off-hand penalties, pick up a secosonic sword... watch people run in fear!

    And never underestimate the value of stimdoseyou might hurt later but taking a dose of it nocould keep you in the fight long enough to take caof business!

    Edges and FlawsIf youre using this optional system, consider giviyour character an Edge associated with personcombat. Here are some ideas:

    Edge: Surprisingly QuickThis edge can be invoked to cause your opponent be surprised as per the normal rules. Youll getfree attack at him and he just didnt see it cominYou could use this in the middle of combat! Or uit give yourself a +25 bonus to your next ReactioSpeed check... never know when that will save yorubbery butt!

    Edge: Meditative FocusThis edge could be invoked if your character has thtime to meditate... then his next action (whateveris he was meditating over) could benefit from a +2bonus! If the referee allows, you might be able meditate yourself healthier... perhaps healidouble the normal healing rate for any day spent meditation and rest.

    Edge: Roll with the PunchThis edge could be invoked to cancel the damajust caused to you in melee combat. Your charactsimply rolls with the punch, absorbing the inert

    force into his rubbery hide and stepping back a bit.

    Edge: Martial Arts AcademyEither you belong to or run a school of martial artIt may be a lone school, or may exist in a netwoof schools all teaching the same art. This providessource for allies, either by bringing along those froyour own school or by visiting schools on foreigworlds. Invoke this edge to involve your school its students in your adventure.

    Flaw: Rival Academy

    The referee may invoke this flaw in order to forcerival martial artist or school to get involved in yoadventure. Perhaps they have a different politicview than your own school. They may not wayour character dead, but they sure as heck want prove that their

    Thanks to AesirRaven for the suggestions and effoand for coming up with the stats for both tDralasite Martial Artist and the Vrusk Smuggler.

  • 7/30/2019 Star Frontiersman Vol. 1

    10/18

    8

    VruskSmugglerPeople sometimes need to have things imported ordelivered that run a bit on the wrong side of the law.That's where you come in. Your skills allow you tobypass security both living and electronic, lettingyou make your money with less risk than others inyour line of work.

    Character ConceptsThe starting Vrusk Smuggler has no gear other thanthe Techkit all characters skilled in Technicianreceive. You need money to do your trade... lots ofmoney. Now if you can only keep away from thosegambling tables long enough to actually do your job!Hey... I wonder how much you could get for thisTechkit on the black market?

    The Courier

    There you were, talking to a casual workacquaintance about how he affords all those nicehovercycles he collects. He tells you all he does istravel around the Frontier and tote about a carry-onbag or two, racking up those frequent spacelinermiles. After traveling to a new location, he lives thehigh life in fine hotels then picks up another bag andcomes home. Those really were nice hovercycles.

    The next thing you knew, you were on thechronocom talking to some guy you only know of asTog (which youre pretty sure means voice inYazirian) and arranging a pickup and drop-off point.

    Sure, you have to front the cash for the starlinerand hotel, but youre promised 250 Credits whenyou get back. All you have to do is get past a fewsecurity scanners and customs agents... should beno problem for a Vrusk like you!

    The DealerYou have a thing for art. You dont care what kind,but you understand it. You dont appreciate it likethe connoisseurs with all the fat bank accounts, butyou do understand it.

    So some thug comes up to you on the street withhis silly Psssst.... wanna buy a watch? approach,and there you see it: a diamond in the rough. Anantique chronex. You smile and shell out 20 Creditsso the yazirian goon can get his next fix.

    The next thing you know, youre seated in front of awealthy collector, knowing right where the exit is ifthings go wrong. Hes offering 200 Credits, but youknow people almost as well as you know art. Younotice the opened crate of gallo-fur coats in thecorner and smile, knowing a place where you could

    sell that for a fortune. Ill tell you what, since I likeyou, Ill sell you the chronex for 200 if you throw ina crate of the gallo-fur coats. My mom likes coats.

    Youre pretty sure that contact who likes the gallo-fur has some Dralasite vapor drugs hes been tryingto get rid of...

    You live your life buying contraband from couriersand thieves, selling it to those who know what to dowith it. Your morality doesnt limit you: if you sell acrate of laser rifles to a dictator, thats justbusiness. Youll take your fistful of Credits and walkpast his rival warlord sitting in the chair tied up andgagged, never to say a word to anyone. Its adangerous life youve chosen, but its one with a lotof profit.

    The KidnapperWhen your grandfather was alive, it was hisbusiness. He helped refugees on Gollywog escapethe Blue Plague when the planet was underquarantine. His heart was in the right place, but hemay have been partially responsible for thatplagues widespread effect.

    Now the business has passed on to your father, andyou work for him. You are a smuggler of a differenttype one who specializes in the smuggling ofpeople. You help create false identities for thepeople you smuggle, or talk your way throughcustoms and immigration with a smooth tongue anda handful of credits.

    Recently, you were sent on a mission from yourfather to grab a target and escort her to Kraatar.But when you arrived with your unwilling travelingcompanion, you found that she was being sold intoslavery. You drew the line, fled, and now youfather is furious with you for ruining the reputationof the family business...

    VruskSmuggler

    STR/STA 45/45DEX/RS 50/50INT/LOG 55/55PER/LDR 50/50

    PS +3IM +5Ranged 25Melee 25

    Special Abilities:Ambidexterity, Comprehension 15%

    Skills: (Biosocial PSA)Psychosocial 1, Technician 1

    Equipment:Techkit, 322 Credits for bribing and purchases.

  • 7/30/2019 Star Frontiersman Vol. 1

    11/18

    The Reluctant HeroAll you wanted was an easy couple hundred credits.You owed a gambling debt to some very powerfulpeople, and couldnt stay in one place too long. Sowhen the young mysterious man approached youasking for some aid getting to Yast in the Athorsystem, you immediately gave him a price. To yoursurprise, he offered double what you asked, addingthat there could be no questions asked. You addedup all the expected expenses in your mind and knewit would be profitable enough to pay off thatgambling debt at last!

    So you called in some favors, greased a few palms,and got you and your new friend passage on amining vessel that happened to be going that way.All should have been easy...

    Then came the UPF ships. Not the scouts andfighters, but a Frigate of considerable armament.The captain of the ship wanted to turn you both over

    to avoid entanglements, but you looked at theyoung mans fear and somehow knew hedesperately needed to get to Yast, no questionsasked. You sigh... a deals a deal.

    Head over to those asteroids, Captain, Ill go belowand see what I can do to get more out of theseengines. Ill double what you asked for ourpassage.

    You try to live your life as a selfish gambler, butyour intentions always get marred by your big heart.You try not to get involved, but inevitably become

    the center of adventure and intrigue. Youre arogue, a scoundrel, and a damned good oracardplayer... and unfortunately a reluctant hero.

    Development

    Developing AbilitiesWork on increasing that Personality score. Yourenot a warrior, you need to be able to talk your wayout of trouble as much as possible. When thebullets and blasters start firing, you want to makesure youre on the winning side. Making friends is

    important to you, and making enemies is just badbusiness sense.

    COMPREHENSION!!! Get this score up quickly, as ithelps you get the low-down on whats really goingon during a business deal.

    Developing SkillsIncreasing your Psychosocial skill will help you beable to talk your way past trouble. Increasing yourTechnician skill will help you with all the technicalrequirements of smuggling: security scanners,

    creating smuggling compartments on grouvehicles, and defeating security systems. Takinsome skill in Computers will help you with testablishment of multiple identities, for yourself for those people you wish to smuggle.

    And dont forget about getting some skill in weapon or two. Its one thing to sell a crate gyrojet pistols. Its another thing to pick one up ashoot an enemy. To be an effective smugglesometimes youll need to be good at both of thothings.

    EquipmentDont go too crazy and buy up all sorts of militaequipment, though a concealed weapon or twnever hurt. Make sure you keep Credits on you all times. Your character probably feels less thacomfortable about banks or other forms investment. You want your Credits the ofashioned way: in your hand or in your pocket. Ynever know when there will be a guard to bribe or

    vehicle to rent. Getting things from point A to poB isnt as easy as walking a straight line; it taksavvy. And savvy takes Credits. Fortunately, yohave both.

    Since youre not a combat monster yourself, it migbe a good idea once finances allow for you to gsome hired muscle. Credits will buy loyalty, anloyalty will mean protection. A couple of gustanding behind you with automatic rifles casometimes help convince someone of just aboanything.

    When you can really afford it, get a combat robot be your bodyguard. It costs more, but robots cabe made to do amazing things in the modeFrontier.

    Edges and FlawsHere are some suggestions for some edges aflaws, for those characters in games using theoptional rules:

    Edge: Friends in High PlacesYou know people who know people. Invoke this

    get out of trouble at the right moment... or to gsome information or a price off your head. Or useto get some Credits by calling in a favor.

    Flaw: Gambling DebtYou owe someone money. Not just anyone, butguy who has the means to get it back. Youoccasionally run into thugs in the employ of yodebtor, and they might want to hurt you. Treferee invokes this flaw in order to forinvolvement from the powerful figure to which yoowe the debt.

  • 7/30/2019 Star Frontiersman Vol. 1

    12/18

    10

    NAGANA

    Physical StructureThe Nagana (both singular and plural) are evolvedfrom a sea race, though their bodies are moresnake-like than fish-like. Their lower body is a longtail, ending with a slight vestigial fin that doesntreally help them swim anymore. Their upper bodiesappear more humanoid, with two long arms and awider chest.

    Skin coloration ranges from stark white to nearblack, with shades of gray being the most common.The skin reflects coloration from light sources,

    though, and they are very aware of this fact.

    There is webbing under the arms of the Nagana,stretching from near elbow to near waist. Onfemales, the fins have coloration but on males theyare the same color as the rest of their bodies. Inmany respects, this takes on the role of luxurioushair does on a female among Humans.

    The forearms and three-fingered hands of theNagana are quite thin, presumably to allow lessresistance in water. The neck sports gills, which areactually functional. Eyes are well-shielded by

    forehead ridges.

    SensesNagana senses are similar to those of a Human,though their hearing is quite keen and their duallarynxes are worthy of note.

    They are able to hear and speak in frequencies thatexceed Human hearing and vocal ability. Somescientists believe that they once emitted a form ofhoming sonar when underwater but this ability hasdiminished over time in favor of using their mouthto communicate.

    Nagana are annoyed by constant sonic disturbances(and therefore shun the use of sonic-based weaponsand devices). When around such things (sonicswords, for example), they have a -10 penalty onany Intuition or Logic check because of thedistraction. Ear plugs common to many industrialsettings are sufficient to prevent this penalty.

    SpeechNagana speech is not very elegant by most otheraces reckoning. They dont use harsh consonantsounds, having far too many vowels and n andm sounds in their language. It is not a complexspeech pattern, and people from any race can learnit if given the time.

    Nagana names tend to be full of vowels, and theletters n, m, and s. All female names end in ahyphen followed by the suffix na, while rulingcaste have the prefix An followed by a hyphenFor example, a female ruling council member inSpyre (the capitol native city on Leen) might havethe name An-molah-na.

    Characteristics

    Average Size 1.8 meters tallAverage Mass 60 kilograms

    Average Lifespan 125 yearsReproductive System heterosexual,

    viviparousBody Temperature 29 degrees Celsius

  • 7/30/2019 Star Frontiersman Vol. 1

    13/18

    Society and CustomsThe Nagana are not a space faring race. In theircoral cities clustered around the larger lakes onLeen, the largest of the three moons of Terledrom(in the Fromeltar system), they have neverdeveloped any kind of faster-than-light drive. Theyhavent even developed the ability to reach theplanet around which their home moon revolves.Their personal understanding of technology endswith simple mechanical ground and water vehicles.Their own weapons of war have been limited tosimple projectiles: bows, spears, and within the pasthundred years, automatic pistols and rifles.

    The Nagana are generally peaceful and value artand beauty above all else. Their cities are works ofcoral splendor, with high spires erected in shapesthat would seem chaotic alone but when looked atas a whole, the city is one giant piece of art. WhenDralasites from Terledrom colonized on Leen, theymet a nice coexistence with the Nagana andinformation, art, and sciences were exchanged.

    They are not plentiful throughout the Frontier.When encountered, it is because some event has ledone to leave the beauty of his homeland. As are allartists, the Nagana are driven by acts of passion andcuriosity to understand and sense the environmentsaround them. This sometimes drives them into thestars.

    Despite the fact that they have not developed hightechnology on their own, they seem more than ableto grasp its concepts. When encountering one inthe Frontier, it is not impossible to find one with

    high tech professions or equipment.

    Despite the fact that they, as a whole, are apeaceful species, historians and psychologists willagree that sometimes a race driven by passion canbe more dangerous than one driven by greed.

    During the second sathar war, the first fleet ofSathar moved to Terledrom and occupied it for sometime when routed from Madderlys Star. The Sathardid not attack a single Nagana, instead openingtrade negotiations with them.

    AttitudesThe Nagana get along with all the other races, andtend not to judge people by their appearance.However, since the Vrusk tend to look similar to thesammanasa (predators from Leen), they findthemselves distrustful and sometimes fearful of theinsectoids. In fact, when found on Terledrom, theyoften have difficulties dealing with the ruling Vruskcouncil (the Pak) and only seem willing to associatewith the elected Dralasite council (the Draog).

    Special AbilitiesAmphibious. The Nagana can breathe equally win water and in air. They can exist in either funlimited durations. This is the reason they tend build their cities around lakes and other coastSome entire families live under the waters surfacnever entering the air.

    Their movement rate under water is exactly thsame as their movement rate on land (though somscholars believe that prehistoric Nagana could momuch, much faster).

    Ultrasonic Communication. The Nagana cachoose to speak at a higher, falsetto frequencWhen doing this, only they can hear one anotheSome natural animals can hear this frequency well, and some are quite angered by it. They cannuse this ability to speak at ranges beyond whithey otherwise could have spoken if using thenormal, lower vocal frequency.

    Their double set of vocal cords (one tuned for uunder water, one tuned for use through air) caactually allow them to speak two different thingone in each vocal frequency range, at the exasame time. They can be telling you hello, we comin peace while at the same time saying to theNagana companions watch the little one, she hasgun.

    In some circumstances, the referee may permit tNagana character to make an Intuition roll to maout and identify ultrasonic frequencies, tracing theto their source or comprehending their gener

    nature.

    Nagana Characters:

    Ability Scores

    STR/STA -5DEX/RS +5INT/LOG -5PER/LDR +5

    Movement

    Walking 10 meters per turn

    Running 20 meters per turnHourly 3 kilometers/hour

    Special AbilitiesAmphibious Can breathe, move, and act as

    equally well under water as theycan on land.

    UltrasonicCommunication

    Can speak and hear in theultrasonic range, outside thehearing of most other species.

  • 7/30/2019 Star Frontiersman Vol. 1

    14/18

    12

    StandardSecurity RobotsTachton Instruments is renown for creating robots forFrontier consumption. The robots they build vary infunction, shape, and quality. But the security robotsthey build are very common. Most notable are theAlpha, Beta, and Gamma Class Security Robots.

    The Alpha- and Beta-Class security robots are entry-level security systems. They have audio and videoreceptors to identify creatures. They use visual andaudio patterns to check against a supplied database,and verify a security badge. They use theirchronocoms to access the local computer systemsemployee roster.

    Not extremely bright, Alphas have been known use

    tangler grenades on rats for not showing their badges.They are best deployed when a factory is closed. Betashave more problem-solving skills and can generally betrusted around employees on a regular basis.

    The Gamma is Tachton Instruments most amazingachievement. It is a marvel of independent thinkingand resolve, never sleeps, doesnt take smokingbreaks, and will keep your business safe. Really, reallysafe.

    One of the keys to their innovation is their PersonalityProfile Chip, or PPC. Its artificial intelligence at itsfinest. WarTech Inc. has tried to purchase thetechnology to help make its combat robots moreeffective, but T.I. wont sell.

    The PPC enables the Gamma-Class security robot to bedeterministic in its task of keeping an area safe. Itlearns and adapts, nearly as effectively as anintelligent real person. Its relatively difficult to outwita Gamma.

    But that isnt the only thing that makes them unique.

    They are built of the highest technology, havinginternal weaponry and defenses that would make acombat robot proud. T.I. worried about the cost vs.payback of such an investment, but the results havebeen astonishing. Instead of an army of randomly-patrolling Alphas and Gammas, a company with theCredits to spend can purchase a single Gamma, andthats generally enough.

    Some Gammas seem to take on a personal level ofpride over the area theyre charged with protecting. Inone letter shared by Margaret Bouvia, CEO of TachtonInstruments, a factory worker was on his way home

    and was attacked by several thugs. Out of theshadows came his companys Gamma, who tookmatters into his own hands and sent the thugspacking. Later it was explained that the Gamma had

    seen an incident earlier that week where that factoryworker cut off and angered a hovercyclist on his wayinto work. A quick computer link with the citysconviction database showed that the cyclist was aknown violent offender. So the Gamma had beenkeeping an eye on the worker, just in case.

    ALPHA-CLASS Security RobotLevel Level 2

    cannot converse verballyType Security Robot

    Body Type Standard BodyParabattery Type 1Move Mode 2 treads

    Move Rate 10m/turn normal, 90m/turn maxLimbs 2 Mechanical Arms

    IM/RS +5/50Stamina 100

    Attack 50Damage by weapon

    Programs Restrain, Security LockEquipment Chronocom, powerlight, 5 doze

    grenades, 5 tangler grenades.

    Mission:Patrol Area, Capture Intruders

    Functions:Patrol: travel Area randomlyArea: defined floor plan of buildingCapture: escort intruder to an available jail cell,attack if no compliance or jail cells full.Intruders: anyone without a clearance badge.Attack: call for other security, then detain theintruder using doze or tangler grenades. Canonly restrain, not attack to kill.

  • 7/30/2019 Star Frontiersman Vol. 1

    15/18

    BETA-CLASS Security RobotLevel Level 3

    can converse verballyType Security Robot

    Body Type Standard BodyParabattery Type 1Move Mode HoverMove Rate 10m/turn normal, 250m/turn max

    Movement is as per aircar.Limbs None

    IM/RS +6/60Stamina 100

    Attack 60Damage by weapon

    Programs Restrain, Security Lock, SelfDefense.

    Equipment Chronocom, powerlight, Infra-RedGoggles, Electrostunner, albedoscreen, 50 SEU beltpack, 5 dozegrenades, 5 tangler grenades.

    Mission:Patrol Area, Capture Intruders

    Functions:Patrol: travel Area randomlyArea: defined floor plan of buildingCapture: escort intruder to an available jail cell,attack if no compliance or jail cells full. Decideson its own what is the best way to convinceintruder to come along peacefully beforeresorting to attack.Intruders: anyone without a clearance badge.Suspicious behavior can also be detected amongthose who do have proper clearance badges.Attack: call for other security if it deemsnecessary, then detain the intruder using theRestrain program (doze or tangler grenades,electrostunner in stun mode). Use the SelfDefense program to use electrostunner indamage mode and use albedo screen only ifintruders attack.

    Gamma-CLASS Security RobotLevel Level 5

    can converse verbally, actindependently, and can commandother robots of Level 1-4

    Type Security RobotBody Type Standard Body

    Parabattery Type 1Move Mode Two Mechanical LegsMove Rate 10m/turn normal, 90m/turn max.

    Limbs Two Mechanical ArmsIM/RS +8/80

    Stamina 100Attack 80

    Damage by weapon or 2d10 punchingPrograms Attack/Defense, Security Lock,

    Computer LinkEquipment Chronocom, power light, IR Goggle

    Toxy-Rad Guage, Laser Pistol, SonStunner, Albedo Screen, Power

    Backpack, 5 tangler grenades, 5doze grenades.

    Mission:Patrol the Area, Protect the Area

    Functions:Area: the complete three-dimensional schematicof the installation/building, plus all items,vehicles, people, and property. Interpretation oArea can be as specific or as general as theindividual robot decides based on how dangerousthe threat and how well equipped the robot is todeal with it. Note that Area could also refer tothe corporate computer network.Patrol: patrol regular problem areas first, thenrandomly as time permits. This includes the useof corporate vehicles if necessary. The robotsearches not only for infiltrators, but clues andsigns of an infiltration.Protect: identify threats to the Area andeliminate those threats through any means thatseems necessary to the situation.

  • 7/30/2019 Star Frontiersman Vol. 1

    16/18

    14

    ExperiencePointsThe main rules book explains the guidelines fordistribution of experience points (X.P.), but its quitevague. This article attempts to organize it into asimple process.

    The Old WayEach session you earn 1-3 experience points dependingon whether or not a goal was reached and how well itwas overcome. To the average, a character shouldreceive between 3 and 7 experience points. No morethan 10 experience points per gaming session. Butwhat constitutes a goal and how many should therebe?

    The New WayAt the end of a game session, the referee goes throughthe following checklist with each player. One

    experience point is awarded for each of these thatapply.

    This will result in receiving 3-7 experience points persession, with no more than 10 being awarded, just asin the original way.

    1. Survival All characters will earn this one. Yourcharacter will receive one X.P. just for surviving the

    session. Even if he learned nothing, and didnothing. Just being around greatness can rub off.

    2. Ability if you made an ability check during thesession, you will be awarded one X.P. This is torepresent physical and mental development. Ofcourse, you dont have to spend that X.P. on thatability.

    3. Skill You get an additional X.P. if you made askill check at some point during the session. Itdoesnt matter if that skill check resulted in successor failure. Testing your knowledge and training will

    result in excellence.

    4. Discovery Characters earn one X.P. if the playercan say one previously unknown thing that hischaracter learned about the frontier or its people.Players can be creative here, but the purpose of

    this award is twofold: first, it allows a character togrow based on knowledge as well as practice.Second, it helps a player summarize in his mindsomething about the game setting, helping him togain a better picture of it in his mind.

    5. Role-playing You get one X.P. if you role-playedyour character well. This is determined by thereferee. The more solid your character concepand background story, the more likely youll get

    this award. This award shouldnt be given outlightly; rather, it should be given if a characterloses out on something or takes on additionacomplexities just to stay in character, whenviolating a character concept would have beeneasier and more beneficial.

    6. Innovation If you faced non-combat obstacles(such as security devices, pits, puzzles, etc.) thatrequired you to take a direct role in overcoming,youll get an additional X.P. This shouldnt be givenfreely just because some obstacle existed; it shouldbe given to reward characters for coming up with

    an innovative solution to an obstacle.

    7. Notoriety legends are made by people tellingtales, not by the deeds themselves. People tend totry to live up to the tales told about them, and it issometimes the carrot that leads a donkey togreatness. If your character saved innocenpeople, overcame obstacles in a manner that

    onlookers will remember, or allowed enemies tolive on to spread the tales of his toughness, youcharacter will be awarded one X.P. It doesnmatter if the notoriety you gain is in the form offame or infamy (all press is good press?)

    8. Personal if your character had a personal stakein the adventure (it centered around familymembers, friends, contacts, etc.) then he or she

    will gain an extra X.P. This shouldnt be given oufreely; this award is to represent those rareadventure sessions where players find themselvesextremely wrapped up in the story because of howit directly affects the development of his or hercharacters concept.

    9. Victory Any character who engaged in combat oany type against enemy creatures, robots, or

    people and lived to tell the tale are awarded 1 X.PThe Frontier is a dangerous place, so this is onecategory the player can almost count on!

    10.Success If this session had a main mission orstory goal (determined by the referee) and youwere successful, you receive one X.P. Success of amission isnt any more heavily weighted as usingyour skills or abilities or surviving the session.

  • 7/30/2019 Star Frontiersman Vol. 1

    17/18

    SKILLSThe skill system has been criticized as boxy andrestrictive, disallowing many character conceptions andnot rewarding high ability scores. This article tries tomake skills more playable without breaking themechanics or giving the game a foreign feel.

    Primary Skill AreasThere are still three categories of skill, called PSA.

    They are: Military, Biosocial, and Technological. Theoptional Mentalist PSA still exists unchanged. Whencreating a character, you still must select one of these.

    Learning SkillsThis goes unchanged. Players spend the necessaryexperience points (which vary by level and whether ornot the skill is in the characters Primary Skill Area),still require training, etc. Just as before, when youlearn a skill, you automatically know and can use allsubskills that come with it.

    Skill Levels

    Skills are still rated in levels, and there are still sixdegrees of it. The table below gives a summary:

    SkillLevel Description

    Education/Experience

    1 Basic Knowledge, Intern 1 yr

    2 Journeyman, Associates Degree 2 yrs3 Professional, Bachelors Degree 4 yrs4 Expert Knowledge, Masters Degree 6 yrs5 Elite Knowledge, Doctorate Degree 8 yrs6 Mastery, Frontier Leading Expert 10+ yrs

    So a character with a level 4 skill is considered an

    expert at that skill, and is the equivalent of someonewith six years education and/or experience in thatspecific field.

    Using SkillsSkills are used differently.Previously, abilities had nothing todo with skill success rates. Thus,a dexterous character had nobetter chance to move silentlythan a clumsy one - skill level wasall that mattered. In this system,abilities DO matter. Depending onyour characters relevant abilityscore, youll receive a modifier toyour chance of success based onthe table shown here.

    Note: Combat skills do not receive this bonus. Theirchance to succeed is already based on your abilityscore.

    Unskilled Skill ChecksIf your character doesnt have a necessary skill, he canstill take a stab at using it. Normally, this simplymeans not receiving a level bonus (do the math but

    assume his level is zero). Some subskills, howevecannot be used unskilled; they simply require too mutraining or specialized equipment. Your referee has tfinal say on whether or not a skill can be attempted.

    For example, your character wants to sneak past

    guard. The referee tells him to make a Stealth r(thats a subskill of the Environmentalist skill, whiyour character has no levels in) with Dexterity asmodifier. Your character has a DEX score of 75, so y

    get to add +15 to the base chance. The base chanof Stealth is listed as 20% + level so your chance success is 20+0+15=35%.

    Specialization (New option)Some characters in movies and books like to speciali

    in a specific application of their skills. This allows theextra capabilities in that field (subskill). For exampyour character is a skilled Psychosocialist, but yreally excel at the art of Persuasion.

    Cost. Purchasing Specialization costs a number experience points equal to what it would cost someo

    of that skills PSA to purchase the skill at Level 1. Tfollowing table shows Specialization Cost:

    Skill TypeSpecialization

    Cost

    Military PSA 3 XPTechnological PSA 4 XPBiosocial PSA 5 XP

    Benefits. Whenever you perform an action related that subskill, you get +10% to your chance of succesYou can never specialize in more than one subskill the same skill. For example, your field medic charact

    might specialize in Minor Surgery. Later, he cannspecialize in Major Surgery because he already hasfield of study within the Medic skill.

    Weapon Skills. For weapon skills, you specweapon. For example, your character has BeaWeapons and specializes in Electrostunners. Whenevyou use an Electrostunner you receive a +10 bonus hit, in addition to any bonus derived from your level.

    Martial Arts. For this skill, specializing really maklittle sense. Martial Arts is virtually a subskill of MelWeapons in this authors opinion. However, for tsake of completeness, you can specify specialization

    one of the following applications of Martial ArtPunching, Kicking, or Wrestling.

    Other Types of SpecializationWith the referees approval, you may be able purchase specialization in other types of actions fwhich no skill exists. The cost of such a skill-lespecialization is 10 experience points. Exampinclude: Defending, Leaping, Driving, etc. This is tonly way to represent personal talent in these areaYoull get +10 to any roll relating to your specializatio

    Ability Mod

    01-10 -2011-20 -1521-30 -1031-40 -541-50 +051-60 +561-70 +1071-80 +15

    81-90 +2091-100 +25>100 +30

  • 7/30/2019 Star Frontiersman Vol. 1

    18/18

    A lot of material has been presented in this book, not allof it fully-fleshed-out. There was a reason for this. Aswas pointed out to me in a conversation with another StarFrontiers fan, part of the appeal of the game has always

    been that it presents just enough detail to get you going,but enough background and ideas that your ownimagination is sparked to high adventure. I hope Iveremained true to this concept, because it is my goal tobring about a Star Frontiers revival without making thegame change in feel or flavor. What follows is a series ofadventure ideas to get those creative juices flowing!

    The Long Road to RhaldranThe characters are hired to transport a shipment of legalgoods (four crates of synthetic cloth, three canisters ofcrystallized gruth beans, and two dozen boxes ofdehydrated rations, total value 6,500 Credits) from thecity in which they begin play to Rhaldran, a distant town.

    They are even offered the ground transport to do it in (ofcourse, they must return the transport in good shape orbe liable for it). Sounds like an easy way to earn 500Credits.

    On the way they pass ruined outpost after ruined outpost,with evidence of warfare and scavenging in each. Perhapsthey have an encounter along the way, somethinganimalistic feeding on dead bodies in an outpost thattakes offense to the characters presence. When they getto Rhaldran they find the people paranoid and on guard,very suspicious and very afraid.

    Rhaldran is a religious outpost, a town of pacifists and

    zealots. They dont believe in shedding blood, even indefense. But they have a problem... theyve heardrumors of the neighboring outposts being razed, and nowtheir children have begun disappearing in the night.Several of their brothers and sisters have turned updead, and now that men have arrived with weapons, theybelieve their god sent the characters in answers to theirprayers.

    Although this all seems strange, the truth is often simplerthan one would think. A pirate ship has landed a fewhundred kilometers east of here, after finding deeprunning veins of valuable minerals in the mountains.Theyre mining it, and using children to do a lot of the

    work (their mining equipment was stolen from a Dralasitemining ship, so they need short people to do the work!)The smaller outposts that have been destroyed were justthem getting vehicles, women, credits, and food to keepup their piracy.

    The pirate captain is a wicked Vrusk named Ckitk, and hehas no conscience. Hes very practical, and will do whatneeds done. Hes also not stupid - hell escape if he can(an enemy for later!)

    If the characters return the children and other capturedprisoners, the Rhaldranians will reward the characters

    with admiration and praise, food and healingUnfortunately, though, they have nothing to offer themfinancially. The characters will be regarded as heroes andcan come back any time for food and rest.

    The Fall of TomorrowThree months ago, a colony ship called the UPF Tomorrowsent out a distress signal, saying their engines had failed.That was their last message, and they never arrived attheir destination. It has been calculated based on theirprevious trajectory that the Tomorrow must have crashedin the mountains of one of the planets yet unnamedmoons.

    The characters have been hired to investigate thewreckage, recover the black box from the Tomorrowand look for any survivors. They will be dropped off by acommissioned mining ship, which will pick the characters

    back up on its way back from its own destination. Thecharacters will be alone on the planet for three weeks toaccomplish their task. They are offered 1,000 Creditsapiece, and are provided with half up front.

    Finding the wreckage isnt so hard. Once close enoughthe captain of the mining ship locates it with his shorrange sensors, landing the characters very nearby in alanding skiff. Once on the ground, the skiff is recalled.

    The remaining crew have had to abandon the wreckagebecause a Gamma class security robot has been damagedin the wreck and has gone rogue, thinking anyone on theship is there illegally. Its stuck in a loop with its

    attack/defense program, and will attack on sight. Anyonewho lists functions will notice, however, that the robotisnt damaged; its been tampered with!

    Tracking the crew is dangerous, as the salt forests of themoon are not safe. They find bodies along the way odead crewmen, clawed to death by something savage. Anative predator is hunting the crew... and now thecharacters too!

    When the characters finally find the crewmembers, thereare only two left: the ships pilot (a Dralasite) and doctor(a human). By the time they find the crew, they haveprecious little time remaining to get back to the landing

    site to make their rendezvous. If they make it on timethe plot takes a small twist: The doctor will attack themwith a concealed laser pistol. It turns out the doctor washired to sabotage the colony mission and hes the onewho damaged the engines and reprogrammed theGamma. He was supposed to be picked up by hisemployer two days ago... but he never came the doctowas double-crossed! The doctor doesnt want theevidence from the black box to make its way back toUPF, or hell be in big trouble. So he tries to eliminate thecharacters and destroy the evidence, then get away onthe skiff when it arrives! With any luck, hell be able tospin all of this into him being the hero...