TEXT: -  -
  TRAVELLER
  Traveller: The New Era
  Operation Dominoes 1:
  Moonshadow
  Avenger Enterprises 
  in association with 
  Comstar Media LLC
  
  Traveller: The New Era
  Operation Dominoes 1: 
  Moonshadow
  AN ADVENTURE FOR TRAVELLER
  BASED ON THE AWARD-WINNING TRAVELLER GAME 
  SYSTEM AND UNIVERSE BY MARC MILLER
  CREDITS
  General Secretary
  Martin J. Dougherty 
  Star Vikings
  Daniel Hammersley
  Richard Perks
  Planetary and Interstellar Cartographers
  Shane McLean
  Eric O’Dell
  Quartermaster
  Michael Taylor
  Field Report Preparation 
  Martin J Dougherty
  Michael Taylor
  Copyright ©2006 Avenger Enterprises in association with 
  Comstar Media, LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is 
  used under license.
  ‘d20 System’ and the d20 System logo are Trademarks owned 
  by Wizards of the Coast and are used with permission.
   2 3 4 5 6 7 8 9 0
  
  TABLE OF CONTENTS
   
  Page
  4 
   
  About This Book
  4 
   
  What you need to play
  4 
   
  Standards and Assumptions
  4 
   
  Astrography
  5 
   
  Chapter : Introduction
  8 
   
  RCES Global Data View - Tiniyd
  9 
   
  Chapter 2: Tiniyd
  0  
  Tiniyd System Details
  2  
  Tiniyd Map
  3  
  Planetary Conditions
  4  
  Civilization on Tiniyd
  6  
  Chapter 3: Idsur Republic
  22  
  Chapter 4: Mission  - First Contact
  25  
  Referee’s Map
  26  
  Players Map
  32  
  Chapter 5: Marax
  35  
  Chapter 6: Mission 2 - Advanced Recon
  39  
  Chapter 7: Take me to your Leader
  43  
  Appendix : Serendipity Crew Roster and History
  45  
  RCS Serendipity S-class Scout, Ship’s History
  47  
  Appendix 2: Tiniyd NPC’s
  5  
  Appendix 3: Idsur Republic Government NPC’s
  
  - 4 -
  OPERATION DOMINOES
  ABOUT THIS BOOK
  This book contains a complete game adventure for Traveller: 
  The New Era. It can be used in other settings but is written 
  specifically for the Reformation Coalition setting in or around 
  the year 1201 by Imperial reckoning. As an offical supplement 
  to the Traveller: The New Era line originally published by 
  GDW this adventure pushes the official timeline forward and 
  has been created using technological assumptions published 
  in the New Era rules from GDW. Variation from the standard 
  Traveller baseline is minor.  
   
   
  WHAT YOU NEED TO PLAY
  Please note that Operation Dominoes is not a standalone 
  game. It requires that you have access to a set of Traveller 
  rules. Any set of rules can be used, but as noted above 
  the default is the Traveller: The New Era rules published 
  by GDW. 
  An understanding of the background can best be gained 
  from the Reformation Coalition sourcebooks and New Era 
  rules published by GDW. However, the Out of the Darkness 
  sourcebook from Avenger Enterprises presents much the 
  same information, albeit in more general form. Without an 
  understaning of the concepts like Virus and the Collapse of 
  the Third Imperium, this adventure will be harder to use.
  STANDARDS AND ASSUMPTIONS
  World and system data in this book is presented in the 
  standard Traveller: The New Era (TNE) format. Data is drawn 
  from “canon” sources and extrapolated as needed.
  Standard Traveller practice had been followed for directions, 
  dates etc, except where local variance exists. For example, 
  the Reformation Colaition uses a different system of dating 
  than the old Imperium. Dates are given as day-month-year. 
  Thus the date 22-IX-20 refers to the 22nd day of the 9th 
  month of the 20st year since the founding of the Third 
  Imperium. SI units (meters, seconds etc) are also used 
  throughout, except where normal Traveller practice dictates 
  otherwise.
  Player-characters are referred to as PCs throughout the 
  text.
  ASTROGRAPHY
  The basic unit of astrography is the sector, an area of space 
  measuring 32 parsecs by 40 parsecs. Within a sector there 
  are sixteen subsectors measuring 8 parsecs by 0 parsecs, 
  often grouped into four quadrants for mapping convenience. 
  Thus a sector has four quadrants, each with four subsectors. 
  Below the sector level, each hex on the starmap is one 
  parsec across. This is the distance a Jump- starship can 
  cross in a single Jump, and will contain a single (possibly 
  binary) star system or a region of empty space.
  Directions in Traveller are given in galactic terms: 
  •	
  Spinward is in the direction the galaxy is rotating – left 
  on the map.  
  •	
  Trailing is away from the direction of galactic rotation 
  – right on the map
  •	
  Coreward is towards the galactic core – ‘up’ on the map
  •	
  Rimward is towards the outer edge of the galaxy – ‘down’ 
  on the map
  All interstellar directions use this frame of reference. 
  Traveller defines star systems by their mainworld, but of 
  course it is possible to place other inhabited worlds in the 
  system if the Referee chooses. Many developed systems 
  have a few outposts and installations on gas giant moons or 
  outsystem iceball worlds. 
  Astrography also makes reference to certain features of the 
  starmap. These include:
  Mains and clusters:  A chain of worlds that can be accessed 
  by a Jump- starship is known as a “main”. These mains 
  are the highways of the stars, seeing considerable traffic of 
  all kinds. Mains are often named for the region they cross 
  or a major world on the main. A main containing just a 
  few worlds, or a “bunch” of stars close together is termed 
  a cluster. Many clusters are named for the most important 
  world they contain, but no firm convention exists. A cluster 
  of 5-0 worlds is an ideal adventure setting, allowing the 
  referee to create enough worlds to give great variety without 
  needing to develop a huge area. 
  Rifts: An area with no stars is referred to as a rift, though 
  normally the term is reserved for gaps two or more parsecs 
  across. Some rifts (e.g. the Lesser Rift) are enormous 
  starless gulfs that cannot be crossed by any starship, while 
  others are merely small gaps between mains or clusters. 
  Rifts are often given nautical names, such as the Great 
  Atreill Deep. 
  Empty Space: Empty hexes are not always completely 
  empty. Rogue planets, cometary bodies, gas clouds and 
  similar objects can be found in deep space, though they are 
  tiny compared to the vast gulf around them. It is possible to 
  Jump to empty space (though without spare fuel to return, 
  this is merely a slow and expensive form of suicide). Military 
  and commercial concerns will sometimes establish a deep-
  space refuelling depot, for example to allow vessels to 
  cross a rift or as a secret base of operations. The chances 
  of locating such a dump without the proper coordinates are 
  infinitesimally small.
  
  - 5 -
  CHAPTER 1: INTRODUCTION
  23-XI-1201: TRYBEC
  The PCs have been spending the last week in the middle of 
  the north polar wastes on Trybec, doing their survival training 
  refresher course, when their daily fishing is interrupted by 
  the arrival of a RCES shuttle in a cloud of kicked up snow 
  and ice. After a quick confirmation of the PCs identities, the 
  pilot shouts that they are to get their kit on-board within 0 
  minutes before the ice weakens from the shuttles weight. 
  Once on board the warm shuttle, the co-pilot hands the 
  PCs sealed orders whilst he checks the cargo stowage. The 
  orders are signed by Sid Papagopolis of the RCES Long 
  Range Planning Group, and transfer the PCs to the group 
  for an unspecified period. The co-pilot will confirm that the 
  shuttle is bound for Vesna orbital port.
  Once the shuttle docks, the PCs are met by a minor 
  starport functionary who has been sent to guide them to a 
  conference room for their briefing. Inside are 5 people (3 
  men and 2 women) and a hiver. PCs with previous dealings 
  with the Long Range Planning group will recognize them as 
  “Cave Six”, “Koko”, Mr Jerry Bagwanii, “Roaster”, Ms. Sylvia 
  Burnside, and Bob the Hiver
  The female RCES agent nicknamed “Roaster” will start the 
  briefing as soon as the characters enter the room. “ Please 
  sit, apologies for interrupting your holiday” – the last word is 
  said with a hint of irony, “but we have work to do. I don’t think 
  you have seen the vids, but a major scandal has broken. 
  The clipper Aube operating deep in the Promise subsector 
  followed up a lead on an intact imperial technical database 
  on the planet Daaliisa”.
  “The raid went badly, the marines met spirited resistance 
  from Droyne warriors protecting the starport, and eventually 
  discovered the database in the hands of a Mother Strain 
  Virus that was allied with the Droyne. The journalist Gabrielle 
  Diabla was on-board at the time and interviewed the returning 
  marines. Captain Sinner Lawter of the Aube had ordered the 
  raid to be carried out without insignia. This coupled with the 
  losses and the resistance from the Droyne has raised a stink 
  back within the Coalition.”
  “Subsequent visits by free traders has revealed that the Virus 
  had originally saved the Droyne during the collapse, and 
  ensured their survival as a technological nation and even 
  protected the planet from depredations of passing vampire 
  fleets and we destroyed it for a few technical drawings.”
  “As you can imagine, the press are having a field day, they 
  are saying that such raids are no different than those carried 
  out by the Guild or even common pirates. The image of the 
  RCES has taken a definite kicking this week. Its gotten so 
  bad that Sid has been summoned to Aubaine to meet with 
  various assembly members to try and straighten things out”
  Roaster lets this sink in for a moment, before continuing:
  “This is just the stuff the Guild will lap up and spread across 
  the sector when they find out, and they will. There are at least 
  a dozen Droyne worlds in or near the AO, and in most cases 
  the Droyne would be useful allies on the worlds. This could 
  seriously hamper Coalition – Droyne relations for years. So 
  you are going to do something about it”
  “There is a world over in the Thoezennt Subsector near the 
  edge of the AO. There are three isolated Droyne nations on 
  that world, who won’t hear of our little raid for a considerable 
  while. They have been subject to some typical TED repression 
  since the collapse, and may be willing to accept our help.”
  “Also Tiniyd has not been visited by anyone in the RC, or 
  even by Free Traders for several years since they dismantled 
  the starport. As you can see from the briefing packs Koko is 
  handing out, we need current information on this world. We 
  can’t drop you straight into one of the Droyne nations, I don’t 
  think even you could pass yourself off as a 4 foot high reptile. 
  Bob’s analysis indicates that the Droyne will be extremely 
  suspicious of any humans given their recent history, so we 
  need a base in one of the human nations”.
  “Now here’s the hard part, the TEDs on Tiniyd are all psions, 
  and they have indoctrinated the general population with 
  the idea that psions are the next evolution of mankind. 
  The nations are xenophobic, repressive, possibly at war 
  and distrust technology. The only candidate for contact is 
  the Idsur Republic – amazingly it has managed to maintain 
  a representative democracy, and was the site of the old 
  starport before the other nations forced them to close it. But 
  even here war paranoia and excessive legal interference are 
  rife”
  “We want you to be the first team in. You will gather the info that 
  will allow further infiltration of Idsur. We need any information 
  you can get that will aid later teams, but especially identity 
  documents, military / political / technological information, 
  maps, examples of local technology, even clothes and 
  money. All this will allow the follow up teams to blend in”
  “We have arrange for your belongings to be brought to 
  Vesna, and they are currently in your new quarters. You 
  have 7 hours before the Liner “Helen of Troy” is arranged to 
  depart with you on-board. The “Helen of Troy” will transport 
  you to Eos, where you will rendezvous with the Scout Ship 
  Serendipity who will take you into the Wilds – Good Luck”.
  After Roaster and the rest of the briefing team file out, Jerry 
  remains with the PCs.
  “We have arranged for you to visit the quartermaster’s office 
  after this briefing. Given the priority of this mission, you could 
  take pretty much what you like, but this is a moonshadow 
  mission, so battledress and grav tanks are out. We can 
  
  - 6 -
  provide you with TL6 weapons and clothing, unfortunately 
  this is all based on the memories of a couple of free traders. 
  We can’t even provide you with the names of the current 
  leaders, identity papers, or even a sample of the local 
  currency. We can supply some barter goods (furs etc.) and 
  some fake gold nuggets for trading purposes. Most of your 
  work will have to be done from a distance in case the secret 
  police or the psions detect you”.
  “Quartermaster Stupfel has a set of surveillance gear set 
  out for you, and given the size of Idsur you may want to take 
  camping gear, rations and possibly some sort of transport. 
  That damn country is over 5,000 km long”. 
  The quartermaster’s store can supply the PCs with any 
  equipment detailed within the TNE Rulebook and the RCES 
  Equipment Guide with the following restrictions:
  •	
  No powered armor
  •	
  No large grav vehicles (grav tanks, g-carriers, air/ 
   
  rafts), broomsticks are available.
  •	
  No grav belts
  •	
  Only TL2 psionic shield are available, and only  
   
  enough to outfit half the team. TL12 psionic shield are  
   
  bulky, delicate, obvious, cover the entire head and can  
   
  not be mistaken for normal headgear.
  •	
  Advanced weapons are available, but they will be  
   
  recognized. They can be taken as back-up weapons if  
   
  not carried during close infiltration missions.
  •	
  One orbital recon sensor drone is available, if the  
   
  PCs can find a use for it.
  •	
  A modified range truck can be provided. It has been  
   
  modified to resemble a TL6 version.
  The following covert operations equipment is available
  AUDIO BUG 
  A small sound active remote microphone (2mm diameter, 
  8mm long, with a 5mm whisker antenna). The bugs will last 
  D6+4 hours and can pick up conversations within 2-3m. 
  They continuously transmit within a range of 6 meters. They 
  are dispensed via a dedicated dispenser (holding 24 bugs), 
  which sticks the bug to a surface and activates the bugs. 
  The dispenser fits easily into the palm of the hand. They can 
  be fairly easily detected with electronic equipment due to 
  their constant transmissions.
  IMPROVED BUG
  This is a 0.1mm diameter filament with a audio/visual sensor 
  at one end. The sensor will pick up conversations within 
  2-3m, and also visual images (depending upon ambient 
  light levels). The filament is 10m long and can be threaded 
  through ducts , conduits, pipes etc. The filament is designed 
  to be plugged into a master unit.
  BUG MONITOR / BOOSTER
  A small black-box device, that is designed to receive local 
  signals from bugs (either broadcast or hard-wired), and 
  record / amplify the signals. Its battery will last 72 hours, 
  but can be hooked up to a mains power supply for extended 
  duration. 
  The device is designed to link into conventional 
  communications systems. It will record signals from the bugs 
  and re-transmit the recorded signals within 500m either a 
  regular intervals, or in response to a coded signal.
  SPY CAMERA
  A tiny digital camera (cm thick, 2.5cm high, 7cm wide) 
  designed to photograph documents up to /2m square. It 
  can take photos from up to 0.7m and can hold 00 color or 
  500 black and white photos. The camera can be connected 
  to a hand-computer to transfer photos. 
  LASER MICROPHONE
  A handheld device which bounces a laser beam off a 
  rigid object (such as a window) and detects the sound by 
  analyzing the changes in the reflected beam. The harder the 
  target, the better it conducts the sound. The closer the unit is 
  to the target, the better the sound reception. The target must 
  be in line of sight and within 500m (short range). 
  It is about the size of a pistol, and can be connected to a hand 
  computer, data recorder, headphones or a data headset.
  PEN PISTOL
  A concealed single shot fire arm designed to resemble a 
  conventional pen. It will even write for a limited period. It is 
  constructed of non-metallic materials to hinder detection. It 
  is designed to withstand cursory examination, but detailed 
  inspection will reveal its true purpose (e.g. it is too heavy). 
  The pen pistol takes a full turn to prepare from its concealed 
  state, but can be held ready to fire for an indefinite period. A 
  second round can be held within the pen, but requires manual 
  insertion (does not count as a magazine). The rounds from 
  the pen pistol are equivalent to a body pistol round. 
  SETTING OFF
  The PCs can equip themselves from the RCES stores at 
  Dawn Base, and then board the “Helen of Troy” for their 
  journey to Eos. 
  If the PCs interrogate the public library system for details of 
  the RCS Serendipity, they will be able to pull up the following 
  information:
  “RCS Serendipity – Modified Relic Type S Scout Courier
  Former private yacht of the Aubani business leader Humberto 
  Delacroix, it was bequeathed to the Dawn League in 99. 
  The vessel later participated in the search for the missing 
  twelve Dawn League traders, operating in the Khulam 
  Subsector, under the command of Captain Rebekka “Rebba” 
  
  - 7 -
  Guiterez. The Serendipity was involved in the discovery of 
  the Dawn League traders “Aube, Aurora & Apollo”.
  In 20, Captain Guiterez was promoted to command of 
  a clipper and the Serendipity was transferred to scouting 
  duties in the Thoezennt Subsector under Lt. Horace “Tea 
  Time” Titan of Oriflamme. 
  The Serendipity is currently commanded by Lt. Baez, 
  following the promotion of Lt. Titan in late 20.”
  If the PCs search the RCES database, they can get the 
  full summary of the Serendipity’s operational history (See 
  Appendix ) and summary details of its crew:
  PILOT 
  LT NOVA ASTRIID “NASTY-BEE” BAEz
  Human, Female, Age 30
  Homeworld:  
  Aurora
  RC Service: 
  Currently in st Term
  Previous Service: 
  Three terms with the Aurora System  
   
   
   
  Navy.
  Skills:
  Basic Certification: Vacc Suit, Zero-G Operations
  Standard 
  Certification: 
  Marksmanship, 
  Engineering,  
   
   
   
  Communications
  Advanced 
  Certification: 
  Computer Operations
  Master 
  Certification: 
  Piloting
  CO-PILOT / ENGINEER 
  CWO LUCAS “PAPPY” HOWARD
  Human, Male, Age 44
  Homeworld: 
  Nike Nimbus
  RC Service: 
  .5 Terms RCES
  Previous Service:  3 Terms commercial pilot, 2 Terms Nike  
   
   
   
  Nimbus wet navy.
  Skills:
  Basic Certification: Vacc Suit, Zero G Operations
  Standard 
  Certification: 
  Mechanical Engineering, Electronics
  Advanced 
  Certification: 
  Marksmanship
  Master 
  Certification: 
  Piloting, Ship’s Engineering
  ELECTRONICS OPERATOR 
  PO1 SERGEY “DA OWL” KONSTANTIN
  Human, Male, Age 35
  Homeworld: 
  Oriflamme
  RC Service: 
  RCN Navy  term
  Previous Service: 
  Oriflamme System Navy (2 terms) Hiver  
   
   
   
  Technical Academy ( Term)
  Skills:
  Basic Certification: Vacc Suit, Zero G Operations
  Standard 
  Certification: 
  Marksmanship
  Advanced 
  Certification: 
  Sensor Operations, Communications,  
   
   
   
  Electronics
  GUNNER 
  PO2 ELFRIKAA “GO HOT” IBUWANA
  Human, Female, Age 26
  Homeworld: 
  Aubaine
  RC Service: 
  RCN (st Term)
  Previous Service: 
  Aubaine System navy (2 Terms)
  Skills:
  Basic Certification: Vacc Suit, Zero G Operations, 
   
   
   
  Mechanical 
  Engineering, 
  Screen  
   
   
   
  Operations
  Standard 
  Certification: 
  Marksmanship, Computer Operations,  
   
   
   
  Gunnery
  The PCs will be assigned individual staterooms on the 
  Bastien class liner ”Helen Of Troy”, and their equipment 
  stored in a secure container in the hold. The “Helen of Troy” 
  will make Jump-2 to Aurora (arriving 8-XII-20), and then 
  another Jump-3 to the RCES base at Eos (arriving 22-XII-
  20), where the PCs can pick up any additional equipment 
  they need, given the planet’s technology level of 9. The PCs 
  can also catch further news on the Cosmic Fire scandal. By 
  2-XII-20, the Coalition government has bowed to public 
  pressure and instigated a formal inquiry into Operation 
  Cosmic Fire.
  Finally the “Helen of Troy” performs a Jump- to Nike 
  Nimbus. The “Helen of Troy” will arrive at the jump point 
  early on Christmas Day, and the commo channels are busy 
  throughout the morning as passengers pass on Christmas 
  messages. As the passengers sit down for the Christmas 
  meal, the “Helen of Troy” enters jumpspace. The liner docks 
  at the bustling starport at Nike Nimbus on 5-I-202. 
  The Referee may use this journey to introduce the PCs to 
  additional NPCs within their campaign. 
  Once at Nike Nimbus, the PCs have to wait two days for 
  the Serendipity to dock. They can however carouse with 
  the crew of the new clipper Eos, which is undergoing initial 
  shakedown trials in the system.
  
  - 8 -
  RCS SERENDIPITY
  On the dawn of the second day, the PCs are woken by 
  an automated message on their account. The Serendipity 
  has docked and its Captain Lt Baez awaits their arrival. 
  The Serendipity is docked in bay 43, and it will take 
  approximately an hour for the PCs to arrange the transfer 
  of their equipment. 
  When the PCs arrive at the landing bay, they will see a 
  battered relic Type S scout courier being fueled. The vessel 
  is equipped with a laser turret and shows some burn marks 
  along its’ side. More interestingly the ship does not display 
  the emblem of the RCES or the Coalition. More technically 
  minded PCs will note the increased jump drive radiators 
  indicating the ship has had its drives modified sometime in 
  the past. Everyone will notice the air/raft hanger door has 
  been sealed shut. 
  The PCs will be assigned to the two existing staterooms and 
  two new staterooms built into the cargo hold. The cargo hold 
  can now only hold 00m3 of equipment. 
  The crew of the Serendipity are detailed in Appendix .
  Once the PCs are onboard, the Serendipity will make all 
  haste to the jump-point and make Jump-3 to Zoraith, where 
  it will make a quick refueling run and make another Jump-3 
  to Marax. At Marax, the Serendipity will go silent, as Marax 
  boasts a hostile but small space navy. After refueling out the 
  outer gas giant, it makes its final Jump-1 to Tiniyd arriving 
  on 3-I-202. 
  RCES Global Data View – 
  Tiniyd: 
  Objective Classification IIA
  STAR SYSTEM
  Sector:  
   
  Old Expanses
  Subsector: 
   
  0825/Thoezennt
  Star Type:  
   
  Binary M V + M8 
   
   
   
   
  degenerate
  Planetoid Belts: 
   
  2
  Gas Giants: 
   
  
  MAIN WORLD
  Starport: 
   
  X
  Pre-Collapse Starport: 
  C
  Diameter: 
   
  835.28km
  Atmosphere: 
   
  Thin (tainted)
  Hydrosphere: 
   
  30%
  Population: 
   
  2,000,000 (20% Droyne)
  Pre-Collapse Population: 
  3,000,000
  Government: 
   
  B a l k a n i z e d / M y s t i c  
   
   
   
   
  Autocracy
  Law Level: 
   
  2
  Tech Level: 
   
  6
  Pre-Collapse Tech Level: 
  2
  Bases:  
   
  None (Pre-Collapse: Scout 
   
   
   
   
  Base)
  Trade Classification: 
  Non-industrial, Poor
  NOTES
  There has been no Coalition contact within Tiniyd to date, and 
  so all information on the world comes from the Free Trader 
  Network. For reasons discussed below, this information is 
  now slightly out of date.
  PHYSICAL
  Tiniyd is an extremely dry and barren world, with large 
  tracts of impenetrable desert. The narrows between the 
  Yurnhayfuyald and Naysfamaysk seas periodically freeze 
  and open, causing extensive glaciation in the north and a 
  regular cycle of mini-ice ages. As a result, the bulk of the 
  population is concentrated in the equatorial regions and the 
  southern hemisphere.
  DEMOGRAPHICS
  The current population is about two thirds of its pre-Collapse 
  level, almost all of the decline being amongst the Droyne 
  living on the planet (who have gone from a population of 
  about .2 million to only 400,000), all the result of a chillingly 
  murderous campaign of genocide which followed the 
  Collapse. (This period is known in local histories as “the 
  years of shame”).
  
  - 9 -
  TECHNO-POLITICO-MILITARY
  The pre-Collapse tech level of the world was 2, but it has 
  since fallen to 6, and may fall even further if present trends 
  continue. Not large enough for a full institute, Tiniyd was 
  nevertheless the site of a covert Psionics resistance cell 
  before the Collapse. In the chaos of the years following 
  Virus, the various cells scattered across the planet moved 
  to seize power and consolidate their hold. The superiority of 
  psions and their place as the next step in human evolution is 
  taught in public schools, and the psionic rulers are publicly 
  revered.
  Technology, which offers a number of alternatives to psionic 
  control of the population, is despised, and symbols of old pre-
  Collapse technology is routinely ridiculed. Operational high 
  tech equipment is destroyed immediately upon discovery. 
  The last operational starport was closed and destroyed four 
  years ago, and all off-world contact was forbidden.
  The psionic resistance, however, was so completely 
  captivated by its own sense of persecution, paranoia and 
  “the struggle”, that upon seizing power the various cells 
  were unable to work effectively together. The various states 
  on the planet, all ruled by psions, are in states of continuous 
  warfare, either actual hot wars or active espionage and 
  sabotage cold war campaigns. The remaining enclaves 
  of Droyne are continually threatened by a renewal of the 
  “Crusades” (as they are now called), and the contempt with 
  which the rulers hold their non-psionic subjects results in 
  brutally cruel regimes, violently xenophobic and isolationist, 
  and concerned only with maintaining their own power.
  Tiniyd would be an excellent target for SAG raids, but covert 
  intelligence-gathering in preparation for a raid is almost 
  impossible for non-psionic personnel.
  NATIONS (and their approximate populations)
  . The Kingdom of Light (500,000)
  2. Kilkamsha Hegemony (500,000)
  3. Gakshishu (50,000)
  4. Essayrmaysis Salmsas (50,000 Droyne)
  5. Eepa (50,000 Droyne)
  6. Kingdom of Limgur (00,000)
  7. Iimkhuu Hierate (00,000)
  8. Pabugleki Amkhuun (00,000)
  9. Idsur Republic (00,000)
  10. Yoyormayess (100,000 Droyne)
  Note:
  Above figures do not include approximately 200,000 chirper 
  slaves spread throughout all seven human nations.
  CHAPTER 2: TINIYD
  RCES DAWN BASE-TRYBEC; FREE 
  TRADER DEBRIEF ,  
  CPT SEAN “CUTTER” DONALDSON, 22-
  VI-1200:
  “Appreciate th’ repairs guys. So whattya need to know this 
  time? A starjack like me has tales and news. You Dawn 
  Leaguers—“ The weathered-faced  lean man in the aging 
  Vacc suit looked across the 1-meter thick clear Plas Perspex 
  of the Starport’s “café” at his battered looking 600-dton 
  Subsidized liner-turned merchant.
  “We’re the Reformation Coalition now, ‘Cutter’. Harder, 
  meaner, leaner, and far less innocent than before the Twelve 
  went out.” The balding broad-shouldered middle-aged man 
  with the nametape that read “Lathrop, S.” cut in. “Tell me 
  everything you can recall about the Marax cluster, specifically 
  Marax and Tiniyd.” The Free Trader coughed, and looked 
  back at his beloved vessel, then at the man in the black Star 
  Viking skin suit and assault vest. The astrographic 2D map 
  was laid out between them on the table of the Thoezennt 
  subsector.
  “Alrighty, ‘Hammer’—though mind ye, it’s been six years 
  since I last set down there—and I  was there when the Guild 
  forced us off Marax. An’ Mind ye,” the older spacer wagged 
  his finger in warning, “Tiniyd’s mind-readin’ regimes forced 
  th’ last downport to close with threat of world war two years 
  ago. So everythin’ I can spill is water under the proverbial 
  bridge, hey?”
  “So noted, Cutter. Give us what you know, every bit is better 
  than nothing at all.” 
  
  - 0 -
  TINIYD SYSTEM DETAILS
  9:   C543645-C  
  S  
  Ni Po D:4   
  32  
  So  
  M V M8 D
  20:  X54369C-6    
   
  Ni Po D:2   
  B22  
  Wi  
  M V M8 D
  Orbit
  zone
  Body
  UWP
  Bases
  Trade
  TPPG
  Allg
  Primary Star
  M V
  0
  I
  Near Companion
  M8 D
  
  H
  Tiniyd
  C543645-C
  S
  Ni Po D:4
  32
  So
  X54369C-6
  Ni Po D:2
  B221
  Wi
  -Moon Alpha
       G00364-B
  S
  Lo Ni Va
  32
  So
  Y100000-0
  Ba Va
  021
  3 Moon Beta
  HS0023-B
  Lo Ni Va
  92
  So
  YS00000-0
  Ba Va
  021
  2
  O
  Eepaa
  G400363-B
  S
  Lo De Ni Va
  62
  So
  Y400000-0
  Ba De Va
  021
  3
  O
  Arcenturi Belt
  F00056-B
  S
  As Va Na
  92
  So
  Y000000-0
  Ba Va
  021
  4-6
  O
  Empty Orbits
  7
  O
  SGG ‘Salmsas’
  No Satellites
  8
  O
  Nocturnes Belt
  H000267-C
  Pr
  As Lo Ni Va
  82
  So
  Y000000-0
  Ba As Va
  9
  O
  Yoryrmayess
  F532533-C
  S
  Ic Ni Po D:2
  2
  So
  Y532000-0
  Ba Po
  021
  
  -  -
  The Mercantile Guild maintains a covert small service and 
  transit base in system, hidden within the Arcenturi Belt. Its is 
  constructed entirely from salvage, primarily derelict X-Boat 
  Tenders and quarters from the Solomani prison.
  HISTORY OF THE TINIYD SYSTEM
  The Tiniyd system has been a provincial backwater through 
  all three Imperia. It was originally the site of a small vilani 
  colony, which was supplanted by a larger Terran colony 
  during the Interstellar Wars. During the period of the Third 
  Imperium, the world provided agricultural supplies and 
  materials to neighboring Berkin, as well as a being the 
  location of an IISS training base.
  Tiniyd fell to the Solomani early during the Final War long with 
  the rest of the Old Expanses Sector, after Lucan withdrew 
  the Sector Fleet. Solsec installed a few monitors and liaison 
  officers on planet, but the system and the scout base were 
  just not important enough for a larger presence. The Solomani 
  maintained a much larger presence on neighboring Berkin, 
  which could intervene if necessary. 
  The scout base shut during Hard Times. The splitting of the 
  Third Imperium into hostile factions disrupted the Imperial 
  X-Boat network, and the requirement for a training facility 
  disappeared. The X-Boat Tenders were abandoned, as their 
  Jump-1 drives were insufficient to move them out of the 
  cluster, and their specialist nature rendered them of little use 
  for other tasks. The technology level of the planet dipped 
  slightly to TL, but the Berkin system shielded Tiniyd from 
  the worst effects of Hard Times.
  The Collapse and Virus hit Tiniyd hard, as they still maintained 
  an interstellar level of technology. The closed down orbital 
  starport re-entered the atmosphere and crashed through the 
  ice into the polar sea. The closed scout base, downport and 
  capital city were destroyed in fusion power plant blasts and 
  associated firestorms, leaving little but blasted radioactive 
  ruins.
  The security forces, backed by the remaining Solsec 
  personnel maintained order and ensured power supplies 
  / agricultural production. The harshness of the emergency 
  measures (especially given the Solsec slant within the 
  security forces) caused unrest amongst the population, and 
  the military government was in danger of collapse.
  In order to secure their position, the military government 
  blamed the Droyne for the Collapse. Very few people on 
  Tiniyd understood the mild, polite unassuming Droyne, 
  as there was no real need. They kept to themselves and 
  never bothered anyone. The presence of Solsec and their 
  human supremacist views further isolated Droyne / Human 
  interaction and fostered a general air of suspicion. The 
  Droyne reacted by retreating into their own communities and 
  further reducing interaction between the two communities.
  SYSTEM NOTES
  RCES information on the Tiniyd system consists of little more 
  than the 9 IISS Second Survey Data. This contains the 
  above UWP information and notes as to the presence of IISS 
  and other facilities in the system. However, exact locations 
  of these facilities, and their current status are unknown.
  The 9 and 200 UWP is presented in the table above. 
  200 data is currently unknown to the RCES and is presented 
  in Bold.
  Tiniyd contained a scout service training base that consisted 
  of a main ground training base located on Tiniyd. The 
  base was responsible for the training of scout personnel in 
  Communications Office equipment and specifically X-boat 
  Tender operations and meson communicator operations. 
  Tiniyd was chosen as the location for this IISS training facility 
  as it’s Scout Base is located only Jump- from the X-boat 
  nexus at Berkin.
  Additional facilities were positioned throughout the system 
  including meson communications relay stations on Tiniyd’s 
  first moon and the planet Eepa (Orbit 2), within the Arcenturi 
  planetoid belt, and on the planet Yoyormayess. The Arcenturi 
  facility also included the X-boat Tender training area with 
  several X-Boat Tenders attached.
  These facilities are now deserted and their locations lost. The 
  base on Tiniyd has been covered and is currently unknown to 
  the various nations. The bases on the moon and Eepa have 
  been totally destroyed and are little more than ruins. The 
  relay station in the Arcenturi Belt is still partially operational 
  and contains an active God strain virus, which occasionally 
  uses the station’s meson communicator to attempt to infect 
  passing ships. However, virtually all New Era starships are 
  not equipped with meson communicators and are unaware 
  of the relay station.
  The ground based IISS facility on Yoyormayess was also 
  part of the meson communications training facility, and used 
  a web of Satellite arrays for its meson communications. The 
  base and settlement were destroyed in the detonation of the 
  arcology’s power plant in 30 by a suicider strain virus. A 
  handful of survivors left in a 30dton ship’s boat and arrived 
  back to the inner system, only to be killed when their vessel’s 
  reproducer succeeded in infecting the planetary net, and 
  crashed them into the orbital Starport. The fate of the base 
  and the handful of survivors are recorded on a handheld 
  holocamera in the ruins of the base. The virus lurking within 
  the Arcenturi relay station also remembers the incident, as 
  the ship’s boat was the source of its infection.
  The Arcenturi Belt also housed a small archology holding 900 
  personnel of a small mining firm. This was destroyed during 
  the collapse. The Nocturnes Belt (Orbit 8) contains a Hard 
  Times Era prison facility constructed and run by Solsec. As 
  this facility was constructed in secret by the Solomani after 
  the 9 survey data, it is not present on the RCES charts.
  
  - 2 -
  
  - 3 -
  Planetary Conditions
  CLIMATE
  Tiniyd is a dry world with only 30% surface water, only ½ that 
  of Earth. The planet has low rainfall, or snow in the northern 
  climbs near the polar sea, and low levels of cloud cover, as 
  there is less moisture in the air. The lack of cloud cover and 
  low albedo gives rise to high day time temperatures (with 
  little or no cloud cover) and sudden temperature drops at 
  night
  Winter is cold, especially in the northern climbs and at 
  night, Most days are clear and cold, although there is some 
  cloud cover and light rains / snow. This precipitation feeds 
  the glaciation around the polar sea. Spring is accompanied 
  by light rain fall, and significant run off from snow on the 
  mountains. This coupled with the extra sunshine causes a 
  dramatic blossoming of plant-life in spring. It also turns the 
  majority of the rivers into raging torrents, especially in the 
  badlands, where there can be sudden flash floods. Summer 
  is hot with little rain or cloud cover. High summer include 
  some severe thunderstorms / downpours and tornadoes. 
  Rivers and lakes experience a considerable drop in flow / 
  water level.
  Northern hemisphere weather is more extreme as the 
  freezing / unfreezing of the strait between the two seas 
  causes sudden influxes of cold water from the polar sea as 
  the ice periodically unblocks. There are sudden storms, and 
  great tides and currents. This periodic infusion of nutrient 
  laden cold water gives rise to large scale fish spawning 
  in these areas, and also support some of the sea-borne 
  megafauna. 
  FLORA & FAUNA
  Tiniyd had a complete eco-system before the arrival of 
  the Vilani during the First Imperium. The majority of Vilani 
  introduced plants and animals were pushed into ecological 
  niches by the introduction of terran crops and animals during 
  the Interstellar Wars period. Today, the majority of the animals 
  and plants found in the fertile areas are variations of terran 
  flora and fauna, with a few Vilani plants and animals mixed 
  in, including the 8 legged poni (a Vilani horse equivalent) 
  and the Argu (a popular root vegetable). 
  Native Tiniyd flora and fauna is still dominant in the badlands 
  and desert, and in the seas. Several species of native 
  megafauna occupy both the shores and the depths of the 
  polar sea.
  Given this general suspicion, Solsec accused the Droyne of 
  causing the collapse, or at least foreknowledge of the event. 
  Droyne success at reconstruction was sited as proof. In fact 
  the Droyne had used their psionically transferred memories 
  to remember information that had been lost when the 
  computer databases went down. They literally remembered 
  how to build the more basic devices.
  The human government fell on the Droyne communities. 
  Those within human areas were generally overrun and 
  massacred. Those more isolated communities were warned 
  telepathically of the crusades and were able to mount effective 
  resistance (especially using their psionic talents.) Whilst 
  human forces were engaged against Droyne warriors, other 
  isolated but weaker Droyne communities were captured and 
  the Droyne massacred or forced into work camps.
  The government chained the Droyne to stop them escaping 
  and eliminated the leader caste. They also stole the gold 
  coyns which inadvertently prevented casting of young 
  Droyne and caused the creation of the chirpers.  
  A few years after the crusades died down (as the military 
  government was now firmly in-control), the government 
  was itself overthrown by a underground psionic cell lead by 
  Laanzo Khuumishimshuggi, a refugee from Jeddel. They 
  used the government’s central control to assume command. 
  They started to slowly limit technology and promote the 
  idea of psionic humans being the next evolutionary step. In 
  accordance with the general human supremacist undercurrent 
  within Tiniyd society, all records of the Droyne’s psionic 
  abilities were systematically removed from the records.
  Unfortunately the covert nature and persecution mindset of 
  the psionic cells caused the temporary world government 
  to fracture into the psionically ruled nations seen in the 
  New Era. The cruel nature of the new psionic ruling classes 
  caused some of the more pacifistic psions to quietly move to 
  what is now the Idsur Republic. 
  These psions allied with the non-psionic regional government 
  within the area to form a more humane, but still psionically 
  dominated nation. The Idsur psions, lead by Ashaaris 
  Baldassare, were smaller in number than the other psionic 
  groups and generally had less aggressive psionic talents. 
  They were forced to rely on the non-psions more than the 
  other nations, which guaranteed equal treatment for the 
  non-psionic majority in this nation. 
  The presence of large numbers of captured Droyne workers 
  cushioned the non-psionic populations from the worst of 
  the demands placed on them by their new psionic rulers. 
  Eventually, without their coyns and leader caste, new 
  immature Droyne were unable to caste and degenerated 
  into Chirpers.
  
  - 4 -
  structures with new interiors. The “towns” are former small 
  towns and large villages. These new towns consist of 
  approximately 50% old imperial construction and 50% new 
  construction from brick and concrete. The landscaped grass 
  avenues and plazas common in imperial era cities have 
  been cobbled & paved over to form roads for the TL6 ground 
  vehicles. 
  Major roads are tree lined for shade and canvas awnings are 
  common in business and shopping areas providing shade for 
  citizens. All major conurbation’s have measures to capture 
  and retain rain water (primarily from roofs). The water is 
  stored in underground cisterns prior to purification and use. 
  The towns and cities are surrounded by concrete walls both 
  as a defensive measure and as a means of controlling the 
  movement of the population.
  Outside towns, there are collections of farms and isolated 
  farm buildings. These are still largely imperial era buildings 
  but few are completely intact. Most have been patched with 
  sheets of salvaged crystal-iron sheets, brick and planks etc. 
  Barns are crystal iron framed structures with crystal iron sheet 
  cladding. New farm buildings are  brick and wood. Farms 
  will arranged by a square, with walls linking the buildings. 
  This provides some shade / break from the hot winds. Trees 
  are planted around the farms to provide additional shade. 
  Covered walkways are provided between buildings to both 
  provide shade and protection against the summer stores. All 
  farms possess water retention measures (usually covered 
  water barrels) and are equipped with a source of water (well, 
  natural spring, river or lake).
  ENERGY AND TRANSPORT
  Tiniyd was a fusion powered society prior to the collapse and 
  has been reduced to a coal and oil powered infrastructure. 
  Only certain nations have relic oil-wells that originally 
  provided raw materials for the plastics industry. Other nations 
  have been forced to rely on coal. The small population base 
  and the limited development of sufficient mining knowledge 
  has limited each nation to maintaining its energy supplies, 
  and has prevented diversification from the original energy 
  source. All nations produce alcohol for use in ground vehicles, 
  petrol (where available) is reserved for military vehicles, and 
  especially aircraft. 
  Coal is used for general heating, cooking and to power the 
  steam trains that form the commonest long distance mode 
  of transport. Each nation has at least one electrical power 
  station which supplies electricity to the capital and the major 
  towns. The capital cities of each nation have a gas plant that 
  converts coal to town gas for domestic and industrial use. 
  Factories are either connected to the power grid or have 
  their own generators (primarily diesel generators and steam 
  engines). Villages and farms have their individual energy 
  supplies, with a mixture of coal, wood, and wind.
  Steam trains are the primary means of long distance 
  Civilization on Tiniyd
  AGRICULTURE
  With the low rainfall, imperial era agriculture relied upon both 
  genetically modified crops and extensive irrigation. Following 
  the collapse, the irrigation systems failed, but the genetically 
  modified crops remained. 
  Moisture heavy crops such as salad vegetables, melons, 
  soft-fruits etc. are not present, except in small plots within 
  the towns and cities, there is simply not enough rainfall. 
  Major crops are grains, root vegetables (potatoes, carrots, 
  swedes, turnips etc.). Fruits are from trees (apples, pears 
  and some plums, dates, nuts). 
  Crops are grown either with a greater spacing between plants 
  (than a terran world) to allow them a greater area to extract 
  water from, or within pits which reduce water loss from the 
  sun or the hot winds. The pits also collect dew that irrigates 
  the plants. Occasional wood and glass greenhouses will be 
  used to conserve water. This however increases the effort 
  required by the farmer.
  Near major rivers, basic irrigation is present, which allows the 
  growth of more moisture hungry crops. Irrigation is by steam 
  engine / alcohol powered pumps. Trees are deciduous near 
  ample water sources, with  palms and pines elsewhere.
  The plains have ranches with herds of horses / poni / cows. 
  Pigs, sheep  & chickens are also present. In the more 
  scrub / badlands terrain, sheep and mountain cattle are the 
  dominant livestock. Wool from the sheep is a major source 
  of clothing. Countries in the northern hemisphere also hunt 
  mega-fauna. Such mega-fauna provide oils, meat, as well 
  as cartilage / bones for use in clothes / umbrellas, soaps etc. 
  Fishing is also an important source of nutrition, although the 
  most plentiful northern fishing grounds are very treacherous 
  given the currents and tides.
  Cotton clothing is rare (it is too water hungry), common 
  clothing will be made from silk, linen, leather and wool. 
  Farmers and hunters are generally clad in a combination of 
  leather and woolens. 
  ARCHITECTURE
  Most of the original TL2 buildings are still standing 
  (given their construction from concrete, crystal iron, and 
  superdense metal). The planet was not seriously attacked in 
  the Final war, and collapse damage is limited to the capital 
  city which has been effectively destroyed. Ravages of the 
  civil disturbances just after the collapse have been repaired. 
  The structural interiors of the buildings are still present, but 
  the contents and support systems such as lighting, power 
  air-conditioning have been replaced with TL6 equivalents. 
  The new capital cities were major imperial era provincial 
  towns, and they consist pre-dominantly of imperial era 
  
  - 5 -
  transport, used for both freight and passenger transport. 
  This is supplemented by petrol and alcohol driven trucks and 
  cars for medium distance journeys. Such vehicles are more 
  prevalent in the major towns and cities. Villages are limited to 
  a few alcohol powered farm machinery, tractors and trucks, 
  supplemented by horse and poni carts. Horses and poni are 
  still the preferred method of personal transport.
  Relic grav vehicles are only used with the elite military 
  units, given the general anti-technology bias of the general 
  population. But even these elite units are moved from 
  barracks to battlefield on rail road cars, to reduce wear on the 
  irreplaceable grav units. All aircraft on the world are locally 
  produced after the collapse (as Tiniyd was an grav only 
  society at the time of the collapse). The limited technological 
  and population base limit aircraft to use within the armed 
  forces.
  Roads are either concrete or paved, except in those countries 
  which have access to oil-wells, where bitumen is available to 
  make tarmac roads.
  International sea trade is non-existent, with water vessels 
  limited to river barges and inshore fishing vessels.
  TECHNOLOGICAL 
  DIVERSITY 
  AND 
  TRADE
  All the nations on Tiniyd have small population bases 
  which limits the technological diversity on the planet. Most 
  nations only have a handful of vehicle types (a car, a truck, 
  a tractor, and armored car and a tank). Where-ever possible 
  components will be used on multiple vehicles. Complex 
  components such as internal combustion engines are made 
  in small factories which can only build one or two dozen 
  engines a year, and the factories only produce one or two 
  different engines.
  Research and development, and factory built design 
  variations are non-existent. No new designs have been 
  built on Tiniyd since the Collapse. Owners frequently modify 
  vehicles and equipment to make it more usable in its specific 
  role. The lack of a starport has prevented the importation of 
  new equipment or even new designs. 
  The paranoid nature of each nation’s government ensures 
  that each nation struggles to maintain self sufficiency in 
  its industrial base. The paranoia also curtails international 
  trade, with only a few bulk items such as wool, timber and 
  minerals being traded. No nation is generally willing to 
  trade resources that would benefit a rival nation (oil, food, 
  manufactured goods). 
  GOVERNMENT & LAW ENFORCEMENT
  The majority of the governments on Tiniyd are as bad as 
  portrayed in the RCES briefing. They consist of psionic 
  dictatorships and autocracies whose sole aim is to maintain 
  their grip on power. All these nations are ruled by psionic 
  elites of approximately one thousand psions, with supremacy 
  within this elite being based on intelligence, cunning, psionic 
  ability and ruthlessness. 
  These psions occupy all senior positions within the 
  government, law enforcement and military. Extensive secret 
  police presence supported by psions in the officer positions 
  keeps the general population in line. Telepathic scanning of 
  the general population is routine, and this coupled with the 
  very high law level imposed by most nations ensures that 
  the population is kept subjugated.
  Military units are present to support the secret police or 
  to initiate petty wars with neighboring states. The psionic 
  elites limit the size of their militaries to prevent coups by the 
  armed forces (either lead by psionic officers or non-psionic 
  individuals). 
  The various militaries on Tiniyd are based around relic battle-
  dress equipped troops, supported by TL lift units from the 
  Solomani occupation era, and the bulk of the armed forces 
  equipped with current TL6 motorized equipment. No nation on 
  Tiniyd is equipped with planetary defense weapons capable 
  of engaging a spacecraft in orbit. Recently the militaries on 
  Tiniyd have undergone a dramatic expansion in size.
  The militaries are concentrated around the various capital 
  cities, and especially TL6 air-force units and high tech 
  military vehicles. TL6 second line units are garrisoned at 
  provincial towns. Chirper built defensive emplacements 
  are dotted across the countryside allowing the militaries to 
  conduct retreats from prepared position to prepared position 
  in the event of invasion. 
  The general populace is subject to restrictive governmental 
  intrusion into their everyday lives. They are taught that 
  technology has failed and psionics are the next evolution 
  of man. The psionic elites portray themselves as superior 
  humans and hence fit to rule.
  CHIRPERS
  A large population of chirpers (200,000) lives in conditions of 
  slavery or at best second class citizenry within all the human 
  nations. The chirpers live in large barrack camps holding 
  approximately 5,000 chirpers per camp. These camps are 
  guarded by penal guard units, responsible for ensuring the 
  chirpers do not escape. The chirpers are chained into gangs 
  of 50 chirpers and used as forced labor on the farms (given 
  the labor intensive nature of the low moisture farming). The 
  chirpers are used as construction labor during the winter 
  months. They re-surface roads, and build military bunkers.
  The history of the chirpers and their emergence from un-
  casted Droyne has been destroyed in the intervening years. 
  The general population regards them as no more than smart 
  animals. 
  
  - 6 -
  CHAPTER 3:
  IDSUR REPUBLIC
  RCES DAWN BASE-TRYBEC; FREE 
  TRADER DEBRIEF ,  
  CPT SEAN “CUTTER” DONALDSON, 22-
  VI-1200:
  ‘Cutter’ Donaldson eased back in his seat, as Lathrop and 
  the four junior officers two male, two female took notes. 
  “Lawter, S.”, “Guiterrez, R.”, the two femmes, and “Ritter, P.”, 
  & “Titan, H.” the two men. A harder meaner, leaner lot they 
  were indeed, the old spacer thought. Star Vikings, huh. No 
  rest for the Guild with this lot on their backsides, he mused 
  to himself.
  Wasn’t a whole lot information, the Free Trader skipper had 
  initially thought, but they seemed happy with what he recalled 
  over the past two and a half hours. They even bought him 
  dinner! Not a bad trade for a new power plant infusion coil—
  not a salvaged one, but a shiny made in Aubaine new one. He 
  was about to shove off from the table when Lathrop looked 
  up at him from the quiet conversation with his subordinate 
  officers in the dark blue skin suits.
  “Hang on a second, ‘Cutter’.” The old starjack paused, and 
  sat back down. Here it comes, the real price for his repairs. 
  I should have listened to that Son of Craig guy, Rourke, he 
  berated himself. “Always deal from a position of strength 
  with these new stellar powers—or they’ll use you like waste 
  paper and toss you away”. His worried frown faded at the 
  next words, and the sincere smile behind them. 
  “Tell us everything you can recall about the Idsur Republic, 
  Captain Donaldson. Pat—order us some more Kaff, our new 
  friend looks thirsty…”
  HISTORY
  The nation now known as the Idsur republic was a former 
  farming region on the eastern shore of the Naysfamaysk 
  sea. It was a provincial backwater even for Tiniyd. During 
  Hard Times, the psionic Laanzo Khuumishimshuggi arrived 
  from Jeddel in the Diaspora Sector fleeing a planetary 
  security raid. His high technology skills assured his entry into 
  the Tiniyd workforce. He soon started recruiting other psions 
  from across the subsector. These additional psions found 
  refuge on Tiniyd, and were easily able to elude the handful 
  of Solsec personnel on planet. The new psions naturally 
  followed Laanzo, mainly out of a sense of obligation for their 
  haven.
  Following the Collapse, whilst the military assumed control 
  amongst the chaos, Laanzo plotted to take over the 
  government. The military’s crusades against the Droyne were 
  a perfect distraction, that allowed Laanzo to organize his 
  forces unopposed. Laanzo did nothing to halt the crusades, 
  as Laanzo has absorbed the human supremacist ideals from 
  the government.  Several groups amongst the psions were 
  uneasy with the way things were progressing. They quietly 
  slipped away and settled in a remote area, on the other side 
  of the planet from the new capital. 
  Laanzo’s coup was successful, and the psionic cell assumed 
  control of the planet. Laanzo pushed his psion and human 
  supremacist agendas, using the human supremacy issue 
  to gain favor with the general populace, whilst pressing 
  the idea of psions being the next stage of evolution. The 
  treatment of the general public as second class citizens or 
  cattle, was the final straw for the more pacifistic / idealistic 
  psions who had settled in the Idsur province. They declared 
  their independence from Laanzo’s government.
  However, the Idsur psions were fewer in number that the 
  psionic forces that Laanzo could muster. In addition, a large 
  majority of the Idsur psions had awareness and special 
  talents that could not be used in an offensive manner. The 
  Idsur psions were forced to ally with the Idsur regional 
  government and its security forces to repel the impending 
  attack. The leader of the Idsur psions Ashaaris Baldassare, 
  forged an alliance with the local government to set up a 
  Representative Democracy, where all citizens would be 
  treated equally regardless of their psionic ability.
  The well lead local security forces, actively supplemented by 
  the Idsur psions were sufficient to repulse the inadequately 
  organized expeditionary force dispatched by Laanzo. 
  Laanzo had replaced / killed large part’s of the officer corp 
  of the planetary army, and replaced them with his psions. 
  Whilst these new officers had impressive individual psionic 
  abilities, they had virtually no military experience, and their 
  forces were rapidly isolated and defeated.
  Within the Idsur Region, Ashaaris Baldassare proclaimed 
  the formation of the Idsur Republic, and was appointed 
  president by popular acclaim. The almost complete rout 
  of the expeditionary force caused widespread doubts in 
  Laanzo’s abilities, and over the next few years, several of 
  his henchmen spilt off and proclaimed the independence of 
  their little domains. 
  CURRENT STATE OF THE REPUBLIC
  The Idsur Republic is the only democratic nation on Tiniyd, 
  where both psions and non-psions are treated equally. 
  Psions have a general higher social standing than most 
  citizens, primarily due to the usefulness of their talents in 
  enforcing state security. However, competent non-psions can 
  rise to positions of power for displays of industrial, political or 
  military prowess. 
  The current president of the republic is Armand Idsuri 
  Baldassare, the grandson of the first president. The 
  government consists of 00 senators, elected by wards 
  
  - 7 -
  within the country. Generally each ward consists of 000 
  citizens. The governmental center can be found in the capital 
  “Idsur”.
  The security of the republic is ensured by three organizations. 
  The first organization is the police force which performs day 
  to day policing activities. The police has a large proportion of 
  non-psions, although a few low level telepaths, clairvoyants 
  and other low level psions are included within the ranks. 
  The Security Service performs national security duties, such 
  as espionage and counter-espionage, as well as guarding 
  government buildings that do not have a military presence. 
  Both the espionage and counter-espionage departments 
  have large psionic complements, primarily with telepathic / 
  clairvoyant abilities. They remotely monitor hostile nations 
  both telepathically and clairvoyantly, as well as using a 
  handful of actual agents. 
  The military is the final defense of the republic. It accepts 
  all applicants that can met the physical entry requirements. 
  Psions within its ranks that have high psionic skills tend to 
  be assigned to specialist units primarily intelligence (high 
  level telepaths with the deep probe talent) and recon (mid to 
  high level clairvoyants). Other psions are not differentiated 
  by their abilities and are assigned as general troopers. They 
  are permitted to use their limited psionic abilities as they see 
  fit, to support the completion of their orders.
  LAW ENFORCEMENT
  Given the hostile nature of all of Idsur’s neighbors and the 
  fact that Idsur is the only free nation on the planet, there 
  are extensive internal security measures in place to detect 
  enemy spies and saboteurs. The ability of enemy psions 
  to acquire information or enter secure areas, has further 
  heighten tensions. The large size of the Idsur Republic 
  and the comparatively small size of its military and security 
  services means that its borders are open to direct infiltration 
  and the population is well aware of this fact.  
  In short Idsur (and all the other nations) are in the grip of war-
  time paranoia and have been for the last 70 years. Suspicion 
  of outsiders, loyalty to fellow Idsurians and respect for the 
  security services is widespread. 
  Law enforcement by both the local police and the security 
  service is extensive and effective, especially when supported 
  by psionic security force agents. Once threats come to the 
  attention of the security service, they are usually neutralized 
  quickly. 
  All citizens are required to carry identity papers which 
  includes photo identification. These ID papers are required 
  to be shown to any police or security force member on 
  request. They are also required to be shown when any major 
  purchase is made, when staying in a hotel, when obtaining a 
  travel pass to use the railway etc. The extent of security laws 
  in the various aspects of normal life are detailed below:
  Weapons: 
  No firearms held by members of the public.
  No melee weapons held by members of the public.
  Authorized persons can be allowed to have axes etc. (for 
  woodcutters etc).
  Movement: 
  Long distance movement requires a permit.
  New arrivals must report to the police upon arrival at 
  destination
  No private ownership of vehicles.
  Vehicles are leased from government stock to authorized 
  individuals
  Petrol / alcohol rationing
  New house purchases must be approved
  Moving home must be approved
  Personal: 
  All persons must carry identity papers at all time 
  Identity papers must be shown for all purchases
  Identity papers must be shown for long distance travel
  Identity papers must be shown to book hotel rooms etc.
  All births / deaths / marriages must be recorded and ID 
  papers shown
  All citizens will show respect to / and immediately comply 
  with orders from police / government officials etc.
   
  Media: 
  Possession of radio / telephone equipment by private 
  individuals banned.
  Communications equipment only allowed by authorized 
  persons
  Newspapers / books / songs subject to official censorship / 
  approval
  Communal phone / telegraph available for use in provincial 
  towns (to order supplies etc.) but telegrams will be read and 
  phone calls listened in on.
  TVs available to loyal people, who are only allowed to watch 
  state TV.
  State owned TV stations.
  Relic media equipment banned
  Laws 
  All land held by government.
  Police and government officials have unlimited rights of 
  access to homes, businesses, records (including doctors) 
  etc.
  Lawyers banned
  Closed courts with no detailed reporting or public access.
  Psionic evidence is admissible.
  Persons can be detained without trial for 1 year or indefinitely 
  in cases of national emergency
  Psionics 
  Use of psionics must be reported.
  Possession of psionic abilities must be reported
   
  
  - 8 -
  RELATIONS WITH NEIGHBORING STATES
  The Idsur Republic is currently not at war with any of its 
  neighbors. It does however, monitor its neighbors both 
  psionically and physically. Telepaths conduct life-sense 
  sweeps of the border to detect infiltration. Higher level 
  telepaths attempt to mind-read higher governmental officers. 
  Clairvoyants remotely view enemy army camps to detect 
  signs of mobilization, whilst high level clairvoyants are 
  used to remotely view enemy governmental meetings. The 
  republic also employs a handful of actual spies. 
  All the neighboring nations maintain similar monitoring of 
  Idsur, whilst Gakshishu, Padukha Amkhuun and Kingdom 
  of Limgur perform the occasional raid or act of sabotage 
  against Idsur.
  Idsur was forced to dismantle the last starport (a former 
  spaceport) under pressure from a coalition of all the 
  neighboring nations, who were fearful of Idsur benefiting 
  from off-world trade. Idsur strives for better relations with its 
  neighbors, and uses trade as a means of diffusing potential 
  hostile moves by its neighbors. Specifically, it trades excess 
  electricity with Gakshishu, Padukha Amkhuun and Kingdom 
  of Limgur and has previously threatened blackouts after 
  Kingdom of Limgur raids.
  PSIONICS
  There are about ,500 psions within the general population, 
  with a significant proportion still adhering to the old disciplines 
  in the Awareness Talents. The remaining thousand psions 
  have adapted to the current real-politic, and have developed 
  telepathic and clairvoyant abilities.
  Mid level telepaths, who can read thoughts, are extensively 
  used in the Security Service. They are charged with the 
  psionic scanning of the general republic to detect enemy 
  spies and general criminals. Mid level clairvoyants, who can 
  remote view areas up to several hundred miles away are 
  also found in numbers within the Security Service espionage 
  branch, as they are used to remotely monitor the Republic’s 
  borders and to keep a check on the readiness and location 
  of enemy forces.
  High level telepaths are assigned to the Security Services 
  as they can perform deep probe interrogations. Higher level 
  telepaths can also deliver telepathic assaults. High level 
  clairvoyants are used to remotely view enemy cabinet and 
  army meetings (both remote viewing and remote hearing). 
  Telepaths tend to be employed in government positions that 
  require security clearance, as their telepathic mental screens 
  prevents enemy telepathic scanning. 
  The psions within the Idsur Republic are open about their 
  talents, and their talents are openly reported within the press 
  – subject to the military reporting restriction. But the psions 
  do not advertise their talents and they are generally not 
  recognizable in the street. 
  The psions within Idsur perform regular tests on the general 
  public at the ages of 5 and 3 to identify new strong talents. 
  They also accept any latent strong talents that emerge 
  at other times. People identified with strong talents are 
  adopted into one of the psionic families, that specialize in 
  their talents. Such new talents undergo training in an family 
  environment, but return to their original families at weekends 
  and holidays. 
  This introduction of new psionic talent provides an outlet for 
  non-psions to enter the upper classes via the psionic ability 
  of their children. It also ensures that the psions maintain a 
  connection with the general population, as each psion will 
  know several close non-psion family members from the 
  adopted new talents, and the members of the general public 
  will know several psions on a personal basis. The population 
  is also supportive of the general testing for psionic abilities 
  both as a route of advancement, and to ensure that potentially 
  dangerous latent talents are taught to control their abilities 
  without endangering themselves or others. 
  Of the 500 or so psions in Idsur, approximately 500 of them 
  specialize in the awareness talent with the occasional special 
  talent also present. They are mostly pacifistic and are heavily 
  involved into expanding the boundaries of psionic knowledge. 
  Of the remaining 000 psions, these are primarily telepaths 
  / and or clairvoyants as these are the easiest psionic talents 
  to acquire and the most useful to the state. There are limited 
  numbers of telekinetics and teleportive psions, although 
  most of these also have telepathy or clairvoyance abilities. 
  Disregarding the children, elderly and those unlucky enough 
  to have no clear psionic talents, there are approximately 700 
  psions with talents besides awareness. Approximately 200 
  have low psionic strength and are limited to basic psionic 
  abilities such as life-sense and empathy. These psions tend 
  to serve as initial teachers to young psions, or in government 
  jobs where a psionic shield is required, or pursue careers 
  without regard to their psionic abilities. 
  Approximately 400 psions have medium psionic strength and 
  are frequently employed by the armed forces and security 
  service, where they perform internal security mental scans, 
  and use remote sensing to spy on neighboring nations. Only 
  about 00 psions have high level psionic abilities such as 
  deep probe, psionic assault, heavy telekinesis or teleportation 
  with equipment. The clairvoyants and telepaths are almost 
  exclusively within the armed forces and the security service, 
  whilst the handful of teleporters are used as elite agents. 
  TECHNOLOGY
  The Idsur Republic maintains a solid TL6, with shadings of 
  TL5 in rural areas. It maintains a small TL2/ military and 
  a handful of TL2/ industrial equipment, that is primarily 
  involved in the manufacture of ammunition for the military. 
  Idsur is not blessed with any oil production facilities and 
  instead relies on alcohol to power its vehicles. Small town 
  
  - 9 -
  based delivery and taxi vehicles are electrically powered, 
  using large TL6 battery arrays. It does however have an 
  abundant electrical energy supply and its cities and industry 
  is largely electrically powered. This electrical supply is 
  generated by a large TL9/0 combined wind and tidal power 
  farm located within the large bay  near the capital city and 
  is distributed by relic imperial era buried super-conducting 
  cables. 
  Idsurian cities are lit by electric light and most houses are 
  heated with a combination of coal fires and electric heaters. 
  The heavy use of electricity has reduced the population 
  levels over the cities, as there are no large town gas and 
  coal powered power plants. 
  ATTITUDES  TO  PSIONICS  AND 
  TECHNOLOGY
  Idsurian subscribe to the belief that psions are the next 
  evolutionary step in the development of humans. This belief 
  is planet-wide, and found across the entire social spectrum. 
  Idsur does however recognize the value of non-psionic 
  humans, and non-psions still have the ability to rise to 
  positions of power based on merit. Psions are generally held 
  in high-esteem, and those with acknowledged high levels of 
  ability have social status equivalent to nobility. 
  There is also the wide-spread belief that with proper training 
  and further psionic evolution, psionic talents will emerge in 
  the general population. Large portions of the Idsur psions 
  who have the awareness talent are investigating such areas 
  and are attempting to develop means of increasing psionic 
  abilities both in existing psions and non-psions. Most of the 
  population will use mediation to prompt calm thinking and 
  as part of self-improvement schemes to help their psionic 
  development. 
  There is a wide-spread belief, that Tiniyd acts as a safe womb 
  for the development of a completely psionic human race, 
  and further psionic evolution will result in a quantum leap in 
  human psionic powers, offering both additional abilities, and 
  increased psionic strength as well as the ability to master 
  large numbers of psionic talents.
  The concept that over-use to technology and especially 
  advanced technology hinder the development of psionic 
  skills is common, and the history of the Third Imperium is 
  quoted as a prime example of this. Idsurians believe that 
  their TL6 infrastructure is sufficient to support their needs 
  and maintain the health of the general population without 
  prejudicing their psionic development. They believe that a 
  lower level of technology places too many immediate survival 
  demands upon people, and reduces the time available for 
  self-development, whilst excess technology provides abilities 
  that should only be provided by psionics. 
  Those members of the military who maintain and operate the 
  remaining relic equipment are revered as making a supreme 
  sacrifice in preventing their own psionic development, by 
  using the relic high-tech equipment. The use of high-tech 
  military equipment is deemed necessary to counter the high 
  tech units deployed by the other nations. The TL9/0 wind 
  farm is generally ignored by most of the population when 
  considering the anti-technology bias. The advanced wind 
  turbines are considered no more than wind mills by the 
  general populace. They are aware of its high tech nature 
  but it is not generally perceived as threat to their psionic 
  development.
  CHIRPERS
  There are over 5,000 Chirpers within the Idsurian Republic, 
  housed in three large camps holding approximately 5,000 
  chirpers each. The Chirpers are used as farm laborers 
  during the growing season and as construction laborers 
  during the rest of the year. Idsur has an enlightened attitude 
  to chirpers which are considered to be smart animals and 
  a useful resource, but not sentient. Chirper handlers at the 
  camps direct the chirpers in their laborers. These handlers 
  are also responsible for the care and feeding of the chirpers 
  and their protection against wild animals etc. The Chirper 
  handlers are firm but kind to their charges.
  The fact that the Chirpers are uncasted Droyne and are both 
  psionic and sentient is not known to Idsurians.
  MILITARY FORCES
  The Idsurian military is small well trained, equipped and 
  lead military force. It retains discipline in the field, and 
  takes prisoners, does not torture prisoners and generally 
  maintains an ethical approach to war. The Military’s primary 
  role is the defense of the republic and the military keeps out 
  of politics. 
  Psionic individuals are free to join the military, and the military 
  does maintain small psionic units that specialize the remote 
  reconnaissance using a combination of telepathic life-sense 
  and clairvoyance. A few high power telepaths are available 
  to perform deep probes on captured prisoners. Other psions 
  with lesser psionic abilities are occasionally found within the 
  ranks and are allowed to use their lesser abilities to help 
  their unit as they see fit.
  Idsur maintains a small shore based nautical force which 
  is primarily involved in security for the fishing fleet, coastal 
  sweeps against infiltration and providing water transport to 
  other elements within the armed forces. 
  Originally the Idsurian armed forces maintained approximately 
  2-3 active combat battalion equivalents (often broken into 
  smaller units to provide border patrols) and approximately 
  half a dozen TL6 combat aircraft. The military has expanded 
  considerably within the last year and a half to counter the 
  off-world threat from slave raiders. The expansion of the 
  relic military units required the salvage of additional relic 
  equipment, and the lack of suitable military salvage forced 
  
  - 20 -
  the military to salvage paramilitary equipment such as 
  security force / SWAT team equipment rather than front-line 
  military equipment.
  The current strength of the Idsurian Military is as follows:
  NAUTICAL
  37 experienced personnel with a handful of unarmed coastal 
  and river boats.
  AIR-FORCE
  2 squadrons of TL6 fighter/bombers each with 6 aircraft, 
  dispersed at two small airbases. The airbase at the Capital 
  also includes a co-located air-defense radar installation. 
  Total = 250 experienced personnel
  ARMY
  Combat Units
  Three Heavy Grav Infantry platoons (TL2 Battledress 
  equipped Veteran troops in 32 man platoons)
  One Lift Infantry Company (TL/0 experienced troops in a 
  00 man company
  One Motorized Infantry Company (TL6 trained/novice troops 
  in a 00 man company)
  One Air-Mobile Infantry Company (TL6 trained troops in a 
  00 man company with 2 TL6 transport helicopters)
  One Reconnaissance Cavalry Platoon (TL6 trained troops in 
  a 30 man platoon equipped with 8 armored cars)
  Support Units
  One Lift Artillery Company (TL/0 experienced troops in a 
  00 man company)
  Two Grav Medivac Platoons (TL/0 experienced troops in 
  30 man platoons)
  One Grav Military Intelligence Section (TL/0 experienced 
  troops in an 8 man section)
  One Field Artillery Company (TL6 novice troops in a 00 
  man company, equipped with 8 towed howitzers and 24 
  half-tracks)
  One Field Hospital Company (TL6 novice troops in a 00 
  man company with 12 wheeled field ambulances, 12 medivac 
  helicopters and 2 command vehicles
  One Engineering Company (TL6 novice troops in a 00 man 
  company)
  One Military Police Platoon (TL6 trained troops in a 30 man 
  platoon equipped with 8 armored cars)
  Total: 962 personnel
  EQUIPMENT
  Infantry units are generally equipped with semi-automatic 
  rifles, a few hand grenades, steel helmets and camouflage 
  fatigues. Squad support weapons consist of sub-machine 
  gun or possibly a light machine gun. Heavy weapons are 
  generally assigned at platoon level and consist of medium 
  and heavy machine guns and possibly crude TL6 anti-tank 
  rocket launchers. Radios tend to be large TL6 affairs and 
  are again generally issued at platoon level. Sensors are 
  limited to binoculars provided to officers. Vehicle crews are 
  equipped similarly, although their personal weapons tend to 
  be pistols or occasionally a carbine.
  Support vehicles tend to consist of variants of civilian 
  vehicles trucks and cars, with better suspension added. 
  Other vehicles such as the half-tracks and the armored cars 
  are built on common civilian chassis but are up-rated to 
  reflect their military use. 
  The armored cars generally contain a crew of three: driver, 
  gunner and commander, and are armed with 2 machine guns. 
  They are wheeled vehicles capable of good cross country 
  speed, but sacrifice armor protection, often only carrying 2-
  3cm of sloped hard steel. Occasionally light tanks similar to 
  the Pandina are fielded. These are tracked vehicles with a 
  small rapid fire cannon (2-3cm), moderate armor and a crew 
  of three. Half-tracks carry a crew of two and approximately 
  8 to 0 troops. They have good cross country speed and 
  are designed to keep up with any light tanks, but not the 
  faster armored cars. Their armor protection and armament 
  is similar to that of the armored car, although the carried 
  troops are usually required to man the weapons and weapon 
  stabilization is not present. 
  High tech TL/0 units are generally equipped with ACRs, 
  and combat environment suits. Support weapons include 
  Light Assault Guns, RAM grenade launchers and RAM 
  grenades. Officers and NCOs are equipped with in-suit 
  radios but a shortage of parts means that only  general 
  trooper in 0 is equipped with a suit radio. Laser weapons 
  are found in forward observer units, whilst vehicle crews are 
  generally equipped with laser pistols or snub pistols. 
  Elite TL2 battledress troops are given the best equipment 
  available, consisting of gauss rifles and RAM grenades, 
  supplemented by laser rifles, RAM grenade launchers and 
  LAGs as necessary. Often the gauss rifles are only used on 
  combat missions as ammunition is in short supply.
  High tech vehicles consist of TL/0 APCs and light tanks, 
  supplemented by scout service G-Carriers, with police air/
  rafts, grav cycles and civilian grav trucks forming the support 
  elements.
  OFF-WORLD RAIDS
  In 99, the TED of Marax, Ushugaam II captured one of the 
  original twelve Dawn League trade ships, the DLS Horus, 
  a 600tn Bastien Class Liner. It took Ushugaam’s master 
  astrogator over a year to master the jump calculations, but 
  since late 200, Ushugaam has been staging raids on Tiniyd. 
  The Horus is used as a troop transport and in conjunction 
  with an armed free trader have been staging slave raids on 
  the nations of Tiniyd. No nation has escaped the attention of 
  the Marax raiding parties. 
  
  - 2 -
  Given that Marax is also at TL6, the raiders rely on surprise, 
  troop quality and local numerical superiority plus a handful of 
  relic weapons to overcome any local defenses and conduct 
  their raid before any relief forces can arrive. The armed free 
  trader and Horus’s small craft are used to delivery the raiding 
  forces to the planet’s surface. The drop takes approximately 
  30 minutes, and given the lack of sensor coverage and 
  planetary defense weapons on Tiniyd, is usually undetected 
  and unopposed. The raiders attempt to carry off the local 
  population and any portable valuables before reinforcements 
  can arrive. Given the size of Tiniyd’s nations and the low 
  technology of their armies, relief forces often took days to 
  arrive.
  The various Tiniyd nations including the Idsur Republic 
  countered this threat by increasing the size of their militaries 
  and placing garrisons in the larger towns. The airforce can 
  keep raiding forces away from the area within their combat 
  range, but this is usually only 500km from the airbases. 
  These air blockades have keep the various capital cities and 
  major towns free from raids. Other towns have to rely on 
  their garrisons, and protective walls. 
  All Idsurian towns of any size now contain garrisons, 
  either of army units or armed security service units. The 
  airforce protects the capital Idsur and the regional center 
  of Hesselbach. All garrisons maintain an aerial watch using 
  binoculars or relic high tech sensors if the garrison is one 
  of the high tech units (which are concentrated around the 
  capital). The clear skies allow visual detection of the contrails 
  generated by spaceships entering the atmosphere. Upon 
  detection of a contrail, the security services at the capital are 
  alerted by telephone (to avoid radio detection and bypass 
  any jamming). Security service telepaths then use lifesense 
  to detect the presence of living beings in the area of the 
  contrail. If life is detected, then the telepath will monitor the 
  vessel as it descends. Other telepaths will attempt to read 
  the surface thoughts of the crew to determine their target. 
  Military forces in the target area are alerted to the raid either 
  by phone, relic secure communications or telepathy. 
  Security force psions will attempt to assist any military forces 
  in repelling the assault using a combination of projected 
  thoughts and emotions to distract and disorientate the raiding 
  forces. However given the distances the psions have to 
  project their talents over, they can do little more than distract 
  and hinder an assault. It is up to the local armed forces to 
  repulse the assault.
  These raids have caused all the nations of Tiniyd to increase 
  the size of their militaries, often with second rate salvaged 
  equipment or local TL6 built equipment. These military 
  build-ups also escalated international tensions and caused 
  those nations that had not yet been raided to increase 
  their militaries to maintain the balance of power. The raids 
  have also increased the already rampant paranoia present 
  amongst the population.
  
  - 22 -
  CHAPTER 4: 
  MISSION 1 – FIRST CONTACT
  The RCES Serendipity emerges from jump space in a blue 
  flash and hangs over the elliptical plane of the Tiniyd system, 
  whilst Sergey deploys the passive sensor array and begins 
  his initial scans. On confirmation that the system is clear, 
  the Serendipity boosts in towards the gas giant Salmsas 
  to refuel. After refueling Sergey conducts a second sensor 
  scan under cover of the gas giant’s radiation belts. 
  Thankfully for this mission, the Guild base is currently running 
  quiet, with no guild vessels in system. The guild is expecting 
  a slave raid from Marax in the next couple of weeks and 
  has shut down operations to prevent accidental detection 
  by passing Marax raider ships. The virus inhabiting the IISS 
  facility in the Arcenturi Belt will detect the Serendipity as 
  it passes, but its attempt to use it’s meson communicator 
  to infect the ship is a dismal failure as Serendipity is not 
  equipped with a meson receiver. The Serendipity passes by, 
  unaware of its brief contact with Virus.
  “Nasty-Bee” halts the Serendipity in Far Orbit over Tiniyd, out 
  of range of easy visual observation from the planet below. 
  She will know want to know where the PCs want to be put 
  down within the Idsur Republic. She we warn the PCs about 
  limitations to their landing area.
  “Look, its simple, we can’t land otherwise we will dig a 
  whacking great rut pointing straight at your base camp, so 
  we will have to hang there using the contra-gravity and that 
  gobbles energy. We will only have 20 minutes to unload you 
  and your cargo before our energy reserves will be insufficient 
  to lift us to height where it is safe to use the Heplar drive. If 
  we trigger it too close to the ground, we will start a forest or 
  grass fire that will damn well attract unwanted attention”.
  The RCES mission briefing does have some orbital photos 
  that will allow the PCs to find a landing site in some virgin 
  forest near the northern border of the Republic near the 
  regional center of Hesselbach. The briefing pack mentions a 
  couple of satellite population centers including Marc’s Town 
  (a mining town) and the village of Tinyayr. 
  Whilst Astriid is briefing the PCs and getting the landing co-
  ordinates, Sergey does another passive scan. The highport 
  and orbital satellite nets are gone, just as the free traders 
  indicated. There is no sign of any traffic control or planetary 
  defense active sensors. All that Sergey can pick up is low 
  power radio and TV broadcasts from various points on the 
  planet. He starts recording, just incase anything can be 
  gleaned from the transmissions. PCs will linguistic skills can 
  take a download of the Idsur transmissions, in the hope of 
  developing the correct accents.
  Once the PCs have chosen their landing site, and got their 
  gear ready, Astriid will take the ship in slow and quiet. She lets 
  the ship drop under gravity, and slams a large G burn whilst 
  over the Idsur mountains. Within 0 minutes of atmospheric 
  flight, Astriid has the Serendipity hovering over the landing 
  site, whilst the rest of the crew scramble like monkeys to 
  unload the PCs gear, all the while maintaining a wary eye on 
  the sky. Once the PCs are on the ground, the Serendipity will 
  depart in a wave of hot air. “Pappy” waves from the lock as 
  the ship boosts, his final words loss in the noise. The PCs can 
  only hope that the heat has not scorched the vegetation.
  The PCs now have the rest of the day to set up camp, get 
  changed into their native gear and agree a plan of action. 
  Sensible PCs will scout the area to confirm there is no one 
  around how saw the landing. It would also be sensible to 
  camouflage the camp and check the radio for any military 
  broadcasts. They may also want to relocate their camp away 
  from the landing site just in case. 
  Unbeknownst to the PCs, the increased military surveillance 
  did detect the Serendipity’s contrail in the clear night sky, 
  but the telepathic scan by the duty telepath at Hesselbach 
  revealed no life, and the military have relaxed their alert. The 
  Serendipity is an ex-Imperial Scout Service vessel, and like 
  all imperial military and scout vessels was equipped with 
  psionic shielding to prevent Zhodani infiltration, and luckily 
  the Serendipity’s psionic shielding is still operational. The 
  PCs have gotten their first lucky break.
  LOCAL GEOGRAPHY
  The PCs initial landing site is in virgin forest about 3 days 
  walk from civilization. The nearest habitations are a collection 
  of scattered farmsteads at the edge of the forest. These 
  farmsteads are usually within 4 to 6 hours walk from each 
  other and are spread over 30km. One major farmstead is 
  located on the end of the road into the mountains. This road 
  leads to a railhead approximately 00km away. Both the road 
  and the railway lead to the regional capital of Hesselbach, 
  over 800km away. The mining town of Marc’s Town lies to 
  the West, about 00 km away from the landing site. Tinyayr 
  is located on the slopes of the Eastern mountain range, 
  where the forest thins out. 
  Hesselbach is the regional capital and has a population of 
  approximately 5,000 people. It is the major governmental 
  and manufacturing center for this region. It also deals with 
  agricultural, lumber and ore from the nearby mountains. 
  These are transferred via the railway south to the Capital 
  Idsur and several other smaller regional towns. As a major 
  regional center, Hesselbach has a considerable military 
  presence with both an army base and an active airfield 
  holding a TL6 air-mobile infantry company. The security 
  services also maintain a significant presence at Hesselbach. 
  Remote recon units are stationed here as are several internal 
  security sections, with telepathic support. Two deep probe 
  teams are also stationed here.  
  Marc’s Town is a mining town that is involved in mining 
  limestone, and building stone. It is located at the end of a rail 
  
  - 23 -
  spur and is surrounded by a 5ft concrete wall. Marc’s Town 
  is a rough frontier town with a population of just over 000 
  people. The town itself is mostly barracks for the miners and 
  warehouses used to store the ore, and mining supplies. The 
  remainder of the town is  houses saloons and other dubious 
  entertainment’s for the miners. There is a small respectable 
  area holding a few stores, the doctor’s and the homes of 
  a few respectable families (store keepers, doctor, mine 
  officials, and police). 
  The town itself has a large police presence, mainly to control 
  the miners when they get time off to spend their wages. Given 
  the nature of crime in Marc’s Town, the police perform mainly 
  crowd control duties, (with the occasional knifing), and have 
  limited detective resources. There is no security service 
  presence in Marc’s Town. All security service activities are 
  either performed at Hesselbach (such as issuing identity 
  cards) or by visiting security service officials.
  There is no bank or government offices in Marc’s town. One 
  of the general store’s acts as a limited banking facilities for 
  the local population, whilst payment for the miners is brought 
  up once a month via train and stored overnight in a large 
  safe at the mining company office.
  Tinyayr is a small village that acts as a central point for a 
  series of ranches. It has a 0ft concrete perimeter fence 
  and a two man police unit. There is no permanent security 
  service presence. The village has a couple of general stores, 
  a post office, a police station, and an inn, as well as a few 
  warehouses. The post office also acts as a bank. There are 
  no government offices in Tinyayr, but there is a telephone 
  link to Hesselbach. The police force at Tinyayr spends most 
  of its time settling minor disputes and the occasional dispute 
  over the ownership of stray cattle.
  The forest itself contains a handful of hermits and other 
  assorted loners, and PCs wandering the forests have a small 
  chance of bumping into one of these “mountain men”.
  SKALA HOMESTEAD
  The Skala homestead is located at the end of the road into 
  the mountains. The homestead is prosperous with four 
  distinct houses, as well as common areas and a large kitchen 
  arranged in the typical walled Tiniyd architecture. A barracks 
  is connected to the main walled compound and houses hired 
  hands who work with the herds and in the lumberyard. They 
  have their own common area and canteen. A third walled 
  area adjacent to the main compound holds barns, stables, a 
  pig-sty, chicken coops, a smithy and various storage areas. 
  The final open area holds the lumber yard.
  The homestead has electricity from a small waterwheel from a 
  stream out back, whilst a wind generator provides the majority 
  of the electricity for the homestead. The homestead does 
  have electricity and a telephone connection to Hesselbach. 
  They also have water-powered lumber equipment, and an 
  alcohol still that powers the heavy truck. 
  The homestead is heavily involved in the ranching of cattle, 
  but does have a few gardens, fields of grain and a scattering 
  of other animals such as horses, pigs and chickens. The 
  majority of the hired hands tend the cattle, whilst a few act 
  as lumberjacks to supply Hesselback with hardwoods. The 
  men-folk in the owning families tend the cattle, whilst the 
  women and children tend the fields. 
  There are 26 people at the homestead, including 2 men, 5 
  women, 9 children. The Skala family have recently had one 
  of their daughters tested as a powerful latent psionic and 
  she will be visiting her family before leaving for training in 
  Hesselbach.
  LARSON HOMESTEAD
  The Larson homestead is about 2/3 day’s travel into the 
  forest from the Skala homestead. It is much smaller, only 
  having one log cabin, (recently extended) and a single barn 
  holding the stores and the few animals (a couple of pigs, a 
  cow, chickens and a single horse). The Larson’s have a few 
  gardens and one field outside the homestead. They survive 
  on their herd of mountain goats, as well as their limited 
  agriculture as well as hunting and gathering. Fortunately 
  they do have a good fishing stream nearby. The homestead 
  is without electricity and if generally lit by oil lamps and the 
  wood fire. 
  The Larson family consists of  man, two women and two 
  children including a baby.
  THE YUNAASHKHUUM HOMESTEAD
  The Yunaashkhuum homestead is located in a small 
  isolated mountain valley about 3 days walk from the Larson 
  homestead. The valley floor has been turned into a number 
  of sheltered fields surrounded by dry-stone walls. The 
  homestead is located at the end of the valley and consists 
  of 7 houses arranged in a sprawling walled compound. The 
  homestead survives on the flocks of mountain goats that 
  roam the surrounding hills. 
  The homestead does not have electricity, although it does 
  have a small alcohol still.  In defiance of local laws the 
  families are armed with bolt action rifles. There are 6 men, 7 
  women and 6 children at the homestead. The homestead is 
  actually more prosperous than it looks due to the smuggling 
  activities of the family. 
  The Yunaashkhuum’s smuggling activities are known to 
  the security service. Secrets are hard to keep with random 
  telepathic sweeps. The security service remotely monitors 
  the farm using clairvoyants and telepaths. It prefers to have 
  the smuggling where it can see it, rather than un-monitored.
  DELLA’RUE HOMESTEAD
  The Della’Rue family homestead is a small mixed farm at the 
  edge of the village of Tinyayr. The homestead holds 6 adults 
  (evenly split between men and women) and eight children. 
  
  - 24 -
  The homestead does possess a TL4 steam tractor, but 
  does not have electricity. They do have a discreet telephone 
  connection to the nearby village.
  CIzEK HOMESTEAD
  The Cizek homestead is actually a furniture makers workshop 
  and home. It consists of a small house (with electricity) and a 
  large attached enclosed workshop and storage area. There 
  are two warehouses at the rear, one of which holds finished 
  items, whilst the other is used to cure wood. It is located 
  outside the walls of Tinyayr to allow better lumber access to 
  the warehouses.
  The homestead is occupied by a single man in his early 
  50’s who spends his days making furniture. Edvard Cizek 
  is actual a deep cover telepathic agent from the Kingdom of 
  Limgur who was inserted into the area over 30 years ago. He 
  spends his days telepathically monitoring the government 
  offices in the regional capital.
  COVERT OPERATIONS
  Any covert operations that the PCs perform are hampered 
  by the following:
  •	
  Their lack of local knowledge / history
  •	
  Their strange accents
  •	
  Their lack of identity papers and local currency
  •	
  The non-native origin of their clothes and equipment.
  Whilst the PCs have been equipped with a disguised vehicle 
  and TL6 clothing, which will pass inspection at a distance, 
  close-up observation will show that the clothes and the 
  vehicle are not of a local style – which will arose suspicion. 
  A detailed examination of the PCs clothing or equipment will 
  clearly show its origin is not within the Idsur Republic.
  OBTAINING IDENTIFICATION PAPERS
  The PCs will need to acquire identification papers to allow 
  the RCES to make convincing copies. Ideally, the RCES 
  backroom boys would like several different sets of ID papers. 
  Whilst photographs of ID papers will be useful, at least one 
  actual copy of each type of document is needed to allow 
  non-visual elements such as embossing, and the quality 
  of paper to be duplicated. Given that there are no RCES 
  support personnel on world, any documents will have to be 
  retained for several weeks to allow them to be sent off-world 
  for duplication.
  THEFT
  The easiest way to obtain an set of ID documents is to 
  obtain them from a local. However, the theft of ID papers 
  will be rapidly noticed and reported to the local authorities, 
  given the paranoid attitude of the population, and the strict 
  law level that requires presentation of such documents to 
  conduct daily business. Once the theft has been reported, 
  the local police will circulate the details of the missing papers 
  to both the local police, the secret police and the military. 
  Telephone communications will ensure that virtually the 
  entire law enforcement community will be alerted within a 
  couple of days. 
  If the PCs attempt to use stolen ID papers that have been 
  reported to the police, then they are likely to be arrested. 
  This is more likely if they use the documents within the area 
  from which they were stolen. The brief acquisition of a set of 
  ID papers will however allow detailed digital photographs to 
  be taken. This is especially useful, if the theft is undetected, 
  and the original ID papers can be returned without the owner 
  realizing the papers have been taken.
  The three possible means of obtaining such ID papers 
  include:
  •	
  Mugging
  •	
  Stealing them from a dwelling
  •	
  Pick-pocketing 
  Most houses are protected by stout wooden doors with 
  good TL6 mechanical locks. Windows are usually secured 
  by simple mechanical catches that are designed to be 
  operated from within the dwelling. Average dwellings will 
  not be equipped with any sort of electronic alarm, although 
  virtually all farms and some urban dwellings will have a 
  dog or similar animal that may raise an alarm. Trained 
  RCES moonshadow personnel should have little difficulty 
  circumventing the primitive security measures. The biggest 
  risks are from guard dogs, natives that are still awake and 
  wandering policemen.
  THEFT FROM GOVERNMENT OFFICES
  Identification papers are issued from local government offices 
  within each major town. These offices have all the necessary 
  materials to allow the creation of real fake identification 
  papers with almost no chance of detection, as they are 
  made from official paper and ink. Each office will contain 
  blank paper, government issue pens and ink and even the 
  required stamps and embossing machines, after all they 
  are used to create real identification papers. Government 
  offices are open during office hours during week-days, but 
  are closed outside these hours and at weekends. When the 
  offices are open, they are full of government officials and 
  usually one of two police officers. 
  Government offices are generally within the old imperial era 
  buildings made of high tech materials. However the doors 
  and window are made from wood and glass. The doors are 
  secured by several good TL6 mechanical locks, and the 
  windows will have simple TL6 mechanical locks in addition 
  to the interior catches. In addition, these buildings will have 
  simple TL6 electronic alarms systems (usually simple sensor 
  contacts that detect door / window opening). These alarms 
  will trigger local sirens and flashing beacons. They will also 
  trigger an alarm in the local police station. 
  
  - 25 -
  Referee’s Map
  
  - 26 -
  Players Map
  
  - 27 -
  Large government buildings such as those in the capital city 
  will have their own night security guards, and roving police 
  patrols will pass the building at least once during the night / 
  weekend. Government offices within smaller towns are often 
  co-located with other government facilities such as police 
  stations or offices of the secret police, which will be manned 
  during off hours. 
  Theft of raw materials from a government office will trigger a 
  large-scale security response. The locals will assume that the 
  theft has been perpetrated by one of the hostile nations on 
  planet, prior to a major infiltration in support of an assault. 
  Theft of small amounts of pens / ink and paper from storerooms 
  may not be detected for several months, especially if 
  their removal is disguised. Impressions and detailed high 
  definition scans using hand held sensor equipment will allow 
  exact copies to be made using advanced off-world facilities, 
  provided the PCs have brought such equipment.
  There is a final source of identification papers within 
  the government offices. The governments of Tiniyd like 
  governments everywhere, keep extensive records on 
  all citizens. These files, which are usually stored in the 
  archives, contain sets of identification papers returned to 
  the government for a variety of reasons such as death of 
  the owner, name changes due to marriage, or change of 
  permanent residence, or change of identification paper 
  format. Provided the PCs know what the current ID papers 
  look like, they can obtain several sets of ID papers by raiding 
  the archives. Such thefts will not be detected provided the 
  PCs tidy up after their break-in. These files are not normally 
  used, and they may not be examined for months or years, 
  and even then missing documents may be assumed to have 
  been mis-filed, rather than stolen. 
  OBTAINING ID PAPERS FROM FRIENDLY 
  LOCALS
  It is possible that the PCs will stumble on an isolated 
  farmstead, or a lone woodsman / hunter / prospector and 
  convince them to lend the PCs their ID papers. There are 
  several problems with this approach to be overcome
  ID papers are used for most if not all daily transactions, and 
  anyone in regular contact with larger centers of population 
  will be reluctant to part with their papers. They will also be 
  worried that if the PCs are discovered, the police will come 
  for them, for assisting a foreign spy.
  If the PCs do convince the locals to let them borrow their ID 
  papers, there are still problems. In rural areas, the locals will 
  still recognize any mountain men types and will detect that 
  the person holding the ID paper is not its true owner. If they 
  are challenged by a member of the police and try to use their 
  ID papers, they will almost certainly be arrested. Their only 
  hope is that the policeman is relatively young and does not 
  remember the mountain man they are impersonating. If they 
  show their borrowed ID to a shopkeeper, they will probably 
  recognize that the PCs are not the true holders of the ID. 
  They will still serve the PCs, but at the first chance they will 
  attempt to alert the authorities.
  PRETENDING TO BE A LOCAL WITHOUT 
  IDENTITY PAPERS / PRETENDING TO BE 
  A REFUGEE
  The PCs could approach the authorities and claim to be 
  either the son / daughter of a mountain man, or a refugee 
  fleeing from a neighboring nation. This is a rare but not 
  unprecedented event, but they security services will fully 
  interrogate the suspect to verify his / her story. This will 
  include both physical discomfort (sleep deprivation, etc.), 
  and psionic deep scans from telepathic specialists assigned 
  from the capital.
  OBTAINING HARD CURRENCY
  Examples of hard currency can be obtained in a similar 
  manner to identification papers. Currency can be obtained 
  from friendly locals, by theft from people or houses, or by 
  trade. PCs can attempt to sell various items to homesteads 
  or shops within the towns and villages. If the PCs approach 
  a general store, then the storekeeper will require the PCs 
  show their identity documents, especially if the PCs are not 
  familiar to him. This will be a problem to PCs without valid 
  identification. 
  Homesteaders may be more amenable to trading without 
  the restrictions of identification documents. If the PCs are 
  disguised as mountain men, it is likely that the homesteaders 
  will trade, although they will be suspicious of people they 
  don’t know. The homesteaders are likely to barter the PCs 
  trade goods with local produce, especially if the local produce 
  can be obtained from their farm. Such trade would best be 
  accomplished by a single PC posing as a mountain man. 
  Trade with the homesteaders will allow the PCs to exchange 
  gold nuggets, animal skins, etc. for locally produced goods 
  such as metal pans, knives, clothes, food, and luxury goods 
  such as alcohol and cigarettes. Smart PCs may be able to 
  include a handful of coins, or possibly a book, in the trade, 
  if it fits with their disguise. The homesteaders will become 
  suspicious if the PCs try to trade for items that would not be 
  of use to a lone mountain man.
  If the PCs try trading at the Yunaashkhuum farmstead, the 
  Yunaashkhuums will be quite happy to exchange a much 
  wider selection of goods, obtained from their smuggling 
  operations, once they are convinced that the PCs are not 
  government spies. They will include cash, silver and gold in 
  trade as well as trade goods. 
  More criminally minded PCs may attempt to go directly 
  to the source and steal large amounts of currency from a 
  bank or from the mine-train carrying the monthly payroll. 
  Banks will be solid TL6 buildings with stout doors and good 
  
  - 28 -
  TL6 mechanical locks. The money will be held in a strong 
  metal safe, secured to the floor of the building. The safe will 
  have several mechanical locks, (or combination locks for 
  the banks in Hesselbach). The safe will be located behind 
  the counter in an employee only area, accessed by locked 
  wooden doors. The bank will have an alarm, based upon 
  door and window sensors. The alarm can also be triggered 
  by bank employees via hidden panic buttons. The mine-train 
  will have the safe secured within a locked rail car, with a 
  handful of armed guards.
  The PC’s will be hindered by the lack of suitable targets, 
  and the constant general police presence that will hamper 
  any surveillance of the bank prior to the raid. The suffocating 
  police presence will ensure a prompt police and security 
  service response in the major towns. Given the high law 
  level within the Idsur Republic and the presence of the 
  psionic security services, major crime such as bank raids is 
  quite rare, and as such will provoke an enthusiastic police 
  response.
  An ambush on the mine-train carrying the payroll will require 
  greater knowledge, as the presence of the payroll train is 
  not advertised, although surveillance in Marc’s Town will 
  soon identify the source of the miners pay. Further active 
  investigation at the train station or the mine offices will allow 
  the PCs to obtain the schedule of the next payroll train. Whilst 
  ambushing the payroll train outside town will be considerably 
  easier than robbing a bank, it will result in a gun battle with 
  the armed guards on the train. Once news of the robbery 
  becomes known, a request for assistance will be telephoned 
  from Marc’s Town to Hesselbach, which will prompt the same 
  vigorous response.
  OBTAINING LOCAL BACKGROUND
  The PCs other objective is to acquire additional geo-
  political and economic data on the republic. Such data can 
  be gained from local libraries, newspapers and talking with 
  knowledgeable local individuals. 
  Purchasing newspapers or books will require local currency 
  and identity papers. The PCs may attempt to scrounge 
  old newspapers from bins or the city dump, but they risk 
  apprehension by passing police patrols. The town dump 
  may be the best source of old newspapers, as such dumps 
  are rarely patrolled, are outside the town limits and are not 
  worked at night. Locals will report any strange lights however, 
  so the PCs will have to be circumspect in their search.
  Only Hasselbach as a town library, Tinyayr has a small book 
  club that loans books out. Otherwise books will be found in 
  private dwellings and will have to be stolen. Given the limited 
  number of books in most farmsteads, their theft will probably 
  be noticed quickly. Accessing a library will again require the 
  production of identity papers by the PCs.
  SPYING ON MILITARY ESTABLISHMENTS
  The PCs will be required to obtain details on Idsur’s military 
  that can not be obtained by orbital sensor sweeps. The 
  orbital scans will be able to determine the size and location 
  of military bases, and further analysis will allow estimates to 
  be made of the purpose of various buildings. If the RCES is 
  lucky, the orbital scans may catch vehicles or aircraft out in 
  the open.
  The PCs will have to provide additional surveillance 
  information such as the actual purpose of buildings, details 
  of the vehicles / aircraft, equipment carried by troops and 
  an estimate of their general competence. They are also 
  to examine the numerous bunkers scatter around the 
  countryside in strategic locations.  The majority of this 
  information can be obtained by photographic surveillance 
  from several kilometers away. 
  The PCs can observe regional bases from several kilometers 
  away, and army patrols can be observed in passing either 
  from cover, or with the PCs posing as locals. Military patrols 
  are much less likely to stop random citizens and check 
  identification. The army considers its primary duty to be 
  protect the Republic from external military incursions, rather 
  than espionage. This is not to say that they will ignore 
  suspicious camps found in the depth of the woods. If the PCs 
  are lucky operating within a planetary hex of an airbase, they 
  may see a passing air patrol, and will be able to determine 
  the rough characteristics of the planes. Handheld sensor 
  gear will make this task considerably easier.
  Most military bases are surrounded by combinations of 
  barb-wire and concrete walls and fences, and entrances to 
  the bases will be protected by bunkers. Additional bunkers 
  will be located inside the base in case of a attack, and others 
  will be located in strategic positions around the perimeter. All 
  military buildings will be made of concrete (often built using 
  chirper labor). 
  Military bases are not equipped with any electronic 
  sensors. The only sensor aids available are searchlights 
  and binoculars. Air defense radar is available around the 
  capital and its supporting airfield, and is located on its own 
  dedicated facility. Military patrols will be present on either 
  side of the security fence, and guards will be in place at the 
  entrances to the base. Bases near Idsur’s borders will also 
  conduct additional patrols along the border, and around the 
  base (but several miles out). Each base is equipped with 
  telephones and radio equipment, both for communications 
  with headquarters and troops in the field
  The air-force forward bases are usually empty. Their hangers, 
  barracks and fuel storage areas, empty except for a small 
  team of security guards with a radio.
  The armed forces bases at Hesselbach hold the following 
  forces:
  
  - 29 -
  •	
  TL 6 Field Artillery Company
  •	
  TL 6 Armored Car Company
  •	
  TL  Military Intelligence Platoon
  •	
  TL2 Battle Dress Heavy Infantry Platoon
  The airbase is used a the primary base of a TL6 air-mobile 
  infantry company, equipped with transport helicopters.
  The air-mobile company patrols up and down the long land 
  border with Pabugleki Amkhuun, using fuel dumps positioned 
  along the border. The fuel dumps are located and supplied 
  by a rail line running from Hesselbach to the sea, and the 
  fishing village of Northbank.  The TL6 armored car company 
  acts as a general patrol force. The artillery unit is used to 
  secure the mountain border with the Kingdom of Limgur. 
  Artillery barrages can easily close the few passes. The 
  military intelligence platoon is responsible for monitoring the 
  border, whilst the battle dress platoon acts as the final line 
  of defense.
  GENERAL BANDITRY
  The PCs may attempt to gain all they require through general 
  banditry. Low level thefts and mugging will provoke a police 
  response, and if a string of offences occurs, then security 
  service involvement with telepathic teams is extremely likely. 
  The PCs may plan a single large scale robbery, just before 
  they are picked up by the Serendipity, in order to gain all 
  the required information and slip off-world before the police 
  can respond. A large scale attack against a settlement is 
  probably beyond the abilities of the PCs, given the covert 
  nature of their mission and the limited weaponry available.
  Probably the best target would be the regular passenger and 
  freight rail service between Hesselback and Idsur. The train 
  leaves twice weekly to cover the 3,000km between the two 
  cities. The train will include a wide variety of business and 
  government people and as such will carry a police contingent, 
  which will be equipped with a radio. A telepath may also 
  be assigned to the train. Even if no telepath is assigned, 
  then the train’s progress will be monitored by telepaths or 
  clairvoyants at Idsur. They will alert the army if the train is 
  delayed for any reason.
  If the PCs can board the train, overcome the police contingent 
  and stop the train, they can then rob the passengers. This is 
  a good opportunity to steal currency and incidentally wallets 
  with identity documents. If the PCs are clever, they can also 
  take newspapers, books and suitcases of clothes under the 
  general pretence of robbing the passengers. 
  In this case, the PCs strange accents, and non-local clothes 
  will convince the police and security forces, that the robbery 
  was conducted by outside agents – probably raiders from 
  the Kingdom of Limgur. However, once the security services 
  are alerted, they will attempt to psionically track the PCs. 
  Displays of psi-shields, or telepathic scanning of the PCs 
  may reveal their off-world origins. Such a major act of 
  banditry will result in a government response of a similar 
  scale to cases of espionage etc.
  GOVERNMENT RESPONSE
  If the PCs are caught for typical criminal offences, then they 
  will be quickly tried and sentenced. The high law level on 
  Tiniyd, gives the police and security services free-reign to 
  search the suspect’s house, work-place and delve into the 
  details of their life (bank details, hobbies, lifestyle, family 
  etc.) in order to determine the suspect’s guilt. Suspects are 
  brought before a single judge (or a panel of three judges 
  for serious crimes) without the benefit of a jury or lawyers, 
  and often the suspect is not told the source of the evidence 
  against them. In addition psionic evidence from telepathic 
  scans and deep probes is admissible.
  Minor crimes such as assault, theft etc. are dealt with by 
  a combination of fines and floggings. More serious middle 
  range crimes result in the suspect being sentenced to 
  hard labor in a chain gang working of various construction 
  projects. Serious crimes such as serious assault, murder, 
  rape and crimes against the state will result in the public 
  execution of the guilty party. 
  Crimes that may affect national security such as espionage, 
  theft of identity papers, not possessing identity papers will 
  result in the investigation being conducted by the security 
  services, with psionic assistance. Where necessary, psionic 
  experts such as deep scan telepaths will be assigned to the 
  case. The authorities will carry on investigating the case until 
  the trial goes cold. 
  If the PCs are caught without identity papers, they will be 
  incarcerated in the local jail, whilst their identity is established. 
  If they are unknown to the local authorities, then their details 
  (physical description and fingerprints) will be sent to the 
  major regional center and the capital. However the travel 
  distances will impose a week’s delay. The result of the search 
  will be phoned back to the investigating officers. Given the 
  large distances within Idsur, skilled psions will be stationed 
  in the regional centers as well as the capital, to reduce the 
  response time. These psions will be called in to investigate 
  any persons that can not be identified. Unidentified suspects 
  will be psionically scanned and if necessarily subject to deep 
  probe.
  A large scale espionage or criminal event (such as the theft 
  of blank identification documents, major banditry, a bank raid 
  etc.) will cause a much larger response. The area will be 
  flooded with police, secret police and local military forces. 
  The nation will be placed on a state of military alert, and 
  psions attached to the secret police force will be assigned 
  to investigate the theft. Roadblocks will be set up and all 
  non-residents will be subject to search / interrogation and 
  possibly psionic scan. 
  
  - 30 -
  The military will conduct patrol sweeps until high tech military 
  units arrive. Once high tech military units arrive, grav vehicles 
  will be sent aloft to scan for people in the wilderness using 
  advanced PEMS sensors. More seriously for the PCs, such 
  a large theft will cause the government to change the format 
  of the missing stamps, potentially invalidating all of the ID 
  papers obtained by the PCs.
  CAUGHT
  If the PCs are caught and subject to local justice, they can 
  take minor fines and corporal punishment and then be 
  released. If the PCs are convicted of a major crime, but their 
  identity is not discovered, then they will be sentenced to a 
  workgang. The remaining PCs may then forcibly break the 
  PC out. However a major crime followed by a jail-break is 
  extremely rare and will trigger a major police and security 
  force operation, possibly supported by the army.
  If the PCs are caught and their identity as off-world agents 
  is discovered, they will be transferred under military escort 
  to one of the many empty bunkers scatter through the 
  countryside, where they will be subject to extensive telepathic 
  deep probes. Initially the Idsurian security services will think 
  the PCs are associated with the raiders, but deep scans will 
  soon reveal the PCs true identity.
  The Idsurians are then faced with a dilemma. If the other 
  TEDs knew that Idsur had contacts with off-world groups, it is 
  possible that war could erupt, but the PCs could be the means 
  to defeat the off-world slave raiders. The Idsurians will scan 
  the PCs to learn how to operate their secure communications 
  equipment, and then contact the orbiting Serendipity. They 
  will offer to return the PCs if the RC will deal with the slave 
  raiders before they reach Tiniyd. The Idsurians will keep the 
  PCs hostage for several month until they are sure that the 
  raider threat has been dealt with before leaving the PCs on 
  the open plain and signaling for a pick-up by the RCES. All 
  high-tech equipment brought on the mission by the PCs will 
  be retained by the Idsurians. 
  The Idsurians will not deliberately kill the PCs because they 
  too can see the benefit of a covert off-world trade, but are 
  unsure of the risks involved. Until they have decided the PCs 
  are safe. 
  THE RAID
  A couple of days before the PCs are due to be picked up, 
  the RCES Serendipity will detect the approach of a raiding 
  force from Marax. The sensors on the RCES vessel are far 
  superior to those on the Marax vessels, and the Serendipity 
  quietly withdraws, without the approaching vessels even 
  being aware of her presence. The raiding force consists 
  of a 600Tn Bastien Liner “Marax High Guard” formerly the 
  DLS Horus, and a 200tn Free Trader “Ushugaam Star”. 
  The liner’s launch and the Free trader will descend into the 
  atmosphere to conduct a slave raid, whilst the Marax High 
  Guard maintains orbit and provides fire support. 
  The Marax High Guard’s poor sensors prevent it from 
  directly firing in support of its raiding party, but it can fire at 
  ground targets, such as army columns approaching the site 
  of the raid. Generally the Marax forces do not attempt orbital 
  bombardment on targets closer than 20km from the site of 
  the raid.
  This raid will target the Skala homestead and surrounding 
  area. This gives the PCs the opportunity to quietly foil a slave 
  raid, as well as acquiring any missing items or information 
  during the chaos of the raid. 
  The Free Trader will land on the road linking the homestead 
  with the railhead, whilst the launch lands up country in an 
  attempt to block off any escape. The Free Trader carries, 
  6 troops and a small armored vehicle (The Referee should 
  chose a vehicle that is capable of over-running the homestead 
  and will provide a challenge to the PCs without completely 
  overwhelming them). The launch carried 20 troops. All the 
  troops will be equipped with camouflage fatigues, steel 
  helmets and bullet proof vests. They are also equipped 
  with hand-held radios (often of relic manufacture). All the 
  troops will be armed with assault rifles as well as a number 
  of SMGs, as well as stun and smoke grenades. They hope 
  to stun any active defenders and then simply round up any 
  non-combatants.
  The raid will occur an hour before dusk, when the majority 
  of the farmhands have returned for their evening meal. The 
  hired hands will form a reasonable defense force provided 
  they can overcome their surprise and gain their weapons. 
  The walled compounds and the barracks will acts as fortified 
  positions, until the Maraxian raiders bring up their armored 
  car and use its cannon to blow down the walls and doors. 
  Without the PCs intervention, the Marax raiders will catch 
  most of the hired hands during their evening meal. A few 
  hired hands and family members will reach fortified areas 
  and put up a spirited defense until the raiders blow down the 
  walls with their armored car. 
  PCs with silenced weapons, or taking advantage of the 
  general sounds of gunfire, could pick off several straggling 
  raiders and help a handful of people to escape. If the 
  PCs could disable the armored car such that it looks like 
  an accident or an equipment failure, this would rally the 
  remaining defenders, and cause the raiders to withdraw in 
  good order. If the PCs destroy the armored car, the raiders 
  will flee in disarray and escape via the nearest vessel. 
  The raiders will leave 2 troopers guarding each vessel, and 
  the vessel’s crew will also be armed with SMGs and bullet 
  proof jackets. Capturing a vessel would be a major coup, 
  especially if the vessel is jump capable. The loss of a vessel 
  or the sound of combat at the location of a vessel will cause 
  the raiders to break-off and secure their transport.
  
  - 3 -
  If the PCs observe the launch that landed further up the 
  valley, they will notice that the painted on the vessel is 
  starting to flake off. The Maraxian’s painted over the original 
  Dawn League insignia, but the heat of repeated re-entries 
  has caused the TL6 paint to flake off. The PCs will be able 
  to make out the following markings “ LS HOR”. PCs with 
  advanced sensor technology such as PRIS goggles will be 
  able to discern the rest of the insignia “DLS HORUS”. Clever 
  PCs may also make the same connection. They have found 
  one of the original missing twelve Dawn League traders. 
  The raid is the last opportunity for the PCs to acquire 
  identity papers, weapons permits, currency and even such 
  mundane items as native clothing and a handful of books. 
  The PCs may search the homestead for such items either 
  during the raid or after the raiders have left. If they conduct 
  their search during the raid, they run the risk of encountering 
  both scattered defenders and Marax raiders, but will benefit 
  from the confusion and may be mistaken for raiders by any 
  survivors. If they wait until the raiders have left, they risk 
  being discovered and identified by any survivors and possible 
  caught by the relief forces arriving by transport helicopter.
  Once the relief forces have arrived, the PCs will have to 
  pullback to their base camp as the area will be flooded with 
  troops conducting extensive patrols, which will be looking for 
  any stay-behinds as well as survivors. Telepathic scans will 
  be used to spot individuals in the woods.
  INCRIMINATING EVIDENCE
  Even though the PCs may not have been seen performing 
  their moonshadow mission, they may still have let 
  incriminating evidence as to their presence. 
  If the PCs have performed criminal acts, the Idsurians will 
  conduct simple forensic tests on any remaining evidence 
  (such as bullets or bullet cases) and will probably realize 
  that they are not of Idsurian manufacture. If the PCs staged 
  a major raid such as robbing the train, the PCs trail will be 
  followed. Tracks that suddenly stop without explanation (i.e. 
  when the PCs boarded the Serendipity) will generate alarm.
  This is also true if the PCs helped drive off the raid on the 
  Skala homestead. At the very least the Idsurian security 
  services will be concerned that there are armed individuals 
  in the area. Displays of off-world weapons or heavy weapons 
  (i.e. using a missile or energy weapon to disable the armored 
  car) will cause widespread alarm. 
  If the PCs left a trail that allowed the Idsurians to find a base 
  camp or the landing spot, then this area will be subject to 
  psionic observation, which will hinder future missions. 
  PICK-UP
  Once the PCs have completed their mission, or after two 
  weeks the Serendipity will rendezvous with the PCs back at 
  the original landing site. If requested by the PCs (hopefully 
  over a secure channel) then the Serendipity will land 
  somewhere else. If necessary, the Ship will come in hot and 
  attempt to snatch the PCs from the middle of a fire-fight.
  
  - 32 -
  CHAPTER 5: MARAX
  ORBITAL 
  RECONNAISSANCE 
  BRIEF, 
  OPERATION ‘STRIKE MARAX’, ABOARD 
  COALITION CLIPPER RNS ThuNDERchIlD, 
  21-II-1202:
  “These here are neutrino sensor scans of the canal 
  construction region, from our scout Serendipity” the waspish 
  thin, middle-aged woman in the blue Navy skin-suit pointed 
  as the screen’s picture changed again. “Note the ‘hot-spots’ 
  from the detonations. Ugushaam’s engineers are blasting 
  through the bedrock to connect these two ‘seas’ here. Next 
  slide, please.” 
  All the heads, including those of three Hivers swiveled as it 
  did. The same neutrino scan ‘hot spot’ pictures re-appeared 
  but they were symmetrical, and rectangular, laid out in three 
  rows of nine.
  “’Bekka, what are those?” CDR Pat ‘Who-Me?’ Ritter inquired 
  with an upraised eyebrow. 
  “Close-ups of the same, or where they’re dumping the fallout 
  debris?”
  “Neither,” CPT Guiterrez replied, her eyes glittered coldly 
  and her usual sensual Sol-Hispanic voice hardening like a 
  glacier. “Those are the mass graves of their slave laborers.”
  RCES Moonshadow HUMINT Holo recorded debrief: Marax; 
  date (indeterminate circa late 20/early 202); Agent’s 
  name & location withheld—Classified.
  (Younger man’s voice, face hidden in shadow, lights a 
  cigarette)“…I hooked me a ride with my mark, posing as 
  journalist for the State newspaper, doing a documentary for 
  the planetary news service of the hard-working, brave men 
  and women in charge of his glorious endeavor of the Grand 
  Canal project.”
  (Old man’s voice, unseen by camera) “And were you 
  successful with the cover story we supplied you with?”
  (Younger man’s voice)....”Right up until we hit the security 
  gate. Then I had to bribe the officer in charge and promise I’d 
  spell his name right  this time. You daft sods sent someone 
  else in last time with this gig, dinnae ya? (Cigarette flares to 
  life). “A right dance I had to do to keep from being peeled on 
  the spot.”
  (Mechanical voder voice off-camera) “But-you-succeeded, 
  yes?”
  (Younger Man) “Aye. No thanks to you. They walked me all 
  about, so all I was able to do was use the hidden mini-cam 
  in my bag’s pouch.”
  (Older man) So explain these pictures here?” (Sound of hard 
  copy photos sliding on plas table).
  “Those are the open air huts—more like long pole barns the 
  slave laborers sleep under out there,” the younger man’s 
  voice sounded weary, but harsh. “No bunks, just straw for 
  bedding. No better than cattle under them.”
  (Older Man, again)“ And these fire piles here in the 
  background? What are they burning there?”
  (Younger Man shivers and stubs out the cigarette, and 
  his face looks far away for a moment.) “That’s where they 
  dispose of the Chirpers on mass-grave burial detail, sir.”
  The RCES Serendipity accelerates out of the Tiniyd system 
  and jumps for Marax to rendezvous with another RCES 
  support vessel. The PCs have discovered the fate of the DLS 
  Horus, one of the original Dawn League traders missing in 
  the Wilds. Once the Serendipity arrives in the Marax system, 
  they will be intercepted by the Brannamar Victrix that is 
  interdicting the system. The RCES clipper Thunderchild is 
  in-system under the command of “Who Me” Ritter. 
  Once the Serendipity has rendezvoused with the Thunderchild, 
  they can report their discovery to Ritter, and have a well 
  deserved rest. Ritter is less impressed that the PCs first 
  hoped. Covert agents from the Thunderchild have already 
  conducted surveillance raids on Marax and discovered the 
  Horus and its crew. RC marines have conducted a SAG raid 
  to cripple the Marax uranium refinery, and the Thunderchild 
  has already fought an engagement with the Marax High 
  Guard crippling the patrol cruiser. 
  The Serendipity will be ordered to escort the Thunderchild 
  until additional forces arrive from the RC to stage a large 
  SAG raid to free the trapped crew of the Horus. Several 
  hours later, a small RC task force will arrive in system, under 
  the command of the head of the RCES “Hammer” Lanthrop. 
  The task force consists of the RCES Clipper Eos, under the 
  command of Captain Flint “Dead-Eye” Morn, escorted by the 
  Coral Sea Victrix and the Multi-Mission scout “Striker”. The 
  EOS is loaded down with a scratch battalion of RC marines. 
  The clipper is so crowded, that the marines are bunked 3 or 
  4 to a small stateroom and armored vehicles are crammed 
  into every available cargo hold. 
  The taskforce takes several days to sort itself out and transfer 
  troops between the various vessels, landers and drop tube 
  launchers. The PCs will have time to renew their friendship 
  with members of the Eos crew that they met during their 
  layover at Nike Nimbus. Crammed into a couple of staterooms 
  on the Eos, are a couple of RCES support personnel, who 
  will take any documents and information the PCs obtained 
  
  - 33 -
  and forge new identification papers. Meanwhile Ritter and 
  Lanthrop are busy planning the assault. News from the RC 
  includes details of the opening of a government inquiry into 
  the “Cosmic Fire” scandal. 
  If the PCs report the raid by the Marax merchant vessels, 
  Ritter will send the Coral Sea Victrix to sweep the gas giants. 
  The patrol will find and after a short space battle, force 
  the surrender of the two Marax raiders, which were hiding 
  near the secondary gas giant waiting for the RC vessels to 
  depart. 
  The PCs can also review the reports of the RCES covert 
  agents on Marax and discover that the abducted people from 
  Tiniyd have been put to work building Ushugamm’s canal. 
  Since Ushagamm II is using nuclear weapons to break 
  ground, the majority of the workers have suffered severe 
  radiation poisoning, and large numbers have died. 
  MOONSHADOW MISSION BRIEFING
  The RCES Intelligence specialist aboard the Eos will be able 
  to produce good quality copies of all the paper documents 
  that the PCs have managed to acquire. They will produce 
  documents for several aliases for each PC. They will also 
  be able to produce a small amount of metal currency from 
  stores of pure metal on-board. 
  Unfortunately they will be unable to replicate any native 
  clothing or artifacts due to a lack of time and materials. The 
  PCs will have to make do with any native equipment they 
  managed to acquire. Astute PCs will realize the captured 
  Marax raiding vessels are full of captured Idsurian natives, 
  and whatever possessions they managed to retain, or what 
  the raiders managed to loot. The PCs will have free rein in 
  taking what  they want from the raider’s loot, and may be 
  able to bargain for a handful of items from the captives. The 
  PCs will also be able to replenish their normal supplies from 
  the stocks on the Eos.
  The orders from the Long Range Planning Group are for the 
  PCs to continue intelligence gathering operations, but within 
  major urban areas within the Idsur Republic. If the PCs feel 
  that the Idsurians are acceptable allies, then they are to 
  initiate first contact with the Idsurian government. No formal 
  RC envoys are available and the planning group feel that the 
  PCs with their open honest approach may be better received 
  by the Idsurians rather than the diplomatic niceties. 
  The RC want to open Idsurian Republic to off-world trade (with 
  later expansion across the entire planet) and to provide a base 
  for further operations in the Droyne nations. They would also 
  like to be able to mount scientific expeditions on-planet. The 
  PCs are authorized to offer trade and technological support 
  as well as the return of captives taken in the Marax raids, as 
  well as an end of the Marax slave raiding. The majority of the 
  Tiniyd natives on Marax will require medical help to recover 
  from radiation poisoning prior to their return.
  BATTLE OF MARAX
  RCES covert operatives have discovered that Ushugaam 
  II is in residence at this headquarters in the Cleft Bagvoot 
  (the former planetary defense HQ bunker). He is holding 
  the remaining crew from the DLS Horus at the site as 
  hostages. 
  Cleft Bagvoot is a rift valley that cuts through the baked planes 
  several hundreds of kilometers west of the Mare Maximus. 
  The river on the valley floor supports lush growth  all the way 
  to where the river drains into the lowland equatorial jungles. 
  Orbital surveillance and covert agents identified that the 
  stronghold is being defended by the Life Guards battalion, 
  as well as elements of the Aero-Dragoons and armored 
  “Cuirassier” battalion and some local militia infantry. More 
  worrying is the four PAD batteries surrounding the site that 
  will prevent the use of assault landers.
  At Dawn on 22/II/202, the Eos and the two victrix ships 
  move into low orbit and start launching drop capsules. The 
  Thunderchild hangs further back, blanketing the entire area 
  with jamming. The Striker fires off a couple of planetary 
  strike missiles to suppress the planetary missile batteries. 
  The Serendipity hangs back in reserve.
  A few missiles from the initial planetary defense salvo come 
  close to the RC fleet, but cause little significant damage. 
  The majority of the missiles are shot down in the upper 
  atmosphere by the laser batteries on-board the two RCES 
  clippers. The Marax gunners have to turn their radars off 
  and deploy countermeasures to prevent the planetary strike 
  missiles from locking onto their launchers. This natural throws 
  off their aim and prevents further salvos from targeting the 
  vessels as they withdraw to higher orbit.
  A full jump company makes the initial assault with orders 
  to destroy the PAD launchers and allow reinforcements to 
  land. Whilst the PAD crews are easy to scatter, the troops 
  defending the sites prove more difficult to dislodge. Lyrebird 
  missile strikes on the missiles themselves eventually 
  neutralize most of the sites, and the secondary explosions 
  scatter their defenders.
  The last PAD site on the eastern wall of the valley is guarded 
  by 3 Abomination Infantry Fighting Vehicles. These Solomani 
  relics prove resistant to Lyrebird strikes and their 2cm 
  autocannons are devastating in effect against exposed jump 
  troops. Only prompt intervention from the Striker, dipping 
  into the planetary atmosphere to release a salvo of strike 
  missiles from close range prevented the destruction of the 
  jump troops assigned to assault the last site and destroyed 
  the abominations.
  With the destruction of the last PAD battery, waves of assault 
  landers from the Eos and the Thunderchild sweep down to 
  disgorge an Oriflamme Lift Infantry company. Planetary strike 
  
  - 34 -
  missiles from the Striker destroy the remaining defending 
  armored vehicles and the demoralized troops are pushed 
  out of the valley by the Oriflamme infantry. 
  A Nimbian engineering team blows the doors on the Bagvoot 
  complex and the remaining jump troops sweep through the 
  complex scattering Ushugaam’s servants and courtiers. 
  Ushugaam is killed in a brief firefight in his quarters as he 
  attempts to gather loot and flee. The troops free the crew of 
  the DLS Horus. 
  This battle is detailed within the Striker II rulebook. PCs are 
  not expected to participate in this battle but the Referee may 
  use the information in the Striker II rulebook to allow the PCs 
  to engage in this famous battle. 
  AFTERMATH
  Following the RC decapitation strike the majority of the 
  RCEs fleet will break up. The Coral Sea Victrix will leave 
  for patrol duties in the Shenk Sector, whilst the troops will 
  re-board the Eos and return to the Coalition along with the 
  DLS Horus. This is the last the PCs will see of the Eos and 
  its crew as it sails to its last battle over Nike Nimbus against 
  a vampire destroyer.
  The captured A free trader will be turned over to the 
  various resistance groups that are now forming a provisional 
  government with assistance from RCES personnel onboard 
  the Thunderchild. The Thunderchild and the Brannamar 
  Victrix linger for a few days before returning to the Coalition. 
  The Striker remains in system to support the new provisional 
  government. The Serendipity sets course for Tiniyd.
  Audio-journal extract, “A Star Viking Soldier”, Chapter five 
  “Operation Strike Marax” by RCMC GySgt Hanzo ‘Get-
  Some!’  Vekstriin, Aubaine Audio Books Publishing House, 
  Vras City, Aubaine/ Aubaine, 25:
  “Gods in heaven, I remember the smell of death lingering 
  about the work camp when we rolled into it over by the Grand 
  Canal; the look of utter stunned amazement and relief on 
  the faces of the inmate-workers there; many of whom were 
  laid up with radiation sickness, disease, and malnutrition. I 
  remember so many of them cried, and thanked us and some 
  ran away, just because we were armed. The Skipper turned 
  white as a sheet, and we turned all of the guards we’d taken 
  prisoner without a shot over to them.
  It wasn’t pretty; it wasn’t the white-hat thing to do.  But better 
  they were torn to pieces by the mob they’d persecuted and 
  sent to their deaths than what they’d done to the Chirpers. 
  Some of them were still alive when they set them on fire 
  when they could no longer work…”
  
  - 35 -
  CHAPTER 6: 
  MISSION 2 - ADVANCED 
  RECON 
  The Serendipity will land the PCs at their previous drop point 
  (unless the PCs can pick out another landing zone). The 
  PCs can then march through the virgin forest to either the 
  cattle rail head or the mining town of Marc’s Town. If they 
  go to Marc’s Town, they can quite easily book passage on 
  one of the regular mine trains taking ore to Hesselbach for 
  processing. Accommodations will be primitive but at least 
  they will have seats. If the PCs go the rail head, they will be 
  in for a long wait as the cattle trains only run every month 
  of so to take cattle to market. If a train is available, they can 
  quite easily hitch as lift, as the train travels slowly, but they 
  will be travelling with the cattle. 
  If the PCs have hitched a lift on a cattle train, they should 
  disembark at the first village and buy proper tickets on a 
  local passenger train. Train staff in the small villages are 
  use to people hitching lifts on freight trains to get into town, 
  and will turn a blind eye to the practice, but the police at 
  Hesselbach will arrest any PC on a freight train on suspicion 
  of espionage.  
  GETTING THERE
  Once the PCs have made it to the regional center of 
  Hesselbach, they will need to arrange transport to the capital 
  of Idsur.  The PCs will be able to book travel on the regular 
  train service between the two cities. There is a small security 
  services office at the train station, where a couple of low 
  ranking security service officers will issue travel permits. 
  Provided the PCs have valid identity papers and a compelling 
  reason for travel, the travel permits will be issued without 
  comment. Suitable reasons for travel include:
  •	
  Visiting relatives.
  •	
  Attending government offices to settle disputes with  
   
  the government.
  •	
  The purchase of certain items than can only be  
   
  manufactured in the capital.
  •	
  Enlistment in the army.
  People who enter Hesselbach via a regular train service from 
  the outback with a ticket and travel papers from one of the 
  outlying towns and villages will not attract too much attention. 
  PCs who ride or drive into Hesselbach will also be generally 
  ignored. Those PCs who walk into town (after being dropped 
  off by the Serendipity closer to Hesselbach) will attract 
  security service attention, and will be asked for their papers, 
  reasons for entry. Their bags will also be searched. This may 
  be embarrassing if the PCs have weapons or high tech gear 
  in their packs.
  Once the PCs have gained their travel documents, they can 
  board the train. The train service runs over 3,000 km and 
  the PCs will be assigned sleeping berths on the train. The 
  train itself consists of a steam engine, two tenders carrying 
  fuel, as well as numerous passenger coaches and cargo 
  carriages. The journey will be similar to the first rail crossings 
  of the Americas or Russia  The train will stop every day or 
  two at a way station in order to take on water and fuel. There 
  always some sort of military or police presence on board. 
  Normally this consists of a small team of dedicated armed 
  transport police (usually one or two fire teams). Occasionally 
  the army or the security service uses the train to transfer 
  personnel (who are assigned carriages of their own). The 
  police usually only have to shoot the occasional wild animal 
  or separate drunken passengers. Their prime duties is to 
  protect the train against sabotage by enemy spies. 
  IDSUR CITY
  Idsur city is the capital of the Idsur Republic and the center 
  of the government, industry and military strength of the 
  republic.  It is located 25km from the Naysfamaysk sea and 
  3,000 km south of the equator in the temperate zone. The 
  city dates from the imperial era and holds 35,000 people. 
  The city originally held nearly 50,000 people pre-collapse 
  and several districts of the city are still abandoned given the 
  smaller post-collapse population. The city shows limited signs 
  of virus induced destruction, with only some ruined high tech 
  facilities visible, including the derelict fusion power station 
  destroyed in a virus induced fire. The city is surrounded by 
  farms and orchards that stretch approximately 00 km in all 
  directions. These farms hold another 0,000 people. 
  Government offices tend to be located in the center of the 
  city surrounded with high class housing. The TV and radio 
  stations are also located in the government district. To 
  the west of the government district is the business district 
  containing the capital’s major commercial and entertainment 
  services (shops, banks, 3 movie theaters, libraries, hotels 
  and the train station). Industrial areas are located on the 
  outskirts of the city to the east, where prevailing winds take 
  the fumes and smoke out over the plains. The rest of the 
  city is housing. The other unusual area within the city is its 
  southern district that houses a number of psionic training 
  schools. These will appear to be nothing more than large 
  townhouses. 
  The airforce is based in an old imperial era shuttle port at 
  the western edge of the city. The main army barracks are 
  located next to the airfield, and are linked to the city by an 
  area of low cost housing. 
  Idsur was a minor regional center pre-collapse, and the 
  majority of buildings use the shells of these high tech 
  buildings, but with TL6 interiors. This is the only location 
  in the Republic where the PCs will see large numbers of 
  alcohol powered ground vehicles and even the occasional 
  grav vehicle (for high government officials or the military). 
  Horse powered transport will be limited to the outskirts of 
  the city.
  
  - 36 -
  The city is also the center of a network of local branch lines 
  providing train services to the suburbs of the city and then 
  out to the villages surrounding the city. These branch lines 
  are used to move workers around the city and to transport 
  goods from the city to the farms in exchange for agricultural 
  produce. A double track line runs to the seaside town of 
  Osymandayess. 
  Osymandayess was once a small fishing village, and has 
  expanded into a town of 3,500 souls following the collapse. It 
  hosts the fishing fleet and the tiny force that claims to be the 
  Idsurian Navy. Its prime summer function is a seaside resort 
  for the workers from Idsur’s factories. Idsurian factories 
  shut down for 2 week periods (staggered over the summer 
  months) for maintenance and the entire workforce and their 
  families go by train to Osymandayess for a seaside holiday 
  to escape the oppressive summer heat. 
  A PLACE TO STAY
  When the train finally at Idsur City, all the passengers will 
  be briefly interrogated by Security Services personnel. 
  This primarily consists of checks of their identity and travel 
  papers, as well as asking each passenger the reason for 
  travel. Luggage will be subject to curiosity checks. The 
  presence of weapons or relic technology in the PCs luggage 
  will result in further investigation. The attendant telepath 
  may even perform a surface scan on one or more of the PCs 
  to confirm their story. 
  Once past the station officials, various hawkers will descend 
  on all the train passengers with offers of accommodation. 
  Each will recommend the hotel that employs them. Once the 
  PCs have chosen a hotel, the hawker will flag down a taxi 
  and accompany them to the hotel (to collect his pay). At the 
  hotel, the clerk will copy the details from the PCs identity 
  papers when assigning them rooms. The security services 
  will collect this information every week and file it. This check 
  is primarily to catch those without identity papers. Generally 
  the information is filed, but it can be used in investigations if 
  the PCs arose suspicions. 
  INFORMATION GATHERING
  Now the PCs have identity papers and an address with 
  the city, they can freely move around the city, (with the 
  occasional encounter with a random police patrol) and collect 
  information. They can obtain details of the current state of the 
  republic by scanning newspapers, visiting libraries, buying 
  various reference books, and listening to the local radio and 
  TV news. They can also listen in to various conversations by 
  the locals. They can also question locals, but there is the risk 
  that as they know little about the republic’s recent history, 
  that they will be discovered. If the PCs start asking questions 
  about restricted subjects such as the military. 
  Careful correlation of such information, and a review of 
  the items found within local shops, and the distribution of 
  industries detailed with the local phone book, the PCs can 
  with difficulty determine the current state of the republic 
  and its approximate technological level and capabilities. 
  Determining the size and capability of the military from 
  such sources is formidable, due to the war time reporting 
  restrictions. If the PCs are determined they may be able to 
  identify some units, their war history (giving some idea of 
  their capability) and the type of unit (infantry, armored etc.)
  The PCs may experience some difficulties moving around the 
  city. Given the general cold-war paranoia, maps of the city 
  are unavailable, and all road signs have been removed. The 
  PCs will have to ask directions from hotel staff, shopkeepers 
  or the general population. This can be embarrassing and 
  potentially dangerous if the PCs start asking for directions to 
  military bases or other sensitive areas. 
  PSIONIC GAMES
  The PCs will find adverts for a psionic display in the hotel 
  lobby. The display will be held in a local park in two days 
  time. If the PCs visit they will see a fair set up in the park with 
  various rides, games and food stalls. Over to side is a large 
  stage with a canvas awning, and several tents. A large crowd 
  will be gathered in front of the stage. Various psionics will 
  be displaying their powers to the public. Telepaths will read 
  peoples minds to determine playing cards they have chosen 
  at random from a shuffled deck, clairvoyants will determine 
  the contents of bags and telekinetics will move objects 
  remotely. The high-light of the show will be a telekinetic 
  levitating above the stage. The PCs will be free to take 
  photos and even obtain autographs from the various psionic 
  showmen.  The PCs can also pick up various literature 
  designed to highlight the usefulness of psionics and how 
  they integrate into society. There are even short histories of 
  prominent psionics and addresses of several psionic schools 
  and testing centers. All this information will be very useful to 
  the RCES.
  SPYING ON THE MILITARY
  The airfield and the army barracks are surrounded by 8ft high 
  concrete and masonry walls, dotted with occasional watch 
  towers. The airfield is shielded from the city by the sprawling 
  bulk of the army barracks. The remaining sides of the airfield 
  are surrounded by open fields (incase of plane crash).
  The airfield is an old imperial are grav and shuttle port. Its 
  fused runways are still largely intact as are the hangers 
  and the terminal buildings. In places the fused runways are 
  patched with concrete, and a wrecked orbital shuttle can be 
  seen protruding from a wrecked hanger. 
  The interior of all the buildings have been replaced with TL6 
  components. The passenger terminals have been retrofitted 
  with offices and barracks accommodation. Cargo areas are 
  now used for base storage. Ammunition and fuel is held in 
  scattered concrete bunkers around the airfield. 
  
  - 37 -
  The airbase only holds about a dozen planes at any one time 
  (2 squadrons), and they are scattered across a number of 
  hangers. Additional hangers are available for visiting planes 
  from the Hesselbach squadron, or as decoys. Other hangers 
  are used as maintenance areas.  A primitive radar set is 
  located on the edge of the airfield. 
  The army barracks is a converted light industrial and 
  warehouse area, that has been gradually rebuilt over the 
  last seventy years. The site is now doted with brick barracks, 
  parade squares and old warehouses used a hangers for 
  vehicles and as maintenance areas. The base is designed 
  to hold nearly 5,000 troops and their support services. As 
  the main army base in the Republic it also houses stores 
  and training areas. The remainder of the armed forces of the 
  republic are stationed at this base:
  •	
  One Motorized Infantry company TL6
  •	
  One Military Police Platoon TL6 (armored car equipped)
  •	
  One Lift Infantry company TL
  •	
  One Lift Artillery company TL
  •	
  Two Battledress Heavy Infantry Platoons TL
  There are also support units on the base as follows:
  •	
  Two Medvac platoons TL
  •	
  One Field Hospital company TL6
  •	
  One Engineering company TL6
  The base will be full of exercising troops, recruits under 
  instruction, and a wide selection of jeeps and trucks will be 
  scattered around the base. Concrete bunkers are scatter 
  around both the airfield and the army base, and their fields of 
  fire cover all approaches to the base.
  Outside the base is an area of low cost housing for married 
  personnel living off base and the various civilians that support 
  these military facilities. The local area also provides tailoring 
  and cleaning services, cheap restaurants and motels, general 
  stores, bars and even a movie theatre. None of the buildings 
  are greater than four stories high. 
  Base security will be high, given the cold war state of the 
  Republic and the danger of psionic spies. Military patrols 
  guard the base entrances (with support from machine gun 
  armed bunkers). Roving patrols cover the base at irregular 
  intervals. Other bunkers are manned covertly on a rotating 
  basis to limit the effects of clairvoyant spying. Various decoy 
  facilities are also provided
  The guards have developed tactics similar to those used by 
  Imperial forces against Zhodani commandos. Rooms are 
  left open and unlocked to allow easy searches, other areas 
  are filled with stores to prevent teleporting spies gathering 
  in these areas. The Idsurian armed forces have further 
  developed these tactics. Offices areas have light nets that 
  are capable of being lowered from simple ceiling mounted 
  pulleys. These nets are lowered when the offices are empty 
  at night. Any teleporting spy would appear in the netted area, 
  with the nets intersecting their bodies, killing them instantly. 
  Other out of the way areas, such as accessways, and 
  empty bunkers are strung with metal wires bolted to metal 
  plates attached to various structures. These wires fill these 
  accessways etc. and prevent teleportation into these areas. 
  The PCs can rent a room at one of the motels, and watch the 
  troops coming in and out. They may attempt to gain access 
  to a high building to observe the base or they may attempt 
  entry. Given the limited height of the surrounding buildings, 
  the large extent of the base, and the obscuring effects of 
  the military building closest to the wall (mainly administrative 
  offices and the base hospital), any PCs will only be able to 
  observe a limited extent of the facilities. The PCs may feel 
  the need to break into the base with the possibility of running 
  into the roving patrols. 
  Military intelligence and undercover security service agents 
  also frequent the area, along with visible police patrols. Both 
  are on the look out for spies. The civilians in the area will 
  also support their armed services by reporting suspicious 
  strangers. 
  Cunning PCs may attempt to break into various military 
  suppliers over in the industrial district in order to get a direct 
  look at armed forces equipment. Such facilities are usually 
  empty at night and are only surrounded by a masonry wall 
  and guarded by a couple of armed security guards (armed 
  with auto-pistols and SMGs). One guard will make random 
  patrols, whilst the other mans the gate house. These security 
  gatehouses are linked to the local police and security service 
  posts via underground telephone lines. Police units will 
  be dispatched if the guards fall to check in every hour by 
  phone. 
  The exterior of the factory is well lit with electric lights, and 
  all exterior doors will be locked. The net protection against 
  teleporting spies will be in place. The PCs will be able to 
  examine military equipment under construction on the 
  factory floor. Engineering drawings for the various items 
  being produced in the factory will be found in a large safe in 
  the offices. This safe will be bolted into the structure of the 
  actual factory. The safe will be protected by a combination 
  lock. 
  SECURITY SERVICE CHECKS
  The PCs will be approached at least once a day by police or 
  security services officers who will request the PCs present 
  their identity cards. Occasionally the police will ask the PCs 
  business as their papers indicate they are from out of town. 
  These checks are designed to spot suspicious individuals 
  and those without valid identity papers. 
  With valid identity papers, the PCs can easily make normal 
  purchases within the capital, with only a brief presentation 
  of their papers. Only major purchases (such as housing, 
  
  - 38 -
  weapons, transport) will require the PCs details to be 
  recorded and sent to the security services. 
  Given the lack of computer technology within the Idsur 
  Republic, there is no quick way to check that identity papers 
  are correct except visual examination by individual police 
  and security service officers. Identity information that is 
  recorded (like the PCs stay in a hotel) are generally filed. 
  The police are looking for individuals who attempt to operate 
  without papers i.e. outsiders.  
  Police patrols can request to search the PCs baggage as 
  they see fit. Normally this is just a casual glance into a 
  couple of bags, but if the PCs are hauling heavy luggage 
  around in areas where the police would not normally expect 
  luggage, then they will subject it to greater scrutiny. This is 
  embarrassing if he PCs are carrying weapons or high tech 
  communications gear. 
  There is also a danger if the PCs leave equipment in their 
  hotel rooms. The rooms will be cleaned daily and maids 
  will notice any equipment left out or even placed in draws 
  etc. The only safe place for equipment is locked within a 
  suitcase, and large locked trunks will also attract unwanted 
  attention. If the hotel staff become suspicious (i.e. finding 
  high tech gear, or catching the PCs on the way to the roof 
  with an orbital communicator), then they will alert the police. 
  The police have the power to enter and search buildings as 
  they see fit. 
  If the PCs are caught without papers, committing criminal 
  acts or in possession of high tech equipment, they will be 
  arrested and held in either police or security service cells 
  depending on their crime. The police or security services 
  will then routinely attempt to confirm the PCs identity and 
  discover they aren’t in the government records. They will 
  then be imprisoned – See Mission .
  If the security services or government officials need to record 
  vital information, (such as births, marriage, deaths, change 
  of residence, land or housing purchases, and the granting of 
  various permits), they will have to update the PCs permanent 
  file. This is a problem as the PCs don’t have permanent files 
  within the government bureaucracy. The lack of a permanent 
  file will cause the security services to go through the general 
  files to track the PCs down and determine their activities. It is 
  now that all that recorded identity information is used to find 
  the PCs accommodation, visits and purchases. 
  If the PCs do something that requires their permanent file to 
  be updated (i.e. purchasing a vehicle), a form detailing the 
  PCs identity number and details of the change to be made 
  will be sent to the government records department, who 
  will then search for the file to update it. Since the PCs have 
  identity papers that state they are resident in the Hesselbach 
  province, a copy of the form will be sent to Hesselbach 
  via the regular train service for the Hesselbach officials to 
  update their files. The PCs permanent file is assumed to 
  be held at government offices in Hesselbach. Once these 
  officials determine that the PCs don’t have any files, they will 
  alert the local security services, who will then contact their 
  opposite numbers in the capital via telephone or radio. The 
  PCs can then expect a raid. If the PCs lack of personal file 
  is discovered, then the Serendipity may overhear the radio 
  call between Hesselbach and Idsur and alert the PCs before 
  the raid.
  The PCs only hope is to insert a permanent file into the 
  records archive at Hesselbach. As the PCs have never 
  seen a permanent file (unless they have previously broken 
  into the archives in Mission ), this will require a break-in to 
  government offices in the center of town and the removal of 
  several permanent files, which then have to be transferred 
  to the forgers the RCES has established on Marax. They 
  will produce the forged files for the PCs in about two weeks. 
  These forgeries will then be returned to the PCs for insertion 
  back into the archives (requiring another break-in). The 
  overall delay will approach 4 weeks between the first theft 
  and the return of the forgeries. 
  If the PCs have been previously identified as offworlders, 
  but not caught, their pictures will be circulated to the police 
  and security services, although they will be identified as 
  criminals, as their off-world nature will only be know to the 
  higher echelons of government. If the PCs are caught based 
  on this information, they will be held in local police cells and 
  then rapidly transferred to the security services cells. See 
  Mission  for further details of the Idsurian actions if the PCs 
  are caught. 
  GETTING THE INFORMATION OUT
  The PCs will have to deliver their data back to the orbiting 
  Serendipity and then back to the RC. They can either cache 
  their information, and then journey back to the original drop 
  point. This runs the risk of losing all the information if the PCs 
  are intercepted before their rendezvous. They may attempt to 
  relay the information directly to the Serendipity via a secure 
  orbital relay. The PCs only need a deserted open area to 
  make connection with the ship and send a compressed data 
  burst. 
  If the PCs have been generally successful in their intelligence 
  gathering they will have information comparable to that 
  presented in Chapter 3, and can determine that the Idsur 
  Republic is a suitable candidate for formal if covert contact.
  
  - 39 -
  CHAPTER 7: 
  TAKE ME TO YOUR LEADER
  The PCs have established that the Idsur Republic is a prime 
  candidate for contact, given the political situation on Tiniyd. 
  The PCs now just have to make themselves known to the 
  authorities and open negotiations.
  PUBLIC CONTACT
  If the PCs attempt to make open contact with the Idsurian 
  government in a way that attracts public attention i.e. flying 
  in on a grav vehicle, or landing the Serendipity in a public 
  square, or by approaching a government official in RCES 
  dress uniform, they will cause public panic. The public will 
  assume they are raiders and summon police / security 
  service or army units. Depending upon the apparent threat 
  from the PCs, the response will be either primarily security 
  service based for unarmed PCs, or army units for armed 
  PCs.
  Given the possibility of enemy spies observing the PCs, 
  the Idsurians will have to repel the PCs “raid”. They will first 
  attempt an armed stand-off, and order the PCs to leave via 
  shouted instructions. If the Idsurian government knows that 
  the PCs are not raiders (having captured a PC previously, 
  or having observed the aftermath of the raider attack on the 
  Skala Homestead), a security service telepath will contact 
  the PCs telepathically and tell them to leave, and that the 
  PCs open approach has compromised any possible contact 
  between the two groups. The Telepath will explain that the 
  other nations could declare war on Idsur if they knew that 
  Idsur was consorting with off-worlders. 
  If the PCs still refuse to leave, the Idsurians will attempt 
  to drive them off with a combination of armed force and 
  telepathic assault. If necessary, the army will call in the 
  airforce or the army battalions equipped with relic equipment 
  to assist in repulsing the PCs.
  COVERT APPROACH
  The PCs may be able to establish contact and open 
  negotiations if they covertly approach a high level government 
  official or a high ranking member of the armed forces / 
  security services.
  ARMED FORCES
  In order to reach a sufficiently high level army officer, the PCs 
  will have to penetrate the security ring around the capital’s 
  army barracks. The barracks is surrounded by a wall, and 
  the gatehouse has army sentries. Further army patrols (with 
  dogs if the security level has been heightened) operate within 
  the base. Only personnel with the correct authorization will 
  be able to enter the base officially. 
  Given the cold-war security levels currently operating within 
  the Republic, the army sentries will shoot intruders. Only if 
  the PCs can penetrate into the offices / quarters of a high 
  ranking army officer without triggering an alert, and then 
  persuade the officer not the raise the alarm, and explain 
  their purpose, will the officer inform the Prime Minister via 
  a secure line. 
  The army will resist security service requests to transfer the 
  PCs to the Security Service HQ (and a cell), and the first 
  stage of the negotiations will be conducted on the base. 
  SECURITY SERVICES
  If the PCs present themselves at the Security Service HQ, 
  and admit to being off-worlders, they will be arrested and 
  incarcerated. The security service will initially think the PCs 
  are deranged, but a telepathic scan or the discovery of new 
  high tech items will convince the duty officer of the PCs off-
  world origin. The PCs will remain incarcerated with the cells, 
  and will be subject to both surface and deep psionic scans. 
  Only then will the security service alert the Prime Minister. 
  Negotiations will most likely take place within the PCs cells.
  The security services very nature makes them much more 
  suspicious of the PCs motives and more aware of any 
  possible threats to the security of the ruling establishment. 
  Even if deep psionic scans reveal the PCs are not raiders, 
  the security services will still have their suspicions. 
  GOVERNMENT MINISTERS
  Government ministers live in large houses within the center 
  of Idsur City. Each house is surrounded by walled gardens 
  (0 foot walls). A small gatehouse guards the entrance 
  and is manned by a single policeman. Only people with 
  appointments will be allowed into the house. The gatehouse 
  merely signals the security center within the house, that 
  opens the gates electronically. 
  Security within the house is performed by a team of 4-8 
  security service agents. The building also has a TL6 alarm 
  system (mortise locks, window switches, pressure pads) 
  supplemented with some relic security equipment such as 
  infra-red sensors, electronic keypad locks and CCTV.
  In the event of a security alert, the agents will move to protect 
  the minister and their family, whilst alerting the army barracks 
  and the Security Service HQ by underground telephone lines. 
  An alert from a Ministerial residence will trigger a response 
  by an elite team of security agents equipped with combat 
  environment suits, relic weapons, and air/rafts. 
  Besides the minister, their family and the security agents, 
  there is also a small domestic staff present within the house. 
  This is normally a Major Domo, a cook and assistant, two 
  maids, a gardener, a general handyman and a secretary. 
  A security service agent generally acts as the chauffeur. At 
  least one security agent is beside the Minister at all times. 
  
  - 40 -
  Again the PCs would have to penetrate this security without 
  triggering an alarm and get at least 5 minutes with the 
  Minister to explain themselves. Assuming the PCs manage 
  this, the Minister will alert the Prime Minister by phone or 
  telepathy. The security service will still arrive to detain the 
  PCs and incarcerate them in cells below the HQ, but will only 
  have time to perform minimum telepathic scans before the 
  Prime Minister arrives. 
  If the PCs attempt to penetrate the security at the Prime 
  Minister’s Residence, then the situation will be similar except 
  the residence is larger with a larger staff, a much greater 
  security service presence, and a secure bunker under the 
  residence, that the Prime Minister will retreat into in the 
  event of an alert.
  PSIONIC TRAINING HOUSE
  The largest and most prestigious psionic training house in 
  Idsur City is the Pellegrini house, which has been run by 
  the Pellegrini family since the Collapse. The Pellegrini house 
  specializes in the “Awareness” disciplines, and several of its 
  former members have risen high in government and psionic 
  circles. The Pellegrini training house is actually four large 
  imperial era houses joined with covered walkways and 
  surrounded by a large walled garden. 
  The main house is the residence of the Pellegrini family. The 
  other three houses acts as residences for trainees. Each 
  house is supervised by a member of the Pellegrini family. The 
  family members teach the psionic disciplines to the trainees, 
  with the assistance of several of the older trainees. Trainees 
  and family members will be found scattered in small groups 
  throughout the houses and gardens apparently meditating 
  or practicing their disciplines. The house also teaches ethics 
  and more general school subjects.
  A small staff of domestic staff helps out at the school 
  (primary with cooking, and housekeeping). Occasionally, 
  the trainees’s original family members will also visit their 
  offspring and lodge at the training house.
  The training house only has a minimal police presence (a 
  single guard at the entrance). The guard will only allow 
  those with appointments or business to enter the training 
  house. The PCs may be able to make an appointment if they 
  claim to have legitimate business with the house, but most 
  commercial appointments will be made with junior house 
  staff without the necessary access to government circles.
  The PCs could claim to be the visiting family members of 
  a trainee, but the staff, and teachers are familiar with the 
  various families and will spot imposters. The PCs could also 
  pretend to be new trainees, but their presence has not been 
  notified to the house, and they will be telepathically scanned 
  by a junior house member and their ruse discovered. 
  Only if the PCs have managed to provide the necessary 
  paperwork to the training house prior to their arrival, will they 
  be admitted without a telepathic scan. A PC with suitable 
  Forgery skills could provide the relevant letter of introduction, 
  which could then be posted to the training house. If the PCs 
  are admitted as a late developing psionic talent, they will be 
  assigned a room and then taken to meet Umberto Pellegrini, 
  the current head of the Pellegrini family. This induction talk 
  is a prime chance for the PCs to get a high ranking family 
  member alone and to reveal their true identities. 
  The PCs may attempt to stage a break-in at night. The wall 
  surrounding the garden is only one meter high and is topped 
  by another meter of ornamental metal railings. The PCs will 
  easily surmount this barrier. The training house is similar to 
  a family home and the majority of the family / trainees will be 
  asleep by midnight. The only person likely to be awake is the 
  guard at the door. There is the possibility that the PCs will 
  meet someone who is still awake. 
  The PCs biggest problem is finding the senior family members 
  without alerting the entire house. The PCs will be hindered 
  by their lack of knowledge of the house layout. A previous 
  visit disguised as a commercial visit will provide some details 
  of the house interior. 
  If the PCs are spotted, the family members and trainees 
  will attempt to keep out of the PCs way, whilst monitoring 
  their progress via clairvoyance and telepathy. The Pellegrini 
  family are famous for their mastery of the awareness talent, 
  but some of the family also display the various other psionic 
  abilities. The police will be alerted by phone unless the PCs 
  have cut the lines. If the phones don’t work, a senior family 
  member will use telepathy to alert the security services.
  If an alert is raised, the PCs best chance is to contact a 
  senior member to reveal their purpose, preferably before the 
  security services arrive. 
  If the PCs manage to contact Umberto without raising an alert, 
  he will contact the Prime Minister telepathically, and shelter 
  the PCs until, they can negotiate with the government. 
  GETTING CAUGHT
  If the PCs are caught breaking into a Ministerial / Prime 
  Ministerial residence in an attempt to contact a high ranking 
  member of the government, the security guards will respond 
  assuming the PCs are assassins from one of the other 
  nations. If the PCs identify themselves as RCES members 
  here to negotiate, and surrender if challenged, they will 
  be hustled off the site to a secret government safe house. 
  Negotiations will then progress as if the PCs had turned 
  themselves into the security services.
  The biggest problem for the PCs arises if they trigger a 
  security response from either the army or the security 
  services. These locations are monitored by psionics from 
  
  - 4 -
  the other nations and it is probable that the reinforcements 
  may be psionically monitored. If the PCs are whisked out 
  of the residence within about 5 minutes of the alarm being 
  raised, it is likely that the enemy psions will not discover 
  the nature of the raid. They will be aware that something 
  went on at a Ministerial Residence, but not what. Security 
  Service telepaths will being monitoring the other nations to 
  discover what they know about the PCs raid. Negotiations 
  will then continue as if the PCs had handed themselves over 
  to the security services. The security service will stage a 
  sweep of the city in a search for the intruders, but only the 
  highest ranks of the security service will know the PCs are in 
  protective custody.
  If the PCs are still in the residence 5 minutes after the alert 
  is raised, enemy psions will be watching the episode via 
  telepathy and clairvoyance. The security service will be 
  forced to capture the PCs using force, even if they identify 
  themselves as RCES representatives. If they are captured, 
  they will be incarcerated in the cells under the Security 
  Service HQ and interrogated.  The PCs will be subject to 
  a summary trial as off-world raiders in about a week to ten 
  days and promptly executed. 
  Security Service psionic probes will reveal that the PCs are 
  RCES representatives, but with the other nations watching, 
  the Idsurians will have little choice but to execute the off-
  worlders.  They will inform the PCs via telepathy, that the 
  Republic is open to future contact but they can not release 
  the PCs with the other nations watching. They will suggest 
  the PCs contact their ship if they can and agree to try again 
  in a year or so. They urge the PCs to pretend to be raiders 
  during their trial and go calmly to their executions. This gives 
  the PCs the chance to die for their cause, without revealing 
  their identities, allowing future contact and possible success 
  of the mission next year.
  If the PCs attempt an escape, the higher ranks of the Security 
  Services (acting on Prime Ministerial orders), will subtly hinder 
  the security service response (delaying reinforcements, 
  limiting their size, and possibly directing them to the wrong 
  area) to aid PCs escape. They will not do anything that will 
  alert enemy psions that the escape is staged. If the PCs 
  manage to escape, then they will be contacted at the last 
  moment by a security force psion, with a date for re-contact 
  next year at the original landing site.
  NEGOTIATIONS
  The negotiations will be conducted at one of the following 
  locations depending upon the PCs actions:
  •	
  The army barracks
  •	
  The cells under the Security Service HQ
  •	
  In a government safe-house
  •	
  The Pellegrini training house.
  The Prime Minister and his senior ministers are regularly 
  monitored by enemy psions, so they will not be able to attend 
  the meeting, but they will be appraised of progress through 
  regular written reports, inserted into the daily government 
  paperwork. This should prevent enemy psions getting wind 
  of the situation. 
  Instead negotiations will be conducted by Usaandra Ibinerii 
  and her two assistants. Security service members will be on 
  hand incase the PCs turn violent. Security service telepaths 
  will also be monitoring the PCs surface thoughts at random 
  intervals to detect any falsehoods. 
  The Idsurians are open to covert trade and the exchange of 
  ideas, especially relating to psionics. They are not interested 
  in technological development and open trade as this will 
  trigger a war with the other nations. 
  The PCs need permission to establish small port facilities, 
  and allow future covert missions to contact the drone. Trade 
  and eventually diplomacy are secondary issues. 
  The Idsurians primary requirements are any psionic 
  information from off-world, and the end of the slave raids. A 
  discrete supply of parts for their relic equipment (military and 
  power generation primarily) would also be advantageous. 
  Both the security services and the army are worried of the 
  potential for the the deal being revealed and the Republic 
  falling under attack. 
  Overt military aid to the Republic would be noticed by the 
  other nations, but the RCES could supply additional TL6 
  weapons and ammo, that could be stored in case of war. 
  The primary limits to war on Tiniyd is the lack of supplies that 
  force most wars to be curtailed after a few months (given 
  the limited industrial capacity of most nations). The provision 
  of additional infantry support weapons, fuel ammo, and flak 
  jackets as well as support equipment such as radios, would 
  allow the Republic to continue a war after the other nation 
  started to suffer logistical shortages. A discrete supply of 
  high tech parts / ammo for the high tech military units would 
  also be gratefully accepted. 
  The PCs could offer a nuclear device, but will be refused. 
  A nuclear device is too devastating and portable. It could 
  easily be stolen by a teleportative agent and used against 
  the republic. 
  The above considerations will sway the army on favor of the 
  deal. The security services will still hold out against the deal 
  unless the PCs can provide additional guarantees. Provision 
  of covert orbital surveillance will sway the security service to 
  support the deal. The PCs have sufficient authority to order 
  the deployment of a covert observation satellite over Idsur, 
  with a secure downlink to the security services.
  
  - 42 -
  With the end to the slave raids (due to the RCES strike 
  at Marax), and the additional inducements, the Idsurian 
  government will agree to covert relations with the Reformation 
  Coalition. The PCs will be given permission to build a small 
  port at their original landing site, and bring in a small number 
  of port staff and scientists.  Only the PCs will be allowed 
  to travel within the Republic, in order to reduce the chance 
  the RC personnel will be detected. The port will be under 
  security service jurisdiction.
  The PCs will have succeeded in their first mission.
  The Idsurians will insert appropriate records into their 
  archives to support the PCs identities. The PCs will then 
  be sent back to their original landing site for pick up by the 
  Serendipity.
  
  - 43 -
  APPENDIX 1: SERENDIPITY 
  CREW ROSTER & HISTORY
  I. PILOT (EXPERIENCED NPC)
  LT. NOVA ASTRIID “NASTY-BEE” BAEz
  Race:   
  Mixed-Humaniti
  Gender: 
  Female
  Age:  
   
  30 T-years.
  HT/WT:  
  5’8”/ 65Kg
  Hair/Eyes:  
  Ash blonde/Green.
  Home world:  
  Aurora 0535/ Aubaine (M) / Old  
   
   
   
   
  Expanses 
  Career/Class:  
  Navy/Flyer
  Terms:   
  Auroran System Navy -3terms; RCN st 
   
   
   
  term (Beginning year 202).
  Description:  
  NAB looks like an exotic dancer, swears  
   
   
   
  like a sailor, gambles, drinks, and flies  
   
   
   
  by the seat of her pants.
  Favorite  Expressions: 
  “Ever see an S-class do this--?” {Before doing maneuver}
  “Passengers 
  please 
  buckle 
  your 
  seatbelts; 
  we’re 
  experiencing a little chop, turbulence, and three @#$%&! 
  Incoming missiles…” {On a Hot landing}
  “Hey! I don’t tell you what to do on the ground do I? YOU 
  just sit back and enjoy the ride—and let ME &%$#! Fly this 
  crate!” {To know-it-all ground-mission types she carries to 
  and from missions} 
  CT/MT Variants STR: 6 INT: A END: 9 AGL: C EDU: B SOC: 
  A PSI: 0
  Hand Gun (pistol)-2; Pilot-4; Computer-3; Engineering-2; 
  Communications-2; Meteorology-2; Vacc Suit-1; Zero-G 
  Env.-
  TNE STR: 6 INT: A CON: 9 DEX: C CHR: B EDU: B SOC: 
  A PSI: 0
  Slug Pistol ; Pilot 4, Astrogation 4, Computer 4; Ship’s 
  Eng. 0; Meteorology 0; Communications 0; Env. Suit 8, 
  Zero-G Env. 8; Leader 8; Ship Tactics 8.
  T20 STR: 09 INT: 4 WIS: 6 CON: 2 DEX: 8 CHR: 6 
  EDU: 4 SOC: 3 PSI: 0
  7th Level NPC (Navy 6th/Ace Pilot-st)
  Feats:  Home world: + EDU; Vessel(Grav); Brawling; 
  Navy: (st) Armor Proficiency (Light); Armor Proficiency 
  (Vac Suit); Weapon Proficiency (marksman); Weapon 
  Proficiency (lasers); Ship’s Tactics; (2nd) Vessel/ (Starships); 
  (5th) Carousing. ACE Pilot- Vessel Specialization (00dton 
  S-Class).
  Skills: (78pts) Pilot 0(+6); Astrogation 0(+2); Leader 
  0(+3); T/Engineering 0(+2); T/Computer 0(+2); T/
  Communications 0(+2) K/Meteorology 0 (+2); Liaison 
  4(+3); Gambling 4(+2).
  II. CO-PILOT/ENGINEER (VETERAN NPC)
  CWO. LUCAS “PAPPY” HOWARD 
  Race:   
  Solomani-Humaniti
  Gender:  
  Male
  Age:  
   
  44 T-years.
  HT/WT:  
  6’”/ 00Kg
  Hair/Eyes:  
  Steel grey/Blue.
  Home world:  
  Nike Nimbus 0732/ Aubaine (M) / Old  
   
   
   
  Expanses 
  Career/Class:  
  Navy/Flyer
  Terms:   
  Flyer-Commercial 3 terms; Nike Wet 
   
   
   
  Navy -2 terms; RCES .5 terms (Now in  
   
   
   
  beginning of 7th term (Beginning in year  
   
   
   
  202).
  Description:  
  LH has a face that has seen, and done  
   
   
   
  it all with a lazy smile.
  Favorite Expressions:
  “You kids be careful down there, and if ya need any help, 
  just whistle and Pappy will come a runnin’, ‘hokay?” {To any 
  disembarking on a hostile world}
  “Too Old? Slow down? Sonny/ Babydoll, the day I slow down 
  is the day they bury me.” {To anyone saying he’s flying/ 
  driving too fast}
  “Get outta my Sky!” {growled at hostile enemy fighters, 
  missiles, spacecraft}
  CT/MT Variants STR: 8 INT: C CON/END: 8 AGL/DEX: A 
  EDU: A SOC: 8 PSI: 0
  Handgun-3 (pistol); Pilot-4; Engineering-4; Meteorology-3; 
  Mechanical-2; Electronics-2; Vacc Suit-1; Zero-G Env.-1.
  TNE STR: 8 INT: C CON: 8 DEX: A CHR: B EDU: A SOC: 8 
  PSI: 0
  Slug pistol 3; Pilot 4; Ship’s Engineering 5; Meteorology 
  4; Mechanic 0; Machinist 0; Electronics 0; Env. Suit 8; 
  Zero-G Env. 8.
  T20 STR: 2 INT: 8 WIS: 6 CON: 2 DEX: 4 CHR: 4 
  EDU: 2 SOC: 0 PSI: 0
  0th level (Navy 5th/ Aviation st/ Ace Pilot-4th)
  Feats: Home world- Vessel/(Grav); Aviation (st) Vessel/
  (Aircraft); Armor Proficiency (Light); Weapons’ Proficiency/ 
  (Marksman); Brawling; Carousing; Navy- (st) Weapon 
  Proficiency (Lasers); Zero-Gee Adaptation; Armor proficiency 
  (Vac Suit); Gearhead; Miracle worker; (2nd) Vessel/
  (starships);(5th) Damage Control. Ace Pilot-(st) Vessel 
  Specialization (00dton S-class Scout ships); (2nd) Personal 
  Vessel (RCS Serendipity); (3rd) Unpredictable maneuvers; 
  (4th) Vessel/ (Small craft).
  
  - 44 -
  Skills: (23pts) Pilot 3 (+8); Bribery 0(+2); Forgery 0(+4); 
  Gambling 3(+4); Gather Information 0(+2); Liaison (+2); 
  T/Engineering 3(+); T/ Electronics 0(+3); T/Computer 
  0(+); T/Mechanical 3(+3); Survival 0(+3).
  III. ELECTRONICS OPERATOR 
  (EXPERIENCED NPC)
  PO1 SERGEY “DA OWL” KONSTANTIN
  Race:   
  Solomani-Humaniti
  Gender:  
  Male
  Age:  
   
  35 T-years.
  HT/WT:  
  6’3”/ 0Kg
  Hair/Eyes:  
  Bald/Brown.
  Home world:  
  Oriflamme 1235/ Oriflamme (N)/Old  
   
   
   
  Expanses
  Career/Class:  
  Navy
  Terms:   
  Oriflamme System Navy-2 terms; Hiver  
   
   
   
  Technical School (Aubaine) -term;  
   
   
   
  RCN st term (beginning year 99 in  
   
   
   
  his 3rd year).
  Description:  
  SK looks like a weightlifter-wrestler; is  
   
   
   
  bald, brown eyed, and tanned. He is  
   
   
   
  erudite, 
  professional, 
  and 
  urbane  
   
   
   
  contrary to the “muscle-man” image of  
   
   
   
  first sight, and soft spoken.
  Favorite Expressions:
  “Relax, vee can hear everything they’re saying...Yes, they 
  know you’re coming—just not where, or when, nyet?” [while 
  listening to planetary broadcasts]
  “With two clicks of THIS knob, no one down there vill be 
  able to broadcast--how does Nasty Bee say it? Ah yes—
  jack-diddley squat!” [Before jamming ground station radars, 
  radios]
  “Former Oriflamman Professional Grav Ball Leaguer? Nyet. 
  Former Pro-wrestler? Nyet. Those two careers are far more 
  hazardous than my day job,” {Deadpanned to those who 
  think they’ve seen him on RCINET sports before}
  CT/MT Variants STR: B INT: B CON/END: A AGL/DEX: 7 
  EDU: 9 SOC: 6 PSI: 0
  Sensors Ops-3; Gun Cbt. (Rifle) -2;Communications-3; 
  Electronics-3; Physics-1, Meteorology-1; Vacc Suit-1; Zero-
  G Env.-
  TNE STR: 6 INT: A CON: 9 DEX: C CHR: B EDU: B SOC: 
  6 PSI: 0
  Slug Rifle 13; Sensors 13; Communications 13; Electronics 
  13; Physics 9; Meteorology 9; Survey 9; Env. Suit 8; Zero-G 
  Env. 8.
  T20 STR: 6 INT: 6 WIS: 8 CON: 5 DEX: 2 CHR: 2 
  EDU: 6 SOC: 8 PSI: 0
  8th level NPC (Navy)
  Feats: Home world- Vessel/Grav; Hacker; Navy- (st)Armor 
  proficiency(light); Armor Proficiency (Vac Suit); Weapon 
  Proficiency(Marksman); Weapon proficiency (laser); Vessel/
  (starships); (2nd) EW Specialist; (5th) ; (7th)  
   
  Skills: (0pts) Hw-Pilot (+3); Liaison (+); Navy-T/
  Sensors 0(+5); T/Communications 0(+7); T/Electronics 
  0(+3); T/Computers 0(+5); T/Mechanical 0(+3); K/
  Meteorology 5(+3); K/Physics 5(+3) K/Survey 5(+3).
  IV. GUNNER (EXPERIENCED NPC)
  PO2 ELFRIKAA “GO-HOT” IBUWANA
  Race:   
  Mixed-Humaniti
  Gender:  
  Female
  Age:  
   
  26 T-years.
  HT/WT:  
  5’/ 52Kg
  Hair/Eyes:  
  Sun streaked rust-brown/brown
  Home world:  
  Aubaine 0738/ Aubaine (M)/ Old  
   
   
   
  Expanses 
  Career/Class:  
  Navy
  Terms:   
  Aubani System Navy 2 terms; RCN st 
   
   
   
  term (beginning year 202).
  Description:  
  EI has sun rust streaked brown hair, is  
   
   
   
  dark skinned, and eyed; and has a  
   
   
   
  serious demeanor that belies her 
   
   
   
  youthful innocent looks.
  Favorite Expressions:
  “Can I go Hot, Skipper?” {Upon entering any AO system 
  from jump}
  “Owl gimme the hand off--NOW!” {on target acquisition}
  “You’re cute. The “bus-driver’s” gonna take off at a hot trot, 
  so hustle your lazy hind parts aboard NOW!” {Standing at 
  airlock with 7mm ACR at pick up zone (PZ) to anyone who 
  refers to the piloting crew as a Bus/ Bus driver, etc.}
  CT/MT Variants STR: 5 DEX: C END: 9 INT: 9 EDU: C SOC: 
  5 PSI: 0
  Gunnery-2; Gun Cbt. (Rifle) -2; Computer-2; Mechanical -1; 
  Screens-1; Vac Suit-1; Zero-G Env.-1
  TNE STR: 5 DEX: C CON: 9 INT: 9 CHR: A EDU: C SOC: 5 
  PSI: 0
  Slug rifle 12; Gunnery (Energy weapon) 12; Gunnery 
  (missiles)2; Screens (Sand casters);  Computer 9; 
  Electronics 9; Mechanic 9; Env. Suit 8; Zero-G Env. 8.
  T20 STR: 0 INT: 2 WIS: 8 CON: 2 DEX: 6 CHR: 4 
  EDU: 6 SOC: 08 PSI: 0
  6th level NPC (Navy)
  Feats: Home world- +2 EDU, Vessel/(Grav), Vessel/
  (watercraft); Navy- (st)Armor proficiency(light); Armor 
  Proficiency (Vac Suit); Weapon Proficiency(Marksman); 
  Weapon proficiency (laser); Heavy Metal; (2nd) Weapon 
  
  - 45 -
  Proficiency(Ship’s weapons); (5th) Carousing.
  Skills: (70pts) Hw Pilot 9(+3); Swimming 3(+0); Navy-
  Gunnery 9(+4); Gambling 9(+); T/Sensors 7(+3); T/
  Computers 8(+3); T/Electronics 7(+3); P/Administration 
  9(+4); Spot 3(+4); Navigation 3(+4), Survival 3(+4).
  RCS SERENDIPITY S-CLASS 
  SCOUT, SHIP’S HISTORY
  Formerly the private yacht of the late wealthy Dawn League 
  Aubani business man Humberto Delacroix (Delacroix 
  Electronics & Shipping Ltd.) of Vras City, Aubaine, the 
  Serendipity was bequeathed in his will (Former Imperial day 
  48) 22-V-99 to the nascent service that became known 
  as RCES.  Its annual refit came too late for the Dawn League 
  expedition, but she saw follow on service in 200 carrying 
  undercover operatives out into the wilds seeking the Missing 
  2 ships.
  Crewmen PO1 Konstantin & CWO Howard first served 
  aboard her in such a fashion, under then LTCDR Rebekka 
  “Rebba” Guiterez locating the Scout Courier Aurora on 
  Vezina on4-IX-999, (which had been destroyed by the 
  local TED. This was followed up with the attack by RCS 
  Ashtabula & RCS Lirgishkhunan toppling said TED and 
  rescuing those survivors of the crew on 8-X-99.). By the 
  time they returned to Trybec, they were sent out again, this 
  time into the wilds to spinward, locating the DLS Aube on 
  Nicosia 32-X-99, and returned to base -XI-99 with the 
  news (Once again DLS Ashtabula was given the nod and 
  liberated the crew and recovered the ship on 6-XII-99.)
  Her third mission was even further into the AO, along the 
  path of the missing Scout Survey ship DLS Apollo, but 
  having crossed through Svarla already en-route to Nicosia, 
  the Serendipity with her J-2 drives, passed by way of the 
  Savanjanni-Lebherz-Montezuma J-2 route, arriving at 
  Montezuma on 7-XI-99 after dropping off a small (2-
  person) intelligence team on Lebherz (09-XI-99) carried 
  in low berth.  Disguised as a small packet tradesman, the 
  Serendipity set down their second team of covert operatives 
  after locating the missing vessel in the nation of Centrum. 
  Their team’s intelligence allowed the follow on mission by 
  the DLS Ashtabula in early 20 to extricate the crew from 
  the neighboring nation of Seacoast and the retrieval of the 
  ship in a textbook perfect SAG raid. It was the last mission 
  RCS Serendipity would perform in tangent with the RCS 
  Ashtabula, which was lost in her following mission into the 
  wilds beyond Montezuma, after reporting the missing A2-
  class Far Trader DLS Ra in the Bikar planetoid belt.
  RCS Serendipity went back to the Trybec Corp Yards in 
  IV-1201 and was refitted with a relic recovered J-3 drive, 
  enlarged fuel tankage at the cost of her air/raft bay. Her cargo 
  bay was refitted to hold two small cabins, and was slated off 
  the Missing ship search and placed into the covert operations 
  insertion/extraction role of the RCES ‘Moonshadow’ teams. 
  LTCDR Guiterrez was promoted, and transferred to the 
  command of the RC Clipper RCS Apollo. Serendipity was 
  rotated out of the Khulam Subsector front and sent coreward 
  to work the Thoezennt Subsector in 0-VI-20, operating 
  
  - 46 -
  out of the RCES Base on Nike Nimbus 0732/Aubaine (M), 
  and LT Horace “Tea-Time” Titan of Oriflamme was given the 
  command of her.
  Following in the footsteps blazed by the 400dton armed J-2 
  modified Subsidized Freighter RCS Mary Ellen Carter (CPT 
  Senta “Boom-Boom” Romero), and StarMerc converted 
  600dton Subsidized Liner RCS Angkor Wat, RCS Serendipity 
  did follow on work as a “Free Trading Small Packet merchant 
  out of Mueller” to Xezor, and Meadsk, and later dropped off 
  agents on balkanized Nova Rhyll as well as Lote. Their fourth 
  mission into Thoezennt involved following up on a Free 
  Trader’s chat on Xezor of a “shipment of radioactive device 
  detonators” shipped to Marax by what has since become 
  known as ‘the Guild’ to Coalition Intelligence.
  Serendipity arrived in orbit over Marax on 35-VII-20 and 
  discovered the local TED there was indeed using atomic 
  weapons to excavate out a canal, and hand labor of slaves 
  to excavate the radioactive craters for a channel. They 
  pinpointed his uranium mines, and its’ processing plant. 
  They were prevented from a closer sweep by the arrival of a 
  200dton armed Morraine-class Free Trader ship out of jump, 
  escorted by a 600dton armed subsidized Liner (later matching 
  a Guild raider of ill repute GMS Annunkai) when they were 
  discovered by Ushugaam II’s 400dton Patrol Cruiser and 
  had to leave before finishing their orbital scouting.
  Serendipity rendezvoused with the new clipper ship RCS 
  Thunderchild (CPT Pat “Who Me?” Ritter) seven days later in 
  the Meadsk system and took on a Moonshadow team to take 
  readings of the Pontine archipelago on Marax, and then take 
  a look-see of the Uranium mine itself. Serendipity dropped 
  them off on 5-VII-20, using their “packet-smuggler” 
  personae again at the D-class Starport there. 
  The Guild raider, GMS Annunkai (CPT Igor Pankerovski), 
  had departed, but had sold off a mixed load of slaves, both 
  humans and chirpers from Tiniyd, LT Titan discovered, 
  chatting at the Guild run spacer’s bar. As part of their cover, 
  they had a small selection of TL-9 Laser rifles and pistols 
  for ‘sale’ & demonstration. The Guild representative there, 
  one Miigo Amayeo, told them the big money here was to 
  be made in nuclear detonators, slaves, high-tech weaponry, 
  sensors platforms, and SAMs here on Marax.
  Before they lifted off on 2-VII-20(to return back to the 
  Thunderchild), they witnessed the landing of the Ushugaam 
  Star Free Trader, back from Tiniyd and yet another slave 
  raid. Their Intel, plus what was garnered from the two 
  Moonshadow teams (recovered in two return trips before 
  the end of the year) leds to the planning of the early 202 
  TF-‘Strike Marax’ operation. LT Titan was promoted to 
  LTCDR, and given command of a new 50dton Multi-
  mission Scout, taking his Gunner Triika “Wham-Bam” Ortiz 
  with him, and LT Baez was transferred to Serendipity, along 
  with Gunner Elfrikaa “Go-Hot” Ibuwana, both from RCS 
  Thunderchild. 
  
  - 47 -
  APPENDIX 2: TINIYD NPC’S
  Tiniyd Outback
  HUNTER/PROSPECTOR/HERMIT #1: 
  “SIX-GUN SAL” –(SALLII) NALDUII.
  Description: Age 62, Human-Vilani female (appears older 
  than should be due to harsh environment & primitive living 
  conditions). Wears animal hide coat & hat, and old print skirt 
  with men’s long underwear “on cold days/nights”. She has 
  pale blue eyes, Iron-grey hair, and a sunburned weather 
  worn cheery face, even when shooting someone! She makes 
  a living as a trapper/ prospector in the outback badlands. 
  Keeps a Mule/(or equivalent beast of burden) she talks 
  to whose name is ‘Clement’—Clem for short. Her handle 
  comes from the fact she owns an ancient TL-4 revolver 
  (with 2” long barrel), which she will brandish if threatened 
  (She has three bullets left for it), her “hog-leg”. Her primary 
  weapon is a TL-4, 30-caliber lever-action cartridge rifle 
  (equivalent to US Civil war Winchester repeating rifle). Tube 
  magazine holds 0 rounds. Six-gun Sal appears like a not 
  so feminine “buffalo Hunter”, chews local plant matter (and 
  smokes a pipe—evening times only). Very earthy, practical, 
  and pragmatic. Sallii is a low-level empath, although she 
  is untrained, she gets “feelings about folk” whether r not to 
  trust them. Mostly Sallii is as wild as the region she is found 
  in, and has no wish to live in “towns”, or, “be saddled with 
  all dem rules”. Sallii comes into nearby settlements to trade 
  skins, some gold nuggets, and minor gemstones on irregular 
  monthly basis. She has never married. Only other “friend” is 
  “Old Rube” (see below).
  Quotes:
  . “What would I need a man fer that I can’t be done wit in 
  fifteen minutes?”
  2. “Gov’ment! (Spits), all-aways takin’ yer money an’ land 
  away. Hell wit ‘em! Clem, we’re leavin’ again!”
  3. “Doan make me draw down mah hawg-leg skinny, an’ 
  shoot yah. Yah ain’t worth the cartridge!”
  HUNTER-PROSPECTOR-HERMIT #2:  
  “OLD 
  RUBE” 
  (REUBEN 
  MARCUS) 
  VALACHI.
  Human male, Mixed Humaniti, age 79 (appears to be in late 
  80’s), is a bald, scarred, toothless giant old coot, blind in 
  one eye (the left). Is a mute, having lost both to Government 
  torture by Secret Police long ago. Reuben was part of the 
  “Revolution” that overthrew the Militarists with the Psion-led 
  government. He fell afoul of the new regime, was imprisoned 
  for his outspoken beliefs (he never tried to run away being 
  a telepath himself) of pacifism. He was released when the 
  planet balkanized through a clerical error, and fled to the 
  badlands, where he met Sallii. He speaks ‘sign’ language 
  openly, and uses telepathy only when he is sure of a friendly 
  Psion. “Old Rube” understands the plight of the chirpers & 
  Droyne. “Old Rube” prefers to let Sallii take his findings into 
  town, and minds their communal lair, and cooks and cleans 
  what their traps yield. He is very protective of Sallii, and 
  will use psionic assault if she is threatened or endangered 
  by anyone. He is unarmed save for a skinning knife, and 
  dressed in desert browns and tans of loose material.
  THE 
  YUNAASHKHUUM 
  FAMILY 
  HOMESTEAD:
  (Parents: Enerii, & Maari-Talbot Yunaashkhuum (Mixed 
  Humaniti, ages 68 & 56; Sons: Ibrihim, Yakob, Isaac (Ages 
  30, 28, 25); Daughters: Talia, Velnua, & Shiramaar (Ages 
  29, 27, 9); Daughter-in-laws: Suza-Huunaash, Chizuru-
  Hasegawa, & Rachelle-Delacroix (Ages 28, 24, & 20); Son-
  in-Laws: Tobias Enerii Baldassare  (age 48, mate of Talia), & 
  Roberto Khuumska (age 45, mate of Velnua). There are six 
  children by Talia & Tobias (ages 8-2years); four by Roberto 
  & Velnua (ages 6- ); Ibrihim & Suza are childless, but have 
  adopted three orphaned boys from raids (ages 4, 2, & 
  9) ; Yakob & Chizuru have five children (ages 6-1years); 
  and two by Isaac & Rachelle (aged 2years-twins).  The 
  Yunaashkhuum clan hold primarily are herdsmen, and the 
  stead is well defended, every male over the age of 8 is 
  armed with at least a TL-5 8mm bolt-action rifle or 18mm 
  pump shotgun, and the women carry a small derringer pistol 
  on their person. While they far enough away to be outside 
  the high-law and Psionic government’s control, they also are 
  outside their protection from off world raiders. They do not 
  bring their guns to town for fear(rightly) of seizure. They will 
  be suspicious and ‘stand offish’ from player character parties 
  coming out of the wild badlands or desert, until they’ve proven 
  they’re not “from the government”. As a sidebar trade, they 
  smuggle untaxed consumable goods over the border by 
  mule-back (or suitable beast). They are not keen on the new 
  war-level laws, which has put added scrutiny on their “black 
  market” trading, and personal freedoms. 
  THE 
  DELLA’RUE 
  FAMILY 
  HOMESTEADERS: 
  Parents: Aldo-Veritas & Elizabet-Huunaash Della’Rue (Ages 
  48 & 56), and two sons Vito & Giovanni (Ages 28 & 26), and 
  daughters-in-law: Khiisha-Khuumska , & Michelle-Delacroix  
  (Ages 39, & 36). Both sons have sired four children (Ages 
  10-6) for a total of eight children. The Della’ Rue family firmly 
  believes getting away from the “cities” and technology is 
  the right thing to do. They are very warm and gracious to 
  all who come upon them, but a discreet phone call will be 
  made to the local police (see below) as soon as strangers 
  are sighted, being the patriotic folk they are. They make their 
  living farming produce using a TL-4 Steam powered tractor 
  and its accessories, and use their ration card gas coupons 
  for the pickup truck and a flatbed trailer for going into town 
  once a month. The are no firearms on the stead at all, the 
  family content they are inside the protective umbrella of the 
  local armed forces.
  
  - 48 -
  THE LARSON FAMILY HOMESTEADERS:
  The Larson family lives in an isolated farmstead about  
  days walk from the larger Skala steading, higher up in the 
  mountains. It consists of a single large wooden farm house 
  and a single barn. The Larson family consist of Olaf Larson, 
  a middle aged man and his wife Olga, and their 8 year old 
  daughter Freya. The Larson family have also taken in, the 
  wife and daughter of Olaf’s brother who was killed in a 
  skirmish with Limgur forces a year ago. The family cultivates 
  a small series of plots on the mountain side, but the farm 
  production is borderline, even with the milk from several 
  goats, and a small flock of chickens. Olaf has to supplement 
  the farm by hunting. The family is largely self-sufficient, with 
  Olaf trading animal firs at the Skala stead for items that 
  cannot be produced on the farm.
  Olaf Larson: Human Male Age 44, Useful Skills: Carpentry 
  – 2 Hunting – 2, Farming – 1. 
  Olaf is a firm believer in the technology hinders psionic 
  development doctrine. He has limited the available 
  technology on the farm to TL4 basics. There is no electricity 
  on the farm, with heating and lighting from the log fire and 
  candles / oil lamps. He does posses a TL5 bolt action rifle and 
  about 500rds of ammunition (with the associated permit) for 
  hunting purposes. He has reluctantly taken in his brother’s 
  wife and child, but they disagree on main things, which has 
  raised the tension within the farmstead. Olaf is jealous of 
  the more prosperous Skala family who own the much larger 
  steading down the valley. He is especially annoyed that 
  those technology using Skala’s have been gifted with a 
  psionic daughter, while his devout family have showed no 
  sign of psionic abilities. Olaf will almost certainly turn the 
  PCs in, if he thinks they are off-worlders or foreign spies. 
  If he believes them to be native Idsurians, he will still be 
  unfriendly if they display even TL6 technology, only offering 
  them accommodation in the barn.
  Olga Larson is a middle aged woman, who is starting to go 
  gray and show signs of age. She effectively runs the farm 
  and knows more about farming that her husband. Their 
  daughter Freya assists around the farm, (feeding chickens, 
  weeding, collecting fruits and berries etc.). Neither of them 
  have any effective combat skills. Bridget Larson and her 9 
  month old son, were former town dwellers who moved in 
  to the farmstead after the death of her husband in a border 
  skirmish. Bridget has few useful skills in this environment, 
  and her and her son are an extra burden on the farmstead. 
  She performs what few duties she can, within the farmstead 
  itself, especially cleaning, washing, butter churning, etc. 
  She is much more open that Olaf and could be convinced 
  to aid the PCs but not in the presence of Olaf or his family. 
  She would even lend the PCs her identity papers if they can 
  convince her that off-world assistance would help Idsur or 
  hurt Limgur.
  THE SKALA FAMILY HOMESTEADERS:
  The Skala Household consists of Harald Skala (a widower) 
  & his four adult sons & three younger daughters (the middle 
  daughter having been recently accepted into Psionic training, 
  a matter of local prestige for the family), Harald Skala (age 
  56) is a lumberman who supplements his trade with mainly 
  ranching herd animals and some farming. He is prosperous 
  enough to have hired hands (mostly cattlemen (4), & several 
  (2) timber workers). His wife died in childbirth some fourteen 
  winters ago giving life to the last daughter, Megan Maari 
  Skala (who closely resembles the mother, and is “the pearl 
  of great price” to Mr. Skala, senior.).
  There are two 7mm bolt-action rifles on the premises (Tobias 
  & Grigorii) from honorable military service, and secretly 
  one 0mm handgun (contraband, in eldest daughter’s 
  possession). There are also four licensed 5mm bolt-action 
  civilian rifles for hunting (Harald Jr., Sven, Rolf, & Ulf hold 
  these & their licenses).
  Harald Skala, Sr. (age 56), widower, suffers from advanced 
  diabetes (needs insulin injections -2 times/day), and walks 
  with a cane. His late wife Laraa Talbot-Skala was Maari 
  Talbot’s older sister by a year (she would have been 57 the 
  year of this adventure).
  Adult Sons: 
  • 
  Harald, (junior) Skala (age 28), married to Gabrielle 
  Duprii-Skala  (age 28) in Tinyayr. He is the heir apparent, 
  and oversees the daily operations of the steading, as his 
  father’s health is declining health. They have four children, 
  (ages 8,6,4, & 2years old).
  • 
  Sven (age 26), Married to Katharine Delacroix-Skala  
  (age 26), is the foreman over the Lumber Mill, and has 
  inherited his father’s skill and passion for timber work. They 
  have three children (ages 6, 5, & 3years old).
  • 
  Rolf (age 25, twin of Ulf older by 3 minutes), single, but 
  courting Shiramaar Yunaashkhuum  of the Yunaashkhuum 
  steading, and is Ranch foreman, over the cattle herders. 
  • 
  Ulf (age 25, twin of Rolf, younger by 3 minutes), single, 
  is the family steading’s chief mechanic & electrician, and 
  plumber (TL-6 Engineer). He is also the Heavy Truck driver 
  for the family based timber business, and was recently 
  discharged from the Isdur Army after serving a 4-year term 
  (Ulf is now an Army reservist, holding the rank of Corporal). 
  He drills at Hesselbach /month for a weekend still (4 years 
  remaining to his enlistment) with the TL6 Armored Car unit 
  there.
  Adult Daughters:
  • 
  Laara Skala-Huunaash (age 27), eldest daughter, and 
  namesake of her late mother, is married to an Army Reservist 
  Airmobile pilot, Captain Viktor Huunaash  (age 37) stationed 
  in Hesselbach. Due to recent tensions along the Limgur 
  border, he has been on call there. They have two children, 
  (ages 9 & 5 years of old). Both decided it was better she 
  remain here with her father’s health declining. She oversees 
  the cooking of the family house, and makes sure her father 
  
  - 49 -
  doesn’t “forget” to take his meds. He has left her a 0mm 
  auto pistol for ‘protection’ he took off a slain Limgur raider 
  several months ago. Laara leaves it in their bedroom in the 
  main house.
  • 
  Shaara Skala (age 9, & single) is currently spending 
  time home with her family after recently receiving the joyous 
  news her psi exams proved positive and she is to receive 
  higher training in Hesselbach.
  • 
  Megan Maari Skala (age 4) is the headstrong spitting 
  image of her late mother; she is secretly envious of her middle 
  sister for her good fortune; and now is in a snit because she 
  has to share her room again with Shaara while she’s home 
  “visiting!”
  Hired Ranch Hands:
  • 
  Tobias, Grigorii, Wulfgang, & Giovanni (ages 48, 40, 29, 
  & 22). Weather worn but cheerful Tobias is the senior hand, 
  and is rather paternalistic over his younger “boss” Rolf, and 
  worships the ground Harald Sr. walks on. 
  • 
  Dark headed & eyed Grigorii is a scarred former miner 
  from Marc’s Town who survived a cave-in last year ago and 
  is now very claustrophobic, and took up this for a living, 
  serving as the steading’s blacksmith. 
  • 
  Fair-haired, tall but slow, Wolfgang is a Tinyayr country 
  boy who was medically discharged from the Isdur Army after 
  a training accident wherein he lost his right hand (from a 
  grenade).  He has a simple claw prosthesis, and is quite 
  proficient with it, when feeding the pigs & chickens. 
  • 
  Giovanni is another Tinyayr country boy, and is 
  thoroughly smitten with Shaara, (to the further secret envy 
  of Megan Maari who has a teenage crush on the handsome 
  young man!), and is the general laborer/ dogsbody for the 
  steading.
  • 
  Both Tobias & Grigorii both served in the Isdur Army 
  Reserves, for 20 years, and both have a 7mm bolt-action rifle, 
  5-round box magazine as part of their honorable discharge 
  mustering out. Tobias was a decorated Grav Infantry sniper, 
  and has a Civilian Hunting x25 power scope for his weapon. 
  Grigorii was a TL-B Lift Infantryman. Wulfgang was in the 
  TL6 Airmobile Infantry. Giovanni has never served in the 
  military.
  Hired Lumber Mill Hands:
  • 
  Enli Uneruu, & Haans Cizek  (ages 22 & 24 years old). 
  They are the sons of former employees of Harald Sr., earning 
  their apprenticeship. Neither has served in the military. 
  Haans owes his job here due to his distant uncle in Tinyayr, 
  Edvard Cizek, who used to work here.
  Total Adult males: 2 (one invalided, one called up on duty)/ 
  0 effective
  Total Adult females: 5 (one age 4)/ 4 effective.
  Total children (under age 4): 9
  THE CIzEK HOMESTEAD:
  Edvard Cizek (age 54) is a seasoned silver haired, blue-
  eyed bearded man wearing the tough calluses of his trade 
  on his hands, and the ever-present smells of sawdust, wood 
  stain, and lacquer about him. He has never married, out 
  of which his gruff statement, “I couldn’t get a woman! I’m 
  married to my work”, (with his daily telepathic sweeps of the 
  local government’s offices) only reinforces the ironic truth of 
  what he’s really doing. 
  In reality, he is a deep cover agent from the Kingdom of 
  Limgur, sent into Isdur over 30 years ago. He first worked 
  as an apprentice under Harald Skala (Senior), and has 
  since moved into Tinyayr and established himself there 
  as a decent, and skilled furniture maker. Edvard still buys 
  his lumber primarily from the Skala family business, both 
  out of good business sense and further strengthening his 
  cover when he travels (which is seldom). Edvard has the 
  Telepathy sphere, with all of the cascade skills of it, save 
  psionic assault. 
  Edvard makes finished cedar and pine furniture, linen 
  chests, dinner table benches, standing wardrobes, chairs, 
  stools, and putters with some Kitchen cabinet work every 
  odd new house now and again.
  LOCAL PATROL OFFICERS:
  District Patrol Officers Hugo “Slim” Huunaash  & Brego 
  “Bad-Dawg” Talbot  (Ages 48 years, & 50 years, Mixed-
  Humaniti, males). These two are of the ‘old-cop’ school of 
  cuff-and-stuff crooks with that down home salty common 
  sense of humor.  Hugo, the youngest of the pair, is tall and 
  skinny, Brego is short and chunky. Neither one is a Psion, 
  but they tend to tag-team on questions to get to the bottom 
  of strange folk wanderings. As a sidebar, Brego is on the 
  take, being “family” on the Yunaashkhuum over-the border 
  trading. Hugo is kept quiet with a share of the goods, and 
  doesn’t ask questions he doesn’t want to know the answers 
  to.  Both are armed as described by law, and their TL-6 
  patrol car has seen better days. Considered veteran NPCs 
  for skills. Brego hates the “paperwork”, and lets Hugo do it.
  Quotes:
  1. “Ya’ll ain’t from around here, are yah?” (either one)
  2. “Care ta explain that again sonny, I’m hard of hearin’, ya 
  see?” (Brego)
  3. “I’ve heard some tales in mah time, but nevah knew you 
  could stack sheep chips that deep, now tell me again how 
  you got here.” (Hugo)
  GENERAL 
  SECURITY 
  SERVICE 
  PERSONNEL:
  SECURITY LT. VASHTI ALAUNDRO
  (Mixed-Humaniti female, mid-level Telepath/Clairvoyant; 
  Age 32 (appears 22), short haired brunette, attractive, but 
  wears glasses to avoid sexist attention. She is the local 
  Psion “Teep”/clairvoyant of the Local town the players come 
  nearest to, and is vigilant in her job and brisk in demeanor, 
  being from the city, chafes at the lazy way of doing things 
  the locals here tend to take, and yearns for that “big-break” 
  to advance and move out of this dead-end town. She does 
  have scan thoughts, but not probe for deep interrogation 
  divination. Experienced NPC.
  
  - 50 -
  Quotes:
  . “Let’s forget the preliminaries of “who the hell am I” shall 
  we? —who are you and how did you get here?”
  2. “The innocent having nothing to hide, nothing to fear. 
  The guilty on the other hand do..which are you?”
  DETECTIVE ALEXANDER DUPRII 
  (Mixed Humaniti, male, age 30, experienced NPC).Unshaven 
  half the time, sloppy in his plainclothes, and generally smells 
  of alcohol. He appears lazy, inattentive, and not too bright—
  all of which he has carefully cultivated to avoid Alaundro’s 
  “personal attentions”. Duprii on the other hand possesses 
  a keen wit and intellect for his trade, and goes on his ‘gut-
  instinct’ like a man of his 2 years of police work ought to. 
  Dislikes Alaundro’s “spit-and-polish” approach, prefers to 
  interrogate in a more relaxed, “down home” fashion.
  Quotes:
  . “Tell me about your relationship to__________ again? 
  Oh really. I see. (makes notes) Pity that he/she died of 
  fever last year…Now try it again—starting with the truth this 
  time.”
  2. “I’m not interested in your papers sir/sera. I want your 
  story, plain and simple before I have to let the Lieutenant’s 
  men get unpleasant.”
  • 
  Security Troopers (goons) Oleg, Naash, Salvatore, & 
  Pytor. 
  (Solomani-  Humaniti, males Ages 22-26) large, dark haired, 
  low-end gene pool specimens capable of brutality at the 
  snap of a finger, and enjoy their “work”. 
   
   
  DEEP PROBE SPECIALISTS:
  ENLIGII ANERUU , AKA “THE SCALPEL”
  (Vilani Male, age 60, appears 45) Veteran Psion Telepath 
  (Has all Telepathic skills of cluster save Psionic Assault). 
  Enligii is  descendant of the old Psion elite, and a longtime 
  regime supporter. His nickname comes from his approach 
  technique, to peel away fabrications as he probes for 
  information, one layer at a time. He is a nondescript dark 
  haired, tall, thin Vilani man, who might be mistaken for a 
  schoolteacher.  He has impeccable manners, always is 
  calm, civil, and punctual when summoned. He is implacable 
  and relentless once he begins.
  Quotes:
  1. “You will tell me everything eventually that I want to 
  learn. Please do not resist the inevitable sir/sera.”
  2. “Do not mistake my generosity for weakness. I serve 
  only my State with my talent. You are my prisoner(s) until I 
  leave this room.
  3. “I will not need those crude  methods of torture, I assure 
  you to achieve results. You may dismiss your men, detective/
  Lieutenant.”
  TARA CABRACCIO : 
  (Solomani Humaniti, female; age 34) Veteran Psion telepath, 
  red haired, green-eyed. “The Scalpel’s” protégé, one of “the 
  adopted” on her first assignment, eager to prove her mettle.
   
  
  - 5 -
  APPENDIX 3: IDSUR REPUBLIC 
  GOVERNMENT NPC’S
  ARMAND IDSURI BALDASSARE, PRIME 
  MINISTER OF THE IDSUR REPUBLIC
  Description:
  Armand is about 6’, 93kg, middle aged (in his early 50’s), with 
  black hair, and brown eyes, possessed of saturnine features, 
  and is of mixed Vilani-Solomani heritage, (appearing to be 
  in early 40’s). He wears a bureaucrat’s suit and tie for official 
  meetings, but often prefers light colored casual clothes due to 
  the climate. Armand has had a lifetime of service to Idsur, first 
  as a member of the armed forces (he served in the Airmobile 
  Cavalry), and entered politics after 20years in uniform, being 
  elected to serve as a representative here in his home city, 
  and later the provincial governor, He is currently beginning 
  his second term at the highest office.
   
  Motivations:
  Primary-Jack of Hearts (Wise): Prime Minister Baldassare 
  is possessed of exceptional insight and a shrewd judge of 
  politics, and necessity. Part of his success has been walking 
  through the thorny minefield of his hostile neighbors, their 
  policies, and choosing what’s best for his nation, and people, 
  psionic or not.
   
  His service in the military and defense of Idsur tempers 
  his responses to external threats, knowing the high cost of 
  war personally. This has allowed him to use the economic 
  clout rather than military force against his warlike neighbors, 
  through electrical brown out threats.
   
  Coupled with his own insight and sound judgment, he 
  realized early on to surround himself with people smarter 
  than himself, or more capable at specialized tasks. 
   
  ·Secondary-Ace of Hearts (Just): Armand has a deep sense 
  of law and justice, handed down from his grandsire Ashaaris, 
  (not to mention considerable psionic talent himself-he is a 
  mid-level telepath/clairvoyant). Being the sole republic on 
  the planet, he sees Idsur as having to uphold the rule of law, 
  not whim or decree, and adheres to the fact that even he, is 
  not above the law.
  YANNI MUKALI YUSUTSKYA: 
   
  PM’S CHIEF OF STAFF
  The first non-psionic to hold the office in several decades, Yanni 
  is the PM’s extra ear to the non-psionic citizenry’s concerns, 
  and his own achievements in government service are those of 
  a man of integrity, and character. Yusutskya is a younger man, 
  in his late thirties, the son of a poor metals & mineral miner. 
  GENERAL SHUDASHII LIBERTE’: 
  ARMED FORCES CHIEF OF STAFF.
  Gen. Liberte’ is another key non-Psion in the Republic’s 
  government, perhaps the third ever to in this particular post. 
  He is an able leader, and strategist, as well as a combat 
  veteran from several smaller brushfire wars with their hostile 
  human neighbors, and enjoys the confidence of the PM, as 
  well as his troops.
   
  ENLI AGASHII: 
  HEAD OF THE STATE 
  SECRET SERVICE (SECURITY FORCES)
  Miss Enli Agashii is perhaps the most harmless looking 
  woman one would think at first glance, being scarcely 48kg, 
  and slender like a fencer, and nondescript otherwise in 
  plain terms. She is however, not only a deadly Telepath & 
  a Teleporter, she is the head of the Idsur Secret Service. Of 
  Vilani extraction, she appears in her late twenties (age 48).
  DR. STEPHEN ENERI ENKHUSHAM: 
  FOREIGN MINISTER
  Dr Enkhusham is a former Capital City Medical professional 
  (Surgeon) who retired from hospital work after a terrorist car 
  bombing cost him his hands ten years ago. He was asked 
  to serve as the PM’s Foreign Minister in his first term, a 
  post he is still serving at. Despite his injuries and scarred 
  appearance, the doctor’s performance so far as been to 
  use methods short of war to achieve policies the PM has 
  undertaken, improving trade relations somewhat better than 
  the previous PM’s Minister had. He is a low level empath.
   
  TERESA ROBLEDO CASSINI: 
   
  MINISTER OF TRADE & COMMERCE.
  Miss Cassini’s family is one of several pacifistic Psion 
  families who followed Ashaaris Baldassare’s lead to found 
  the early republic. Her family have served in the government 
  ever since. Ms Cassini is a low level clairvoyant.
   
  VIKTOR IVANOVICH 
  NAVEROV: 
  MINISTER OF EDUCATION 
  & INFORMATION
  Despite being often referred to by outside powers with 
  snide hostility as the Minister of Propaganda, Mr. Naverov 
  does his job fairly, albeit with a mind to what may or may 
  not be politic or fit for public knowledge. All of his press 
  releases are cleared through Ms. Agashii & the PM every 
  morning at tea. As the Education Minister, his department 
  is responsible for many of the lost technologies being 
  maintained, and hidden-simply through “not discussing them”. 
  
  - 52 -
  NEGOTIATORS
  USAANDRA IBINERII (MIXED VIL./ FEMME/ 
  AGE 34 / 3 TERMS):
  CHIEF NEGOTIATOR
  Veteran NPC.
  Holds degrees in Pyschology & Hostage Negotiations (With 
  Paramilitary Secret Police), as well as a term in diplomatic 
  corps of Idsur.
  PAULO SANTIAGO (SOL. HUM/ M/ AGE 28/ 
  EXPERIENCED NPC): 
  Bodyguards/Aides:
  JORGE VASQUEz (SOL-HUM/ M/ AGE 31/ 
  4-TERMS, VETERAN):  
  Bodyguards/Aides:
  zANNDRA CORFU (SOL-HUM/F/ AGE 24/ 
  EXPERIENCED NPC):  
  Bodyguards/Aides:
  HEAD OF TRAINING SCHOOL
  UMBERTO 
  PELLEGRINI 
  (SOL-HUM/M/
  AGE 52/ 7 TERMS/ ELITE NPC): HEAD OF 
  AWARENESS TALENT SCHOOL:
  Umberto is among those of the pacifist-pro-offworld political 
  movement, and indeed is among one of its chief proponents. 
  Umberto fled from the Kingdom of Light and its dictatorship 
  when in his teenage years to the Idsur Republic’s freedom. 
  While he is a pacifist, he does not propose defenselessness, 
  he espouses that any means short of killing be used in his 
  philosophy’s way of thinking.
  ADDITONAL GOVERNMENT OFFICERS
   
  Pytor Cristoff Rubinski-Idsur Head of the School of Telepathy 
   
  Niranda Oysutsk-Idsur head of the School of Clairvoyance
   
   
   
   
  
  - 53 -
  Open Gaming Information
  OPEN GAME CONTENT
  The only Open Game Content found in this book is specified 
  below. All other material is considered either closed content, 
  Product Identity (see below and section e of the OGL) or
  Trademarks (see below and section f of the OGL).
  • All statistics for T20 characters, pp 43-45.
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
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  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
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  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
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  identified as Product identity by the owner of the Product Identity, and which specifically 
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  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
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  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
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  4 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v .0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a 
  trademark of Far Future Enterprises and is used under license
  Traveller: The New Era: Operation Dominoes – Copyright ©2006 Avenger Enterprises in 
  association with Comstar Media LLC.
  
  - 54 -
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