TEXT: Simon Of Vandenberg’s Essential Goods
  A Fringeworthy Pocket Stop Playbook
  Fringeworthy Pocket Stop Playbook ©2017 Tri Tac Games, a fully held subsidiary of Tri Tac 
  Talents, LLC. 
  Simon of Vandenberg’s Essential Goods ©2017 John H. Reiher Jr
  Fringeworthy ©2009 Tri Tac Games, a fully held subsidiary of Tri Tac Talents, LLC.
  Welcome to a Fringeworthy Pocket Stop Playbook! This playbook provides a setting in a sandbox
  mode, along with some adventure ideas and suggested abilities for the different NPCs that the 
  players will encounter in this setting. This is systemless setting, but we’ll give you enough 
  information so that you can easily use it in your favorite game system.
  Sandbox mode means that there is no set adventure, but a setting that the player characters 
  can interact with. You as the GM can create your own adventures either by using the adventure 
  seeds, plot hooks, and NPCs provided in this playbook, or create your own adventures based on 
  the information we’ve provided in this book. Every major NPC will have plot hooks that can be 
  used to also create adventures. 
  Also, because this is a sandbox, you’ll find that not everything has been defined. This is so that 
  you, the GM and the players, can fill in the blanks with things that you want to see and have 
  adventures with. 
  Note: United Nations Earth is also known as Earth Prime. British Empire Earth refers to Victorian
  Earth, Victorian Prime, or, as the Brits call it, Earth Prime. There is some contention as to which 
  world should be called Earth Prime. 
  Setting
  On the Alternate platform, in front of the #4 portal, is a sandwich board with a professionally 
  painted sign with a picture of a bowl of soup, various essential travel items, and an image of a 
  stylized vehicle parked next to a hookup. There is writing in an old German script that says 
  “Simon's Essensjele Guod”. There’s an arrow at the bottom of the sign pointing at the portal.
  When entering this world, visitors will be granted a Germanic language, similar to Old Low 
  German, more similar to Frisian than to modern German.
  The Pocket Stop is 64 kilometers long by approximately 56 kilometers wide, in a roughly ellipse 
  shape and is 2,800 square kilometers in area. It appears to be a wide valley, with grassy hills 
  dotted with several small copses of trees. Anyone who crests the sides of the valley will appear 
  on the opposite side of the valley in a corresponding opposite location. A road runs from the 
  Ring Station to the center of the valley. A sign post says, “This way to Simon’s” in Old Low 
  German.
  
  Like many Pocket Stops, this one attracts items from other alternate worlds. About one new 
  item appears ever 24 to 48 hours. The items are typically broken in some manner, though a few 
  have arrived intact and operational.
  A stream runs from a spring at the base of a rocky outcrop located five miles west from the Ring
  Station and winds its way down the valley and ends in a small lake near the center of the valley. 
  A dye test proved that the water was not being recycled but drawn from and drained to 
  unknown sources. The day/night cycle is 15 hours, with 8 hours of daylight and 7 hours of 
  darkness.
  Near the lake is the complex of buildings and ramparts that make up the domain of Simon of 
  Vandenberg, a one-time Fringewalker, who settled down with his wife, Milava, and his four 
  children. From here he runs his small Fringe mercantile empire, Simon's Essential Goods. His 
  outpost has been here 19 years.
  Simon’s Essential Goods
  Simon's Essential Goods trades and sells all sorts of items, culled from several nearby alternates.
  Simon employs ten other people, two families, and they all live within the compound they built 
  from scavenged materials that dot the Pocket Stop and the trees they harvested. It is 
  surrounded by several tilled fields with a wide variety of crops being grown. To the side of the 
  compound is a wide graveled area with posts with hookups for vehicles.
  Once a week, Simon and Gustav, his eldest son, load up their horse drawn wagon with goods 
  that they got from trades with other Fringeworthy and any new items sucked in by the Pocket 
  Stop. They then visit one of several alternates on the platform and trade for more useful goods.
  One of more unique items sucked in by the stop is Aldo. Aldo is not a person, it’s a robot, 
  powered by a tiny internal fusion reactor. As such, he can't leave the stop, but serves as Simon's 
  shopkeeper and all-around gofer.
  Besides trading for goods, Simon offers a small RV park for the traveling Fringeworthy to setup 
  camp, dump their septic tanks, stretch their legs, and other things, and pay for their stay by 
  charging up Simon's many batteries. Simon wants to start a bio-diesel plant, but it’s cheaper to 
  buy the fuel oil from the Mayans.
  There is a small restaurant, but it serves a primarily vegetarian menu, with the occasional bit of 
  rabbit stew, and the even rarer steak. Meat is very expensive, but a pot of corn and bean stew is
  always available for a small pittance or if you help out in the kitchen.
  Simon has traded with Fringe Pirates, mainly at the end of his rifle and small 4-pound cannons. 
  After his encounters with them, he now has a simple alarm system setup at the portal: A string 
  across the front of the portal tied to a counterweight and wheel, attached to a rope that spins a 
  wheel that hits a bell that can be easily heard at the compound. Aldo is always listening for that 
  bell and will alert the rest that a visitor has arrived at the Pocket Stop.
  
  Trading
  Simon and Milava are both shrewd traders, their skills honed by many years of dealing with the 
  various travelers who have stopped by as well as the Mayan and Rattus traders on the Alts. They
  won’t take money, and gold is only useful on one the alternate worlds they trade with. 
  They trade primarily for items that they can trade to other travelers or use for themselves. They 
  highly value meat in several forms:
  Most valued:
  1. Canned meats
  2. Dried meats (Jerky)
  3. Dehydrated meats
  4. Cured Meats
  5. Fresh Meat
  Average valued:
  Besides meats, they’ll trade for items that they can sell on the other alternate worlds on the 
  Alternate platform: 
  
  Electronics
  
  Vehicle parts
  
  Bolts of cloth
  
  Clothing
  
  Books in either Low German, Scratch Speak, or Mayan
  They have most traveler sundries: toiletries, tools, shoes and boots, bike chains, tire repair kits 
  (with instructions in four different languages), canned vegetables (please return the jars if you 
  can), and most importantly, information on the 4 open portals on the platform. That 
  information will cost you at least 4 cans of SPAM to get or the equivalent in other trade goods. 
  They also will trade for items that have appeared in the valley. 
  Adventure Seeds
  The New Neighbors: First Contact with UNIDA 
  If this is the player’s IDE team first to contact with Simon and crew, they will be considered to be
  just another set of pirates, just better dressed and hopefully better behaved. Simon will be 
  neutral towards them, but he will give them a fair deal, trading items with them, especially 
  food. He will give them very good deals on any meat that they have on them, especially any 
  tinned meat, as it keeps longer. 
  Subsequent contact with Simon and his group will be on friendlier terms. He'll want to cultivate 
  a good trading relationship with the IDE teams and will try to get some high-tech goodies from 
  them like refrigerators and solar panels. 
  UNIDA will want to use him as a go-between with the Fringe Pirates and other Fringeworthy 
  that frequent his establishment. Convincing him to do that will require some very good trade 
  goods. This would be a difficult task for the player characters as Simon is a master trader. 
  
  In truth, Simon is all for this deal, but only if the player characters would do a task for him: He 
  would like to have sheep on his Pocket Stop. Sadly, there are no easily gotten sheep on any of 
  the nearby alternate worlds. He thinks that there may be sheep on the prime world. Feel free to
  setup the prime world as you see fit. There might be sheep, and there may not be…
  It’s a Big Small World
  Because this Pocket Stop covers 2,800 square kilometers, no one at the compound has been 
  able to thoroughly explore it. Simon wouldn’t mind if the Team were to head on out and beat 
  the borders of his domain and report back what they find. Realistically, it would take months to 
  search every square meter of the Pocket Stop on foot or in a vehicle. However, if the Team has a
  remotely operated drone aircraft, they could do a basic survey in a week or so. 
  For various reasons, the remote-control range is greatly reduced to just 4 kilometers, so the 
  Team will have to go into the field. Also, the drone cannot go above 2,000 meters in altitude 
  otherwise it “goes through” the sky and comes back through upside down. Yes, there are clouds
  and a “sun” but they look to be projections rather than real objects. 
  The first couple of days of aerial surveying doesn’t show much more than what you’d expect: 
  fields and clumps of trees, and the occasional junked object. On the third day, the drone spots 
  what looks like a cave.
  The cave is nestled in a depression near the edge of the valley and appears to be artificial in 
  appearance. That is, the opening is an upside-down U-shape. If the drone has infrared cameras, 
  the cave is warmer than the ground outside it. The cave mouth is 3 meters tall and 2.5 meters 
  wide.
  Investigating the cave will result in a voice calling out “Doncha come enny closer! I gots ya 
  covered!” The voice is wheezy and sounds like it’s coming from multiple sources. It will be 
  difficult to convince this person that the Team doesn’t mean him any harm. 
  If they fail to convince the him, he’ll shoot one of them with a shotgun loaded with rock salt. At 
  best, it would be a minor wound and will hurt like hell. What happens after that is up to the 
  team. The person will defend himself.
  If they convince him, he’ll step out. He’s a Dimixi, from a nearby Dimixi alternate. He is Toka-Sho
  Mil’Koda. He discovered a portal on his world years ago and travelled the worlds of the nearby 
  alternate platforms in secret. He’s been living on this Pocket Stop for years, long before Simon 
  and crew showed up. He tolerates Simon’s presence, as it keeps the heat off of him. He only 
  operates at night, and has a good view of the Ring Station, so he knows when Simon has left on 
  one of his trading missions. He wasn’t in the Pocket Stop when Simon arrived. He was on one of 
  his operations. When he came home and found that he was now speaking Low German, that 
  gave him a heads up and incentive to hide.
  Inside his cave is a horde of items he’s stolen from other worlds. He views them as “false 
  worlds” so there is no sin in stealing from them. He has a small electric/steam vehicle. It uses 
  fuel cells to travel on worlds and then switches to steam on the pathways. The steam comes 
  from burning hydrogen. He has a secret pipe to draw water from the Pocket Stop’s stream. This 
  is his drinking water and his source of hydrogen. He has a “water splitter” a piece of Tehrmelern 
  
  biotech that converts water into oxygen and hydrogen. It just needs sunlight. It looks like a plant
  with wide leaves and blends in with the surrounding vegetation. 
  But now that he’s found out, he’ll have to deal with Simon. He views this Pocket Stop as his 
  domain and will try to force Simon to pay for the privilege of living here. Of course, Simon will 
  disagree. It will be up to the Team to act as the go between for the two parties. 
  Note: If the Team has at least one Dimixi, Toka-Sho will view him as some sort of bounty hunter 
  and target him. He’ll also speak his native language, an archaic form of Stejiel at the Player 
  Character Dimixi. He will not be taken back for punishment. It turns out that he’s a wanted 
  Dimixi on his home world. He’s a master thief and “con man”. Getting this information in general
  will be very difficult for Dimixi and non-Dimixi alike. 
  Alternate Platform
  Of the 8 portals on this platform, only 4 are open. The other 4 will be up to you as the GM to 
  generate when you see fit. If you don’t pay the 4 cans of SPAM price for information on each of 
  the alternate portals, you’ll just get the basic information.
  Alt #2: Alternate Historical: Rattus Sapiens 
  Language Gift: Entering this world will grant the team the language “People of the Great 
  Western Forest Speak”. When speaking it, the person’s voice will be in a higher register and 
  squeak a bit.
  Basic Information: “Ja, it’s a world with lots of rats. They are good rats and they are looking for 
  good trade.”
  More Information: The warp for this world is in a forest glade with plenty of room for vehicles 
  to drive around. In fact, there is a dirt road that leads from it, as well as a small collection of 
  meter and half tall wooden buildings, with all the buildings off to the side of the warp. 
  This is the land of intelligent rats, Rattus Sapiens. They are about a meter tall, with the males 
  wearing kilts, while the females wear loose trousers. The buildings are for the guards that keep 
  watch for visitors. Normally, it’s Simon and his son, Gustav, arriving with a load of scrap metal 
  and other items in trade for cured venison and lumber. 
  The locals will assume that the team is just another bunch visitors that stop by to gape at them 
  and use the magic picture boxes to take pictures of them. A mercenary lot, they will request 
  some form of payment for those pictures. Either in Federation Trade Shillings (A rough 
  translation) or in trade items. The nearby city of “Where the Sky Kisses the Earth” is a 
  hodgepodge of local materials and recycled metal. Most Rattus soldiers wear metal helmets and
  carry firearms (.22 caliber comparable) made from reforged steel. 
  “Where the Sky Kisses the Earth” is the center of high technology on their world, mainly thanks 
  to the scavenged junk that Simon brings them for trade. They still haven’t figured out 
  electronics, but there is a thriving vacuum tube technological industry, with Far Singing Boxes 
  (shortwave radios) being the number one export from the city, along with a thriving lead acid 
  battery industry to power them.
  
  GM Information: When asked about the presence of armed soldiers, the team will be 
  told that there are the occasional raids from the sea by raiding Rattus. While “Where the
  Sky Kisses the Earth” is miles from the ocean, the city is on a major river, and sometimes 
  the raiders will make their way up the river and raid as they go. If pressed, or the 
  characters get a great success on their interaction with the Rattus they’re talking to, they
  will also talk about the raids from the warp by raiding humans, AKA Fringe Pirates. 
  Outside of “Where the Sky Kisses the Earth”, the average technology is around the 
  1900’s of United Nations Earth. Personal vehicles have not been created, only large 
  passenger steam trains and sea vessels exist. No one has made any inroads on heavier 
  than aircraft, only hot air balloons and gliders. 
  In the lands surrounding “Where the Sky Kisses the Earth” are farms and ranchers. Farms are 
  fairly traditional wheat, corn, legumes, and other vegetables. The ranchers… well, they ranch 
  giant rabbits. These rabbits are not like the ones on United Nations Earth, they were 
  domesticated 8,000 years ago and bred for meat. The average giant rabbit is 75 cm at the 
  shoulder and weighs in between 65kg and 75kg. Ears are only 21cm long, but they all sport set 
  of wickedly sharp buck teeth. In addition to the giant rabbits, chicken-like birds are raised as 
  well for their meat and eggs. 
  Adventure Seeds: 
  #1: The local industrialist, Fox of the Windswept Meadow, is interested in the solar panels and 
  other power generation gear the team may have. He intimates that he could make it “worth 
  their while” to provide him with panels in large quantity, or better yet, how to make them. In 
  any case, he will send his minions to spy on and perhaps get their paws on some of the more 
  portable solar chargers the team may have. 
  #2: The Mayor of “Where the Sky Kisses the Earth”, Grizzly Bear of the Northern Redwood 
  Forest, is interested in acquiring upgraded firearms from UNIDA. The current crop is 
  problematic as the there is no consistency in the quality of metal that Simon delivers. Properly 
  manufactured weapons would be greatly appreciated. Greatly. And unless the player characters 
  can convince him otherwise, they will find themselves with their own personal honor guard of 
  Sky Kissed soldiers. The presence of said soldiers will put a chill on any social encounter the 
  characters may try to enter into.
  #3: When Simon appeared, he confirmed the rumors of some sort of “hole in the air” that a few
  Rattus claimed to see. With his help, there are now 6 Rattus Fringe explorers working for the 
  Mayor, Grizzly Bear. They are led by Puma of the High Cliffs, a charming young Rattus, who has 
  a gift for languages. Trips to other alternates on the platform isn’t a problem, but they only 
  made one foray to the Prime portal, which took two days one way. (It’s an above average 
  difficulty to get them to talk about what they found.) Their main mission is to trade with the flat 
  headed humans (Mayans). What they really want is a vehicle that they can use on the pathways 
  to haul the loot they bring back. They love the idea of the horse drawn wagon, but horses are 
  these giant, wild creatures that would stomp you into the ground as to look at you. Helping 
  them build a steam powered vehicle would be a major task, since the local steam tech depends 
  on large quantities of water for the boiler. While the players might know about recycling steam, 
  
  actually figuring out how to do it would require someone on the team have some sort of steam 
  tech skill, perhaps the TAESS liaison on the team from British Empire Earth? This encounter with 
  the Rattus Fringeworthy can happen on any of the alternate worlds, the Pocket Stop or even the
  Alternate Platform.
  Alt #4: Simon’s Pocket Stop
  Language Gift: Entering this world will grant the team the Old Low German language. 
  Alt #10: Tehrmelern Recreational World: Nature Preserve
  Language Gift: Entering this world will grant the team the language of the first team member to 
  enter this alt. In case of a tie, have the characters roll a die to decide. 
  Basic Information: “It’s a big open plain, with dragons. Also, the people there are weird, like 
  pipe cleaners.”
  More Information: The portal is a ring station inside a Tehrmelern Visitor Center. The Ring Room
  is larger, 30 meters wide with a 15-meter-tall dome. The room and the entire Visitor Center is 
  made from living wood. No straight lines anywhere, and windows are made from transparent 
  organic material. 
  The Visitor Center laid out in a cross shape, with various rooms, with a ring of rooms 
  surrounding the Ring Room. The entire complex covers 4,000 square meters and is surrounded 
  by a living thorn fence. 
  The team will be greeted by a Quellor, who will speak in the gifted language. “Welcome to the 
  Snarg-Tergle Nature Preserve. We are at your service and can answer any questions about the 
  preserve.” And they mean that last bit. They will only answer questions about the Nature 
  Preserve and nothing else. “I’m sorry, I have no knowledge of that topic,” will be the oft 
  repeated refrain. 
  The “Dragons” that Simon mentioned are in fact Dinosaurs, mid-Cretaceous Era Dinosaurs. 
  While there are no Tyrannosaurus Rexes present, there are other carnivorous dinosaurs, such as
  the Tyrannotitan and just as dangerous. Also, in the area, and competing with the Tyrannotitan 
  are their descendants, the Giganotosaurus, much larger and a deadly hunter. 
  The plains are home to several sauropods, and if asked, the location of the Visitor Center is in 
  the pampas region of Argentina. 
  If the team wants to tour the plains, the Qellor will provide them with a tour “vehicle”. The 
  vehicle is in fact a large animal the size of a bus, with multiple legs and a recognizable face. It’s 
  furry, fast, and looks for all the world like the Catbus from My Neighbor Totoro. It does have 
  windows that are bullet proof, and it is nimble and can climb steep inclines. 
  In addition to the Catbus, are the Rescue Canines, some of which can be seen romping around 
  in the protected yard. They are a meter and half at the shoulder, have wicked teeth, and act like 
  puppies around the characters. They also talk and will want belly rubs. “I’m a good boy!” In 
  addition, there are the “drones”: Winged critters with biological cameras that fly out and survey 
  the region around the Visitor Center.
  
  GM Information: This complex has an underground facility. Food animals live down here 
  to feed the Qellor, as well as meat trees for the Catbuses and Rescue Canines. This is 
  where the Mother Qellor lives, as well as the other mothers: The Catbus mother and the 
  Rescue Canine mother. Also, in the Visitor Center is a fully stocked Tehrmelern Doc Box. 
  The Doc Box can handle up to 12 people at one time. It can even revive a dead character 
  as long as you get at least the head back within an hour. The Rescue Canines carry one 
  Biobag per canine. The Biobag can put the victim into a form of medical stasis. This does 
  not stabilize the victim, they just stop bleeding and/or dying. If a dead victim can be put 
  into a Biobag within 15 minutes, there will be no issues with reviving them, even if you 
  get the Biobag to the Doc Box a week later. Technically, all you need is the head, but that
  means 10 weeks of regrowing the victim’s body. The regrown body will have Mediocre 
  Strength and Dexterity. Lots of physical therapy to regain the victim’s lost abilities.
  In case the team gets in trouble and their Catbus is disabled or dead, the Qellor will 
  dispatch Rescue Canines. These are to dogs as bicycles are to racing motor cycles. 
  Incredibly fast, armed with wicked teeth that can cut through thin metal cable, they will 
  seek out the team, protect them, and if at all possible, bring them back to the Visitor 
  Center. 
  Both the Catbus and the Rescue Canine have limited intelligence and can only converse 
  about things they are made for. Catbuses are tour guides, and Rescue Canines can only 
  talk about defensive actions, emergency medical operations, and belly rubs.
  The other secret is that the Visitor Center isn’t the only facility on this world. There over 
  a thousand other facilities both on land and in water, whose mission is to maintain the 
  balance of nature and to assist and care for the animals of this world. This is just the 
  main center, because it is directly connected to the Fringepaths.
  Adventure Seeds:
  #1: The Nickel Tour: If the team takes the Qellor up on an offer of a tour of the surrounding 
  Nature Reserve, a Catbus is made available and it will take them out amongst the giant 
  Sauropods and other smaller dinosaurs. The Catbus will deliver a narration of what’s going 
  outside the bus and answer any questions about the reserve or the dinos. It won’t go more than
  24km from the Visitor Center, for a reason. One that will soon be evident.
  The pampas are full of many dinosaurs of all types, and more than in any book about dinosaurs. 
  The team will see dozens of unknown species of dinosaurs at every turn. And the Catbus knows 
  what people really want to see, and that’s blood. And it finds a situation that’s guaranteed to 
  have a lot of it. A Tyrannotitan is stalking a juvenile sauropod of unknown species. The Catbus 
  narrates, “The juvenile is twice the size of a buffalo or So’kao T’mat. It will provide more than 
  enough food for this male Tyrannotitan.” 
  The Catbus goes into Cheshire mode and blends into the tall grasses of the pampas, while giving
  the team a grand view of the Tyrannotitan stalking the small sauropod. Sadly, the Catbus 
  doesn’t notice the female mate of the Tyrannotitan, but she notices it. 
  
  The attack is swift and sure, the Catbus cannot react in time. The Tyrannotitan hits the Catbus 
  and knocks it on its side. It flails its many legs in defense, but it’s claws are short and meant for 
  climbing, not fighting. If a character pulls a gun to fire at the dino, the Catbus will say, “Not 
  through the windows. They are bullet proof. Shoot through the frame. It will be alright.”
  The other Tyrannotitan will attack from the other side and try to get at the team. The windows 
  will stop it, for now. The team will have to hold off the two dinos for at least 10 minutes. The 
  reason is that the Qellors have sent out the Rescue Canines. At 60kph, the Canines will reach 
  the team in under 10 minutes. There will be two Canines per team member. Each of them will 
  be carrying a biobag just in case. 
  It will take at least 5 minutes for the Tyrannotitans to rip a hole in either the roof or the floor of 
  the Catbus. There will be blood. Everywhere. There is a small outcropping of rocks 10 meters 
  away, that can provide minimal cover from the dinos. If the team makes a break for that, and 
  the Catbus is still alive, it will try to distract the dinos. This will give the characters a +2 to go 
  unnoticed by the feasting dinos. After the team makes it to the outcrop, the Catbus will die and 
  the dinos will start ripping it apart, eating their fill. 
  If they are noticed, one of the Tyrannotitans will chase after them. Roll 1d6: An even roll, it’s the
  female, odd the male. The dino is faster than they are, but only average in dexterity. “Kiting” the
  dino and leading it around will work as long as the fastest runners of the team do it and they 
  have some way of getting the dino’s attention. Shooting it will definitely do that. If it’s the 
  female chasing them, harming her will get the attention of the male and he will join in. It it’s the
  male, the female will only come to his aid if the male receives a Serious wound. 
  When the Rescue Canines arrive, they will put themselves in between the team members and 
  the dinos. They will attack to sedate the dinos with their special bite. It will take three successful
  attacks for the dinos to receive enough sedative to go to sleep. It will take three rounds for this 
  to happen. More bites won’t speed it up and could be fatal to the dinos. 
  Yes, sedate. This is a nature preserve, and the Canines will only kill if there is no other choice. 
  These two Tyrannotitans are essential to the balance of nature. Once the dinos are not a threat, 
  they will bag the wounded and dead, and return everyone to the Visitor Center. At least two of 
  the Canines will remain until the dinos regain consciousness, defending them. 
  #2: The Sound of Thunder. The Qellor know that on occasion, someone will arrive at the Visitor 
  Center looking to hunt and kill a dinosaur, preferably a major predator. To accommodate this 
  desire, they keep track of older predators. One of which is Giganotosaurus #3298-B. 40 years 
  old and nearing the end of her life, 3298-B is nearby and would make the best choice for a 
  hunter. There are restrictions: The only trophy allowed is one or two teeth, 40 kilos of meat. The
  rest is left for the scavengers to have. No skulls are allowed to be taken. 
  How the hunt goes is really up to the player. If they want to hunt from the back of a Catbus, 
  they can. If they want to go on foot and hunt 3298-B, they can, but they will have three Rescue 
  Canines with them. If they want to strip down to a loincloth and go after the dino armed with 
  nothing more than a Bowie Knife… let ‘em. They might even do it. Feel free to add in other 
  smaller nuisance dinosaurs, and perhaps 3298-B’s children are nearby.
  
  Alt #11: Alternate Historical: Mayan Empire 
  Language Gift: Entering this world will grant the team the Yucatan Mayan language. However, 
  it’s very different from the United Nations version, with many European, African, and Incan loan 
  words in it.
  Basic Information: “They call themselves the Maya, and for people, they aren’t too bad. Except 
  for their flat heads.”
  More Information: The portal is in the Yucatan and isn’t far from the major Mayan metropolis 
  of Uxmal. The Ring Station is in a limestone cavern that’s been cleared for travel. In addition, 
  there are barracks and guards watching the ring station. The guards are dressed in padded 
  armor laced with metal plates. The armor is covered with Mayan designs and are quite colorful. 
  GM Information: The head guard is named Gukumatz and will challenge the team when
  they enter. He will interrogate them as to their purpose and how long they will be 
  staying. He’s expecting to be bribed and wants either weapons or gold. Firearms with 
  plenty of ammunition is preferred. If he’s satisfied with the answers or sufficiently bribed,
  he’ll let them pass. Otherwise he will turn them away.
  None of the guards are Fringeworthy. Those worthies live in Uxmal, and only venture out
  when the Godking orders them to.
  The exit from the cavern leads into a wide scrub covered plain. At night, the light from Uxmal is 
  visible, and during the day, the smoke from thousands of cooking fires pinpoints its location 
  80km away with a brown smudge on the horizon. A cobblestone road runs from the cavern 
  entrance. 
  If the team travels down the road to the city, they will pass by farms tended by people wearing 
  colorful huipils and caxipays, the females wearing skirts and the males loose fitting trousers. 
  They will be more interested in the team’s vehicles than the team. (Non-human team members 
  will illicit stares and curiosity.)
  GM Information: This world experienced an alternate history that parallels that of 
  United Nations Earth and British Empire Earth. It diverged from their histories with a 
  strong Mayan Empire arising in the 1390’s C.E. The Mayans banded together into a 
  major empire and from their strongholds, conquered the rest of Central America, Mexico
  and the Southern portions of the North American Continent, and the Northern portions 
  of the South American Continent. The Great Incan Empire was the only challenger to 
  their dominance. 
  When explorers from Europe arrived, they encountered a more unified and less 
  superstitious native people. Despite their weapons, the Spanish Conquistadors were 
  overwhelmed by the Mayans. Armed with the new weapons and taught how to make 
  more of them by captured Spaniards, the Mayans set out and invaded Europe.
  When the dust settled, most of Southern Europe lay under Mayan rule. England was a 
  client state and North Africa the next prize. Over the next 600 years, wars were fought, 
  until today, with the Mayans only holding the Americas unified with the Inca, and 
  Eurasia and Africa a mishmash of small kingdoms. 
  
  This world’s science and technology levels are at the early 19th century, with steam 
  power the latest thing. 
  Thanks to Simon, the Maya now know about the Fringes, and with his help, have found 
  several Fringeworthy in their city. The Ajximbal Jelkabtak, the “Walkers of Alternate 
  Worlds”, are a diverse group, none of whom came from the priesthood or the noble 
  families. There are five Walkers, three men and two women. The men are Itzamatul, 
  Zipacna, and Ekchuah. The women are Colel and Meztli. Only Zipacna has any military 
  experience, the rest were farmers, merchants, or servants. But now, with their ability to 
  walk among the worlds, they are treated like nobility, answerable only to the Ajwal or 
  Godking Ah-Muzencab. And one of their goals is to get their own Crystal Key. 
  The City of Uxmal is designed differently from more western style cities. The center is home to 
  the various temples to Mayan Gods. South of the temples is the residence of the city’s yajaw a 
  role akin to Lord Mayor of Uxmal. This worthy is Coyopa and has profited mightily from the 
  trade goods Simon and other Fringeworthy have brought. 
  East of the Mayor’s residence is the ceremonial ball court. Despite myths surrounding the 
  Mayan ball game or pitz, the losing side never sacrificed. Well, professional ballplayers are never
  sacrificed. Four times a year, a ceremonial game is played, on one side the pro ballplayers, on 
  the other side prisoners destined to be sacrificed. And the prisoners always lose. 
  There are other ballcourts in Uxmal, with less religious significance, and a thriving Pitz league 
  exists in the Maya Empire. The ceremonial ballcourt, the Jawal Chanal Chak Bay Kanul, 
  “Ballcourt of the Celestial Sky Serpent Chanal Chak Bay Kanul” is only used for ceremonial 
  games or when the Uxmal Chan Kana (Sky Serpents) are in the playoffs. 
  Outside of the ceremonial center of the city, the rest of Uxmal is a mixture of residences, 
  workshops, businesses, shops, eateries, and other urban buildings, including lodges and 
  guesthouses. All built with the Mayan style. Many residences have shops out front or 
  underneath, depending on the building. There are no apartments, per se, in Uxmal. You will see 
  multistory buildings, but usually everyone in those are all part of the same family: grandparents,
  parents, children, cousins, and other relatives. 
  The Maya have currency, in the form of paper money. It goes under two different names, Kakaw 
  Takin and Chachak Takin, or cacao money and copper money. It takes 200 kakaw takin to equal 1
  chachak takin. Both forms of currency come in the following denominations: 1, 10, 20, 100, 200 
  and 1,000, and chachak takin continues with notes with similar values. 11 Kakaw Takin is about 
  one US Dollar. 
  Lodges and guesthouses are the equivalent of inns and motels. The rooms are quite spartan, 
  and you probably should fumigate the bedding. Most offer rooms for 4 to 8 people to sleep 
  together and run 40 to 80 Kawkaw Takin a night. They have no problem with both sexes sharing 
  the same room. Amenities include a room at the end of the hallway with a hole in the floor. 
  Bring your own toilet paper. (There is a Maya version of toilet paper made from rice paper. 200 
  20cm by 20cm sheets for 13 Kawkaw Takin.)
  
  Uxmal is a city meant for walking. What vehicles there are, are pulled by various beasts of 
  burden: horses, oxen, buffalo, etc. There is a somewhat modern sewer system, consisting of clay
  pipes and cisterns, that eventually empty into large ponds that are allowed to dry out and then 
  used as fertilizer for the fields. Needless to say, the drainage ponds are downwind of Uxmal. The
  city has a population of approximately 200,000, so it was stroke of luck for Simon to find five 
  Fringeworthy here. 
  GM Information: It would be, except the people of this Earth are Fringeworthy at the 
  rate of 1 in 40,000-50,000. It’s five times as easy to find Fringeworthy on this world. This 
  is something that is not easily found out with just one visit.
  One thing the characters will note is the amount of smoking going on. Mayan k'ujtz or tobacco, 
  is potent stuff. It’s been known to induce hallucinations. The other is that the Maya are not 
  above taking drugs of all sorts. Both k’ujtz and other potent potables are on sale everywhere. 
  Any character who partakes, will have to make a willpower test to stay lucid, otherwise they are 
  stoned out of their minds. The reason for all this drug use, mostly hallucinogens, is to have 
  visions of their gods and the spirits around them. The Maya are very religious, and drugs just 
  help them become closer to the spirit world. 
  Adventure Seeds:
  #1: While the Maya won’t mess with Simon, as he has proven to be a valuable resource and 
  friend, they really do want their own Crystal Key to help them find more Walkers. If the team 
  makes it known that they have a Crystal Key, Lord Mayor Coyopa will make a generous offer to 
  them for its purchase. If they turn him down, then he will use other means to secure that key. 
  The other means will be in the form of thugs that will wait until one or two Player Characters 
  are off by themselves. They will also break into the lodge or guesthouse where the team is 
  staying and go through their goods. They will also try to break in to the team vehicle and steal it 
  if possible. Noticing that someone is trying to steal their vehicle would be an Average difficulty 
  against an Alertness or Notice skill. If they are sleeping when this happens, it becomes a Hard 
  difficulty. They get a bonus if they have some sort of alarm on the vehicle. Let them decide how 
  loud the alarm is and assign the bonus to hear and recognize that it’s their alarm appropriately.
  Confronting Lord Mayor Coyopa about these attempts will result in plausible deniability. “I am 
  sorry if you’ve met with misfortune. To make amends, I will assign a troop of Jaguar Warriors to 
  guard you and your vehicle(s) day and night.” And he will, and the warriors will make any form 
  of social interaction with the residents of the city nearly impossible. Trying to ditch them will 
  take some doing, as they know the city better than the Player Characters. It would be a Hard 
  difficulty to lose their “honor guard” for more than an hour or more. 
  Finally, if the team decides that they have had enough of Mayan hospitability and want to leave 
  this world, they will have to sneak out in the middle of the night. If they leave during the day, 
  they will find the entrance to the portal blocked by large stones a meter or more in size. They 
  will be turned away because the portal is closed. A blatant lie. 
  Sneaking out in the dead of night will be a three-step challenge: 
  1. Starting their vehicle and leaving quietly. Challenging difficulty.
  
  2. Making their way through Uxmal without alerting the guard. Hard difficulty.
  3. Reaching the entrance to the limestone cave before any word from the town gets there 
  before them. Respectable difficulty.
  Once they make it to the chamber where the portal is, it’s just a matter of driving through it. 
  Dress it up with Jaguar warriors clinging to the side beating the vehicle as they go through the 
  portal and silence. (Or there is one still beating on the vehicle, who then slowly stops hitting it 
  as what has happened sinks in.)
  #2: While wandering through the city, window shopping, the characters come across some 
  young men in a basic ballcourt playing a game of pitz. The offer is made for them to join them in
  the game, for money. If the characters don’t have cash on them, they’ll take any item offered as 
  payment. Offworld items always net a lot of takin. 
  Of course, this is a pro team practicing for an upcoming match. Fleecing the tourists is just an 
  added bonus. This is a modified version of pitz, in that you cannot use your hands or feet, but 
  elbows, knees, thighs, hips, and your head can be used to knock the 2kg rubber ball around the 
  court and then through the stone hoop 4 meters off the ground. They are good sports and will 
  offer protective gear for the Player Characters to use: Padded headgear, hip pads, thigh and 
  knee pads, and elbow pads. Not that this will keep you from being injured. Every one of the pitz 
  players are covered with bruises, some will abrasions that have been bandaged. 
  If the Player Characters plead ignorance of the rules, they will offer to show them how to play. 
  “It’s easy to learn!” with the unsaid “And years to master!” And they will honestly show them 
  how to play. Each character will have to make an Average Intelligence difficulty test to see if 
  they get the gist of how the game works. Any character with an Athletics or Acrobatic skill can 
  use that instead to learn the game. 
  After familiarizing themselves, the pros will take them to town. The team will have to make five 
  separate Challenge tests and win at least three of them to win the game. Each round, pick a 
  player character and have them make the attempt to score. The other characters can help, 
  those with an Athletics or Acrobatic skill can add half their skill bonus. All others can add +1 if 
  their Dexterity or Strength is 0 or better. The Character making the attempt, rolls on their 
  Dexterity or Strength, or if they have an Athletics or Acrobatic skill, on that skill at -1. The pros 
  will roll against this character with a +8 (Expert Pitz Players, Good Dexterity or Strength). Players
  win when they tie or beat the GM’s roll. On a 10 or better success, the pros will be at -2 the next
  round.
  If they win, they’ll get about 11 chachak takin. If they lose, well, they lose whatever they bet. 
  Make sure to roleplay through each round, with the players setting things up for the next shot, 
  and the pros interfering or trying to steal the ball for their own shot. The game score may be 1-
  0, much like a good soccer game. If the team has non-humans, they will be accommodated, 
  though a Dimixi or Blizniz might be asked to sit out as they are just too different.
  
  Dramatis Personae
  Non-player characters are rated on a simple scale that’s easily translatable to most gaming 
  systems. Please refer to the EZ Rules section for an explanation of the rankings.
  General skill classes will be listed for NPCs and species. These are not meant to be specific skills, 
  but more along the line of suggested skill areas that the NPC could be knowledgeable in. For 
  some characters, their skill area will have a rating, others will be unrated, and up to the GM to 
  set. Not all skill areas will be listed for every NPC, just the major ones that they have.
  Simon Egonssen of Vandenberg
  Middle aged Fringewalker that married and settled down in a nice Pocket Stop. He’s from an 
  alternate world where the Saxons succeeded in conquering most what is Germany, Poland, 
  Austria, Netherlands, and Denmark. He was born in 1493 C.E. and worked as an apprentice to a 
  merchant. He found a warp and went through it many years ago. After determining that 
  possible riches lie on the other side, he kitted up, got a horse and wagon, a load of food and 
  water and headed out. He’s lost track of how many years he’s been traveling, other than that he
  may be pushing 90 but looks 40. He met Milava on a Russian alt, and after discovering that she’s
  Fringeworthy, wooed her and finally married her on her home world.
  They travelled together for several years, making sure to use high tech worlds for the birth of 
  their children. When Gustav, his eldest son, reached the age of 10, they looked for a place to 
  settle and found their Pocket Stop. 
  Over the years Simon has become a shrewd trader and businessman. He also met a lot of fellow 
  travelers over the years and realized that many of them needed a place to rest, kit up, and 
  offload things that they have found. Thus, he created his trading post.
  If the player characters ask him which way he had traveled on the Fringepaths, he’ll indicate the 
  direction the PCs came from. Sadly, anything he knows about those worlds is 19 years out of 
  date.
  Attributes:
  Strength
  Average
  Intelligence
  Fair
  Constitution
  Good
  Wisdom
  Goo
  d
  Dexterity
  Average
  Charisma
  Goo
  d
  Experience: Journeyman
  Health: Average
  Skills:
  Knowledge (Trader): Master
  Knowledge (Area: Alternate Platform and Alts): Expert
  Persuasion: Expert
  Shooting: Very Skilled
  
  Equipment:
  Light Pistol: 9mm pistol with two extra magazines. 
  Medium Knife: a large knife. 
  He wears clothing that seems to come from different time periods, but still seems to appear like
  a man from the 15th century. 
  He has a jacket that’s the equivalent of Medium body armor, and he wears that when he travels 
  outside the Pocket Stop.
  Milava Eleonora Baranov, Wife of Simon
  Milava Eleonora Baranov was just an ordinary Russian peasant near Smolensk in 1723 C.E., 
  when a strange man appeared in her life. He was charming and told her stories of fantastic 
  worlds that were beyond belief. When he put a small, white pyramid-like crystal into her hand, 
  it flashed, and a thrill went up her arm. After that, he courted her and promised to show her the
  wonders of the universe. Finally, after he provided an ample dowry to her parents, he wedded 
  her and together they travelled the Fringepaths. 
  She did see many wonders and sights. She also learned how to use a carbine and grenades. She 
  was a crack shot and could take out opponents at a long range when she had to. All the while 
  she was nursing her babies. All her children know what a rifle shot sounds like and what kick it 
  has. 
  When they settled down in the Pocket Stop, she was the one that found a place to build their 
  compound and coordinated the building of its defenses. She is the tactical genius of the family, 
  and head farmer. 
  Attributes:
  Strength
  Fair
  Intelligence
  Average
  Constitution
  Fair
  Wisdom
  Average
  Dexterity
  Goo
  d
  Charisma
  Good
  Experience: Journeyman
  Health: Average
  Skills:
  Shooting: Master
  Knowledge (Farming): Expert
  Knowledge (Tactics): Expert
  Persuasion: Very Skilled
  Equipment:
  Heavy Rifle: A .50 cal. sniper rifle with scope nicknamed “Mиротворец” AKA “The Peacemaker” 
  with ammunition.
  Light Pistol: 9mm pistol, with ammunition. 
  
  When in combat mode, she wears high-tech, camouflaged body armor, ranked Heavy. 
  When not defending her family, she dresses herself in various styles that reflect a dozen 
  different cultures. When working the fields, she opts for the more traditional dress of her home.
  Gustav Simonson
  Born in a hospital operated by giant spider-like people called the Dimixi, Gustav spent his early 
  years travelling the Fringepaths. He speaks many languages, as he has a talent for learning 
  them. Taught by his father and mother from various books they had collected from different 
  worlds, Gustav has had an eclectic education. 
  He appears to be 18 years old but is in fact 29. He’s wooing a Mayan girl named Xoco on Alt 11 
  and hopes that letting her handle the family crystal will eventually make her Fringeworthy. His 
  mother taught him how to shoot, and his father is teaching him how to be a good trader. So far, 
  he’s still learning. 
  Attributes:
  Strength
  Average
  Intelligence
  Average
  Constitution
  Fair
  Wisdom
  Average
  Dexterity
  Average
  Charisma
  Fair
  Experience: Apprentice
  Health: Average
  Skills:
  Shooting: Very Skilled
  Knowledge (Trader): Skilled
  Knowledge (Farming): Skilled
  Persuasion: Trainee
  Special Abilities: 
  Linguistic Savant: +4 when trying to learn a new language.
  Equipment:
  Medium Rifle: His mother’s old carbine, .30 cal. with ammunition. 
  Wears his father’s hand-me down ballistic vest, Medium armor, when he goes on trading 
  missions with his father. 
  When not trading trips or working the fields, he wears the latest in Mayan fashion around the 
  shop and compound.
  Aldo The Mechanical Man
  Toka-Sho Mil’Koda
  Toka-Sho is from a Dimixi alternate several platforms away. He found the warp by accident and 
  made use of it to further his criminal activities. It was these criminal activities that drove him 
  
  from his homeworld. He fled, leaving behind evidence of his extra-dimensional activities behind 
  him. 
  Somewhere on his journeys on the pathways he found a cache of Tehrmelern artifacts. Where, 
  he won’t say. (He really doesn’t remember but won’t admit it. It’s just “that away” and he 
  doesn’t know how far.)
  He found this Pocket Stop 24 years ago and set up shop. He frequents other alts and steals what
  he can. The Mayans and the Rattus keep an eye on him, but they think he’s just a Fringewalker 
  that frequents the area. 
  He is incredibly worried that his past will catch up to him and that he would be brought back to 
  his world for justice. So, he’s grown paranoid and secretive over the years, is willing to fight 
  anyone who tries to bring him home. (It’s up to the GM to determine if he is still a criminal back 
  home. Toka-Sho may be lauded as the discoverer of the Fringes or despised for keeping it a 
  secret as long as he did.)
  Attributes:
  Strength
  Fair
  Intelligence
  Fair
  Constitution
  Fair
  Wisdom
  Average
  Dexterity
  Great
  Charisma
  Good
  Experience: Seasoned
  Health: Average
  Skills:
  Burglary: Master
  Intimidation: Expert
  Knowledge (Trader): Expert
  Shooting: Very Skilled
  Special Abilities: 
  Web spinning: Can weave a silk cord up to 80 meters long by 2mm in diameter, before having to 
  rest and eat. The cord is 10 times stronger than steel of the same size.
  Gear:
  Medium Shotgun: A Dimixi made double-barrel shotgun. Has self-loads of lead pellets, large 
  birdshot in size, and rock salt. The rock salt loads are short ranged.
  A Steam/fuel cell scooter: It needs a source of hydrogen, but on one tank, it has a range of 
  200km before refueling. It uses pressurized hydrogen tanks made from composite material. The 
  tanks are lined with Tehrmelern plastic and can hold pressure for years. He has three spare 
  tanks that can extend his range by another 600km. On the paths, the scooter uses the steam 
  produced by burning hydrogen to run a small, high pressure turbine. This allows the scooter to 
  move at around 15kph while on the pathways. When on the fuel cell, top speed is 60kph. He 
  has a small trailer that can hold up to 100kg of stuff. 
  
  Tehrmelern Watersplitter: A plant with large, broad leaves that can split water into oxygen and 
  hydrogen, producing about a tank’s worth of gas every three days. 
  An array of homespun clothing, nothing fancy, as his weaving skills are rudimentary. 
  Gukumatz
  Fox of the Windswept Meadow
  Grizzly Bear of the Northern Redwood Forest
  Puma of the High Cliffs
  Rattus Minions of Grizzly Bear
  Sly and always ready with a quick explanation, the minions of Grizzly Bear are expert spies. They
  will use every method to get what they want, social, stealth, and if need be, violence. They can 
  be both charming as well as threatening. 
  Attributes:
  Strength
  Mediocr
  e
  Intelligence
  Fair
  Constitution
  Average
  Wisdom
  Average
  Dexterity
  Good
  Charisma
  Good
  Experience: Experienced
  Health: Average
  Skills:
  Persuasion, Intimidation, Notice, Burglary, Research, Sneaking, Shooting, Fighting, Climbing
  Equipment:
  A fine kilt, vest with many pockets for casual encounters.
  Light Blade: A short knife 10cm long 
  Light Pistol: A one-shot .12 caliber pistol 
  Notebook, pencil, various small bags. Normally carries around 40 Trade Schilling, about $60 
  equivalent.
  When on an operation, they have gray stealth suit for nighttime operations (+2 Sneaking), a 
  large caliber multi-shot pistol, Light Pistol, .22 caliber, 4 rounds, climbing gear (+2 Climbing), 
  burglary tools (+2 Burglary), pry bar, and short lengths of rope, suitable for binding wrists and 
  ankles together. 
  Rattus Soldier
  
  Loyal and brave, the average Rattus Soldier of Where the Sky Kisses the Earth do their job very 
  well. They act as both as a police force as well as protectors of the city from all foes, rattus or 
  otherwise. 
  Attributes:
  Strength
  Average
  Intelligence
  Average
  Constitution
  Fair
  Wisdom
  Average
  Dexterity
  Good
  Charisma
  Average
  Skills:
  Shooting, Fighting, Knowledge (Tactics), Notice, Intimidation, Persuasion, First Aid
  Equipment:
  A military kilt lined with wooden slats in the pleats (Light armor) male or female soldiers, 
  armored vest (Light armor), metal helm (Medium armor). 
  Medium Rifle: Armed with a 6 round .22 caliber carbine, optional bayonet mount. 
  Light Blade: Bayonet 16cm in length. 
  When on patrol in the city, they carry a first aid kit (+2 First Aid), manacles, a truncheon 30cm 
  long (Light club), and pocket change of about 3 Trade Schillings ($4.50)
  Rucksack when in the field, they will have a bedroll, cooking gear, rations for 3 days, water skins,
  entrenching tool, half a tent with one tent pole and ropes. A great cloak for inclement weather.
  Rescue Canine
  Rescue Canines are genetically modified wolves. They are 1.5 meters tall at the shoulder with 
  bodies 2.5 meters long. They were created to provide protection and rescue service for visitors 
  to Tehrmelern nature reserves. Around people, they are playful, friendly, and act like big 
  puppies. When in rescue mode, they are vicious defenders and their bite can sever thin steel 
  cables. Capable of running at 60kph but can only do so for a total of 20 minutes before 
  exhausting themselves. Their back is concave and large enough to hold a full size Tehrmelern. 
  Humans find it roomy. Special flaps of skin act as straps to hold the person in place.
  Technically, not sentient, but really smart animals. They can venture onto the Fringepaths, if 
  someone physically escorts them through the portal.
  Attributes:
  Strength
  Good
  Intelligence
  Average
  Constitution
  Good
  Wisdom
  Average
  Dexterity
  Great
  Charisma
  Average
  Skills:
  Unarmed combat: Expert
  
  Tactics: Very Skilled
  Notice: Very Skilled
  Alertness: Very Skilled
  Special Attributes:
  Bite: 1d6+3 can cut thin steel cable
  Hide: Light
  Size: Large
  Speed: 10kph normal, 60kph sprint for 20 minutes.
  Catbus
  No one knows why the Tehrmelern created the Catbus. Turning a domesticated cat into a bus 
  sized creature with interior seating for 20 people seems more like a whim than a practicality. 
  Still, the Catbus is fast, agile, and friendly. The Catbus can hit speeds of 90kph for 5 minutes at a 
  time. 
  The Catbus is 7 meters long, 3 meters tall, and 3 meters wide. Has swivel “headlights” and can 
  see in the dark. It has mouths inside that act as speakers. Talks with a “cat” voice. Lots of 
  meowrrs. It’s “windows” are made of transparent Tehrmelern organic plastic and are 
  bulletproof up to 15 points of damage. They are held in place by strong muscle “frames” and 
  can be easily changed out or even popped out in case of emergency. 
  Its fur is capable of changing colors and allow the Catbus to camouflage itself. 
  Technically, not sentient, but really smart animals. They can venture onto the Fringepaths, if 
  someone physically escorts them through the portal.
  Attributes:
  Strength
  Great
  Intelligence
  Average
  Constitution
  Good
  Wisdom
  Average
  Dexterity
  Great
  Charisma
  Average
  Skills:
  Notice: Very Skilled
  Alertness: Very Skilled
  Special Attributes:
  Night vision
  Chameleon Fur: -4 Notice
  Hide: Light
  Windows: Heavy -7
  
  Speed: 20kph, 90kph sprint 5 minutes
  Giganotosaurus
  Giganotosaurus is one of the largest carnivorous theropod dinosaurs. Between 12m to 13m long
  and 4m tall at the hip, it has a head between 1.5m and 1.8m in length. It weighs half again as 
  much as a Tyrannosaurus Rex. With a massive jaw and wicked claws on its feet, it is as fast any 
  human moving at a jog. 
  Attributes:
  Strength
  Superb
  Intelligence
  Poor
  Constitution
  Good
  Wisdom
  Fair
  Dexterity
  Mediocr
  e
  Charisma
  Average
  Hit Points: 38
  Wound Level
  Damage taken
  Healthy
  Under 9 HP
  Minor Wound
  10-19 HP
  Serious Wound
  20-28 HP
  Critical Wound
  29-37 HP
  Dying
  38+ HP
  Skills:
  Biting: Expert
  Intimidation: Master
  Hunt: Expert
  Stealth: Very Skilled
  Animal Attributes:
  Scaly hide: Light
  Bite: Large
  Size: Gigantic
  Tyrannotitan
  The ancestor to the Giganotosaurus, the Tyrannotitan is a formidable predator. 3.5m tall at the 
  hip, and between 11.4m to 12.3m long. Can move faster than a running human, and along with 
  a wicked bite, it has long claws on its forelimbs that it also uses to attack its prey with. Known to
  
  hunt in packs of two to three individuals. The few Tyrannotitans near the Visitor Center 
  represent the last of their species. 
  Attributes:
  Strength
  Great
  Intelligence
  Poor
  Constitution
  Good
  Wisdom
  Fair
  Dexterity
  Average
  Charisma
  Average
  Hit Points: 36
  Wound Level
  Damage taken
  Healthy
  Under 9 HP
  Minor Wound
  10-18 HP
  Serious Wound
  19-27 HP
  Critical Wound
  28-35 HP
  Dying
  36+ HP
  Skills:
  Biting: Expert
  Intimidation: Master
  Hunt: Master
  Stealth: Very Skilled
  Animal Attributes:
  Scaly hide: Light
  Bite: Large
  Claw: Medium
  Size: Large
  New Fringe Cultures:
  Rattus, AKA Rattus Sapiens
  Biology
  Size
  Lifespan
  85cm – 105cm
  60
  Sex
  Gestation
  Survival
  Births
  
  2
  166 days
  90%
  2-6
  Sleep Cycle
  Voice
  14w 10s
  Any
  Smell
  Vision
  Taste
  Touch
  Hearin
  g
  Abov
  e
  Average
  Average
  Average
  High
  Home World
  Location
  Designation
  Temperature
  TBD,2
  Earth 
  Mother
  -20°C – 45°C
  Society
  Allegiance (Morality)
  Attitude
  High
  Ambitiou
  s
  Languages
  People of the Great Western Forest Speak (99%) Trade Speak (34%) The Language of Eastern 
  Plains (12%)
  Personality & Views
  UNIDA
  King of far lands
  IDE Teams
  Scouts for King
  Family
  Bigger the better
  Work
  To make a better life
  Play
  Whenever we can
  Wealth
  Can have really big family
  Justice
  Required
  Honor
  For our Family
  Humanity
  Big Doofuses with too much stuff
  Politics
  Play for leaders
  Red Tape
  Boring
  Combat
  When sneaking doesn’t work
  The 
  Untapped riches
  
  Fringes
  Available Skills
  Most crafting skills, Stealth, Trade, Agriculture
  Good Traits
  Careful and notice everything
  Bad Traits
  Always underfoot, gnawing on chewsticks, always on the lookout for a new mark.
  Usual Quote
  “But it wasn’t nailed down!”
  Naming
  Typically, some animal name and a region, Puma of the High Cliffs, Otter of the Green Stream, 
  Starling of West Forest. (Note, this is only typical of the Rattus near the portal. Rattus elsewhere
  have different naming conventions.)
  Description
  Rattus Sapiens, otherwise known as Rattus, are large, friendly, sapient rodents that form large 
  family groups. A typical family will consist of 8 to 12 Rattus. They mature in about 12 years and 
  then go out and seek their fortune. They cover the world and form small, but fiercely protected 
  kingdoms or federations. The city of Where the Sky Kisses the Earth is part of the Westward 
  Lands Federation of People. The city is located in Northern Oregon, approximately at the fork of 
  the Columbia and Willamette Rivers. The Westward Federation occupies the states of California,
  Oregon, Washington, as well as the southern portion of British Columbia and northern Baja 
  California. To the west is the Kingdom of the High Desert Plateau, corresponding to the central 
  western American states, centered on the Great Salt Lake (Same name as on United Nations 
  Earth).
  They have the same percentage chance of being Fringeworthy as most humans. 
  They are approximately at 17th to 18th century level of technology, with “Where the Sky Kisses 
  the Earth” the center of the highest tech, roughly early 20th in level and capability. 
  Species Attributes
  Strength
  Poor
  Intelligence
  Average
  Constitution
  Average
  Wisdom
  Average
  Dexterity
  Good
  Charisma
  Average
  
SOURCE: textdata/thevault/Fringeworthy/3rd Party/Fringeworthy - Simon Of Vandenberg_s Essential Goods.pdf