TEXT: THE 
  #960
  A SPACE MASTER'" Campair:1n Module $/1,ij
  1.C.£.
  
  BEYDND THE CDRE™ 
  THE WORLDS OF FRONTIER ZONE FIVE 
  1.0 GUIDELINES FOR USING THIS SPACE 
  7.0 CUL TURES OF FRONTIER 
  MASTER CAMPAIGN MODULE 
  2 
  ZONE FIVE 
  1.1 Adapting this Module to your Game 
  2 
  7.1 The Chacrae 
  1.11 Converting Hits, Bonuses and Modifiers 
  2 
  7.2 Minor Clan Detzeer 
  1.12 Conversion Chart 
  2 
  7.3 Minor Clan Ket 
  1.2 Abbreviations and Definitions 
  3 
  7.4 The Miradans 
  1.21 Abbr~Viations 
  3 
  7.5 The Tegarrans 
  1.22 Definitions 
  3 
  7.6 The Vestans 
  I 
  1.3 Unique Character Traits 
  5 
  7.7 House Vyrtza 
  1.4 DifficuitY Levels 
  6 
  8.0 ADVENTURES IN FRONTIER 
  1.5 SecUrity Ratings 
  6 
  ZONE FIVE 
  2.0 INTRODUCTION 
  8.1 Vidome 123 
  TO THE FRONTIER 
  7 
  8.2 Moons of Tegarra II 
  2.1 Frontier Zones and Sectors 
  7 
  8.3 Backnet Circuit 
  2.2 Worlds and Status Ratings 
  8 
  9.0 GAMESMASTER AIDS 
  2.3 Travel in the Frontier 
  9 
  9.1 Sentient Listing for Frontier Zone Five 
  2.4 The lmperium and the Frontier 
  10 
  9.2 NPC Summary Table 
  3.0 HISTORY OF FRONTIER 
  9.3 Star Distances Chart 
  ZONE FIVE 
  10 
  9.4 Imperial Starmap 
  4.0 LIFE IN FRONTIER ZONE FIVE 
  13 
  9.5 Frontier Zone Five Starmap 
  4.1 Education and Training 
  14 
  4.2 Careers and Personal Finance 
  14 
  CREDITS 
  4.3 Perception of Cyborgs, Replicants and Artificial 
  Designer/ Author: Tod Foley 
  Intelligence 
  14 
  4.31 Cyborgs 
  14 
  Serles Editor: Terry K. Amthor 
  4.32 Alterant Replicants 
  14 
  Inter lor Graphics Design: Tod Foley 
  4.33 Artificial Intelligence 
  15 
  Cover Art: Angus McKie 
  4.4 Perception of Aliens and Xeno-Sentients 
  15 
  4.5 Exploration and Exploitation 
  15 
  Interior Graphics: Ellisa Martin Schobe • Jessica M. 
  4.6 Slang 
  17 
  Ney, Lamber Bridge. 
  U.O SYSTEMS LISTING, INHABITED 
  Interior Art: Jason Waltrip 
  WORLDS 
  18 
  Cover Graphics: Rick Britton 
  5.1 Abrax 6 F9v 
  18 
  Typesetting: Lambert Bridge, S. Coleman Charlton, 
  5.2 Alpha Daggarius M5v 
  19 
  MacFahsa. 
  5.3 Dalos 40 A2ii 
  20 
  Production: Jessica M. Ney, Kathleen Connor, John 
  5.4 Darrian 917 N4v 
  20 
  David Ruemmler, Kurt Fischer. 
  5.5 KetM1v 
  21 
  5.6 Megan 34 G4i 
  22 
  Special Contributions: Michael Brown (Ket), Philip 
  5.7 Procol 70 K3v 
  22 
  Deleo (Tegarra), Jordan Foley, Dann McGee, Alan 
  5.8 Tegarra K9v 
  23 
  "Blaze" Rich, Will Ringer. 
  5.9 Xetan 23 G2iv 
  23 
  6.0 SYSTEMS LISTING, UNSURVEYED 
  Playtesters: Ronald Carnegie and Dan McGee (the 
  WORLDS 
  24 
  Indestructible androids), Victorriie Holmquist, Cathy 
  6.1 Delat Daggarius A3v 
  24 
  McGee, Will Ringer. 
  6.2 Mercura 66 F9v 
  25 
  6.3 Yarrow 25 KOv 
  25 
  Dedication 
  This work is apologetically dedicated to all the dear people who put up with me (or put me up) during its 
  belabored creation, and to the illustrious Terry K. Amthor, who gave me a shot at it. 
  Copyright © 1987 by Iron Crown Enterprises ... All rights reserved ... no reproductions without author's permission. 
  Produced and distributed by Iron Crown Enterprises, Inc. P .0. Box 1605 Charlottesville, VA. 22902 
  ISBN 0-915795-83-3 
  1st U.S. Edition 
  Stock#9600 
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  .2 
  GUIDELINES 
  1.0 GUIDELINES FOR 
  USING THIS MODULE 
  This is Beyond the Core: 
  The Worlds of Fron-
  tier Zone Five, the latest in Iron Crown Enterprises' 
  series of science fiction campaign modules which exp-
  lore the future milieu of the Terran Stellar Empire through 
  the Space Master gaming universe. 
  Although Beyond the Core is designed specifically 
  for use with ICE's Space Master role playing system, 
  Gamesmasters using any SFRP system will find within the 
  contents of this module a wealth of source material which 
  may easily be utilized in their campaign. 
  Because the 
  universe of Space Master is a vast and variagated realm 
  containing many diverse planets, races, and cultures, 
  GM's may find it beneficial to utilize ICE's ARMS LAW 
  and CLAW LAW fantasy role playing supplements. 
  These invaluable works will allow "archaic" melee wea-
  pons, martial arts, and animal attacks to be handled quickly 
  and easily, within the same format that is used in this 
  module and other Space Master role playing products. 
  IC E's SPELL LAW may also be used to expand the 
  range and type of psionic abilities and other, more 
  "mystical" effects. 
  Beyond the Core is actually a geopolitical analysis of 
  a large area of space populated by humans in a time period 
  set a little over 9000 years in our future. The "area of 
  space" detailed herein is a partially colonized territory 
  called Frontier Zone Five, the past and current state of 
  which are the prime focus of this module. 
  Section 2 
  provides a general overview of the Terran Empire as well 
  as the Frontier which surrounds it, while sections 3 and 4 
  provide a more detailed view of the development and 
  current state of Frontier Zone Five, and describe the very 
  basic aspects of life therein about which players will likely 
  have questions while adventuring. Sections 5 and 6 detail 
  thee worlds of note within the zone, and section 7 
  provides the Gamesmaster with detailed ethnographies 
  on each of the zone's native cultures. 
  1.1 ADAPTING THIS MODULE 
  TO YOUR GAME 
  This module, like the rest of the Space Master 
  series, is designed to be easily adapted for use with other 
  SFRP game systems. All statistics are presented on a 
  closed or open-ended scale of 1-100, and all modifiers 
  stated are in addition to the PC's own stat or skill modifier. 
  Only percentile dice (d100) are required. 
  1.11 CONVERTING HITS, BONUSES, AND 
  MODIFIERS 
  HITS: The concussion point hit numbers stated herein 
  represent only general pain and system shock. PCs who 
  are knocked down to zero hits are not dead (of course, 
  they aren't MOVING, either ... ). 
  Real wounds and killing 
  blows are critical strikes. If you are using a game system 
  which employs no specific critical strike results, the PCs' 
  hits should be doubled, or the damage stated be halved. 
  BONUSES AND MODIFIERS: If converting to a scale of 
  1-20, each +5 on a d100 scale equals a + 1. If converting 
  to a scale of 1-12, each +8equalsa+1 . 
  1.12 CONVERSION CHART 
  If you play something other than MERP or Rolemaster 
  and you do not use a percentile system, use the following 
  chart to convert 1-100 numbers to figures suited to your 
  game. 
  1-100 
  0100 
  020 
  3-18 
  2-12 
  Stat 
  Bonus 
  Bonus 
  Stat 
  Stat 
  102+ 
  +35 
  +7 
  20+ 
  17+ 
  101 
  +30 
  +6 
  19 
  15-16 
  100 
  +25 
  +5 
  18 
  13-14 
  98-99 
  +20 
  +4 
  17 
  12 
  90-94 
  +10 
  +2 
  15 
  11 
  85-89 
  +5 
  +1 
  14 
  10 
  75-84 
  +5 
  +1 
  13 
  9 
  60-74 
  0 
  0 
  12 
  8 
  40-59 
  0 
  0 
  10-11 
  7 
  25-39 
  0 
  0 
  9 
  6 
  10-14 
  -5 
  -1 
  7 
  4 
  5-9 
  -10 
  -2 
  6 
  3 
  3-4 
  -15 
  -3 
  5 
  --
  2 
  -20 
  -4 
  4 
  2 
  1 
  -25 
  -4 
  4 
  2 
  
  ABBREVIATIONS AND DEFINITIONS 
  3 
  1.2 ABBREVIATIONS AND DEFINITIONS 
  The following abbreviations and terms are defined for 
  easy reference. 
  1.21 ABBREVIATIONS 
  Abbreviations are listed alphabetically within sub-
  categories. 
  Game Systems 
  RM 
  Rolemaster 
  SM 
  Space.Master 
  Professions/Character Classes 
  Arm 
  Arms man 
  ArT 
  Arms Technician 
  Cri 
  Criminologist 
  EIT 
  Electrical Technician 
  Eng 
  Engineer 
  Exp 
  Explorer 
  Med 
  Medic 
  Pil 
  Pilot 
  Phy 
  Physician 
  Pia 
  Planetologist 
  Res 
  Researcher 
  SyT 
  Systems Technician 
  Tel 
  True Telepath 
  xxx!T 
  Semi-Telepath of class xxx 
  Game and Technology Terms 
  AT 
  Armor Type (a range of 1 - 30) 
  AT (DB) 
  Armor Type with the Defensive Bonus given 
  Auto 
  Automatic Projectile (attack table) 
  Bon 
  Bonus 
  CAT 
  Cc;istruction Armor Type (A T's 21 - 30) 
  D10 
  A die randomizer for a range from 1 - 10 
  D100 
  A dice randomizer for a range from 1 - 100 
  DB 
  Defensive Bonus 
  El 
  Elmonits (cost in electronic monits) 
  FTL 
  Faster Than Light 
  GM 
  Gamesmaster (game referee) 
  K 
  1,000 (a quantity of one thousand) 
  KIN 
  Kashmere Intelligence Net 
  km 
  kilometers 
  LS 
  Light Second (300,000 kilometers) 
  Lvl 
  Level (experience, attack or Psion level) 
  LY 
  Light Year (the distance light travels in a year) 
  m 
  meters 
  M 
  Monits (hard currency denomination) 
  MA 
  Martial Arts 
  MIA 
  Matter/Antimatter 
  MERLOGH 
  MERcantile League Of Greater Houses 
  Mk.# 
  Mark Number (size, strength, and/or power) 
  NPC 
  Non-Player Character 
  OB 
  Offensive Bonus 
  PC 
  Player Character (also 'player') 
  RR 
  Resistance Roll 
  SFRP 
  Science Fiction Role Playing 
  Stat 
  Statistic or characteristic 
  TBD 
  Tachyon Beam Dictor 
  TLD 
  Trans Light Displacement 
  1.22 DEFINITIONS 
  A few crucial concepts of the module are detailed below. 
  Backnet: The far reaches of the Frontier. Generally surveyed to 
  some minor extent but largely unexplored stellar systems. 
  Circuit: In Frontier terms, a circuitous star-route utilized by 
  starship caravans, traders, etc. 
  Colos: An Inner Provincial Major House (or 'Family'), the 
  Colosians control several star systems near Devon Province, 
  and the two Families are frequently at odds. During the time 
  period of this module the ruler of the Family is Lord Alexander 
  Telax Colos IV; the Homeworld is Gamma Vulpeculae IV. 
  Construct: 
  Anything 
  artificially 
  produced. 
  Most 
  larger 
  constructs have an Armor Type of 21 - 30 in the Space 
  Master system. 
  Devon: A powerful Major family, one of the Inner Provinces, and 
  administrators of The Cygnus Conspiracy (under the watchful 
  eye of Imperial 'aides'). The head of the family is Lord Varna 
  Pythagor 111 Devon, and the Provincial Homeworld is Delta 
  Cassiopeiae. 
  Empire: A geopolitical jurisdiction encompassing every star 
  system known to be inhabited or claimed by Terran humans as 
  well as those systems harboring indigenous sentients who have 
  come into the Terran fold. 
  The Empire consists of a central 
  territory, known as the lmperium, and a multitude of Provincial 
  territories governed by Family groups who pledge fealty to the 
  Emperor and his court. At present, the Empire is over four and 
  one half centuries old. The Emperor keeps his seat of power on 
  Terra (also know as Old Earth). 
  Family: Political connotation. A Family is an almost intangible 
  representative essence which denotes a society of people, 
  practically separating them from the rest of humanity as a 
  specific race. 
  In practice, the administrators of a given 
  Province take on the Family name, behind which all citizens of 
  the Province can rally. The concept of the Family is akin to, and 
  synonymous with: House, Major Family, Greater Clan, etc. 
  Frontier Province: One of those territories, encompassing 
  several 
  star systems, 
  which 
  were 
  colonized 
  after the 
  consecration of the lmperium and the first Inner Provinces. 
  Frontier 
  Zone: One of twenty-four equivalently-sized areas 
  which surround the Inner Provinces. 
  Frontier Provinces are 
  found in the inner part of each Zone, the remainder of which is 
  Backnet. Frontier Zones are subdivided into Sectors. 
  Homeworld: A geosphere which is capable of supporting 
  standard hydrocarbon based lifeforms. There are precious few 
  of these naturally occurring bodies so they are in great demand 
  as territorial capitals. 
  Hypershunt: The act of crossing the speed of light barrier and 
  propelling one's craft into Hyperspace. Controlled Hypershunts 
  have allowed Terrans to colonize distant star systems at a rate 
  far exceeding predictions based 
  on 
  the 
  restrictions of 
  Einsteinian space. 
  
  4 
  DEFINITIONS 
  Hyperspace: Hyperspace is the vernacular term for that cosmos 
  known as the Tachyon Universe. It has been determined that in 
  Hyperspace the speed of light is the lower boundary of a 
  radiative propagation spectrum quite unlike our own. 
  lmperium: The lmperium is that area of space which 
  encompasses every star system colonized or claimed by man, 
  which is not governed by a Royal Family or Minor Clan. The 
  leader/figurehead of the lmperium is the Emperor himself who 
  defers many of his responsibilities to planetary governors. 
  Geographically, the lmperium is situated centrally in the Terran 
  Empire with Old Earth maintained as the territorial Homeworld. 
  Inner Province: Often containing upwards of ten star systems, 
  the Inner Provinces are feudal territories governed exclusively 
  by Royal Families. 
  As far as locational references are 
  concerned, these Provinces usually border on or are actually 
  within Imperial space. 
  lnstation: Akin to Orbital stations, lnstations are much larger 
  counterparts which are set into orbits around stellar primaries as 
  opposed to planetary bodies. They serve as military fleet bases 
  and as communication backup systems for the inhabited planets 
  in the given system. 
  Jade-London: An Inner Provincial Major House, they are 
  (usually) on friendly terms with House Devon and unfriendly 
  terms with the Colosians. 
  KIN: The Kashmere Intelligence Network is the Kashmere secret 
  service and covert operations arm. 
  Kashmere: Formerly a coalition of Minor Clans, the Kashmere 
  families have formed a commonwealth directly under Imperial 
  Supervision. Together they rank equal to one Major House and 
  are ruled by their Duke from the capital planet of Olympus. 
  MERLOGH: The economic monitor and stock market of the 
  Terran Empire. MERLOGH's existence can be attributed to the 
  Prelmperial territories who swore to fight the forming lmperium to 
  the bitter end unless independent watch-dog institutions were 
  allowed to operate in the Empire-to-be. To this day, MERLOGH, 
  VegaPol, and the Galactic Court of Humanity have kept their 
  autonomous and unbiased (well, mostly unbiased) status in the 
  Emperor's realm. 
  Minor Clan: Clans are family societies Imperially designated as 
  minor royalty. 
  Although not entitled to the near autonomous 
  operative capabilities afforded the Royal Families, Minor Clans 
  can often be found governing their own systems or continental 
  states (under the watchful eyes of higher authorities -- usually a 
  Family). Minor Clans, by law, are prevented from keeping their 
  own soldiery or minting their own hard currency; however, a 
  Clan's economic performance is scrutinized in MERLOGH as 
  thoroughly as any larger political unit's economy would be. 
  N-Space: Normal Space. This defines the universe and time that 
  Terrans presently inhabit and operate within. 
  Orbital Station: Orbital stations are environmentally controlled 
  structures kept in orbit around various planets in the Empire. 
  Their primary purpose varies according to the types of activities 
  which are carried out on the planetary surface below. If it is a 
  resource world, the orbital station will usually perform the 
  function of heavy cargo transfer terminal. If it is a Homeworld, 
  then the station will be equipped to handle communications and 
  personnel. Their orbital maneuverability is severely restricted. 
  They can often sustain 20 to 200 people, depending on function. 
  Outstation: The Outstation is the interstellar counterpart of the 
  lnstation, although its primary function differs slightly. 
  The 
  Deep Space Outstation, as it is more properly called, often 
  takes the role of Tachyon Beam Dictor relay base. They also 
  serve as supply bases for the fleets or the political entity which 
  has constructed and staffed the structure. Outstations are not 
  perfectly stationary, as, like other celestial bodies, they circle 
  the galactic core. 
  Sianetic Harbingers: A title given to that ancient spacefaring 
  race which spread Hominids from earth to several nearby 
  habitable worlds, giving rise to humanoid and xeno-human 
  races. They are known by several other titles, most of which are 
  culture specific: the Ancients, the Forerunners, the Fathers, the 
  Klattu, etc. Harbinger artifacts fetch a high price in the scientific 
  and collectors communities. 
  Spacefaring Port: A surface-bound installation which contains 
  maintenance and repair facilities for civilian and military ships 
  alike. All Spacefaring Ports are staffed with a complement of 
  customs officers and garrison troopers who try to uphold the 
  laws of the administration in control of the system in question. 
  Tachyon 
  Beam 
  Dictor: 
  An 
  instantaneous communication 
  system, critical to the unity of the Empire. Dqta is transmitted in 
  the form of tachyon streams, usually through a number of relays 
  (the effective range for one transmit being only about 50 light 
  years). Although there is technically no TBD 'monopoly', the Dia 
  Khovaria has by far the largest and most complete network. 
  
  CHARACTER TRAITS 
  5 
  VegaPol: 
  An 
  interstellar 
  police 
  force 
  which 
  operates 
  independent of Imperial and Provincial jurisdictions alike. It is 
  based in the Vega system, and operates in conjunction with the 
  Galactic Court of Humanity. 
  1.3 UNIQUE CHARACTER TRAITS 
  A GM will quickly discover that characters with quirky or 
  rare personal traits are more interesting to have in one's 
  game. Players also tend to get attached to characters with 
  unique abilities and even ones with unique problems. 
  Here is a list of sample character traits which the GM can 
  introduce into his/her game. These traits should also be 
  used as guidelines for designing others. 
  a) Phobia. The PC has an intense and unreasonable 
  fear of something. The GM should roll 2d10 and multiply 
  the result by five to determine the strength of the fear. 
  Whenever the feared item/situation is encountered, the 
  PC must match his or her (temporary) Self-Discipline score 
  against the phobia's strength on the RESISTANCE ROLL 
  TABLE (FUTURE LAW, section 19.3), or be stricken 
  with panic. 
  In such cases, the PC's actions are by and 
  large determined by the Gamesmaster (until the attack 
  subsides). 
  b) Sexual Deviant. The PC has a peculiar and possibly 
  illegal sexual preference or fetish. This may be a sign of a 
  past traumatic experience or repressed neurosis. 
  c) Old Earth Knowledge. The PC is an avid student/ 
  afficionado of ancient Earth history and/or culture(s). The 
  PC should choose an age, culture, continent, country, 
  religion, belief, or technology which is his or her specialty. 
  All static maneuver rolls made to determine PC knowledge 
  of some aspect of this specialty are two difficulty levels 
  lower than u~ual. Related questions (same continent but 
  different culture, etc.) are one difficulty level lower than 
  usual. 
  The GM should tailor the knowledge to fit the 
  player's design, and use care not to allow too much 
  ancient knowledge to be easily determined. 
  d) Loyal Pet. The PC has a creature (preferable a small 
  one) native to the planet he or she comes from. 
  The 
  creature is totally tame (at least in regards to the PC), and 
  has a deep affinity for the PC. Depending on the exact 
  nature of the animal, such a pet might possibly fight for its 
  owner. 
  e) Neurosis. The PC has a little emotional or otherwise 
  pathological problem. This could range from obsessive 
  neatness or an eating disorder to kleptomania or habitual 
  lying. The player and the GM should discuss the possible 
  plot permutations which may arise around a neurotic 
  character. 
  f) Celebrity Lookalike. 
  The PC bears an uncanny 
  resemblance to some currently (or near-currently) famous 
  personage. This person may be an entertainer, diplomat, 
  nobility, wanted criminal, etc. This is not generally a good 
  trait for PCs who are involved in covert activities. 
  g) 
  Stunning 
  Appearance. 
  The PC's physical 
  appearance is the absolute vision of perfection as far as 
  his or her race is concerned. Such a character would be 
  approached and propositioned extremely often. 
  The 
  opposite trait (called Shocking Appearance) denotes a 
  character who is his or her own race's definition of 
  hideous. This could be due to a birth defect, a mutation, 
  an accident, radiation poisoning, etc. 
  Most of these 
  problems could eventually be solved by use of extensive 
  surgical techniques, however, surgery is also expensive. 
  h) Cultural Purist. The PC is a fanatic about preserving 
  all elements of his or her own culture or some other 
  chosen culture. He or she will act to defend or preserve 
  the culture's traits, artifacts, and integrity. Cultural slurs 
  and derogatory slang aimed at the object culture will 
  probably provoke the PC easily. 
  i) Lucky Item. The PC possesses some small personal 
  item which he or she regards as a "luck charm". Such 
  items are rarely of much Monitary value. The PC will be 
  enraged if the item is lost/stolen/broken. If the GM wishes, 
  loss of the item might actually lower the PC's Intuition 
  modifier. Conversely, the item might actually be a lucky 
  charm, and add a small bonus (no more than +5 or + 10) to 
  certain maneuver rolls. 
  j) Rival. The PC has a fierce rivalry with some other PC 
  or NPC. 
  Such feuds could be based upon reputation, 
  rank, pride, love, etc. If an NPC is the rival, the GM should 
  design an appropriately opposite character to fill the need. 
  k) Severe Allergy. The PC has a strong allergic reaction 
  whenever exposed to the offending substance. 
  This 
  reaction could cause 
  mild disorientation, sneezing, 
  rashes, or even fainting. 
  
  6 
  . 
  . 
  DIFFICULTY LEVELS 
  I) Collector. The PC is an avid collector of some sort of 
  item. Collectors from upper-class background will tend to 
  collect expensive luxury items or decor, although an 
  eccentric PC might collect any of a vast number of strange 
  things. 
  m) 
  Good with Children. 
  The PC has a gift of 
  communicating with children. Most children will instantly 
  trust the PC, who is able to easily extract information from 
  them without intimidating them. 
  n) Holographic Memory. The PC gains a +50 on all 
  static maneuver rolls to remember something he or she 
  has seen before. If the total adjusted roll is greater than 
  100, the item/ place/person is recalled exactly as it was 
  seen (ie; from the same distance and light conditions, etc). 
  o) Dependent NPC. The player has an NPC friend, 
  lover, or family member who is for some reason unable to 
  provide for themselves. 
  The PC must look after this 
  character in some fashion. 
  p) 
  Legacy. The PC's parent(s) or Mentor are/were 
  extremely well known for something they did, and the PC 
  is expected to follow in their footsteps. (Of course, the PC 
  may wish to rebel against these expectations ... ) 
  4 DOCKING BAY 
  •LOUNGE 
  •QUARTERS 
  1.4 DIFFICUL TV LEVELS 
  Throughout the text, the GM will notice frequent 
  references to the "levels of difficulty" listed below. These 
  classifications correspond to specific (1d100 open-
  ended) die roll modifiers which will be used to determine 
  the efficacy of any attempted maneuver. The Difficulty 
  Levels (and their corresponding modifiers) are given 
  below: 
  DIFFICUL TV 
  MODIFIER 
  ROUTINE 
  +30 
  EASY 
  +20 
  LIGHT 
  +10 
  MEDIUM 
  +O 
  HARD 
  -10 
  VERY HARD 
  20 
  EXTREMELYHARD 
  -30 
  SHEER FOLLY 
  -50 
  ABSURD 
  -70 
  INSANE 
  -100 
  Note that in many cases the GM will have to assign a 
  Difficulty Level to an attempted task. In such cases, all 
  positive and negative factors should be taken into 
  account, and a single modifier decided upon. - Difficulty 
  Levels are a useful and flexible tool, and with a little 
  practice the art of their use may be easily ~astered. 
  1.5 SECURITY RATINGS 
  Another useful tool for the GM is the designation of 
  local Security Ratings. This number (on a scale of one to 
  ten) serves to indicate the Difficulty Level assigned to any 
  illegal activities within its "jurisdiction". 
  The Security 
  Ratings correspond directly to the Difficulty Levels, and 
  are shown below: 
  SECURITY RATING 
  DIFFICUL TV 
  1 
  ROUTINE (+30) 
  2 
  EASY (+20) 
  3 
  LIGHT(+ 10) 
  4 
  MEDIUM (+O) 
  5 
  HARD(-10) 
  6 
  VERY HARD (-20) 
  7 
  EXTREMELY HARD (-30) 
  8 
  SHEER FOLLY (-50) 
  9 
  ABSURD (-70) 
  10 
  INSANE(-100) 
  NOTE: Any illegal maneuvers which would require 
  a maneuver roll regardless of security must also be 
  modified by the Difficulty Level inherent in the action 
  itself. EXAMPLE: The Security Rating on Orpha is 7 
  (-30), and hotwiring a GEM car is VERY HARD (-20), 
  so the die roll for hotwiring a GEM car (and getting 
  away with it) while on Orpha would be at a total 
  modifier of -50. 
  
  INTRODUCTION TO THE FRONTIER 
  7 
  2.0 INTRODUCTION TO 
  THE FRONTIER 
  " ... (this) alone i struggle for, endutied to repel the 
  plan of bitter impish elder men who struck the stars with 
  burdening brand -- disaster lay desire's way as even i must 
  find some day for better men shall view me then, enlighten 
  more to what i am -- only in the running is a race defined, 
  for what is ran lies swallowed and digested, barely food for 
  thought, while starving stand eternal generations -- thee, 
  your hunger shall enlighten me yet strike a flame upon my 
  name to smash the famished face of man . .. " 
  - Zetin C. Feh 
  excerpt from "the settling stars" 
  Taj Five "Daryi"; Imp. 115 
  Beyond the turbulent and "civilized" region of the Milky 
  Way known as The Terran Empire lies a frighteningly 
  unexplored vastness. 
  No one, not even the Emperor, 
  would deny that it is "Out There" that the destiny (and 
  perhaps the origin) of mankind will eventually be realized. 
  Though, for all his tenacity and ingenuity, Man is really a 
  very stubborn and self-defeating race, with a great 
  fondness and fear for the greater Unknown. Fueled by 
  the worldly desires imprinted within him for millenia, he 
  aspires to freedom and security, yet persists in destroying 
  what he has gained of the one for the sake of the other. 
  This is the state of the human race even under the 
  expansive governing body of the lmperium -- where it has 
  become all too clear that Man's greatest enemy is still Man. 
  There are those, however, for whom the desire to 
  progress ·beyond this state has overcome, to some 
  greater degree, the desire for comfort and stability, no 
  matter the cost, and these men an women are consistently 
  persecuted by their slower, more compromising peers. 
  The event of hyperlight travel in the year Prelmp. 1190 
  made it possible for such persons to escape this 
  oppression, and many of them took immediate advantage 
  of the opportunity. 
  Without the advanced technology 
  which would later revolutionize hypershunting, few of 
  these hopeful migrations ever succeeded in reaching a 
  viable Homeworld, and many of those who did fell prey 
  once more to the same problems and approaches they 
  had sought to leave behind. An even greater percentage, 
  left with no choice but compromise, had to settle for 
  somewhat less than they would have liked to, and simply 
  did the best they could with what they were forced to 
  accept. There were also those groups who, daunted by 
  the staggering odds against their survival; decided not to 
  jump very far from the Core (many of these would 
  eventually be rediscovered by the encroaching Empire 
  and become Frontier Provinces), as well as those who 
  changed their minds and returned to it. Needless to say, 
  many expeditions met with disaster, either in space or 
  upon the new worlds they had found, and today, as the 
  Empire expands in all directions, their remains are 
  occasionally found, a silent testimony to their failure. 
  In the years of unprecedented expansion following the 
  improvement of the SENSR, the number of official 
  Frontier Provinces increased exponentially, as systems 
  were allocated to those groups which were deemed 
  worthy by (and loyal to) the Empire. Outside the unified 
  provinces, all of these groups and others struggle against 
  the great unknown in an attempt to understand and 
  control it. 
  This is the nature of their lot... this is The 
  Frontier. 
  2.1 FRONTIER ZONES AND SECTORS 
  Ever since the birth of astronomy on ancient Earth, 
  scholars have divided the heavens into sections to 
  facilitate their studies of the cosmos. Although different 
  belief systems, designed to meet the goals and desires of 
  differing cultures, locations and times have always existed 
  within the field, the prevalent method of classification 
  remains a division based upon the twenty-four hour 
  rotation period of the planet now called Terra, the seat of 
  the Empire. The innermost segments of these divisions 
  are noted on the SPACE MASTER 
  Star Map. As the 
  settled area around Terra expanded and eventually 
  unified (in a sense) and the distances which could be 
  observed 
  became greater, 
  the 
  imaginary divisions 
  between these "hours" (an archaic term, rarely used 
  anymore except in poetic writing) became more of a 
  necessary governmental convention, and eventually 
  come to define the areas now known as Frontier Zones. 
  Needless to say, the innermost reaches of these zones 
  became more and more "civilized" and controlled as Man 
  explored further, until they too were assimilated into 
  Imperial territory, and the "Backnet" (the areas just beyond 
  the Frontier Provinces) became wider and more distant 
  from Sol. ''The Frontier", which begins just at the edges of 
  the Star Map, includes all of that which lies outside of the 
  current Inner Provinces, out to the "back" of the Backnet. 
  It is important to remember that each of the twenty-four 
  Frontier Zones as seen from Terra is defined by two lines 
  which are 15° apart at the horizon and converge gradually 
  until they meet directly above and below the poles. 
  In 
  three-dimensional space, a Frontier Zone is shaped 
  something like a slice of cantaloupe with the seeds 
  removed. Beyond the Frontier lies the totally unexplored 
  and infinite vastness of unsurveyed Space. 
  Because of the great size of the Frontier Zones (which 
  increases as advances in astronomical observation and 
  interstellar travel are made), some method of subdividing 
  these 
  regions 
  become 
  necessary 
  very 
  early 
  on. 
  Harkening back to the technique used by earlier 
  researchers of what had by then become the Core, 
  explorers of the Frontier began mapping out "Sectors" 
  (the same term used for equivilently-sized regions of 
  Imperial 
  Space) 
  by 
  "slicing" 
  each 
  Frontier 
  Zone 
  horizontally, at longitudinal intervals (each about twenty 
  light-years "high" (along the Z axis). Although the actual 
  area included within a Sector differs from one to the next 
  (depending on the Z axis coordinates), generally speaking 
  each Sector is a cube twenty light-years on each side. 
  In keeping with the established tradition, each Sector 
  takes the name of its most central star. (le: FZ 5; Alpha 
  Daggarius Sector, etc.) 
  
  8 
  WORLDS AND STATUS RATINGS 
  2.2 WORLDS AND STATUS RATINGS 
  Within the Frontier Provinces, as throughout the 
  Empire, planets are rated in terms of their "resource 
  development" -- which is to say the degree to which the 
  worlds' resources have been determined, exploited and 
  consumed by the lmperium. This development is usually 
  seen as a step-by-step process, by which an undev-
  eloped planet gradually and systematically becomes more 
  productive and/or more settled, until it is eventually strip-
  ped of all its natural resources and must rely upon some 
  other means of subsistence. For many worlds, this spells 
  total dependence upon other, "fresher" planets (which 
  will, in time, become depleted themselves). There are, 
  however, several ways out of this apparently hopeless 
  situation: most often, the inhabitants of such a world will 
  see the likely outcome of their rigorous extraction 
  generations ahead, and will begin planning tor it. 
  The 
  obviously desirable solution is to find some means of 
  remaining productive (if not totally self-sufficient), without 
  relying upon a finite resource. Since most Provinces are 
  actually highly diversified corporate entities, scientific 
  research and technological advances are both marketable 
  and relatively inexpensive endeavors, and can be of as 
  much value to the Empire itself as they can to the Province 
  which undertakes them. 
  The history of the Empire is 
  replete with such success stories (among them the tale of 
  Vera Meer, who was largely responsible tor the trans-
  formation undergone by Devon Electronics in the early 
  years of the Empire). For other groups (generally Minor 
  Clans, incapable of such extensive market manipulation), 
  specialist training becomes the key to (relative) prosperity, 
  as skilled and experienced professionals in any field are in 
  fact a resource in their own right (Minor Clan Yung of 
  Devon Province and Minor Clan Ket of Frontier Zone Five 
  are splendid examples of such groups, who have 
  managed to retain their cultural integrity while remaining 
  valuable to the Empire as a whole). As is always the case 
  in matters of business, the object is to find (or create) a 
  need, and till it. 
  It is, therefore, possible for a world to 
  move from Exhausted to Producing status, yet tor every 
  such successful transition, there are easily three utter 
  failures, and those who tail are usually doomed to an 
  existence of eternal poverty. 
  The Imperial Resource 
  Development Ratings, in their generally sequential order, 
  are as follows: 
  1. UNSURVEYED. 
  2. PROSPECTING. 
  3. DEVELOPING. 
  4. PRODUCING. 
  5. EXHAUSTED. 
  (The sixth rating, OMEGA WORLD, is a special 
  classification which is reserved for planets upon which the 
  biosphere has been destroyed, generally via some 
  holocaustic attack delivery system.) 
  Although most of the stellar systems found in the 
  backnet are still Unsurveyed by official (ie; Imperial) forces, 
  many of them have been fully classified by other, smaller 
  concerns (indeed, some of them are not only fully 
  explored but settled, without Imperial authorization or 
  knowledge). In such cases it is still acceptable to use the 
  familiar Resource Development Ratings, but a note should 
  be made which details the level of Imperial knowledge (or 
  lack thereof). These worlds will have, in effect, two (or 
  even more) Resource Development Ratings, depending 
  upon who's records one is studying (Tegarra 11, in Frontier 
  Zone Five, is a good example of just such a system). Note 
  that there is an extremely great risk in keeping such 
  information from the Empire, as any group which does so 
  and is discovered to have done so will be found guilty of 
  high treason at the very least, and more than one such 
  world has been utterly demolished in an Imperial Piat Fie/a. 
  There are some cultures which have seen tit to take this 
  risk and several have actually picked up their entire 
  population, wildlife and all, and become interstellar 
  refugees. These groups may occasionally be found in the 
  Backnet (or beyond). The Imperial term for these fugitive 
  cultures is "Renegade Power", and the name auto-
  matically assumes that the cultures thus described are 
  Enemies of the Empire. Thus, the decision to flee from 
  the oppressive hand of the Emperor is in tact taken as a 
  declaration of war, and the Terran Empire is ready and 
  willing to respond in kind. 
  The Imperial Observations 
  department , amongst its other duties, is charged with the 
  rediscovery of these "Renegades", and bears such a 
  staggering wealth of power as to intimidate all but the most 
  headstrong and capable cultures out of conSfdering such 
  a rebellious act. 
  Just as the progress of planets into the Imperial told is 
  monitored by the Resource Development Rating, so is the 
  gradual enculturation undergone by any non-Imperial 
  sentient race codified. The rating system used tor this 
  purpose is called the SentientStatus Rating, and, like the 
  Resource Development Rating, it includes five generally 
  sequential phases and a sixth "Special" category. As a 
  race "progresses" up the rating scale, it is further indoc-
  trinated in the enlightened ways of the Empire (that is to 
  say, it is further exploited and manipulated toward the 
  Empire's own ends). Often, however, the relatively naive 
  and technologically disadvantaged (or "backward") cul-
  tures thus abused have little or no idea of this fact, for the 
  representatives of the Imperial Propaganda Corp makes 
  certain that a step "up" in Sentient Status is viewed as a 
  humane and desirable advantage. The Imperial Sentient 
  Status Ratings, in their usual order of occurrence, are as 
  follows: 
  1. NO-SEE. 
  2. CONTACTED. 
  3. INTEGRATING. 
  4. SUBSIDIARY. 
  5. MINOR CLAN. 
  (The sixth rating, SPECIAL, is used to denote any race 
  or culture which does not fit into one of the other five 
  categories, whatever the reason. 
  Independent cultures , 
  which are not granted Minor Clan status are included in 
  this category.) 
  
  TRAVEL IN THE FRONTIER 
  9 
  Note that races which have not been discovered by the 
  Empire or of which the Empire is unawares will have no 
  Sentient Status Rating. Also, only races that have some 
  relatively human level of intelligence will be thus rated. A 
  race that does not exercise any sort of control over the 
  planet or environment in which it is discovered or which 
  would make no attempt to retain "ownership" of its territory 
  will generally be deemed non-sentient (regardless of its 
  actual reasoning capability), and will be ignored, relocated, 
  or exterminated, depending upon the specific circum-
  stances. 
  2.3 TRAVEL IN THE FRONTIER 
  Although, on the surface, travel in the Frontier closely 
  parallels travel in Imperial Space, there are a few differ-
  ences. 
  First (and probably most importantly), security 
  beyond the Inner Provinces is far less omnipresent. 
  Although Provincial forces and Imperial garrisons do patrol 
  the Frontier Zones regularly, they are nowhere as 
  common a sight (except at or near the Frontier Home-
  worlds a~ Outstations). There is simply too much space 
  to effectively police all regions of it. 
  GM's take note 
  however, that this apparent boon to easy travel is a double-
  edged sword, as for every crew of player characters who 
  think they can jump freely along the spacelines, there is 
  probably a crew of interstellar pirates who feel precisely 
  the same way. These criminals most often lurk just outside 
  of a system's gravity well or about some poorly secured 
  route, where they are the least likely to be noticed by 
  security and traveller alike, and jump from system to 
  system in random fashion in order to elude security 
  personnel. Indeed, these small groups of "borderbandits" 
  (as they are commonly called) spend a lot of their time 
  robbing from each other, as there are few well organized 
  crime syndicates on the Frontier. 
  In recent years the number of Imperial garrison troopers 
  assigned to Frontier Zone Security has increased, but is 
  still quite small when compared to the number of pirates, 
  smugglers, and other subversives who ply the transroutes 
  of the Frontier. For this reason it is recommended that 
  citizens of Frontier Provinces remain within their own 
  Provincial boundaries if at all possible, risking interprov-
  incial travel only rarely and in well protected vessels (this 
  doctrine also makes it a bit easier for security personnel to 
  tell law-abiding citizens from spacefaring criminals). 
  Diplomats, free traders, and other professionals whose 
  business requires frequent travel often do so in large and 
  well-defended convoys, travelling along a well-established 
  "circuit" (an interconnected series of hypershunts in a 
  roughly circular pattern). This method of travel is not as 
  time-efficient as "straightline" shunting, but serves to 
  make any one vessel less vulnerable to pirate attack, 
  creates work for "circuit-jockeys" (charter pilots who fly 
  their ships round and round a single circuit repeatedly, 
  picking up and dropping off passengers much like a 
  modern-day taxi or bus service), and (once again) helps 
  security personnel to effectively do their jobs. 
  Obviously, the amount of income a circuit-jockey takes 
  in depends largely upon the size of his vessel and the 
  accommodations he can afford his fares, and many such 
  jockeys own very plush starships indeed. Other circuit-
  jockeys prefer to ship cargo of various sorts, and may fly 
  massive vessels comprised mostly of cargo space. 
  Convoys are usually in need of good SMAC pilots as well, 
  to fly alongside or ahead of the bigger, less maneuverable 
  ships, and to defend the convoy if it is attacked in space. 
  Some of these convoy defense pilots achieve great 
  prestige along the circuits they fly. These few are called 
  "circuit aces", and are often hired by a jockey to specifically 
  protect that jockey's ship. Such teams (a few of which are 
  very well-known) will generally be able to get away with 
  charging more than the standard rates for their services (to 
  determine the standard rates for transportation or 
  shipping, see ICE's Space Master Companion). 
  Frontier Provinces, like the Inner Provinces, each have 
  their own standard Passage Codes, which should include 
  all of the same information (ship's registration and 
  ownership, origin, pilot, crew and passengers, des-
  tination, and nature of business). 
  The proper Passage 
  Code must be transmitted upon approach to any inhabited 
  world or station, or no landing will be authorized. Often, 
  the request for Passage Code, transfer to autopilot lander, 
  and any initial laser/microwave communications will be 
  handled by a Robotic Orbital Relay Beacon (also known as 
  an "Orbot"), which serves as a "medium" between the 
  Spacefaring Port and the approaching vessel. 
  ROBOTIC ORBITAL RELAY BEACON (ORBOT) 
  AERODYNAMICS: 10 FR picks 
  EW/STEAL TH RATING: 60 
  COMPUTER MK. 90 
  SENSR/COMM RANGE: 20,000 km 
  POWER: fusion reactor 
  PERCEPTION BONUS: +30 
  MOTIVE FORM: Fusion Booster/Grav 
  INTELLECT BONUS: +20 
  MANEUVER BONUS: +5 
  ORATION: Rank4 in local language, 
  Rank 1 O in Bivoc 
  CAT: 22 (-5 encumbrance mod) 
  TONNAGE: 12.5 
  FULL MECH INTERFACE 
  SHIELD RATING: 50 
  HITS: 53 
  Although this is the most popular model, many Orbots 
  will differ slightly, and some will be equipped with Laser 
  Cannons (Mk. 1 Oto 30). 
  
  1 O 
  TIMELINE OF EVENTS 
  2.4 THE IMPERIUM AND THE FRONTIER 
  "I agree that the continuing existence of such a 
  renegade power is in direct opposition to all that the 
  Empire stands for, but . .. their position is obviously a weak 
  one. . . I ask you to consider, gentlemen, the distinct 
  possibility that it might somehow be turned to our. 
  mutual advantage . .. " 
  Duke Vondrait Ill Detzeer, 
  in secret conference with Thain Butara II Devon 
  regarding the "Tegarran situation" (Imp. 352) 
  In the power-hungry and paranoid time of SPACE 
  MASTER, perhaps no region breeds as much avarice 
  and distrust as the Frontier. It is here, beyond the chaotic 
  and abused reaches of the Inner Provinces, that many 
  stellar systems, planets, and (mqst importantly) resources 
  are still truthfully "up for grabs". It is no surprise that the 
  Emperor keeps as close an eye as possible on Frontier 
  events, especially the discovery and exploration of new 
  worlds, for although the great power of the Terran Empire 
  is largely military, the core of that power is definitely 
  economic. 
  The Empire has managed to increase its 
  already incredible wealth by exploiting the discoveries and 
  advances made by the Provinces and Minor Clans, and 
  supressing any hint of rebellion with sheer military might. 
  On the Frontier (and especially in the Backnet) this might 
  is not as direct as in the Inner Provinces, for the distances 
  and number of regions involved are simply too large for 
  even the lmperium to adequately monitor (this causes the 
  Emperor no small amount of anxiety, as a quick glimpse of 
  Imperial doctrine will ascertain -- consider the "Renegade 
  Powers" policy for example). 
  Because any new major 
  development might create havoc in the status quo, the 
  Imperial Observation department is kept constantly at work 
  circulating among the Frontier Zones and investigating 
  any recent developments which come to the attention of 
  its agents. Few Provinces are able to keep their new pros-
  pects under wraps for long, and the penalties for attempt-
  ing to do so are quite harsh. When the perpetrators of 
  such crimes of omission are the Royal Families of Imperial 
  Space, a large fine (or the forfeiture of a system) is 
  generally an adequate punishment, but on the Frontier, 
  where most Provinces are ruled by Minor Clans with 
  precious little clout, whole Provinces are at stake; the 
  lmperium doesn't mess around out here. The risks are 
  great -- great enough to dissuade many Frontier Provinces 
  from attempting such acts of subterfuge -- but so is the 
  potential gain, for the easiest way for a Minor Clan to 
  elevate itself to Royal status lies in the ability of that Clan to 
  compete on an economic scale with the Inner Provinces. 
  Most of the official exploration done on the Frontier is 
  performed by these Clans, who (forbidden to retain their 
  own military forces) spend huge amounts to create and 
  maintain exploration flotillas. As might be expected, the 
  pervasive agents of the 1.0. accompany such forces on 
  their missions. Still and all, there are those few clever (and 
  lucky) groups which manage to evade disclosure -- by 
  hook or by crook. 
  3.0 HISTORY OF FRONTIER 
  ZONE FIVE 
  FZ 5 is one of the most intensely active of the twenty-
  four Frontier Zones. This is due not to any great wealth in 
  natural resources or stellar systems (although these are 
  both satisfyingly present), but rather to the proximity of 
  several major Provinces (most especially Devon). Without 
  the trade and/or support given the Zone by Devon, Jade-
  London, Colos and Vyrtza, the Zone would be largely 
  undeveloped. 
  (This is not to say that all colonization 
  projects in FZ 5 have been sponsored by one of these 
  Houses -- in fact, none of the present local colonies are 
  based in an Inner Province.) Exploration, research, and 
  greed have kept the Zone alive. 
  Like the other Frontier Zones, FZ 5 has been molded 
  chiefly by three distinct groups: 
  The Imperial Court, 
  Renegade Powers or Criminals, and (rare) Xeno-sentients. 
  These groups have interacted for centuries in the Zone 
  and a relatively stable balance of powers has been met in 
  the last few generations. The timeline in the next section 
  includes all of the major events to have taken place within 
  the Zone. For more specific historical information, refer to 
  section 5 or 6 (for planets) and section 7 (for races). 
  TIMELINE OF EVENTS 
  Below is given an encapsulated history of mankind, 
  from his early Earth-bound days to the Solar Empire of the 
  present. Included are dates and events of significance to 
  the development of the Empire in general, and to Frontier 
  Zone Five. 
  PREIMPERIAL TIME 
  (All dates are stated as negatives to the year O; the Con-
  secration of the lmperium.) 
  C. 15000 -- The dawn of civilized man. 
  C. 9700 -- The first utilization of a holocaustic attack delivery 
  system (in this case nuclear) upon a civilian population. 
  9660 -- 9608 -- Feasible fusion power generators are developed. 
  9600 -- The first successful sentient cloning of a human being is 
  performed. 
  C. 9600 -- Cryogenic sleep units come into widespread use. T~e 
  next five hundred years are marked by a number of colony ship 
  launches from Earth (and her nearby colonies) to the stars. 
  9167 -- A colonization proj"ect designed and funded by anth-
  ropologist/ planetologist Ju es Theran leaves the Sol system, 
  bound for Frontier Zone Five. 
  9059 -- The Theran Project makes planet fall in the Belandrul 104 
  system. 
  Due to an onboard malfunction, thirty colonists 
  (including Doctor Theran) are dead. 
  9000 -- This date marks the estimated creation of the oldest 
  humanoid artifact yet discovered on Ket I (a primitive cave 
  painting) . 
  8450-5698 -- Researchers achieve mastery of the gravitic field. 
  8104-8068 -- Researchers develop molecular data storage for 
  informational processing systems. 
  
  TIMELINE OF EVENTS 
  11 
  8068-5655 -- The study of molecutronics leads to the advent of 
  living circuitry. 
  7900 -- The first known successful human alterant replicant is 
  produced on a near-Earth colony. 
  7887-7610 --
  The Universal Technological Recession of 
  Mankind. The duration of the revolt differs for each colony, so 
  the dates given are rather artificial. 
  C. 7600 -- Tachyon physics becomes the main focus of study 
  for the scientific community. 
  C. 6000 -- A legendary figure called Blodre the Great becomes 
  Ket's first Warmaster. 
  Within a decade he has created the 
  Ketian penal system and has had the Hall of Might constructed. 
  C. 5800 -- This date marks the approximate age of the Tagrech 
  Shon, the oldest written artifact yet found on Ket I. 
  This 
  priceless stone-carving describes the rule of Blodre. 
  5705 -- Human colonies are firmly rooted on ten Core worlds, but 
  communications problems are beginning to create cultural drift. 
  For most colonies in the Frontier Zones this effect is painfully 
  great. 
  C. 3000-2000 -- This millenium sees the cultural drift effect of the 
  last 2000 years reach an all time peak as the scattered human 
  settlements begin to lose sight of their commom heritage. In the 
  Frontier Zones, many settlements cut themselves off completely 
  from their parent societies, ceasing their (already sporadic) 
  speed-of-light communications. 
  1921 -- Scientists succeed in creating Andrium, the elemental 
  source of powerful matter/antimatter reactions, on a near-Earth 
  colony. 
  1921-1480 -- The secret of the production of Andrium is shared 
  betwelfn allied near-Earth scientific groups, who keep it from the 
  political leaders of the day in an effort to prevent its hypothetical 
  use as a weapon of unparalleled destructive capability. 
  The 
  Andrium For Science League is born. 
  C. 1100 -- The Andrium For Science League develops an 
  interstellar translight merchant monopoly. 
  1076-- The invention of the Tachyon Beam Dictor. 
  1076-457 -- The Wars of Integration. As a quickly installed TBD 
  network begins to dominate the data transferral markets, the 
  merchants of the AFSL begin to lose revenues and decline in 
  importance. 
  457 -- The Wars of Integration culminate in the Terran Federated 
  Democracy (also known as "the United Federation", or more 
  recently as "the Old Democracy"). 
  324 -- The TFD holds sway over Terran humanity and the 
  Homeworlds of affiliated xeno-races. This was the first (and 
  nearly successful) attempt at a unified political structure to 
  administer all of the colonized worlds. Unfortunately, a great 
  number of Frontier settlements are still out of sight, and out of 
  mind. 
  323 
  --
  Several 
  sectors 
  and 
  Homeworlds declare their 
  independence from the TFD and begin to fortify their star 
  systems against the anticipated reprisals. 
  320-275 -- The Prelmperial Core worlds initiate a massive arms 
  race as they construct the awesome Imperial Navy. 
  270 -- The fledgling political unit which will eventually gel as the 
  Imperial Court unleashes brute force to deal with the Old 
  Democratic leaders and systems which have refused to come 
  into the fold. 
  256 -- The lmperium-to-be issues a declaration to all known 
  inhabited worlds stating that it claims ownership rights of all 
  systems colonized/conquered by man. 
  255-50 
  --
  Various uprisings, 
  revolutions and 
  back-room 
  politicking thwart attempts to solidify the Prelmperial power 
  base. 
  42 -- The TFD starship America is stolen from a Federation port. 
  After an in-system battle with the Terran Defense Corps, the 
  fugitives shunt out of the Sol system while still within the gravity 
  well. This band of rebels lands the irreparably damaged vessel 
  in the unsurveyed Darrian 917 system, and will later become the 
  Chacrae. 
  39 -- The Galactic Court of Humanity opens its doors. 
  27 -- The first of the Order of Truthsibyls are used at the GCH. 
  Perjury is virtually eliminated. 
  14 -- This date marks the last known utilization of a holocaustic 
  attack delivery system on a mass civilian population, in which 
  the Xi Sinva star system (whose leaders were implicated by the 
  Truthsibyls of the GCH to by involved in a plot to stop the 
  Imperial Drive) was blasted by the Prelmperial Court. 
  12 -- VegaPol (an independent police force which supports the 
  GCH) is granted operational status. 
  3 -- MERLOGH (the MERcantile League of Great Houses) begins 
  operating as the financial monitor of Terran space. 
  VegaPol 
  expands it operations to support both MERLOGH and the GCH. 
  2 -- Macedon guarantees that the Andrium For Science League 
  will retain their production monopoly. 
  1 -- Macedon makes clear his intention to outlaw the production 
  of holocaustic attack delivery systems. 
  CAPT. TAGG 
  . 
  
  12 
  TIMELINE OF EVENTS 
  IMPERIAL TIME 
  0 -- CONSECRATION OF THE IMPERIUM. Emperor Macedon I 
  comes into power. The Empire at this point in time consists of a 
  myriad of systems organized into Regions, Quadrants, Sectors 
  and Frontier Zones, and twenty-seven Provincial Territories. 
  1 -- The Great Hoarding. 
  2 -- The long prophesied and awaited Messiah of lzar appears in 
  a desolate and backward settlement in Frontier Zone Fifteen. 
  4 -- A group of dissident Neo-Human telepaths flees the Core in a 
  hastily assembled flotilla, and heads for Frontier Zone Five. 
  These Renegades will later become the Tegarrans. 
  63 --
  The Messiah of lzar disappears under mysterious 
  conditions, and the Imperial Court is implicated. 
  65 -- The Theran colony (now known as Vyrtza) is rediscovered. 
  72 -- The Vyrtzans submit designs for a chemical atmospheric 
  moderator to the Imperial Court, and are rewarded (and made an 
  example of) by being granted Minor Clan status. 
  74 -- Takmann Detzeer, representing the Libecorp!Titanya 
  merger, approaches the Emperor with a plan for a new Frontier 
  settlement. Later that year, Taj V (Daryi) is colonized by the first-
  generation Detzeeri. 
  101 -- House Vyrtza is granted Royal Family status. 
  113 -- Personal velocity shields appear commercially. 
  118 -- Due lar9ely to the efforts of Takrina Bedang, the Detzeeri 
  are raised to Minor Clan status. 
  126 -- Mercura 66 IV (Drir) is discovered by a robotic survey 
  craft. 
  127 -- The advent of improved sensor fields allows safe hyper-
  shunts out to a range of fifty LY. This heralds an age of unprec-
  edented expansion, and Frontier Provinces proliferate, bringing 
  greater wealth to the lmperium. 
  132 -- Alpha Daggarius I (Shira) is first spotted by Frontier 
  scoutships. 
  145 -- House Devon is granted Imperial permission to engage in 
  exploration of Frontier Zone Five. 
  147 -- A survey team of Devonian Xeno Scouts discovers the 
  Ketians, and determine that their integration is unlikely. 
  153 -- A Detzeeri tradeship misjumps into the Dalos 40 system 
  and discovers the presence of a likely Homeworld. No planetfall 
  is attempted, and Clan Detzeer keeps the planet's presence a 
  secret. 
  C. 190 -- The Ketians, having enthusiastically grasped their 
  position in the Empire, begin rising rapidly through the Sentient 
  Status Ratings. 
  Ketian bodyguards first become popular 
  amongst the upper class. 
  200 -- The DXS discovers and surveys Abrax 6 IV (Vesta), and 
  finds it to be rich in minerals and ore. House Devon receives 
  Imperial permission to absorb the planet under Developing 
  status. 
  202 -- The Devonian mining colony implanted on Vesta assumes 
  Producing status. 
  253 -- Ket becomes a Minor Clan. 
  301 -- As a result of the War of Tarquines (for "The Rebellion of 
  the Provinces"), the Emperor allows Major Families to acquire 
  additional systems directly from the lmperium and Frontier 
  holdings. 
  Restrictive quotas remain in effect through the 
  present, however. 
  320 -- House Vyrtza surveys and absorbs the Procol 70 system. 
  336 -- Personal deflector shields first begin to appear com-
  mercially. 
  352 -- The Tegarrans are discovered by Clan Detzeer. Their 
  presence is kept secret, and Duke Vondrait Charron Ill 
  approaches House Devon with a plan to utilize and share the 
  fugitive race. House Devon absorbs the Tegarra system, and 
  delegates actual administration duties to Clan Detzeer. 
  354 -- Clan Detzeer receives Imperial permission to absorb and 
  develop the Dalos 40 system. Plans for the resort world "ldyllis" 
  are drawn up. Shira is surveyed by an Imperial robotic craft and 
  is found to be resource-poor. 
  380 -- Clan Detzeer receives Imperial permission to absorb and 
  develop the Megan 34 system. Duchess Elsi Gresten designs 
  the Mirada f?.roject. 
  House Vyrta opens the Maxima weapons 
  research facility on Kalgarr. 
  383 -- Trading begins on Mirada. 
  385 -- Its mineral resources exhausted, Vesta is abandoned by 
  House Devon. Yarrow 25 I (Mika!) and its peculiar satellite are 
  discovered by a Detzeeri vessel, the Captain of which is lost 
  while exploring the apparently ancient artifact. 
  387 --
  A derelict subculture has begun moving into the 
  abandoned living facilities on Vesta, which are returned to 
  (reasonably) operation status. 
  390 -- In an effort to stave off regional overpopulation, many 
  Imperial citizens are channeled into Frontier ·colonization. 
  Construction of the Imperial colony on Shira begins. 
  395 -- Deldaka (the Shira colony) assumes Developing status. 
  405 -- Clan Detzeer loosens government policy on Mirada. 
  412 -- Matter/antimatter torpedoes are first fitted on Imperial 
  vessels. 
  438 -- The Chacrae are rediscovered by the Empire, and are 
  rewarded for the insolence of their forefathers by Imperial 
  imposition of harsh extraction quotas. 
  440 -- The resource-rich world Xetan 23 IV (Orpha) is discovered 
  by Clan Detzeer, who approaches the Emperor with a request to 
  develop it and is refused. 
  443 -- Imperial outposts are placed on Orpha to ensure that no 
  unauthorized extraction or development takes place. 
  451 -- Over 2000 colonists are killed on Shira when a massive 
  quake nearly destroys the Deldaka colony. 
  454 -- Imperial colonies placed on Orpha begin Developing 
  operations. 
  461 -- The Direct Response Environment Actuator Matrix (or 
  DREAMgame) is invented. 
  463 -- Imperial researchers discover evidence that DREAM use 
  is addictive, and may have severe psychological side-effects. 
  Imperial Observers begin reporting an inexplicable increase in 
  ps1onic ability amongst prolonged DREAMgame users. 
  As a 
  result, DREAMgames are banned all throughout the Empire. 
  467 -- Unable to compete with the biochemical advances made 
  by Clan Detzeer, House Vyrtza enters a serious recession. 
  469 -- The Orbital Station above Mirada is attacked by terrorists 
  from House Colos. 
  471 -- The massive Libecorp complex (of Clan Detzeer) begins 
  its operations on Tegarra:ll:2. 
  470-480 -- Time period of this module. 
  
  IN FRONTIER ZONE FIVE 
  13 
  4.0 
  LIFE IN FRONTIER 
  ZONE FIVE 
  Although the technology in the universe of Space 
  Master- some 9000 years in the future -
  is far 
  advanced, it has not altered life in general to the point of 
  becoming incomprehensible. 
  In fact, due to the num-
  erous technological and social collapses which have occur-
  red in the interim, many worlds (especially in the Frontier) 
  subsist on a technic level not far above the barbaric 20th-
  21 st centuries. 
  Although truly advanced equipment 
  exists in the Core and on Provincial Homeworlds, the 
  costs of bringing the more sophisticated luxury items to 
  the outlying systems are prohibitive. In addition, the very 
  nature 
  of 
  the 
  Frontier 
  instills 
  an 
  understandable 
  uneasiness in the Core worlds, so the situation which 
  exists today is (in the eyes of the lmperium) a pragmatic 
  one: Frontier worlds are generally brought up to a technic 
  level which allows production quotas to be met, and 
  further technological advances are witheld from most of 
  them. 
  The greatest fear of the lmperium is that the 
  Renegade races existing in the Frontier might come to 
  possess technology commensurate with their own. 
  Indeed, many currently popular teleplays utilize the 
  common plotline: 
  "high tech Renegade guerrillas 
  reappear, intent upon destroying civilization, and (after a 
  series of struggles) are thwarted by the righteous and 
  powerful forces of the Empire". 
  Whereas the Core worlds possess a recent affinity for a 
  blen9ing of design styles -
  the old and the new -
  together, the peoples of the Frontier (by and large) do not 
  have the money nor inclination to attempt to revitalize the 
  past. The accent on the Frontier worlds is of the future· 
  these are the peoples who have lept to the edge of 
  civilization, and continue to look ahead. 
  Buildings, 
  utilities, appliances -
  all these items will be of the highest 
  tech level the planet is capable of maintaining (or allowed 
  to maintain), and cultural idiosyncracies are extremely 
  apparent. The Frontier is not a "homogenized" market. 
  Life out here is a bit slower paced than the hectic 
  mercantile hustle of the Inner Provinces (although there 
  are, of course, exceptions), because things in general 
  change less quickly here. Many Frontier Zones (not to 
  mention Backnet regions) possess little or nothing in the 
  way of a TBD network. 
  In these areas, interstellar 
  communications and transactions are conducted via 
  starship -- and as rarely as possible (due to the prohibitive 
  costs). It is important for the GM to remember that from the 
  sto., 1dpoint of a native Backnetter the lmperium may be 
  little more than something to occasionally wonder about. 
  4.1 EDUCATION AND TRAINING 
  Because a number of different cultures exist within 
  Frontier Zone Five, there is no single educational system 
  which unites the Zone. 
  Education is Technology, and 
  therefore it is doled out by those in possession of it only 
  as it is perceived to be necessary (see the discussion of 
  technic levels above). Formal education on worlds of the 
  Frontier lmperium (ie; Frontier worlds which are as yet 
  claimed only the by lmperium itself) is basically a somewhat 
  lightened version of the usual Imperial training found in 
  the Core -- beginning at the age of three, and having been 
  given a strong grounding in culture, mathematics, science 
  and computer literacy, students of potential citizenship 
  status are conditioned through a sophisticated prop-
  aganda program to feel a great sense of loyalty toward the 
  lmperium and a willingness to serve in the vocations 
  chosen by their instructors. (Who, of course, are making 
  their decisions based upon Imperial vocational quotas and 
  limits.) 
  Education in the major Frontier Provinces of FZ 5 
  (Detzeer and Vyrtza) is fairly similar to the Imperial standard 
  (although, of course, the propaganda programs and 
  vocational quotas are Provincially determined). In Detzeer 
  Province, citizens are trained in the Commune they were 
  born into, and only receive additional training as they 
  require it (ie; if they become eligible for a raise in 
  Communal status, etc.) 
  For various reasons, there are several places in FZ 5 
  where no formal educational system exists at all. 
  Examples of such planets include Chacra, Ket I, and 
  Tegarra II. 
  In each of these cultures, a combination of 
  political and social factors give rise to only the most 
  primitive training systems. 
  The Chacrae learn the 
  necessary survival skills as they grow, and are trained in 
  mining skills by Imperial Educators just before reaching the 
  age of sixteen (at which point they go to work). Ketian 
  males need learn little beyond the skills of warfare and 
  diplomacy, both of which they are introduced to through 
  observational learning. 
  The Tegarrans have the most 
  formal (and well-rounded) education system of these 
  three groups -
  individuals move from Burrow to Burrow at 
  times, and different skills are practiced (and taught) in 
  different Burrows. 
  Any student who is a citizen of Detzeer Province (or 
  acquires Detzeeri authorization) may attempt to enroll in 
  the IT (Intellectual Thought) school in the Tegarra system. 
  The applicant character must succeed in a Sheer Folly (-
  50) static maneuver modified by the average of his 
  Memory and Reasoning modifiers to be accepted. 
  For 
  more information on this and other IT campuses, see 
  SECTION 8.2 and ICE's IMPERIAL CRISIS. 
  Perhaps the 
  most fascinating 
  phenomenon 
  of 
  education in the Frontier occurs in those areas furthest 
  from the Core. Here, new students are not being taught 
  that Old Earth is the original Homeworld of mankind but 
  rather that the students' Homeworld is in fact the planet of 
  origin. If this present trend were to continue unabated, 
  this line of thinking could well become entrenched in the 
  Frontier psyche over the generations. Future generations 
  could then lose sight of their niche in the empire and it is 
  quite possible that they could one day rebel against the 
  centralized authority which they would not officially 
  recognize. Indeed, in some circles it is believed that this is 
  the ultimate goal of present day Frontier educators. 
  
  14 
  · 
  CAREERS AND PERSONAL FINANCE 
  4.2 CAREERS AND PERSONAL 
  FINANCE 
  Depending upon the culture he hails from, the average 
  citizen of FZ 5 chooses his vocation (or has it assigned to 
  him) by age fifteen to eighteen. One's job is a matter to be 
  taken quite seriously, for several reasons (beyond the 
  obvious ones). 
  Due to the limited development of the 
  Frontier Zones (as compared to the Inner Provinces), 
  there are fewer potential employers and job opportunities 
  available to the Frontier citizen than his Imperial counter-
  part. In addition, due to the comparatively weak Monitflow 
  of the Frontier, such opportunities as early retirement 
  (most Core citizens retire around the age of fifty, though 
  the average lifespan has increased to 100 -110), welfare, 
  pensions, and government aid are harder to come by (and 
  less impressive) in the Frontier. Because of these and 
  other factors, major changes in occupation do not occur 
  often. A man who is a cloth trader comes to be known as a 
  cloth trader -
  jobs (and people) are less expendable than 
  in the Core. 
  Political dictums and social prejudices generally pre-
  clude a citizen from seeking employment outside his own 
  home territory, but if such an opportunity arises a Frontier 
  citizen is more likely to take advantage of it than a citizen of 
  the Inner Provinces. 
  Some corporations (including 
  several from the Inner Provinces) send recruiting agents 
  to the various schools in search of suitable employees, 
  providing just this opportunity. 
  As in the Core, every citizen of a given territory is issued 
  an Elmonit card, upon which is encoded his entire financial 
  background. 
  If transactions involving hard currency -
  Monits -
  occur, the Gamesmaster should remember that 
  the Monit-to-Elmonit ratio of any given Province is con-
  stantly in flux. Player characters may learn these rates at 
  any Elmonit Adjustment facility. 
  Yearly incomes in FZ 5 differ as a function of profession 
  and location. In general, Frontier citizens work harder and 
  receive less pay than Inner worlds citizens, although fields 
  which directly supply some Imperial demand can make as 
  much here as there. Due largely to the lack of advanced 
  security procedures in the Frontier, there is a slightly 
  higher percentage of criminals -- pirates, smugglers, con-
  men and frauds -- than Imperial citizens are accustomed to. 
  4.3 PERCEPTION OF CYBORGS, 
  REPLICANTS AND ARTIFICIAL 
  INTELLIGENCE 
  Although public opinion on these products of tech-
  nology varies even within FZ 5, there is a general utilitarian 
  attitude which permeates the Frontier's more civilized 
  areas. This is to say (in general) that in the largest and 
  innermost Frontier Provinces, such beings are accepted 
  and considered useful. Each type is dealt with in a section 
  below. Where Frontier attitudes differ significantly from 
  those of the Core (this occurs quite often, actually), both 
  points of view are given. 
  4.31 CYBORGS (CYBernetic ORGanisms) 
  Definitively speaking, a cyborg is a sentient being with 
  at least two things: (1) a living, organic brain, and (2) a 
  mechanical/electrical body part. 
  Anyone with a pace-
  maker, prosthetic limb or hearing aid is technically a 
  cyborg, and these "med-cyborgs" are not accepted well in 
  the Inner worlds (where most citizens feel a great pride in 
  being unaltered). The utilitarian Frontier attitude accepts 
  these citizens somewhat more easily -
  here they are 
  seen more as proud fighters who refuse to let their 
  ailments destroy their lives. In general Imperial usage, the 
  word "cyborg" usually refers to beings who bodies have 
  been designed to surpass some human physical limit-
  ation, rather than make up for one. These beings are affor-
  ded a good amount of respect (or fear). 
  Few Frontier 
  citizens have the Monits to undergo cybernetic trans-
  plantations, and most such beings encountered in the 
  Frontier will hail from the Core. Out here they are still 
  respected and feared, but are likely to meet with a bit more 
  resistance. 
  The derogatory Frontier slang term tux 
  ("luxury") refers to these cyborgs. 
  4.32 AL TERANT REPLICANTS 
  The result of direct, artificial genetic manipulation, 
  alterant replicants are, without a doubt, considered to be 
  the lowest of humanoid lifeforms. This attitude prevails 
  even in the Frontier, where the only major difference is 
  that out here they are more tolerated as necessary, cost-
  efficient and practical. There is a new morality in vogue in 
  the Inner Provinces against mass replicant production. 
  Many Inner Houses (Devon amongst them) have officially 
  outlawed such production within their borders. 
  It is 
  general knowledge, however, that most of these Houses 
  continue to purchase warrior and other replicants from 
  Frontier corporations (Many of Lord Devon's House Guard 
  are warrior rep's supplied by Genex of Clan Detzeer). 
  Replicants are usually programmed with task-specific skills, 
  and are for the most part ignorant of all "non-essential" 
  areas of life. Imperial law requires that every replicant be 
  branded with a small tattoo on the left temple identifying it 
  as such, but more and more black market concerns are 
  turning out intelligent, unbranded rep's, indistinguishable 
  from ordinary humanoids, and many of them are produced 
  in the Frontier. 
  These new, "smart" replicants, being 
  without the mandatory Imperial conditioning and imprint-
  ing, are a great potential threat to Imperial security. 
  
  ARTIFICIAL INTELLIGENCE 
  15 
  4.33 ARTIFICIAL INTELLIGENCE (Al) 
  Since Prelmp. 8068, the concept of "living circuitry" has 
  been, to some degree, a reality. 
  In Prelmp. 5655, the 
  development of the first molecutronic brain blew the field 
  of Al wide open, and sparked an android construction 
  boom the likes of which have rarely been seen again. 
  Stories are told of androids thousands of years old, having 
  accumulated megatudes of information and skill, living in 
  secrecy in the Backnet. If there is any truth to these tales, 
  such rare beings would indeed be awesome -
  they 
  would no longer possess their original "bodies", having 
  replaced part by part countless times over the millenia, and 
  would have to have as advanced a knowledge of science 
  as their creators. Privately owned androids are not often 
  seen in the Frontier -
  being prohibitively expensive (150 -
  · 500 thousand Elmonits) and carefully monitored by the 
  Empire, but many Frontier corporations and ruling Families 
  make use of them. The average Frontier citizen feels that 
  possessing an android is a cocky show of status (this does 
  not, however, mean he is willing to insult the android to its 
  face ... ). In the Frontier as in the Inner Provinces, androids 
  of suitable capacity and who possess the required morality 
  program are granted citizenship status. 
  (The morality 
  program is a standard control, composed of basic Imperial 
  Law and a set of priorities, setting up severe prohibitions 
  against High Crimes (e.g., murder) and mild anxieties over 
  minor infractions. This is in effect not much different from 
  the conditioning human citizens undergo via Imperial 
  schooling, media and propaganda programs.) 
  Android 
  production is carefully monitored by Imperial agencies to 
  prevent the manufacture of black market androids (which 
  still occasionally show up here and there). 
  Molecutronic 
  computers, 
  unlike 
  android 
  brains, 
  possess no real intellectual freedom. They are incapable 
  of deciding what their own actions will be when not directly 
  involved in an intellectual process, and do not "feel" 
  anything (although they may be programmed to act as 
  though they do). These are the "brains" used in robot 
  construction, and they are fully capable of performing a 
  vast array of functions, orders and actions if programmed 
  to do so. Most molecutronic computers of Mk.5 or higher 
  are judged sentient for all practical purposes. Computers 
  of this Mk. or higher are generally programmed to adopt 
  specific "personality traits", to make them easier for 
  humanoids to relate to. Other such "user interface" gim-
  micks include: specific voices, commonly repeated 
  phrases, oratory and etiquette skills, and user recognition. 
  (Hello Jym-bob. You certainly look sharp this morning", 
  etc.) Computers and robots are necessary and popular 
  devices, and are found in abundance from Sol to the 
  Backnet. 
  4.4 PERCEPTION OF ALIENS AND 
  XENO-SENTIENTS 
  Many times in the history of the Empire have xeno-
  sentient races been discovered beyond the Core. In a 
  vast percentage of these cases, the contacted races have 
  been humanoids, alleged proof of the "Sianetic Har-
  bingers" theory. In more than a few cases (though far less 
  than statistically expected), the encountered races have 
  been totally alien. Although three examples of races (the 
  Adanakee, Olzes and Ghedians) are detailed in ICE's 
  FUTURE LAW, the GM need not assume that no other 
  xeno-races have been contacted. On the contrary, as the 
  Empire (and the game campaign) expands, the frequency 
  of such encounters increases exponentially, and the GM 
  should feel free to design xeno-sentients of his or her 
  own (NOTE: One of the key aspects of game mastering is 
  balance, and game balance should always be borne in 
  mind when introducing a new facet to an existing system.) 
  The initial contacts with these beings and the events 
  which ensue are adventures to be played out on the 
  worlds of the Frontier. 
  In the Inner Provinces, most xeno-sentients are 
  blatantly oppressed, monitored and controlled, and 
  utilized as inexpensive workforces. Because the few truly 
  advanced alien beings to contact mankind took a cautious 
  and disassociative stance, the myth of man's invincibility 
  has been nurtured, and the settling stars are seen as his 
  birthright. Advocates of this point of view abound in the 
  Frontier, 
  generally in 
  patriotic colonies 
  of 
  young, 
  expanding Frontier Provinces. 
  On the other hand, 
  however, there is an increasingly popular doctrine (arising 
  from recent, influential works in the field of xeno-
  anthropology) which attempts to banish this ethno-
  centricity -
  the school of xeno-functionalism. Adherents 
  of this method tend to look forward eagerly to the next 
  alien encounter, and may have designed and/or funded 
  various and sundry attempts at communication with 
  unknown races. 
  4.5 EXPLORATION AND 
  EXPLOITATION 
  Despite the often dangerous events which occur on 
  previously unsurveyed worlds, the expansionist territorial 
  drive of the Empire (and its various under-bodies) 
  commands that these planets be analyzed, evaluated and 
  (if possible) colonized as soon as is practical to do so. One 
  of the chief reasons for this expansion is the incredible 
  rate at which the Empire uses up natural resources. 
  Anyone with any knowledge as to how much fuel, food 
  and building materials are consumed by Americans each 
  year should be able to extrapolate this effect across the 
  galaxy and multiply it a thousand (or several thousand) 
  times -
  this is the great hunger of the Empire, and it can 
  only be fed on the Frontier. With its multiplicity of cultures, 
  Clans, and fugitive races, FZ 5 is a well-populated region, 
  but corporate concerns from both Frontier and Core 
  Provinces are still eagerly surveying and indexing, 
  searching for those perfect worlds which will satisfy the 
  hunger of their people. 
  
  16 
  POLITICAL AND CORPORATE CON ER 
  Remember that since the Wars of Tarquinis in Imp. 301, 
  Major Families have had the right to absorb new star 
  systems directly from lmperium and Frontier holdings. 
  This revolutionary freedom (and it was, indeed, a rev-
  olution which demanded it be granted) inspired most 
  Royal Houses to begin increasing the size and efficiency 
  of their scout services, and opened up a bustling new era 
  of Frontier exploration. Data on some of the major entities 
  currently at work in FZ 5 is given below. 
  4.51 POLITICAL AND CORPORATE 
  CONCERNS 
  For each group detailed below, the following format will 
  be used: Name of organization, Director/Leader, Base of 
  Operations, Organization/Structure (what sort of hierarchy 
  exists within the organization), Allies (within Frontier Zone 
  Five) and Enemies (within FZ 5), followed by an overview 
  of the group's motivations and methods. 
  THE DETZERRI DEVELOPMENT SCOUTS 
  DIRECTOR: Duchess Ayna Tavrich Detzeer (qv) 
  BASE OF OPERATIONS: Taj V "Daryi" 
  ORGANIZATION/STRUCTURE: Paramilitary subdivision of the 
  Detzeeri Developments Council 
  ALLIES: House Devon, Imperial Marines 
  ENEMIES: House Colos 
  GENERAL COMMENTS: 
  The DDS are a well-trained and 
  versatile division of around 400,000 servicemen. 
  Their 
  peacetime 
  duties 
  include 
  the 
  standard 
  stellar 
  and 
  planetary analyses and surveys. To this extent the DOC 
  maintains a superb exploration fleet -
  one of the finest in 
  the Frontier. 
  The DDS report only to their immediate 
  superiors and Chairperson; they are very good at making 
  certain no word of their discoveries reaches the media nor 
  the agents of other Detzeeri Councils until Tayvrich herself 
  releases her official statement. 
  It is this sort of tight reign 
  which has allowed the Tegarra project (see sections 5.8 
  and 7.2) to go on undetected for over a century. 
  The DDS 
  often cooperates on joint missions with the Devonian Xeno 
  Scouts, and the general Devonian/ Detzeeri alliance has 
  earned them the eternal hatred of House Colos (House 
  Devon's bitter enemies). 
  One not well known fact is that 
  the 
  DDS 
  include 
  several 
  Tegarran 
  agents 
  on 
  each 
  exploration cruiser (for more information on Tegarrans, see 
  section 7.5). 
  THE DEVONIAN XENO SCOUTS 
  DIRECTOR: Steward Arturo lngellis 
  BASE OF OPERATIONS: Delta Cassiopeiae VI "Karoline" 
  ORGANIZATION/STRUCTURE: Paramilitary subdivision of the 
  Devonian Special Forces 
  ALLIES: Minor Clan Detzeer, Imperial Marines, Minor Clan 
  Ket 
  ENEMIES: House Colos (who else?) 
  GENERAL COMMENTS: Because the DXS is technically a 
  branch of the Special Forces, there is a militaristic flavor to 
  its methods and practices (more so than the Detzeeri 
  Development Scouts, for example). 
  The DXS has been 
  responsible for the vast majority of the original stellar and 
  planetary surveys to come out of FZ 5, and the state of the 
  art exploration cruisers of House Devon are very frequently 
  encountered in the star systems of the Zone. 
  Systems in which the DXS currently have operating 
  interests are: Ket (the DXS discovered the Ketians in Imp. 
  147, 
  and 
  have 
  been 
  running 
  biological 
  and 
  cultural 
  researchers 
  out 
  there 
  ever 
  since), 
  Tegarra 
  (where 
  research and system security are operated in cooperation 
  with Clan Detzeer), Mercura 66 (the progress of the DXS 
  survey on Drir is detailed in the adventure, "Vidome 123", 
  section 8.1), and Yarrow 25 (where the DXS have just 
  recently been granted Imperial permission to occupy the 
  Orbital Station above Mikal). 
  This last development is the 
  talk of the Zone, as study of the mysterious "Mika! Artifact" 
  has been forbidden by the Empire since its discovery a 
  hundred years ago (see section 6.3). 
  The DXS has been a 
  common 
  topic 
  of 
  conversation 
  recently 
  for 
  another 
  reason -
  that is the transfer of star pilot Blaze Geddon to 
  the Devonian Sabre Starmada. 
  Reasons for the relocation 
  of this flying ace and popular Devonian hero have as yet 
  to be revealed, but it is known that Geddon's last mission 
  for the DXS was a routine stellar survey in the Backnet of 
  Frontier Zone Five. 
  THE IMPERIAL MARINES 
  DIRECTOR: His Majesty the Emperor 
  BASE OF OPERATIONS: Sol Ill "Terra" 
  ORGANIZATION/STRUCTURE: Planetary Assault & General 
  Defense Division of the Imperial Navy 
  ALLIES: All citizen of all Imperial Worlds (if so commanded) 
  GENERAL COMMENTS: The Imperial Marines set the stan-
  dard 
  which 
  all 
  Provincial 
  Marine 
  Corps 
  struggle 
  to 
  approach. 
  They 
  are the 
  largest, 
  most well-equipped 
  body of soldiers ever assembled, the pinnacle of over 
  15,000 years of acquired military knowledge. 
  The- very 
  presence of a platoon of Imperial Marines lowers crime 
  rates throughout the star system. 
  Their motivations are 
  naught but the will of the Emperor, for they are His Majesty's 
  iron gauntlet. 
  The Marine Special Forces subdivisions are 
  comprised of the most highly trained specialists in various 
  military fields, and are the most feared and respected 
  armsmen in the Empire. 
  Some of these subdivisions are: 
  The Lance (in-field "correction" and recon), The Trident 
  (underwater assault), and FIRST (First Imperial Security 
  Troops; Guards of the Imperial Court). 
  In recent years the 
  Backnet of Frontier Zone Five has become a standard site 
  for the Marines' training maneuvers, and some high Marine 
  brass have taken up residence on Xetan 23 IV "Orpha". 
  Reasons for these actions have not been made publicly 
  available. 
  LIBECORP 
  DIRECTOR: T. Thadeus Eilsen 
  BASE OF OPERATIONS: Tegarra:ll:2 
  ORGANIZATION/STRUCTURE: 
  Oldest and largest Com-
  mune Conglomerate of Clan Detzeer 
  ALLIES: 
  Maintains joint production facilities with several 
  other 
  Detzeeri 
  concerns 
  (see 
  the 
  list 
  of 
  corporate 
  components in section 7.2) 
  GENERAL COMMENTS: 
  Detzeeri Commune Conglom-
  erates, of which several dozen exist, are the Detzeeri 
  equivalent of factory towns (or states), each a massive 
  Commune/Industry 
  comprised 
  of 
  many 
  smaller, 
  special-
  ized Communes/Divisions. 
  Libecorp has been in existence 
  since 
  Prelmperial times, 
  and 
  has 
  seen 
  several 
  major 
  changes in structure over the years. 
  Founded in Prelmp. 73 
  by 
  Manager 
  Maechel 
  of 
  Sol:lll:1 
  "Luna", 
  Ube-corp 
  specialized in molecutronic research. 
  
  SLANG 
  17 
  In Prelmp. 12, the growing company had branched into 
  xenobiological 
  research 
  and 
  robot 
  design, 
  and 
  had 
  begun to attract a lot of attention. 
  As the years passed 
  and successive Directors came into power, the firm grew 
  and diversified. 
  By Imp. 73 Libecorp's concerns included 
  the manufacture of industrial chemicals, genetics products 
  and medical equipment, and it was in this year that Vilhelm 
  Raster (Director of Libecorp from Imp. 45 -
  80) was 
  approached by Takmann Detzeer (then Director of the 
  monumentally 
  successful 
  Titanya 
  Transports) 
  who 
  presented a detailed plan for Frontier colonization which, if 
  successful, would ensure possession of a Province within 
  fifty years. 
  Joined in clandestine merger, the two firms 
  began collecting the necessary equipment from their own 
  diversified 
  producers, 
  and 
  purchasing 
  what 
  else 
  they 
  needed 
  (occasionally 
  buying 
  entire 
  companies 
  in 
  the 
  process). 
  They made their official move the next year, 
  when 
  they 
  merged 
  publicly 
  (amidst 
  much 
  media 
  coverage), and 
  approached 
  the 
  Emperor secretly 
  with 
  their plans. The rest is history (see section 7.2). It should be 
  noted 
  that 
  although 
  Libecorp 
  and 
  Titanya 
  Transports 
  function jointly as Detzeer Industries, each retains hold of its 
  own divisions more or less independently of the other. 
  Titanya Transports has somewhat settled down over the 
  years, satisfied with its current level of development and 
  profits, while Libecorp has diversified even farther than 
  anticipated, and now maintains its own scout division (who 
  possess no actual authority, and are rumored to hire Ketian 
  armsmen to secure their facilities). 
  As a whole, Detzeer 
  Industries is the largest Direct Support Commune in the 
  Province. 
  TORLO THE ANDROID 
  STELSCAUTHEN (Star Scouts) 
  DIRECTOR: Minister of Exploration Janus Dochir 
  BASE OF OPERATIONS: Gamma Vulpeculae IV "Orpheus" 
  ORGANIZATION/STRUCTURE: 
  Paramilitary 
  exploration 
  division of the Colosian Spacefaring Forces 
  ALLIES: ? 
  ENEMIES: House Devon, Clan Detzeer 
  GENERAL COMMENTS: 
  The Colosians in general are a 
  sneaky, underhanded lot, and possess a well-deserved 
  reputation for unsubtle aggression against their alleged 
  enemies. 
  To this end, all Colosian spacefaring divisions 
  (the 
  Stelscauthen 
  included) 
  are 
  trained 
  in 
  planetside, 
  atmospheric, and N-space combat (which they claim to 
  be a necessary precaution against the "barbaric" tactics 
  of their enemies). The Stelscauthen possess no bases in FZ 
  5 (they never have), and are currently running no survey 
  missions in the Zone, but they persist in making their 
  presence here known (if for no other reason than to 
  infuriate House Devon and Clan Detzeer). 
  The large, 
  black ships of the Stelscauthen are not an uncommon sight 
  in the Zone, and they are known to pay regular visits to Ket I 
  and Megan 34 VI "Mirada". In Imp. 469, a Stelscauthen Ship 
  Commander named Ritgar Zhule was denied permission 
  to 
  purchase supplies on 
  Miraga. 
  He responded 
  by 
  withdrawing from planetside, regrouping his forces, and 
  launching a surprise "retributory" attack against the Miradan 
  Orbital Station. 
  After several hours of battle, Zhule's ship 
  was destroyed by a hastily dispatched unit of the Detzeeri 
  Security Council, and this act has earned the Detzeeri a 
  high ranking on the Colosians' hit list. Rumors have it that the 
  Stelscauthen are not only maintaining surveillance within the 
  Zone, but are indeed performing unauthorized extraction 
  operations on some of the worlds {planets rumored to be 
  used for these purposes include Darrian 917 Ill "Chacra", 
  Alpha Daggarius I "Shira", and Xetan 23 IV "Orpha"). 
  The 
  methods of this group are the same as all of their race -
  they will pull any trick in the databanks to thwart their 
  opponents. 
  Fortunately (for the opponents), the Colosians 
  are not as clever as they are petulant, and most of their 
  half-baked schemes end in embarrassing failure. 
  4.6 SLANG 
  Frontier Zone Five, being as it is far removed from the 
  Core worlds, has developed quite a repertoire of linguistic 
  usages (and misuses) peculiar to itself. Although different 
  languages are spoken in different regions of the Zone, 
  many of these slang terms pass through racial boundaries 
  and have spread into popular usage. In addition, some of 
  these words and phrases have even begun to creep into 
  Provincial tongues, and familiarity with their Frontier 
  connotations is ever on the increase. 
  Beam: Laser/Microfreq or TBD transmission. 
  Blaze: (After the Devonian hero Blaze Geddon) A flashy, 
  showy or heroic action or person. 
  Borderbandit: Frontier pirate. 
  Breezer: A short tour of duty (usually five months), or 
  one on such a tour. 
  By Vaoth: (Tegarran) Loosely translated, "I should have 
  known that". 
  Circuit-Ace: 
  Any well-skilled and renowned convoy 
  defense pilot. 
  
  18 
  SYSTEMS LISTING 
  CAPT.FLYNN 
  Circuit-Jockey: Pilot (usually a free trader or passenger 
  transporter) who plies the circuits of the Frontier (see 
  section 2.3). 
  Circuit-Stop: Any planet a given circuit route stops at. 
  Gamer: Usually a player of illegal DREAMgames. Often 
  used to describe anyone with a peculiar sort of logic. 
  Go With Kath: 
  (Ketian) 
  A serious curse (or threat) 
  intimating eradication of the accursed's entire bloodline. 
  Hole/Gamehole: 
  An illegal place of business where 
  DREAMgames are available for use. 
  lmpy/lmplsh: Of, like or pertaining to Imperial doctrine or 
  attitude (usually used in derogatory sense). 
  "Picky", 
  "judgemental", "tyrannical", "infexible", or "by the 
  book". Also any Imperial serviceman. 
  1.0.: Imperial Observer, Imperial Observation department. 
  Lux: 
  Luxury cyborg (as opposed to a med-cyborg). A 
  rich guy with a 6 megamonit arm or something. 
  Mrs, Mrs It: (Pronounced "mirse") Originally an acronym 
  for "maintain radio silence; colloquially : "shut up". 
  Noose: "No use", "Damn". Originally referred to broken 
  down machinery. 
  Noosed: 
  Drugged, confused or hysterical (see above), 
  useless. 
  Prog: Program. Sometimes used to describe automatic 
  or reflexive behavior. 
  Rover: A drone or robot. 
  Semite!: 
  One with minor psi powers or limited psionic 
  training. 
  Often used to describe an unusually lucky 
  person or a good hunch. 
  Vaped: Shortened form of "vaporized". 
  5.0 
  SYSTEMS LISTING: 
  INHABITED WORLDS 
  Within the regions of Frontier Zone Five which have 
  been explored thus far, nine planets have been dis-
  covered which were deemed habitable or to which environ-
  mental adaptations could be made. The following section 
  describes each of these worlds in detail. 
  Each world is given a modifier for supply acquisition 
  attempts made, and another for merchandising attempts. 
  These modifiers are applied directly if the characters 
  making such attempts are citizens of the Province which 
  has operating jurisdiction over the world in question, or if 
  the world is Imperial territory. Due to the relatively uneasy 
  nature of interprovincial relations, 
  however, supply 
  acquisition attempts made by citizens of other Provinces 
  suffer an additional modifier of -50, and merchandising 
  attempts made by such characters are performed at an 
  additional -30. 
  As in ICE's Imperial Crisis, all supply 
  acquisition and merchandising attempts are treated as 
  static maneuvers with appropriate modifiers allowed for 
  applicable skills or stats; the exact modifiers to be used 
  depend on the specific situation and are left up to the 
  Gamesmaster to determine. If the modified total roll is over 
  100, the attempt is completely successful; modified totals 
  lower than 1 00 but greater than zero are treated as partial 
  successes (ie; supplies are acquired but at a greater cost 
  than usual, the demand for the cargo to be sold is lower 
  than the supply carried, the Elmonit value is lower ihan 
  expected due to some unforseen calamity, etc.), and 
  modified totals of zero or less indicate specific problems 
  (ie; a dangerous encounter occurs, the merchandise is 
  stolen or destroyed, the local law enforcement agency 
  imposes a strict tariff on the goods offered, etc.). The 
  specifics of such events are also left up to the 
  Gamesmaster to decide upon. 
  The stated Productivity ratings indicate the per-
  centages of total Provincial income derived from the 
  specific planet in question. 
  The Security ratings given indicate the modifiers which 
  are to be applied to any and all illegal activities taking place 
  on (or above) the world in question. These modifiers are 
  to be added to any standard Difficulty Level modifiers 
  intrinsic to the activities attempted, and represent the 
  relative efficiency of the local law enforcement agencies in 
  general, as well as the degree of severity· (or laxity) of the 
  planets' legal systems. 
  5.1 ABRAX 6 F9 V 
  PLANET: Abrax 6 IV (Vesta) 
  PROVINCE: Imperial Territory (Backnet) 
  CIRCUMFERENCE: 2.83 x 1 o3 km 
  NATURAL SATELLITES: None 
  STATUS: Exhausted 
  MEAN ORBIT: .83 AU 
  POPULATION: 100to500 
  DAY: 75.2 std. hours 
  PRODUCTIVITY%: Nil 
  YEAR: 264.96 std. days (88.085 local days) 
  PRODUCTION EMPHASIS: None 
  
  SYSTEMS LISTING ALPHA DAGGARIUS MSV 
  19 
  ENVIRONMENT: A tiny, arid, frozen rock appearing more like 
  a moon than a planet, with no appreciable atmosphere and 
  negligible gravity. 
  Devoid of any aboriginal lifeforms. 
  Mean 
  surface temperature approaches zero degrees Kelvin. 
  Rad-
  iation level normal. Volcanism low. Meteor infall high average. 
  HISTORY: 
  Discovered and surveyed in Imp. 200 by the 
  Devonian Xeno Scouts, Vesta was found to have a high 
  planetary density which indicated an equally high degree of 
  heavy metals in the planet's mantle. From Imp. 202 to 385, four 
  mining colonies operated under sealed domes to extract all 
  easily obtained minerals. 
  When the cost of maintaining the 
  operations began to exceed the gross Monitary value of the 
  resources extracted, the colonies were shut down and aban-
  doned. 
  Shortly thereafter, bands of smugglers, mercenaries, 
  and derelicts from all over Frontier Zone Five moved in, and 
  began using the planet as a base for their illegal activities. 
  OPERATIONS: Four great domes, ranging in size from one to 
  five kilometers across, have been restored to operational 
  status. The planet's surface is demolished in most regions, 
  where large-scale blasting operations were performed by the ex-
  inhabitants. Below the surface, a complex of shafts and non-
  functional transport tubes links the last four mining sites. A 
  subterranean living complex lies in the central hub of the 
  structure, and although most of the housing units within it have 
  fallen into total disrepair, many of them are currently inhabited 
  by the fugitives and reclusives who now call the planet their own. 
  Over the last century these "undesirables" have managed to 
  avoid arousing very much attention, but have developed as a 
  relatively tight group to form a definite subculture. The Vestans 
  have no particular governmental structure, and although there 
  are no official "peace officers" on the planet, it is not easy to get 
  a';llay with taking advantage of a Vestan on his home planet, 
  because of their "Vestan Pride" (see section 7.6). Due to this 
  closely-knit and perceptive structure, the Security Rating on 
  Vesta is level 7. Supply acquisitions are VERY HARD (-20), and 
  merchandising attempts are MODERATE {+O). 
  ORBITAL FACILITIES: 
  An unmanned Autolander Trans-
  ponder holds a geosyncronous orbit above the landing field (just 
  under one kilometer from the center of the mining complex, on 
  ground level), which will lock onto an incoming vessel only if 
  signalled by it. (This is a sort of security system which allows 
  the Vestans to determine whether such a vessel is friend or foe, 
  judging by the smoothness of its landing. Attempting to imitate 
  such an approach is a SHEER FOLLY (-50) maneuver.) 
  In 
  addition, a DXS Emergency Beacon still orbits Vesta. 
  The 
  Beacon {used for TBD relay) is actually a small orbital station, 
  complete with emergency supplies and stores for DXS 
  personnel, and its own automated EW equipment {which cloaks 
  the satellite at an EW rating of 30). The Beacon is safeguardep 
  against entry by non-DXS personnel, so that attempting to 
  bypass its coded passcard locks is an ABSURD (-70) maneuver. 
  5.2 ALPHA DAGGARIUS MS V 
  PLANET: A Daggarius I (Shira) 
  PROVINCE: Imperial Territory IBacknet) 
  CIRCUMFERENCE: 5.40 x 1 o4 km 
  NATURAL SATELLITES: None 
  STATUS: Developing Colony 
  MEAN ORBIT: .2 AU 
  POPULATION: Approx. 8.4 x 104 
  DAY: 85.32 std. hours 
  YEAR: 53.44 std. days (15.66 local days) 
  PRODUCTIVITY%: .008% 
  PRODUCTION EMPH: Pharmochemicals; poisons. 
  ENVIRONMENT: 
  A rainy forested world, with a thick 
  atmosphere of mostly carbon dioxide. {Characters who breathe 
  the atmosphere must {each minute) succeed in a resistance roll 
  vs an attack level equal to the number of minutes thus exposed , 
  or pass out from lack of oxygen.) 65% hydrosphere, 10% of 
  which is polar ice. The mean surface temperature range is 20°C 
  to 35°C {Warm/Temperate mix). 
  Frequent storms traverse the 
  planet, especially in the equatorial region. Background radiation 
  is normal. Volcanism very low. Meteor infall is extremely high. 
  HISTORY: 
  Although Frontier scoutships noted the presence 
  of a large rock planet orbiting Alpha Daggarius as early as Imp. 
  132, the lack of any other planets in the system made it more 
  potentially profitable to examine the other systems in Frontier 
  Zone Five before a detailed planetary analysis was performed 
  here. Official surveying was not to begin until Imp. 354, and was 
  undertaken by robotic craft. As suspected, Shira proved to be 
  relatively resource-poor, and was left alone again until Imp. 390, 
  when the enhanced need for expansion brought about by 
  overpopulation on many Imperial worlds made it necessary to 
  move large numbers of citizens to the Frontier. The colony now 
  called Deldaka {after the Imperial Emmigration Corp captain who 
  determined where the colony would be best located) was 
  established in Imp. 395, and in spite of the pleasant climate and 
  harmless plant life, it has received relatively few colonists. (In 
  reality, the lack of popularity suffered by Shira is more due to its 
  short supply of heavy metals than anything else.) Deldaka was 
  nearly destroyed by a massive earthquake in Imp. 451 in which 
  over 2000 colonists died, and although rebuilding procedures 
  were immediately implemented, it has been slow going -
  Deldaka receives little support from the Imperial Reserves. 
  Most of the remaining colonists continued their research while 
  others were assigned to reconstruction shifts (which are still 
  working at restoring the colony to its original state). This cut in 
  the number of available workers has caused the colony to fall far 
  below its projected production quotas, thereby further lessening 
  the likelihood of Imperial aid. 
  OPERATIONS: 
  A covered city called Deldaka has been 
  established in planetary sector 30 (35° north of the equator), and 
  construction of a permanent processing plant is underway 
  nearby. 
  Some mining operations are carried out in specially 
  designed GEM trucks. 
  The Security Rating is 5. 
  Supply 
  acquisitions are SHEER FOLLY, unless the supplies desired are 
  pharmaceuticals, which are LIGHT (+10) to obtain. 
  Merch-
  andising of all but the most expensive items is also a LIGHT 
  { + 10) maneuver, and materials which may be used for 
  construction are in high demand {such items are ROUTINE {+30) 
  to sell here). 
  ORBITAL FACILITIES: 
  The Empire maintains only one 
  satellite facility above Shira: 
  an Imperial Emergency Beacon 
  linking Deldaka to the rest of the communications net. As the 
  name implies, this Beacon is strictly for use in emergency 
  situations. Therefore the only word from the outside worlds is 
  brought in by the periodic Imperial Observations teams and the 
  Frontier traders who profit from the colony's recent disaster. 
  
  20 
  SYSTEMS LISTING DALOS 40 A2 II 
  5.3 DALOS 40 A2 II 
  PLANET: Dalos 40 VII (ldyllis) 
  PROVINCE: Detzeer 
  CIRCUMFERENCE: 2.51x104km 
  STATUS: Producing 
  NATURALSATELLITES:2 
  POPULATION: 9.8 1 o5 
  MEAN ORBIT: 20.4 AU 
  PRODUCTIVITY%: 27% 
  DAY: 31.2 std. hours 
  YEAR: 7.412 x 1 o3 std. days (5.94 x 103 local days) 
  PRODUCTION EMPHASIS: media, foodstuffs, tourism 
  ENVIRONMENT: 
  An absolutely beautiful Terra-like planet, 
  and a favorite vacation spot for Detzeeri (and other) citizens. 
  The climate is comfortable- a Warm/Temperate mix -
  and vast 
  regions of land are left undeveloped (some of these areas are 
  used as hunting preserves). Sustains a full and widely varied 
  ecosystem of both flora and fauna (all of which are imported from 
  Terra and the Inner Provinces). The natural atmosphere is near 
  perfect for human life (Oxygen 25%, Nitrogen 72%, Other gases 
  3%). 
  Hydrographic percentage is approximately 70%. 
  Mean 
  surface temperature range is 25°C to 35°C. 
  Background 
  radiation is high average, but within normal range. Volcanism is 
  also high average. Meteor infall is low. 
  HISTORY: Discovered in Imp 153 and surveyed in Imp. 354 by 
  a Detzeeri explorations flotilla, the seventh of Dalos 40's nine 
  planets was determined to be an ideal habitable acquisition. The 
  Dalos 40 system was Clan Detzeer's second such acquisition 
  (Tegarra being the first), and the Minor Clan was in its heyday. 
  No expense was spared in bringing the finest goods and 
  tradesmen to the world, which had been named "ldyllis" by the 
  Detzeeri Developments Council. After the initial treatments of 
  the planet's topsoil produced an extremely fertile environment, 
  entire foodchains from pther planets with comparable climates 
  were imported. 
  Tens of_ thousands of permanent jobs were 
  created by the monumental developments, which were designed 
  to make ldyllis an ideal resort world and successful colony, as 
  well as a grandiose statement of Detzeeri accomplishment. 
  Today, ldyllis lives up to its sizeable reputation, and its great 
  financial success (which has spurred even more such aspiration 
  within the already determined Detzeeri) is one virtually 
  unparalleled in the Frontier. 
  OPERATIONS: 
  The developed area of ldyllis is a huge, 
  sprawling network of pleasant suburban communities, rec-
  reational facilities, and beautiful "industrial parks", where 
  prominent representatives of many major corporate concerns 
  meet to discuss matters of equally major importance. 
  In the 
  central hub of the built-up area lies the city of Tazeen, a 
  beautiful example of mankind's architectural and technological 
  achievements. Nearly all of the equipment and vehicles which 
  fill Tazeen are manufactured by subcorporations owned by Clan 
  Detzeer. In addition to the impressive Spacefaring Port and the 
  "Visitors' Borough" which surrounds it, Tazeer boasts a plethora 
  of entertainment and museum complexes, a state-of-the-art 
  hospital, and "The Dome": a massive combination observatory, 
  stellar museum and tridee starmap and plotting complex. 
  Security on ldyllis is never obtrusive, but their high tech 
  surveillance equipment and rigid "discretionary procedures" 
  define the Security Rating at level 8. Supply acquisitions of all 
  sorts are EASY (+20) maneuvers, and merchandising is 
  ROUTINE ( +30) if the dealer has been authorized by the Clan, 
  otherwise merchandising is VERY HARD (-20). 
  ORBITAL FACILITIES: Belfarryl, an extensive orbitai stat-
  ion containing living facilities for up to 10,000 people, maintains 
  a geosyncronous orbit above Tazeen. All visitors to ldyllis come 
  through Belfarryl, where they may stay as long as desired before 
  taking one of the frequent sub-orbital shuttles which carry 
  passengers back and forth between here and Port Tazeen. 
  Belfarryl's orbital port facilities include courier and hyper--
  shuttles, two rescue ships, one docking tug and landing pads 
  with a capacity of 90,000 tons. 
  Other facilities on Belfarryl 
  include a luxurious cross-cultural hotel, a resort mall and ship 
  construction and repair hangars. Security on Belfarryl is not as 
  tight as on the planet's surface, due to the extensive pre-entry 
  security and ident-checking procedures undergone by all 
  visitors (see below). The Security Rating on Belfarryl is level 6. 
  In addition to Balfarryl, an Orbot (armed with two Mk. 30 laser 
  cannons), an automated laboratory (which monitors weather, 
  volcanism, and climatic phenomena), and a pre-port facility 
  called "ProSat" orbit the planet. 
  ProSat is an offloading and 
  customs 
  installation 
  which 
  all 
  visitors 
  (except 
  Detzeeri 
  administrators) must enter before being authorized to go on to 
  Belfarryl. The security procedures on ProSat are designed to 
  keep "undesirables" off of Belfarryl (and, more importantly, 
  ldyllis), and consist of a full customs inspection and ident-
  check. The Security Rating on ProSat is level 8. 
  5.4 DARRIAN 917 M4 V 
  PLANET: Darrian 917111 (Chacra) 
  PROVINCE: Imperial Territory 
  CIRCUMFERENCE: 3.01x104km 
  STATUS: Developing/Contacted 
  NATURAL SATELLITES: None 
  POPULATION: 2.04 x 1 o5 
  MEAN ORBIT: .42 AU 
  PRODUCTIVITY%: .01 
  DAY: 21.2 std. hours 
  YEAR: 396 std days (466.98 local days) 
  PRODUCTION EMPHASIS: mineral ores and foodstuffs 
  ENVIRONMENT: 
  A bitter cold iceworld with a greenhouse 
  effect which just barely sustains the flourishing hydrocarbon 
  based ecosystem. 
  Thin atmosphere (Oxygen 23%, Nitrogen 
  71 %, some trace elements). 
  Hydrosphere of 70%, much of 
  which is frozen. The climate is Cold to Arctic (mean daytime sur-
  face temperature -25°C to 10°c, nighttime temperatures fall to 
  40° or so below the daytime temps). Constant precipitation in 
  many areas, and dangerous winds (subtract 50 from all rolls 
  made on the Wind Table). Background radiation is normal, as is 
  the level of volcanic activity. Meteor infall is high average. 
  HISTORY: 
  The third of Darrian 917's eight natural satellites 
  (the eighth "satellite" is actually a belt containing over 16,000 
  asteroids) Chacra was discovered in Prelmp. 42 by a desperate 
  group of colonists fleeing the oppression of the then developing 
  Terran Empire. Forced to make planetfall in the Darrian 917 
  system when they suffered a severe drive malfunction, the 
  colonists found a harsh planet whose land surfaces were 
  covered in vast tundra and glacial ice. 
  Chacra's foodchain 
  proved varied, however, and supported the group while they built 
  shelters, using parts from their ship. 
  As time passed, the 
  original colonists (and their progeny) developed a lifestyle suited 
  to the new environment, and more and more parts were salvaged 
  from the ship to repair their facilities or build new facilities. In . 
  time, their fears of the Empire slowly died off, giving way to more 
  immediate survival problems, and over four centuries passed 
  before they needed to think of the lmperium again. 
  
  SYSTEMS LISTING KET M1 V 
  21 
  This happened in Imp. 438, when an Imperial Observations 
  vessel, looking for mineral deposits, ran a full-spectrum SENSR 
  check and found the inhabitants of Chacra. This might have 
  proved the end of their existence had the SENSR reading not 
  also found large deposits of iron and titanium in the planet's sub-
  ice layers, but instead the Empire wisely decided to claim the 
  planet for its own and use the inhabitants to exploit the world for 
  resources 
  (this 
  saved 
  the 
  lmperium 
  the 
  difficulties 
  of 
  transporting a colony of personnel trained in Arctic survival 
  techniques, while appearing to be an apt "punishment" for the 
  Chacrae, who had no choice in the matter). The fact that they 
  are technically a "Renegade Power" works against them in other 
  ways as well -
  for it is due to this fact that the Chacrae are still 
  regarded as a "Contacted" race rather than Imperial citizens, 
  and are therefore not afforded the rights and technological aid 
  which would otherwise have been extended. The lmperium set 
  up rigid extraction quotas, and to this date the rugged Chacrae 
  have succeeded in meeting them, a fact which keeps them 
  useful to the Empire (and alive, for the time being). 
  OPERATIONS: 
  Aside from the few large structures the 
  Chacrae have built as storage facilities and meeting places, only 
  one permanent facility -
  the Spacefaring Port -
  exists on 
  Chacra. This port, built by the Imperial Corps of Engineers in 
  Imp. 438, allows the massive cargo vessels of the Empire to 
  land on the planet and pick up the goods shipments left for them 
  by the Chacrae, who prefer not to watch the shipments leave 
  planetside. The Chacrae, who usually band into nomadic groups 
  of under 1000 people, have a great deal of personal pride and 
  concern for each others' well-being; therefore the Security 
  Rating on Chacra is level 4. 
  Supply acquisitions here are 
  SHEER FOLLY (-50) maneuvers, and merchandising of all but 
  the least expensive survival and environmental gear is also 
  Sffi:ER FOLLY (but such gear is LIGHT(+ 10) to sell). 
  ORBITAL FACILITIES: 
  Two Imperial Orbots (armed with 
  Mk. 20 laser cannons) guard the planet's surface from unwanted 
  visitors. 
  5.5 KETM1V 
  PLANET: Ket I (Ket) 
  PROVINCE: Ket 
  CIRCUMFERENCE: 4.4 x 1 o4 km 
  STATUS: Minor Clan 
  NATURAL SATELLITES: None 
  POPULATION: 9.8 x 1 o5 
  MEAN ORBIT: .23 AU 
  PRODUCTIVITY%: Seit-sustaining 
  DAY: 96.8 std. hours 
  YEAR: 56.3 std. days (14.54 local days) 
  PRODUCTION EMPHASIS: Ketians (hired as guards, 
  mercenaries, etc.), and ores 
  ENVIRONMENT: 
  A rugged world with violent climactic 
  patterns 
  and 
  a thick reddish-brown 
  atmosphere, 
  Ket 
  is 
  considered a "hell-hole" by most of the Imperial races (save, of 
  course, the Ketians themselves). The atmospheric pressure is 
  about 1.4 times that of Terra, but bearable (Oxygen 21 %, 
  Nitrogen 69%, Carbon Dioxide 8%, plus trace elements and 
  contaminants). The hydrographic percentage is below 5%, and 
  gravity is 1.2G. Regardless, many local plant and lower animal 
  species have found niches in the oscillating ecosystem. The 
  climate varies constantly, due to the eccentric orbit of the 
  planet, but the mean surface temperature is 30°C to 40°C. 
  Background radiation is low. Volcanism is low average in most 
  areas, but there are two large expanses of rugged land (called 
  "The Proving Grounds" by the Ketians) in which volcanic and/or 
  seismic activity is a regular phenomena. Meteor infall is very 
  high. 
  HISTORY: 
  Discovered in Imp. 147 by the Devonian Xeno 
  Scouts, the Ketians are one of the prime examples of the alleged 
  "seeding" performed by the Sianetic Harbingers in this region of 
  the Milky Way. A humanoid race very much like the Terran Man 
  in 
  physical 
  and 
  biological 
  structure, 
  the 
  Ketians 
  are 
  nevertheless hardier and more resistant to toxins and disease, 
  and have always practiced a form of eugenics designed to 
  maintain (and increase) these traits. 
  Ruled over by their 
  "Warmaster", who is considered to be the supreme example of 
  Ketian 
  manhood, 
  the 
  male 
  populous 
  competes among 
  themselves in tests of loyalty, stamina, courage, and military 
  tactics by which they attempt to prove themselves fit for 
  "Sirehood". This social structure ensures that only the fittest 
  shall breed, and the males of the race maintain a level of 
  development equivalent to Transhumans Type I. 
  Ketian 
  females, called "Breeders" by the males, are bred for beauty and 
  dexterity, and are not given training which would make them 
  intelligent enough to survive without the support of a male, as 
  this would make her "man-like" (such "man-like" females, of any 
  race, are viewed as anachronisms by the Ketians). The Ketians 
  were quick to grasp the realities of the Imperial State, as their 
  own beliefs are in total agreement with the structure imposed by 
  the Terran Empire -
  namely, that the few who are powerful 
  enough to rule the rest must do so, until an even more powerful 
  ruler kills and usurps the previous one. Their tenacity and love 
  of battle for battle's sake has made them popular (and 
  expensive!) mercenaries, used in many an interprovincial 
  struggle. Indeed, possession of a platoon of Ketian MERCs is a 
  military and economic status symbol which many Major Houses 
  enjoy flaunting, and lesser Houses aspire to. 
  OPERATIONS: The governmental structure of Ket closely 
  resembles the feudal arrangement of the Terran Empire, but on a 
  smaller scale. 
  Once a Ketian male reaches Sirehood (upon 
  which he is granted his first female and the right to breed), he 
  assembles a force of men around him and begins challenging 
  other Sires, this time in an attempt to reach "Warleader" status. 
  Ketian Warleaders are granted an area of land and are allowed 
  to build fortified strongholds for their "House". These Houses 
  are constantly challenging each other's holdings, and those 
  Houses which are the most victorious are granted more females, 
  land, equipment, and priviledges by the Warmaster (who will one 
  day be killed by one of these Warleaders -
  presumably the 
  most fit). The planet Ket is covered with their grand, castle-like 
  dwellings, most of which have some form of large-scale 
  defensive weaponry. 
  Some areas are declared off-limits to House feuds (by the 
  Warmaster), and these limits are respected by the Houses. 
  These areas include: The Hall of Might (where the Warmaster 
  resides), the barracks of the Monitors (the Warmaster's own 
  police force), the Spacefaring Port (containing a segregated 
  hostel for non-Ketians, who are well-advised to remain within it's 
  walls), the tridee starmapping and plotting complex near the 
  port, and "G'Reirgh", a maximum security penal colony holding 
  enemies of the Warmaster. 
  Although the laws of Ket differ greatly from those which most 
  Imperial citizens are used to, a form of honor code is respected 
  by all (or most) Ketians and enforced by the Monitors. The 
  Security Rating is level 7. Supply acquisitions by non-Ketians 
  are SHEER FOLLY(-50), and merchandising attempts are VERY 
  HARD (- 20). 
  
  22 
  SYSTEMS LISTING MEGAN 34 G41 
  ORBITAL 
  FACILITIES: 
  A 
  standard 
  orbital 
  station 
  is 
  maintained above 
  Ket, 
  with 
  sub-orbital 
  shuttles to take 
  passengers planetside. Also present above the planet are an 
  Orbot (Mk. 30 laser cannon model), an EW jamming satellite 
  (with an EW rating of 50), and a TBD relay satellite. 
  5.6 MEGAN 34 G4 I 
  PLANET: Megan 34 VI (Mirada) 
  PROVINCE: DETZEER 
  CIRCUMFERENCE: 1.51 x 1 o4 km 
  STATUS: Tradepost/Layover Point 
  NATURAL SATELLITES: 1 
  MEAN ORBIT: 98.4 AU 
  POPULATION: 2200 to 3000 
  DAY: 154.8 std. hours 
  PRODUCTIVITY%: 23% 
  YEAR:9.88x 104std. days (1.595x 1041ocaldays) 
  PRODUCTION EMPHASIS: interprovincial trade and 
  repairs. 
  ENVIRONMENT: 
  A hot, bright desert world sustaining no 
  aboriginal lifeforms save atmospheric biotoxins suspended in 
  low clouds. Gravity is very light ( .17 that of Terra). The atmo-
  sphere is breathable by humans while these clouds are not 
  present (Oxygen 20%, Nitrogen 72%). 
  Hydrographic per-
  centage is less than 10%. Climate is Hot and Arid, with a yearly 
  total of less than ten centimeters of rainfall. 
  Mean surface 
  temperature is 40°C to 55°C. Background radiation is low nor-
  mal. Volcanic activity is low. Meteor infall a little above normal. 
  HISTORY: 
  The most recent of Minor Clan Detzeer's acquis-
  tions, granted them with very little difficulty in Imp. 380. 
  The 
  Detzeeri, in their typical fashion, have managed to turn this 
  apparently useless rock into a monit-producing enterprise by 
  importing expert Spacefaring Port technicians and allotting 
  storage and shop space to any traders who will pay the stipend 
  required. Most of Detzeer's external trade items are passed 
  through Mirada, thus causing all interested parties to visit the 
  planet's surface. This forced influx of traders from all over this 
  part of the Frontier has made the otherwise worthless planet an 
  ideal tradepoint, and many local traders (anxious to get in on the 
  action) have set up their own businesses here. 
  Megan 34's 
  important location in space makes it all the more desirable: 
  located at the edge of Detzeeri space, it is the easiest Detzeeri 
  installation to reach from Vyrtza, Devon, and many of the Inner 
  Provinces. 
  OPERATIONS: 
  Several rather large settlements, some of 
  them dome covered, are scattered about the planet's surface. 
  At these "markets", almost any known item or service may be 
  obtained -
  for a cost. The local traders, out of Detzeeri profit-
  drive or the need to make the payments necessary to retain their 
  authorization, will often sell their goods at a higher rate than 
  travellers of the Inner Provinces are accustomed to. Surround-
  ed by the near-constant activities of loading and unloading 
  vessels, haggling merchants and occasional fistfights, visitors 
  may get the impression that they have walked into some vast 
  bazaar -
  and indeed they have. Many of the traders who ply 
  their merchandise here live in their vehicles, although (again, for 
  a higher price than expected) living facilities are available below 
  the planet's surface. 
  These warrens are actually quite 
  comfortable, as they are cooled by massive air circulators which 
  also filter the harmful toxins out of the atmosphere. 
  Several 
  bars and entertainment facilities can be found down here as well. 
  Security is visible, but not oppressive, on Mirada; and in fact 
  it may be noticed that while Detzeeri merchants are treated with 
  the utmost care and respect by the law enforcers, "foreign" 
  traders have a much harder time convincing security of 
  anything. The attitude taken toward a non-Detzeeri trader who 
  has been robbed is often one of "Well, you should better protect 
  your wares". Therefore the Security Rating is twofold here: for 
  crimes against Detzeeri citizens, it is level 7, while all other 
  crimes are met with a Security Rating of 3. Supply acquisition on 
  Mirada is (what else?) ROUTINE (+30), and the "non-local" 
  negative modifier does not apply here (although blood Detzeeri 
  receive a positive modifier of another +30). 
  Merchandising 
  attempts must be authorized by the Detzeeri Trade Chairperson 
  (and a stipend of a least one-tenth the merchandise's value 
  paid), or they are considered crimes against the Detzeeri. 
  Therefore, 
  while authorized merchandising 
  is 
  ROUTINE, 
  unauthorized merchandising is an EXTREMELY HARD (-30) man-
  euver. 
  ORBITAL FACILITIES: 
  There is a small orbital station 
  above Mirada (with a staff of 60 Detzeeri), which may be used for 
  docking and refueling (although the prices are rather high). This 
  station also maintains a pair of sub-orbital shuttles to ferry 
  visitors planetside or back, and a small rescue ship. 
  One 
  standard model Orbot circles the planet, and will beam out 
  information on the station, landing procedures, planetary data, 
  and current sales or specials available on planetside to all 
  approaching vessels. 
  The Spacefaring port (planetside) 
  maintains an unmanned Autolander/Transponder ,which will 
  activate if the Orbot is informed of the vessel's intent to make 
  atmospheric entry. 
  As on the planet's surface, all power for 
  these systems is supplied by enormous stellar radiation 
  collectors, which (in numbers too great to count easily) orbit4he 
  planet. 
  5.7 PROCOL 70 K3 V 
  PLANET: Procol 70 II (Kalgarr) 
  PROVINCE: Vyrtza 
  CIRCUMFERENCE: 0.5 x 1 o3 km 
  STATUS: Scientific Research Colony 
  NATURAL SATELLITES: None 
  MEAN ORBIT: .41 AU 
  POPULATION:8.72x 104 
  DAY: 1.5 std. hours 
  PRODUCTIVITY%: 9% 
  YEAR: 109.05 std. days (1817.5 local days) 
  PRODUCTION EMPHASIS: weapons 
  research and 
  design. 
  ENVIRONMENT: A tiny planetoid barely 160 km in diameter, 
  Kalgarr is the second of Procol ?O's eight planets. 
  Gravity is 
  negligible. An extremely thin atmosphere of toxic trace metals 
  and gases, coupled with the mean surface temperature (which is 
  below -60°C) makes human habitation on Kalgarr a near impos-
  sibility. 
  Utterly devoid of any standing water, the planetoid 
  supports no aboriginal lifeforms. Background radiation is high. 
  No volcanic activity has ever been noted. 
  Meteor infall is 
  normal. 
  HISTORY: Discovered and surveyed by Imp. 320, Kalgarr was 
  found to possess no marketable natural resources, although its 
  sister planets (two rock worlds and five gas giants) kept the 
  Procol 70 system from being entirely useless. House Vyrtza , 
  was quick to set up enclosed extraction colonies on the two 
  inner rock worlds, which were soon depleted of mineral reserves. 
  
  SYSTEMS LISTING TEGARRA K9V °"'· 
  23 
  Upon Kalgarr, which remained a sort of white elephant for over 
  fifty years, a weapons testing facility was finally erected. The 
  sales of "Maxima" torpedoes manufactured here made it 
  possible for Maxima Industries of House Vyrtza to expand the 
  testing grounds to a full scientific laboratory and arms plant in 
  Imp. 380, and research and design has been going on here ever 
  since. 
  OPERATIONS: 
  Beneath a large protective dome lie the 
  research laboratories and living facilities of Maxima Industries. 
  Outside the dome, a small landing facility {hardly a Spacefaring 
  Port) can be found, with one standard sub-orbital shuttle at the 
  ready. On the far side of the planetoid is a blasted expanse, 
  where the ground has been churned up by the large-scale 
  weapons tests which are performed there. 
  The Security Rating on Kalgarr is level 4. Supply acquisition 
  attempts are INSANE (-100) maneuvers, and merchandising 
  attempts are EXTREMELY HARD (-50). 
  ORBITAL FACILITIES: None whatsoever. 
  5.8 TEGARRA K9 V 
  The Imperial listing for the Tegarra system is a follows: 
  PLANET: Tegarra II 
  PROVINCE: Detzeer 
  STATUS: Omega World 
  NOTES: 
  Discovered by Minor Clan Detzeer and surveyed in 
  Imp. 352, Tagarra II was found to have suffered a natural 
  catastrophe which utterly destroyed the apparent colony which 
  had once been present on the planet's surface. In one location, 
  the remains of what might have been a living complex can be 
  found, although no lifeforms inhabit the structure. It is believed 
  that the ruined facility was designed either by a group of xeno-
  humans {perhaps seeded here by the Sianetic Harbingers), or a 
  refugee group which fled Terra and met their end here in the 
  nearly featureless desert. 
  Due to the unusually high level of 
  background radiation, planetfall is not recommended. A small 
  contingent of joint Detzeeri and Devonian personnel maintain a 
  testing facility planetside, and the crew is rotated regularly. 
  Although Tegarra II is totally uninhabitable, it does possess 
  five moons, all of which are within the stellar ecosphere, and all 
  of which have been colonized and developed by Minor Clan 
  Detzeer. 
  (For more information on these colonies, see the 
  adventure "Moons of Tegarra II"; section 8.2 
  The actual nature of Tegarra II (although top-secret) is as 
  follows: 
  PLANET: TEGARRA II 
  PROVINCE: Detzeer 
  CIRCUMFERENCE: 1.52 x 1 o4 km 
  STATUS: Producing Subsidiary 
  NATURALSATELLITES: 5 
  POPULATION: 4.8x 102 
  MEAN ORBIT: .23 AU 
  PRODUCTIVITY%: Nil 
  DAY: 30.04 std. hours 
  YEAR: 61.2 std. days (50.932 local days) 
  PRODUCTION EMPHASIS: Psionic Agents 
  ENVIRONMENT: 
  A 
  Temperate/Cool 
  semi-Arid 
  geosphere 
  maintaining a limited ecology of simple hydrocarbon-based 
  plants and biotoxins. 
  (Plants are only found directly above 
  subterranean water sources, most of which will have some 
  Tegarran installation or enclave nearby.) The atmosphere is 
  dangerous to humans (Oxygen 30%, Nitrogen 19%, Carbon 
  Dioxide 50%), with many toxins present (open exposure to the 
  atmosphere causes an attack level 1 to be made each turn; 
  failure subtracts one point from character's CO per each 5% of 
  failure). 
  Atmospheric pressure slightly below that of Terra. 
  Mean surface temperature range of -5°C to 10°C. Gravity is low 
  normal (approximately 
  .7G). 
  Background radiation high, but 
  tolerable. Volcanic activity low. Meteor infall low normal. 
  HISTORY: 
  In underground installations, protected by gigantic 
  filters and electronic cloaking devices, the Tegarrans train their 
  young in the use of "The Presence" (use "Mentalist" and "Evil 
  Mentalist" base lists from 
  ICE's SPELL LAW). 
  These 
  impressive talents are used in conjunction with more standard 
  explorer skills (also taught to all Tegarrans) in political and 
  paramilitary actions (all funded by Clan Detzeer and/or House 
  Devon). Maintenance and supply terams, as well as research 
  teams, arrive periodically from these two Houses in unmarked 
  (and well armed) shuttles, which land at the blasted stretch of 
  granite which serves as a Spacefaring Port. All operations are 
  kept from Imperial eyes. Supply acquisitions by unauthorized 
  personnel are INSANE (-100) maneuvers. 
  All merchandising 
  attempts are VERY HARD (-20), as the local law prohibits 
  unauthorized trade. 
  ORBITAL 
  FACILITIES: 
  A 
  very 
  small 
  orbital 
  station, 
  containing room for no more than twenty people, orbits the 
  planet. 
  Its official (and partial) function is atmospheric and 
  planetary research, but it is armed quite well for a scientific 
  satellite: 
  with two Mk. 30 laser cannons and five Mk. 30 
  explosive torpedoes (a detriment to any unauthorized planet-
  fall). In addition, a standard Orbot beams out its warning to all 
  approaching vessels: 
  "WARNING ... OMEGA WORLD ... PLANETFALL 
  RESTRICTED TO AUTHORIZED VEHICLES AND 
  PERSONNEL ONLY ... IMPERIAL DIRECTIVE ZETA 175523-
  5beta5 ... ACKNOWLEDGE ... ". 
  If the approaching ship does not acknowledge the signal and 
  either turn back or transmit its security override code, the orbital 
  station will be alerted and the vessel will be fired upon. 
  5.9 XETAN 23 G2 IV 
  PLANET: Xetan 23 IV (Orpha) 
  PROVINCE: Imperial Territory (Backnet) 
  CIRCUMFERENCE: 6.15 x 104 km 
  NATURAL SATELLITES: Ring system 
  STATUS: Developing 
  MEAN ORBIT: .82 AU 
  POPULATION:9.2x 10 
  DAY: 8.55 std. hours 
  PRODUCTIVITY%: .06% 
  YEAR: 193.71 std. days (566.4 local days) 
  PRODUCTION EMPHASIS: Weapons, Ship Parts, 
  Chemicals, Plastics, and Foodstuffs. 
  ENVIRONMENT: 
  A resource rich ocean world sustaining a 
  flourishing ecosystem of atmospheric biotoxins and plant life. 
  
  24 
  . 
  SYSTEMS LISTING UNSURVEYED WORLDS 
  The climate is a Rainy, Temperate mix, with high winds being 
  quite common (-20 to all rolls on the Wind Table). Mean surface 
  temperature range is 5°C to 20°C. The atmosphere is relatively 
  Earth-like (Oxygen 18%, Nitrogen 79%), but filter masks and 
  face coverings are necessary due to the percentage of 
  contaminants and biotoxins within it. 
  Gravity is 
  .95 that of 
  Terra. 
  Approximately 95% of Orpha is covered by water, 
  although two "continents" of icy hills are present near the 
  equator. These hills, like the ocean floors, are abundant with 
  iron, germanium, and phosphorous, and also contain large 
  deposits of platinum, carbon, titanium, and silver. Background 
  radiation levels are high. Volcanism is very low. Meteor infall is 
  high. 
  HISTORY: 
  Orpha was discovered in Imp. 440 by a Detzeeri 
  freighter-vessel which was forced to make an emergency 
  landing in the Xetan 23 system. When the vessel was rescued 
  weeks later, SENSR scans had revealed that the planet hid an 
  incredible store of mineral elements within its crust. 
  Detzeeri 
  interest was immediately aroused, and the Detzeeri Develop-
  ments Council approached the lmperium with an offer to oversee 
  production on the water world. Although this offer was con-
  sidered seriously (and is still pending), it was turned down in 
  Imp. 443 when Imperial outposts were placed on Orpha to make 
  certain that no unauthorized extraction would be performed 
  there. This move infuriated the Detzeeri, who could have used 
  the income derived from the planet to finance their other 
  operations and perhaps finally reach Major Family status, but 
  this was precisely what the lmperium wished to postpone, and 
  postpone it did. Orpha was left untouched and in pending until 
  Imp. 454, when the Empire installed its own colonies on the world 
  and began Developing procedures which are still underway. 
  Although this is not common practice in the Frontier, Orpha will 
  soon reach Producing status while administered solely by the 
  lmperium itself, for the world is so desirable that granting it to 
  one of the Provinces or Minor Clans who have lobbied for it might 
  upset the delicate political balance currently maintained in 
  Frontier Zone Five. 
  OPERATIONS: 
  Due to the limited amount of available 
  landspace, planetside installations on Orpha are few in number. 
  On the eastern island (the larger of the two) there are several 
  mining operations and storage facilities. Plantlife on this large 
  isle is extremely abundant, and travel by any land vehicle 
  extremely difficult. The western island has been almost totally 
  remodelled and developed to accommodate the majority of 
  Orpha's colonists and Port Orpha, a state of the art Spacefaring 
  Port, mineral refinery and industrial complex. Facilities at Port 
  Orpha (besides its two sub-orbital shuttles and rescue ship) 
  include a fuel dump, a hostel for short term colonists (five or ten 
  month hitches are available), and (rather limited) housing for 
  incoming astronauts, technicians, and the like. The Security 
  Rating on Orpha is level 7. Supply acquisition attempts are 
  ROUTINE (+30) maneuvers, and merchandising attempts are 
  EASY (+10). 
  ORBITAL FACILITIES: 
  A very basic orbital dock (for metals 
  storage) orbits the planet, which includes within it a ship repair 
  dock and TBD relay. Also in orbit are: an Imperial Fleet Beacon 
  (containing emergency stores for Imperial vessels and an 
  automated defense system which is EXTREMELY HARD (-30) to 
  get past), a phenoma-monitoring laboratory (also automated), 
  and an Imperial weaponry manufacturing plant. 
  All of these 
  satellites are powered by massive stellar radiation collectors. 
  6.0 SYSTEMS LISTING: 
  UNSURVEYED WORLDS 
  Although the Frontier Zones extend indefinitely away 
  from the Core, and will eventually become more and more 
  settled as the Core expands, current explorations within 
  Frontier Zone Five have progressed no further than eighty 
  or ninety light-years from Sol (along the X/Y plane). 
  Beyond this distance, many stars have been spectro-
  scopically analyzed, but comparatively little is known about 
  the nature of the systems they may support. 
  Indeed, 
  there are still systems within the exploration limit which 
  have yet to be surveyed completely, and three such 
  systems are presented here. Obviously, very little in the 
  way of HISTORY and OPERATIONS can be noted for the 
  worlds within these systems, and no Acquisition or 
  Merchandising attempts modifiers need be given. In all 
  other respects, these listings are handled just as those of 
  the inhabited worlds in section 5.0. 
  The Imperial drive to expand ensures that these 
  systems will soon be surveyed, either by the scout 
  services of the lmperium or one of the Inner Provinces, or 
  by the exploration flotillas of some Frontier Province or 
  Minor Clan. In fact, one of the three worlds listed here, 
  Mercura 66 IV (Drir), already has a planetary survey team of 
  Devonian Xeno Scouts upon it (for more on this survey, 
  see the adventure in section 8.1, "Vidome 123"). All of 
  these systems, being unsurveyed, are considered solely 
  Imperial territory at this point in time, although they_ will 
  most likely be granted to some Frontier Province for 
  administration once surveying is completed (the possible 
  exception is Yarrow 25 I (Mikal) -
  which may hold secrets 
  of the Sianetic Harbingers -
  and where Imperial interest is 
  keen but cautious). 
  6.1 DEL TA DAGGARIUS A3 V 
  PLANET: Delta Daggarius V 
  PROVINCE: Imperial Territory (Backnet) 
  CIRCUMFERENCE: 1.98 x 1 o4 km 
  NATURAL SATELLITES: 1 
  STATUS: Unsurveyed 
  MEAN ORBIT: 4.18 AU 
  POPULATION: Nil 
  DAY: 9.6 std. hours 
  PRODUCTIVITY: Nil 
  YEAR: 1622.16 std. days (4224.37 local days) 
  PRODUCTION EMPHASIS: Nil 
  ENVIRONMENT: A small rock world with a thin atmosphere of 
  toxic trace metals and gases which is presently escaping the 
  planet. 
  Gravity is 0.6 that of Terra. The climate is a Cool/ 
  Temperate mix, with no precipitation whatsoever. Hydrographic 
  percentage is 0%. No native lifeforms of any kind. Five sites of 
  possible interest exist on or near the planet's surface: four of 
  them moderately-sized iron ore deposits, and one a large , 
  deposit of ferrous-chromite (all of which would be of some use to 
  weapons or vehicle manufacturing). 
  Background radiation is 
  normal. Volcanism is quite low. Meteor infall is normal. 
  
  SYSTEMS LISTING MERCURA 66 F9 V 
  25 
  HISTORY: 
  Discovered in Imp. 451, the fifth of Delta Dag-
  garius' ten planets has yet to be landed upon due to the sys-
  tem's extreme distance from the Core (at the very edge of the 
  "exploration limit"). 
  OPERATIONS: None. 
  ORBITAL FACILmES: None. 
  6.2 MERCURA66 F9V 
  PLANET: Mercura 66 IV (Drir) 
  PROVINCE: Imperial Territory 
  CIRCIMFERENCE: 2.51x1Q4km 
  STATUS: Prospecting 
  NATURAL SATELLITES: None 
  POPULATION: Nil (see below) 
  MEAN ORBIT: 1.41 AU 
  PRODUCTIVITY: Nil 
  DAY: 85.3std. hours 
  YEAR: 885.6 std. days (259.55 local days) 
  PRODUCTION EMPHASIS: Nil 
  ENVIRONMENT: 
  Cool to cold Humid climate sustaining a 
  flourishing biosphere of quasifungoid flora. Occasional precip-
  itation in the form of poisonous sleet. Thick corrosive atmos-
  phere (see section 8.1) of blue-green color lessens background 
  radiation, which is greater in the upper limits of the stratosphere. 
  Atmospheric pressure is high -
  approximately 1.6 that of Terra. 
  Total lack of open water. Mean surface temperature range of 
  0°c to 10°c. Gravity a bit low- 0.89 that of Terra. Volcanism is 
  normal. Meteor infall is slightly higher than normal. 
  HISTORY: 
  Discovered in Imp. 126 by a robotic survey ~raft, 
  D.Dr was found to have an unusually high density for a planet of 
  its type. This, and the flourishing biosphere, insured a name and 
  an "Unsurveyed" rating (as opposed to none whatsoever) for the 
  mist planet. Prospecting and surface planetary analysis by the 
  Devonian Xeno Scouts began in Imp. 480, under the direction of 
  Subaltern Drail Mentaka. 
  OPERATIONS: 
  DXS Vidome 123 has been set up in the 
  central forested area of planetary sector 55. There support for 
  authorized personnel may be found, including one service robot 
  and one computer Mk. 40. At this installation, supply acquisition 
  attempts of any kind are INSANE (-100) maneuver~ though 
  merchandising of any "luxury items" is EASY (+20). 
  ORBITAL FACILmES: None. 
  6.3 YARROW 25 KO V 
  PLANET: Yarrow 251 (Mikal) 
  PROVINCE: Imperial Territory 
  CIRCUMFERENCE: 5.04 x 1 o5 km 
  STATUS: Unsurveyed 
  NATURAL SATELLITES: 6 
  POPULATION: Nil 
  MEAN ORBIT: .2 AU 
  PRODUCTIVITY: Nil 
  DAY: 319.6std. hours 
  YEAR: 52.92 std. days (4.14 local days) 
  PRODUCTION EMPHASIS: Nil 
  ENVIRONMENT: From what can be discerned via robotic 
  landing craft and orbital SENSR scans, the gas giant Mikal 
  (named after the Detzeeri Development Scout Captain who died 
  during the discovery of the "Mikal Artifact" -
  see below) has a 
  Cool!Temperate mixed climate, with appreciable precipitation 
  (there is nearly always a storm somewhere on the planet's face). 
  The turbulent atmosphere is incredibly dense, and extremely 
  corrosive. 
  Gravity is approximately 3.4 G., and there is no 
  standing water or local lifeforms of any kind. 
  Background 
  radiation is very low (due to the thick ozone layer and continual 
  cloudcover). Volcanism is high, but still within the normal range. 
  Meteor infall is normal. 
  HISTORY: 
  Discovered in Imp. 385 by a Detzeeri Develop-
  ments Scout vessel, the three satellites of Yarrow 25 were 
  originally of very little interest to anyone (especially the Det-
  zeeri), because of the incredibly low level of useable resources 
  each of them offered. Still, when SENSR scans indicated a 
  sizeable construct holding a close orbit above the innermost gas 
  giant, Captain Enri Mikal (born Imp. 342) was lured into making a 
  personal investigation. Using a small (one-seater) orbital craft, 
  Mikal approached and boarded the satellite, which seemed to 
  him to be part of a derelict starship, long since torn into pieces 
  by the awesome gravitational pull of the nearby planet. Nearly 
  two standard hours passed before there was any further contact 
  between Mikal and the Scout ship. Finally, a weak signal was 
  picked 
  up 
  by 
  the 
  scouts' 
  full-spectrum 
  SENSR 
  scan: 
  broadcasted in microfrequency, the garbled message seemed 
  mostly gibberish, the language unknown except tor a few 
  Detzeeri words scattered throughout the four-minute long 
  transmission. Mikal's subordinates on the bridge of the scout 
  vessel later refused to agree that the voice in the transmission 
  was Mikal's, although their original impression was that it was 
  indeed their Captain who addressed them. In the confusion and 
  fear which gripped the crew, the foreboding message was never 
  recorded, although the EW/Communications operator did 
  manage to determine the source of the signal -
  it was coming 
  from the planet's surface. Accounts of the actual contents of 
  the message vary, but most agree that the last few Detzeeri 
  words they heard warned them to leave immediately, and not to 
  panic. Whether or not Mikal broadcast this message, the advice 
  was taken -
  the crew set a quick course away from the 
  gaseous world, and hypershunted while only 300 celestial 
  diameters from Yarrow 25. 
  All of the crewmembers suffered 
  some psychological effect, and three of them had to be 
  "mindwiped" (mind-cleansing is usually performed only on the 
  most violent (and incurable) psychopaths or supreme enemies 
  of the Province) due to the great feeling of dread which overtook 
  them, and the immense grief they felt about leaving their Captain 
  behind. Trials before the GCH have since cleared the crew from 
  the original suspicion that they had mutinied, and murdered 
  Mikal, but the legacy still remains -
  and to this day the Empire 
  has let no one except robots board the derelict satellite. Rumor 
  has it that a new exploration of the Mikal Artifact, financed by 
  House Devon and staffed by both Devonian and Detzeeri Scouts 
  is being considered. To be sure, any such mission would have 
  to include several Imperial Observers along with its crew. 
  OPERATIONS: 
  No planetside facilities exist, as no one 
  (except possibly Enri Mikal) has ever set foot on the planet's 
  surface. 
  ORBITAL FACILmES: 
  In addition to the curious "Mikal 
  Artifact", there are three artificial satellites in orbit above Mikal: 
  the first is an Imperial TBD relay beacon (un-manned and 
  automatically defended by constant EW activity and an 
  automated matter/antimatter torpedo delivery system to be used 
  against unauthorized incoming vessels). The second satellite is 
  a trajectory control transponder, which handles the orbits of all 
  constructs (including ships) near the planet. The third is a tiny 
  orbital station which has just recently been assigned to House 
  Devon's Xeno Scouts (under strict Imperial guidance). Here, the 
  Security Rating is level 8, supply acquisition attempts are 
  EXTREMELY HARD (-30), and merchandising attempts are 
  SHEER FOLLY (-50) maneuvers. 
  
  • 
  CULTURES OF FRONTIER Z N 
  7.0 CUL TURES OF 
  FRONTIER ZONE FIVE 
  A vast and disparate area of space, Frontier Zone Five 
  has nevertheless become the home of no fewer than 
  seven humanoid cultures (two of these peoples actually 
  come from Homeworlds outside of this Zone -
  the 
  Detzeri Homeworld, Taj V (Daryi), lies in FZ 6, while the 
  Vyrtzan Homeworld, Belandrul 104111 {Theran), is in FZ 4). 
  Due to the greatly differing lifestyles, attitudes, and even 
  physical structures of these cultures, each is described 
  separately in the following sections. Within each section, 
  a general overview of cultural traits and beliefs, as well as 
  the cultures' general status within the Empire will be given 
  for easy reference and creation of Player and Non-player 
  Characters, followed by a description of the cultures' back-
  grounds, corporate components, historical figures and 
  present leaders. 
  7.1 THECHACRAE 
  RACE: Human (00.2% Neo-Human) 
  STATUS: Re-contacted renegade colony. 
  POLITICAL STRUCTURE: Twenty-five nomadic bands, each 
  ruled by an annually elected council of elders. 
  SOCIAL STRUCTURE: Very closely knit, with intricate kinship 
  patterns and little personal property. 
  Great ritualistic cele-
  brations marked by inter-band trade occur irregularly. Some 
  reverence of ancestry. 
  MILITARY STRUCTURE: Each band maintains a small group of 
  well trained (if not well armed) "scouts", who watch for and 
  protect the band from the many roving predators. There has 
  never been an incident of inter-band warfare, although tension 
  sometimes gets quite high (especially in times of little food). 
  CURRENCY: None, the barter system is artfully employed for all 
  items and services, with foodstuffs being the most highly valued 
  goods. 
  LANGUAGE: A simplified yet specialized version of Old Terran. 
  A sort of "pidjin" language exists which modernizes the Chacrae 
  tongue, making it more easily understood by "modern" Imperial 
  citizens. 
  APPEARANCE: 
  Short (average = 1.6 meters) and bulky 
  (average = 70 kilos), with very light skin which is tight and 
  creased. Clothing consists mostly of furs of many varieties, 
  although more advanced Imperial garb is beginning to grow in 
  popularity. 
  HOUSING: Now living mostly in large communal tents of very 
  resilient material, although a few bands still prefer to live in their 
  older, smaller, fur and wood tents. 
  DIET: 
  An incredible array of dishes, varying from region to 
  region, and consisting mostly of meats. Few spices are found 
  on Chacra. 
  WORSHIP: Most bands do not worship any gods, but revere 
  ''The Nature", which created all things as they should be. 
  BACKGROUND 
  The original fugitives whose descendants would 
  become the Chacrae were a pessimistic and individualistic 
  lot. 
  All of them had forseen, to some degree, the dir-
  ection that Man's destiny would soon take, for as the 
  Terran Federated Democracy continued to decline, 
  uprisings and revolutions arose and were squelched 
  repeatedly by forces of the growing iron fist of the young 
  lmperium. The Galactic Court of Humanity was still just an 
  abstract concept at the time, and the possibility of any 
  small degree of democracy once again appearing must 
  have seemed remarkably low. Garnishing their funds into a 
  common pool, they 
  began looking for a person or 
  planetary government that would sell them the large 
  vessel they required for their daring venture. The search 
  was in vain, for hyperspace capable ships were a far more 
  rare thing then they are now, and finally the group decided 
  to resort to force. A band of mercenaries and survivalists 
  was encouraged to aid the colonists in exchange for 
  spaces within the vessel, and in Prelmp. 42 they attacked 
  a Federation Spacefaring Port, seizing the TFD Starship 
  America, a state of the art (albeit experimental) colony ship 
  designed by the masterminds of the Andrium for Science 
  League. After a lengthy (and costly) space battle against 
  the Terran Defense Corps, the America was forced to 
  make hypershunt while still well within the gravitational 
  radius of the sun. 
  The crew dealt with the malfunctions caused by their 
  premature shunt as best they could, and managed to 
  nurse the America far beyond the borders of whatwas 
  then explored territory, but when both drives seized and 
  the ship drifted back into normal space, it was all they 
  could do to make planetfall within the unsurveyed Darrian 
  917 system. The only planet likely to sustain human life 
  within that system lay just inwards from the extensive 
  asteroid belt, and it was found to be a freezing world in the 
  throes of a small ice age. Nevertheless, it would have to 
  become home, and the colonists named it Chacra (a then 
  current slang word meaning "a bitter joke"). 
  The first years were the hardest, and many colonists 
  died either by exposure to the frigid environment or 
  attacks by carnivorous predators. The survivors, living in 
  heated shelters salvaged from the ship, eventually ran out 
  of stored food and had to use trial and error to determine 
  which of the (few) plants and (many) animals they could 
  consume, 
  and 
  many more died of strange toxin 
  overdoses. In the end, however, they were able to boast 
  a large variety of edible dishes, and reverted to a more and 
  more primitive lifestyle. Generations passed. 
  As the plants and animals around the crash site 
  thinned, it became apparent that the Chacrae (as they now 
  called themselves), would have to take a cue from the 
  more abundant herd animals of the planet, and become 
  nomadic. 
  In the interest of preserving as many human 
  lives as possible, it was decided that they should also splil 
  up into several smaller groups, which would move in 
  different directions. These groups split, grew, split into 
  subgroups, and eventually became the twenty-five bands .,. 
  which today still roam the tundra. 
  
  THE CHACRAE IMPORTANT FIGURES 
  27 
  In Imp. 438, the Imperial Observations Vessel Macedon 
  Ill was in the process of performing a preliminary systems 
  resource evaluation when, in addition to vast iron and 
  titanium deposits, its sensor scans indicated human life on 
  Darrian 917 Ill. The Chacrae had been found. In the tense 
  political maneuverings which ensued, they feared for their 
  lives, 
  for their original 
  impressions of the 
  harsh, 
  imperialistic agents who first contacted them were correct 
  -
  these men would stop at nothing to rape the planet of 
  its valuable commodities, and the inhabitants be damned. 
  In order to preserve what little of their heritage they could, 
  the Chacrae reluctantly agreed to work for the Empire, 
  extracting the desired ores in return for some (minor) 
  technological aid. Today, the bands of the Chacrae are 
  virtual slaves on their own planet, and each takes its 
  monthly turn in the mines. The minerals extracted (along 
  with large quantities of unprocessed foods) are taken to 
  the Spacefaring Port and left there for the Imperial ships to 
  collect -
  for the Chacrae have developed a great caring 
  for their world, and hate to see its bounties taken away by 
  such ruthless people. 
  In due time, it is promised, the 
  Chacrae will be granted Integrating, and then Subsidiary, 
  status, and will at last become Imperial citizens -- a rather 
  dubious honor as far as they are concerned. Minor Clan 
  Detzeer is very interested in overseeing operations on 
  Chacra, although the rise in status will most likely not occur 
  for several more years. 
  HISTORICAL FIGURES 
  ~A detailed listing of each band's past leaders would be 
  too large to include here (and mostly unnecessary). 
  However, several key persons are often referred to in 
  Chacrae. histories and tales. 
  Such persons are noted 
  below: 
  Enlarris Chari -- One of the original fugitives, Chari supplied 
  more than half of the funds which were used to prepare for the 
  flight of the America. 
  Tessica Darme --
  First-generation Chacrae who compiled 
  'The Nature"; a listing of over two-hundred native plant and 
  animal species, which is still used as a cooking and hunting 
  guide. 
  Sheshar Mecrae (Imp. 377 -
  442) -
  Natural Telepath whose 
  precognitive 
  powers 
  foretold 
  the 
  arrival 
  of 
  the 
  Imperial 
  Observers. Her words of warning went unheeded. Today, when 
  an important message is ignored, the Chacrae call it "speaking 
  with Sheshar's voice". 
  PRESENT LEADERS 
  Twenty-five bands electing elder councils each year 
  makes for a lot of leaders, but there are several elders who 
  are consistently re-elected due to their great insight and 
  charisma. These people achieve great respect amongst 
  all the bands, and are often consulted for their advice on 
  many matters, major and mundane. They are referred to 
  as "grand elders". In the event of a visit from outsiders, it 
  will always be one of the grand elders who is chosen to 
  contact them. Some of the more influential grand elders 
  are listed below. 
  HARLAN BLOODSTAR 
  PROFESSION: Entertainer 
  AGE: 83 
  SEX: Male 
  RACE: Neo-Human 
  HEIGHT: 179 cm 
  WEIGHT: 68 kilos 
  HAIR TYPE: White/Long/Straight (Bald on top) 
  EYE COLOR: Red/Brown 
  APPEARANCE: 55 
  Named for the star shaped birthmark in the center of his 
  chest, Harlan is among the most beloved and respected 
  members of all the bands. 
  His great skill at singing and 
  storytelling makes him a favorite at any ceremony, and his 
  incredible memory assures that he never runs out of entertaining 
  material. He is a member of the Dancing Storm band (band 
  names are usually colorful and may be indicative of the 
  prevailing attitudes and aptitudes of their members, but have 
  little more significance save recognition), and has served on 
  their elder council for over twenty years (he was ousted from the 
  council ten years ago when he stole the band's pennant, but he 
  returned with it a month later, claiming that he had "gotten the 
  evil out of it", and was reinstated the following year by popular 
  vote). Harlan has always had a strange sense of humor, and it is 
  often difficult to determine whether he is mildly crazy or simply 
  telling an outrageous lie with a straight face. In any event, his 
  peculiar "jokes" never harm anyone, and really are quite funny 
  when all is said and done (Harlan, of course, never laughs at his 
  own acts -- in fact, he often reacts to the crowd's laughter by 
  shouting, "What's funny?" at the top of his lungs). 
  On the serious side, however, Harlan is a trusted and 
  thoughtful advice-giver, with a great love of all people (this 
  extends to animals and plants as well -- he has been known to 
  spend weeks nursing a wounded grovelbeast back to health, 
  and always apologizes to any plant or animal he eats, assuring it 
  that one day he will be the food, and they the eaters of it). 
  Harlan has travelled alone far beyond the usual paths taken by 
  the bands, and remembers many important landmarks and other 
  sites of interest. 
  He knows how to find good water in 
  unexpected places, and recognizes the tracks and spoor of 
  nearly all the native animals of Chacra. Recently, he has begun 
  to tell tales of "giant crab-men", which he claims to have seen in 
  the distant (and frozen) mountains beyond the Great Northern 
  Glacier, but few (if any) believe these stories -- a fact which 
  causes Harlan no small amount of consternation. 
  ILLA VZI VIOLET 
  PROFESSION: Semitelepath/Administrator 
  AGE: 64 
  SEX: Female 
  RACE: Human 
  HEIGHT: 140cm 
  WEIGHT: 47 kilos 
  HAIR TYPE: Black/Long/Straight 
  EYE COLOR: Pale. Violet 
  APPEARANCE: 68 
  lllavzi is a renowned seer of the truth (she knows the MIND'S 
  TRUTH list to 10th level). She travels freely from band to band, 
  and each of them share the burden of supporting her (a position 
  not granted to just anyone). She has served on elder councils 
  for each band, and circulates among them yearly. She moves 
  always to the closest band with the greatest problems, per-
  forming her services of judgement for a year, then moving on. 
  
  28 
  MINOR CLAN DETZEER 
  7.2 MINOR CLAN DETZEER 
  RACE: Human (00.3% Nee-Human) 
  STATUS: Rulers of Self-sufficient Frontier Province. 
  POLITICAL STRUCTURE: Merchantile "Parliament" overseeing 
  a Marxist society; The Parliament consists of the chairpersons 
  of the Trade, Distribution, Relations, Developments, Internal, 
  and Security Councils. These officials are nominated by popular 
  vote and must receive the support of 4/5 of Parliament to attain 
  office. 
  (This 4/5 requirement allows one -
  and only one -
  Council to sit out on any vote.) Generally, the current "Second 
  Chair" receives the Chairperson position, and Chairpersons 
  select their own staff. All major decisions must meet the 4/5 
  requirement. Elections are held every five years. 
  SOCIAL STRUCTURE: Burrow-sized Communes comprised of 
  many large families which share the same (or inter-necessary) 
  work skills. Each Commune is a supplier of some sort of good or 
  service regulated by Parliament, and some are "Direct Support" 
  Communes (meaning that they are intricately tied to one or more 
  Councils). Youths who show a great aptitude for skills not 
  related to their Commune's work are shifted to other (or newly 
  created) Communes. 
  MILITARY STRUCTURE: The various branches of the Security 
  Council are actually vast "Direct Support Communes", the chief 
  difference being that all citizens are expected to serve a one-
  year term (unless they are actually members of a Security 
  Council Direct Support Commune) in some capacity. 
  Two 
  Imperial garrisons maintain interstellar defense. 
  CURRENCY: Since it is ruled by a Minor Clan, Detzeer Province 
  does not mint its own currency, using the standard Imperial 
  Monit (and denominations thereof) in all transactions. 
  LANGUAGE: The Detzeeri tongue is a quickly spoken breed of 
  Old Terran and the Germanic languages, although standard 
  Terran is taught to all Detzeeri citizens. 
  APPEARANCE: Of average height and weight, the Detzeeri are 
  descended to a large degree from eastern European and 
  Mediterranean stock. They are prone to have dark, curly hair 
  and dark eyes. Their clothing is designed for practicality rather 
  than esthetic pleasure, and differs greatly depending upon one's 
  field of work. 
  HOUSING: Each Commune is pretty much a separate unit from 
  its neighbors, and Cities are comprised of many Communes, 
  some of which directly serve the needs of the City. Families 
  have "apartments" within their own Commune. Crowding differs 
  greatly from City to City. 
  DIET: Consisting mainly of fish and vegetable dishes, Detzeeri 
  food is known for its spiciness, and for its ample use of vinegar. 
  Much of it comes from ldyllis, the rest being produced on Daryi. 
  WORSHIP: There are only officially sanctioned religions. Any 
  Commune may set up its own religious practices for its own 
  members, as long as the influence is deemed constructive (or at 
  least not destructive) by Parliament. 
  Several Old Terran 
  religions have begun to rise in popularity as of late, especially a 
  form of conservative Judaism. 
  BACKGROUND 
  The Taj system was colonized in Imp. 74, when 
  LIBECORP and TITANYA TRANSPORTS (both major 
  manufacturing 
  concerns 
  with 
  intensive 
  research 
  divisions), merged to form the conglomerate DETZEER 
  INDUSTRIES and approached the Imperial Court with a 
  proposal for Frontier Colonization. Their presentation (a 
  massive intelligence report collected from many Provincial 
  intelligence agencies and including a profit speculation 
  based heavily upon the theoretical writings of Aristarchus 
  Bella Croton) so impressed so his Royal Eminence that 
  the Detzeer Colonization Council was given Imperial 
  Support that very evening. 
  An incredible flotilla of 
  colonization and exploration vessels was assembled by 
  the conglomerate, and crew and colonists were computer-
  selected from amongst conglomerate employees. Within 
  six months (so short a time for such a project that it is 
  almost certain that the DCC was totally prepared 
  beforehand), the first DCC shunt was made. 
  More 
  followed, and later that year a habitable Acquisition was 
  located. The Homeworld, an Earth-like planet with four 
  large oceans, was called Daryi, after the late (Imp. 23 
  -128) xenobiologist, Master Dachen Vinter Daryi, whose 
  work with genetic catalysts renovated the field. 
  Daryi was even better than the DCC had hoped, and its 
  rich deposits of heavy metals were more than sufficient to 
  cover an obligatory "gift" to the Emperor. Soon, Detzeer 
  Industries and its subdivisions were turning out some of 
  the 
  most 
  innovative 
  and 
  practical 
  applications 
  of 
  xenobiological research: 
  microbes, biotoxins, recom-
  binant DNA, atmospheric filters, inexpensive foodstuffs, 
  etc. The entire Taj system was inhabited by Imp. 118, with 
  domed colonies on all seven of the blue star's natural 
  satellites (as well as the eight moons in the system), and 
  the fortune of Detzeer Industries had grown until it had 
  shifted completely, out into the Frontier. Once again, the 
  Emperor was approached with a masterful proposition, the 
  result of which was the elevation of Detzeer Industries to 
  Minor Clan status. Clan Detzeer was a reality. 
  With their chief interest always in utilizing xenobiological 
  research to create new solutions to old problems, the 
  corporate components of Clan Detzeer (see below) 
  flourished and proliferated through the centuries. 
  234 years later, in Imp. 352, a scoutship from the 
  Detzeeri Developments Council reported the presence of 
  a Renegade race of telepaths on the second planet in the 
  Tegarra system. 
  Reyzna Schaus (Chairperson of the 
  Developments Council) recognized the great potential of 
  claiming both the worlds of the system and the services of 
  the Renegade race, and realized that the entire scheme 
  must be kept totally secret. 
  The project would be 
  prohibitively expensive, and Schaus thought a secret 
  alliance with one of the Royal Families of the Inner 
  Provinces might just solve everybody's problems. 
  She 
  brought the topic up in an unpublicized meeting of the 
  Chairpersons, and (surprisingly), it passed by 5/5 of 
  Parliament (the Chairperson of the Security Council sat 
  out on that vote) . Shortly thereafter, Thain Butara II Devon 
  was approached by Duke Vondrait Ill Detzeer, of the 
  Detzeeri Relations Council (Detzeeri Parliament take the 
  titles of Duke of Duchess only when involved in inter-
  Provincial politics since everybody else does) which est-
  eemed personage had a fascinating proposition to 
  present. Minor Clan Detzeer was authorized to absorb the 
  Tegarra system under Devonian guidance later that year 
  (for more information on the Tegarra system see sections 
  5.8 and 7.5). 
  
  CLAN DETZEER CORPORATE COMPONENTS 
  . 
  29 
  Two years later, Clan Detzeer's fortune was better than 
  ever when they were allowed to annex the Dalos 40 
  system (including the planet ldyllis, which they had 
  discovered in Imp. 153). At the peak of their economic 
  success, the Clan went all out in making ldyllis the resort 
  world par excellence (see section 5.3). Today, although 
  not doing as well as it originally did, the world is still a 
  favorite of aristocrats, corporate heads, and the filthy rich, 
  and ldyllis lnterprovincial is one of the top grossing 
  producers of entertainment and news mediadiscs. After 
  absorbing the Dalos 40 system, the Detzeeri sat still, 
  raking it in for all of twenty-six years. 
  In Imp. 380, Clan Detzeer made the third (and so far, 
  last) of its acquisitions: the Megan 34 system. Here, on 
  the apparently useless desert world of Mirada, the 
  Detzeeri touch worked once again. Mirada was turned into 
  a principal Frontier stopover and tradepost. The Detzeeri 
  Trade Council oversees all Miradan activities, which have 
  thus far proved quite profitable (see section 5.6 and 7.4). 
  Minor Clan Detzeer is clearly an example of an Imperial 
  success story. 
  Ever looking to find some profitable 
  solution, they have managed to grow from a dangerous 
  venture to a major Frontier Province encompassing four 
  star systems, and may one day soon achieve their ultimate 
  goal: to be elevated to Royal Family status. 
  CORPORATE COMPONENTS 
  The 
  corporate 
  components 
  of 
  Detzeer are 
  the 
  Communes, especially the Direct Support Communes. 
  M~ny of these groups take corporate names, and are 
  encouraged to compete amongst themselves, forming 
  productive 
  rivalries. 
  Some 
  of the 
  better known 
  Communes are listed below. 
  ITEM 
  Exploration Cruisers 
  Transports 
  Shuttles 
  Passenger Liners 
  Aircraft 
  Marine Vessels 
  Mclee Boards 
  Sensors 
  Medical Equip. 
  Computer Brains 
  Metals 
  Robotics 
  Ind. Chemicals 
  Genetic Products 
  Textiles 
  Environmental Gear 
  Mediadiscs 
  Foodstuffs 
  PRODUCERS 
  --Titanya Transports --Titanya/Libecorp 
  --Titanya Transports --Caliban Corp 
  --Titanya/lmperial --Transtar Gesunt 
  --Caliban Corp --Gesunt --INS 
  (inSystem Shuttle 
  --Titanya Transports --Gesunt --
  Dammerung 
  --Titanya Transports--Dammerung 
  --Dammerung--Daryi Dynamics 
  --Socrates/Libecorp -MasterMind -Spiel 
  --Zero One/Titanya Transports 
  --Libecorp --Roncar --Optimum -- Genex 
  --Socrates/Libecorp --MasterMind 
  --Image 
  --Libercorp/Titanya Minerology --Oracle 
  Steel 
  --Socrates/Libecorp -MasterMind 
  --Scantrol 
  --Libecorp --ldyllis Industries --Panzant 
  --HaemmerProducts --Gerreg-Roth 
  --Susag/Libecorp --Genex --
  Repla 
  -Libecorp --Roncar --Kodo Industries 
  --Kodo Industries --Extronix --Roncar 
  --Optimum 
  --ldyllis lnterProvincial 
  --Detcorp --Swellson--Starron 
  PRESENT LEADERS: 
  Brief profiles of the six current members of Detzeeri 
  Parliament are given below. 
  Note that the Chairperson 
  titles 
  are 
  used 
  unless 
  engaged 
  in 
  interProvincial 
  politicking, in which case the more regal titles are used. 
  VASTRAOPALS 
  POSITION/TITLE: Parliamentary Chairman of the Detzeeri 
  Trade Council, Duke Vastra Detzeer 
  PROFESSION: Administrator 
  AGE: 55 
  SEX: Male 
  RACE: Human 
  HEIGHT: 192cm 
  WIEGHT: 90 kilos 
  HAIR TYPE: Dark Brown/Curly 
  EYE COLOR: Black 
  APPEARANCE: 88 
  An energetic and persuasive man, Opals looks much younger 
  than his age (perhaps this is because he is an avid en-ball 
  enthusiast). 
  His bright smile and informal manner are 
  unexpectedly sincere, an impression which he makes suitable 
  use of. Opals cares deeply for the people of Detzeer Province, 
  and is a capable administrator, meeting problems head-on and 
  solving them efficiently and quickly. 
  SOPHY A MARRIN 
  POSITION/TITLE: Parliamentary Chairperson of the 
  Detzeeri Distributions Council, Duchess Sophya 
  Detzeer 
  PROFESSION: Administrator 
  AGE: 73 
  SEX: Female 
  RACE: Human 
  HEIGHT: 159 cm 
  WEIGHT: 50 kilos 
  HAIR TYPE: Dark Brown/Curly with Grey Flash in front 
  EYE COLOR: Brown 
  APPEARANCE: 70 
  A sensitive and talkative woman, Marrin knows human nature 
  quite well. She is able to draw information out of people without 
  appearing obtrusive, and has many contacts in positions of 
  power all over the Empire. With a quick transmission, she is able 
  to work miracles, pulling strings and cashing in on favors owed. 
  She maintains a pragmatic point of view, recognizing problems 
  and alternatives instinctively, and is well respected by all 
  Detzeeri. 
  She has her angry side however, and woe betide 
  anyone who stands in her way when it shows, for at these times 
  she 
  gets 
  very 
  sarcastic, 
  even 
  overwrought, 
  and 
  acts 
  emotionally rather than logically. She is primarily in charge of 
  internal distribution of goods and services, as well as City 
  planning and the Provincial budget. 
  
  30 
  MINOR CLAN KET 
  EZRA SCHOENHAER 
  POSITION/TITLE: 
  Parliamentary Chairperson of the 
  Detzeeri Relations Council, Duke Ezra Detzeer 
  PROFESSION: Administrator 
  AGE: 42 
  SEX: Male 
  RACE: Neo-Human 
  HEIGHT: 185 cm 
  WEIGHT: 84 kilos 
  HAIR TYPE: Jet Black/Straight 
  EYE COLOR: Brown 
  APPEARANCE: 91 
  Ezra Schoenhaer is a confident and youthful man, always on 
  the run from one diplomatic meeting to the next. He is the most 
  likely member of the Detzeeri Parliament to be encountered off 
  Daryi, and is well-known throughout the Empire as a "hyper-
  jetter" (not unlike what we would refer to today as a "jet- setter"). 
  His innovative dreams, always enthusiastically presented, seem 
  to have a mysterious way of solidifying into realities with little 
  apparent effort -
  the Detzeeri Touch is indeed strong in this 
  man. But although Schoenhaer's "Touch" (some say a latent -
  or not so latent -
  psionic ability) does do him some good, it 
  cannot be argued that the man is simple likeable. His wide eyes 
  and infectuous grin (features relentlessly exaggerated by 
  political artists), along with his "well, let's try it!" philosophy 
  make him an easy man to talk to (and a favorite guest at many 
  an aristocratic function). 
  Schoenhaer's duties as Relations 
  Chairperson consist mainly of establishing, maintaining, and 
  strengthening political relations between Clan Detzeer and its 
  allies (or potential allies)- it is he who, in a very real sense, rep-
  resents the whole of the Detzeeri people in the eyes of most of 
  the Empire. 
  GEREG SCHACTER 
  POSITION/TITLE: 
  Parliamentary Chairperson of the 
  Detzeeri Security Council, Duke Gereg Detzeer. 
  PROFESSION: Armsman 
  AGE: 42 
  SEX: Male 
  RACE: Human 
  HEIGHT: 197 cm 
  WEIGHT: 102 kilos 
  HAIR TYPE: Black/Crewcut 
  EYE COLOR: Grey 
  APPEARANCE: 51 
  An impressive and militaristic man, Schacter is in charge of 
  maintaining, supplying and deploying Clan Detzeer's police, 
  ground defense and military assault forces. He bears this heavy 
  responsibility proudly, and does his job well. He possesses a 
  shrewd tactical mind --
  strategy is really his sole area of 
  expertise, and his "right-wing" arguments often create hours of 
  political bickering in the House of parliament. He resents the 
  "problematic" presence of Mirach's "Internal Attaches" within his 
  forces, but realizes the impossibility of eliminating the problem. 
  He has a greater axe to grind with Sophya Marrin, whose annual 
  plans for the Provincial budget he always finds sorely lacking in 
  defense allocations. 
  Schacter has a wife named Gelria, a quiet woman who stays 
  out of the public eye. Their only son, Richtef, was killed when 
  the Orbital Station above Mirada was attacked by Colosian 
  terroristts in Imp. 469. 
  7.3 MINOR CLAN KET 
  RACE: Transhuman I (males), Transhuman KF (females) 
  STATUS: Rulers of self-sufficient star system 
  POLITICAL STRUCTURE: Militaristic Feudalism run by and 
  amongst males. The Warmaster is the supreme ruler of the 
  race, having shown the extent of his skills in his successful 
  climb from Citizen status. He oversees the Warleaders, each of 
  whom retains his own House --
  an area typically the size of a 
  city-state. Below the Warleaders are the Sires, who have no 
  political power but the rights to breed and to attempt to reach 
  Warleader status. 
  Raises in status are regulated by the 
  Monitors, who are the Warmaster's own, regular and secret 
  police. The formal rite of competition is the Feud, and these may 
  go on for generations. The standard method of political gain is 
  usury. Exceptional examples of loyalty (the Ketians have their 
  own rigid concepts of honor), courage and tactical genius are 
  rewarded by the Warmaster. 
  SOCIAL STRUCTURE: 
  Houses, which are owned and 
  maintained by the Warleaders, are tended and worked by Sires 
  and Citizenry. Sires often keep their own modest dwellings on 
  the land of their Warleader, and there they raise their families. 
  Female children are taken and trained by the concubines of the 
  Warmaster, and infanticide of female offspring is often 
  performed (in order to maintain the high value of females). 
  Females are thought of as little but Breeders --
  this is in fact 
  what Ketian males generally call them. They are retarded by 
  Terran Human standards, and few possess skills beyond 
  lovemaking and other household duties. 
  Male siblings often 
  compete with each other for status within the family, and young 
  Ssires often seize their first landfief by killing their fathers 
  (thereby proving their fitness). The lowest form of Citizenry is 
  the Laborer. 
  These positions are filled by old, ill, and unfit 
  males, or by "Shaimech", warriors who have lost face in battle or 
  competition. More recently, Laborers have been imported from 
  other planets in exchange for a smaller number of Ketian 
  mercenaries. All relations are strictly bound by the rigid Ketian 
  honor code, a sort of chivalry too complex to be understood by 
  most non-Ketians. 
  MILITARY STRUCTURE: There is hardly an aspect of Ketian 
  society which has no trace of militarism. All military equipment is . 
  technically owned by the Warmaster (who grants use of it to 
  Warleaders as he sees fit), and all Houses are honor-bound to 
  uphold the Warmaster's will in times of military struggle. 
  Warleaders maintain their own armies of Sires (officers) and 
  Citizenry (regulars), and these armies may be requisitioned by 
  the Warmaster at any time. Ketians see this as an honor, and 
  few would ever deny themselves the right to serve the 
  Warmaster more directly. 
  Due to the ferocious reputation of 
  Ketians in combat and their love of battle (sometimes called 
  Ketian Blood-lust by off-worlders), Ket has never had a major 
  interplanetary war occur on its surface. It is well known that if 
  such an assault were to occur, the Ketians would immediately 
  drop their Feuds and unite into an incredible plantwide army. 
  CURRENCY: The Ketians use the standard Imperial Monit in all 
  offworld transactions. 
  Planetside, barter (of equipment, 
  services, or manpower) is a commonly accepted form of bus-
  iness. 
  LANGUAGE: The Ketian tongue is a gutteral, nasty-sounding 
  language. It has a relatively small lexicon and alphabet, and is 
  an agglutinative tongue. Most off-worlders find Ketian easy to 
  understand and learn, but difficult (physically) to speak. 
  
  CLAN KET. PRESENT LEADERS 
  31 
  APPEARANCE: 
  Ketians -
  both male and female -
  are tall 
  people. The average male stands over 2.1 meters and weighs 
  around 110 kilos. Females are almost as tall, but have much 
  less meat on their bones. Ketian skin has a ruddy tone, and is 
  somewhat dry compared to Terran Humans. Males who belong 
  to a House often have their House Sigil tattooed on their right 
  calf Oust above the foot). As they are granted more awards and 
  gain status, tattooes are added above the House Sigil. Veteran 
  Warleaders often have a chain of symbols tattooed from hip to 
  ankle. Ketians enjoy displaying these Honormarks, and Ketian 
  clothing (and even armor) is often tailored to expose them. 
  Ketian males also enjoy wearing barbaric hairstyles -
  mohawks 
  are a common favorite. 
  HOUSING: 
  Most Warleaders build extravagant castle-like 
  homes in the center of their landfief. These strongholds are 
  generally well-defended. 
  Sires live in simple homes, usually 
  within the lands of the Warleader they serve. Citizenry dwell in 
  communal longhouses. 
  DIET: Ketian food is known for its spiciness. Many varieties of 
  meats (both local and imported) are enjoyed, but vegetables are 
  not a major part of a Ketian meal. 
  It is thought by some 
  researchers that the Chain root (a native tuber used as a spice 
  in many Ketian dishes) has some bolstering effect on the Ketian 
  constitution, rendering them more resistant to toxins and 
  disease than other men. 
  WORSHIP: The Ketians have but one god, and they call him 
  "Dakar". 
  It is he they call upon for luck in battle and inner 
  strength, often in a defiant or mocking manner. 
  The Ketians 
  believe that Dakar helps those most who call upon him the least. 
  There is no formal church, no priesthood of Dakar. The religious 
  philosophy is as harsh and militaristic as any other aspect of 
  Ketian thought: the fittest shall survive, and the survivors shall 
  do as they will. 
  BACKGROUND 
  The Ke_tians are a prime example of the alleged Sianetic 
  Harbinger seeding of the Milky Way. They have a written 
  history going back over 6,000 years, but only recently 
  have their actual origins been questioned. 
  Primitive 
  markings in caves found on Ket date back to about 
  Pre.Imp. 9,000, but no likely forerunner exists on the 
  planet. The feudal system of government by a Warmaster 
  has been the nature of Ketian civilization since prehistory, 
  though the historical record is not very consisten -
  few 
  Ketians are prepossessed toward becoming historians. 
  In Imp. 147 a survey team of Devonian Xeno Scouts 
  made their way into Frontier Zone Five. House Devon had 
  ·iust recerit1y 'oeen graritea '1mper'1a1 pemi1ss1on ·m exp1ore 
  this region, and the discovery of Ket I was the major 
  breakthrough which has allowed extensive Devonian 
  operations to occur within the zone ever since. 
  The 
  Ketians were a difficult race to study at first, and it was 
  believed for some time that they would never rise above 
  the "Contacted" level. Once they got a good idea as to 
  the power of the lmperium, however, the shift in values 
  was nearly immediate. 
  The Ketians have an intuitive 
  understanding of all things feudalistic, militaristic, and 
  strictly controlled, and accepted their place in the grand 
  scheme without further ado. 
  They were quick to rise 
  through the Sentient Status Ratings, and were granted 
  Minor Clan status in Imp. 253. 
  Long before they were granted Clanship, however, the 
  Ketians had developed a strong reputation as armsmen -
  in Imp. 188 Lord Geth Pearched of the House of Vyrtza 
  was the first aristocrat to hire a full-time staff of Ketian 
  bodyguards, and this soon became quite a popular status 
  symbol in the high courts. 
  Today, life on Ket goes on 
  much as it always has, with little interference from the 
  lmperium (of course, the quality of the weapons available 
  has increased drastically, and the Feuds between Ketian 
  Houses get bloodier than they once did). 
  PRESENT LEADERS: 
  The Warmaster of Ket is most properly addressed as 
  "Master" (or "Warmaster") but in interProvincial dealings 
  (with persons of relatively equal status) he will allow himself 
  to be called "Duke". 
  PAETHOR OF TARREC 
  POSITION!TITLE: 
  Waremaster of Ket, Duke · Paethor of 
  Ket 
  PROFESSION: Armsman 
  AGE: 30 
  SEX: Male 
  RACE: Tranhuman I 
  HEIGHT: 21 O cm 
  WEIGHT: 132 kilos 
  HAIR TYPE: Deep Red/Wavy/Short 
  EYE COLOR: Red 
  APPEARANCE: 77 
  Paethor became Warmaster (usurping Amis Krieg) in Imp. 
  473 as the end result of a three year long period of civil dissent. 
  Riding at the head of the Fundamentalist faction of the North 
  ~1C:tMICffnTh, 'i1'-c:Mtrrui vcttrrffi1!6 TIICfflY TltJUbelb 'ITI 'rilb 'Sappul'l, arrti 
  trained officers for his own elite army of dissenters. In a series 
  of terrorist raids designed to batter Loyalist morale, Paethor's 
  men kidnapped many important personal friends and associates 
  of the old Warmaster, finally forcing him to such unbelievable 
  rage as to personally lead the attack on the House of Terrec. 
  Krieg and his ground forces were decimated when Paethor 
  bombed his own landfief. Simultaneously, his Fundamentalist 
  terrorists were assassinating the most loyal of Krieg's followers 
  and assuming control of the media. Within forth-eight hours of 
  Krieg's demise, every House of Ket had paid some official tribute 
  to the new Warmaster. 
  Paethor is a massive man with bright red skin and a close 
  cropped beard. 
  He is moody and generally arrogant, and 
  although he possesses a vast amount of historical and military 
  knowledge, is really quite immature. He is very fond of stories, 
  and is himself an excellent storyteller. 
  
  2 
  THE MIRADANS 
  7.4 THE MIRADANS 
  RACE: Humanoid Mix 
  STATUS: Subculture of Detzeer Province 
  POLITICAL STRUCTURE: Little. The Detzeeri Trade Council 
  oversees most affairs on Mirada (as regards the mercantile), 
  and the Detzeeri Security Council keeps a regular force of peace 
  officers planetside. 
  Grassroots Miradan politics are by and 
  large capitalistic power-plays amongst the more affluent local 
  traders, several of whom maintain small armies of their own. 
  SOCIAL STRUCTURE: 
  The Miradans, being of differing 
  planetary descent, have no single social structure which may be 
  called solely their own. The black markets (major business on 
  Mirada) are controlled by extended "clans" of various races and 
  origins, some of them going back five generations. These clans 
  hold much power, and most have prominent connections within 
  and without Detzeer Province. 
  MILITARY STRUCTURE: Officially, none. Mirada and its sat-
  ellites are defended by the Detzeeri Security Council -
  but 
  some of the more powerful clans maintain small armies (and pay 
  a large annual stipend for the right to do so). In the event of a 
  planetary assault, etc., these armies would be subsumed by the 
  DSC and used as ground defense forces. In addition to the local 
  defense, most foreign traders on Mirada bring with them at least 
  a small contingent of guards (depending on the value of their 
  cargo). 
  CURRENCY: Ruled by a Minor Clan, Mirada does not mint its 
  own 
  currency, 
  using the 
  standard 
  Imperial 
  Monit (and 
  denominations thereof) in all transactions. Barter is frequently 
  employed. 
  LANGUAGE: The official language of Mirada is Detzeeri, though 
  Terran is the language most often used for the conducting of 
  business. The Miradans as a culture do not have a language 
  which is solely their own, although a great number of slang terms 
  (most concerned with trade) are generally used to give 
  whichever language is being spoken a Miradan flavor. 
  APPEARANCE: Since they are of differing planetary origins (and 
  having been on Mirada no more than 100 years), the Miradans 
  share no major physical traits. Most, however, do have dry, well-
  tanned skin. The typical Miradan trader's garb is colorful but 
  spartan, and often includes a filter mask in case of poison 
  clouds. 
  HOUSING: Most of the inhabitants of Mirada either live in their 
  starships or in the innermost, walled section of their trading 
  post. Many of the others live in apartments below the surface. 
  Although only fifty years ago all children were sent to Daryi for 
  schooling and training, and then shuffled into Communes, the 
  nuclear family is becoming more and more common on Mirada. 
  At the center of a Miradan clan (an extended social unit made up 
  of people who generally share the same racial background and 
  mercantile interests), there usually lies a nuclear family. The 
  Miradan clan is a descendant of the Detzeeri Commune, and it is 
  not uncommon to find all the members of a clan living in the same 
  building, or at least very near each other. 
  DIET: 
  The Miradan diet is nearly random. 
  No foodstuffs 
  whatsoever are produced on planetside, and although regular 
  shipments from the Detzeeri Distribution Council include food 
  shipments, much food is bought from the offworlder traders who 
  visit Mirada to ply their cargo. 
  WORSHIP: The Miradans have no single organized religion, and 
  there are no "temples" or "churches" here. If a Miradan chooses 
  to worship, it is done in his or her own fashion. Many of the 
  Miradan clans do have some religious beliefs brought here from 
  their original Homeworlds. 
  BENICK HORESCIN 
  BACKGROUND: 
  When Minor Clan Detzeer acquired the Megan 34 
  system in Imp. 380, the planet Mirada had been known 
  about for over one hundred years, and was thought of as 
  nothing but a useless ball of sand. The Detzeeri changed 
  all that thanks largely to the efforts of Elsi Gresten, who 
  was the Chairperson of the Detzeeri Trade Council from 
  Imp. 377-416. 
  With the help of Reyzna Schaus, who 
  headed the Developments Council, Gresten designed 
  and analyzed every aspect of the grand plan to turn Mirada 
  into a major tradepoint. 
  The original plans were 
  inexpensive and easily implemented (the subterranean 
  vaults were added thirty years later), and Minor Clan 
  Detzeer had no difficulty in convincing the Emperor to let 
  them absorb the system. 
  In less than three years time, two great domes had 
  been erected and the spacefaring Port was well 
  underway. Representatives from House Devon (who had 
  cooperated with the Detzeeri on the Tegarran cover-up 
  since Imp. 352) were amongst the first to arrive, as well asa 
  few trade convoys from the circuits of Frontier Zone Five. 
  Because the Spacefaring Port was not yet completed, 
  these early visitors landed their ships on the desert sands 
  -
  a practice which is still in use today. Ships from other 
  parts of Detzeer Province had arrived days before, ' 
  
  THETEGARRANS 
  33 
  carrying foods from ldyllis, cybernetic and computer parts 
  manufactured by the Socrates and Libecorp Commune 
  conglomerates on Daryi, and the latest in hydroponics 
  tech from the IT campus Communes on Tegarra:ll:3. As is 
  typical, the Detzeeri put on a good show, and soon more 
  and more convoys were making Mirada a regular Circuit-
  Stop. 
  Many of these traders found the planet so perfectly 
  suited to their needs that they applied for Detzeeri 
  citizenship on Mirada, strictly as Miradans. These requests 
  were granted in most cases, as the investments required 
  for citizenship and the tariffs imposed on Miradan trade 
  permitted only the most affluent to apply. Even in the 
  early years of the first and second generation Miradans, 
  many clans maintained regular armies, brought from their 
  original Homeworlds. 
  In response, the local Detzeeri 
  began bringing in their own mercenary troops, including 
  some Ketians and Tegarrans. 
  There were occasional 
  clashes and firefights between some of the early Mir-
  adans, and the Detzeeri Security Council responded by 
  attempting to pass a law through Parliament that would 
  strip of his or her citizenship any Miradan convicted of a 
  felony. 
  Fortunately, this suggestion did not make it 
  through the House. Instead, the Detzeeri Internal Council 
  (then under the optimistic control of Samyul Bensig) was 
  given the job of determining what the state of affairs was 
  on Mirada, and what possible courses of action might 
  pragmatically be taken to improve the Mirada situation. 
  The obsequious agents of Internal Affairs went to work, 
  an d in Imp. 405 a new approach was tried. 
  Mirada now exists almost without government in the 
  typical sense. The Detzeeri Trade, Internal, and Security 
  Councils· all have their representatives, and rent control 
  and tariffs are strictly enforced, but the citizens of Mirada 
  are left pretty much to themselves as far as lifestyle is 
  concerned. Any person possessing an armed force of 
  more than ten men, or using greater than Mk. 2 weapons, 
  must pay yearly stipend for the priviledge, and such forces 
  and weapons may be claimed by the Detzeeri Security 
  Council in times of planetary assault, martial law, natural 
  disaster, etc. 
  Anyone refusing to relinquish control of 
  military personnel or weaponry will be arrested, and face 
  charges of high treason and/or conspiracy. 
  Mirada is basically a huge laissez-faire marketplace. The 
  more powerful clans maintain the black markets as well as 
  above-ground businesses, the smaller traders run their 
  small tradeposts or deal out of their ships, and the 
  offworlders come and go continuously. 
  PRESENT LEADERS: 
  Mirada is technically under the jurisdiction of the 
  Detzeeri Trade Council, the Chairperson of which is Vastra 
  Opals, who spends a good deal of his time flying back and 
  forth between Mirada and Daryi. 
  Ezra Schoenhaer 
  (Chairperson of the Relations Council) puts in frequent 
  appearances for public relations purposes. For detailed 
  descriptions of these persons, see section 7.2, MINOR 
  CLAN DETZEER. 
  7.5 THE TEGARRANS 
  RACE: Neo-Human 
  STATUS: Renegade Power harbored secretly by House Devon 
  and Minor Clan Detzeer. 
  POLITICAL STRUCTURE: Representative Democracy. Each 
  burrow (a subterranean community of five to fifty Tegarrans) 
  elects its own representative. These civil servants have a term 
  of five years, and may be re-elected for an indefinite number of 
  terms. Negotiations of any sort with offworlders is left solely in 
  the hands of The Preteller (the Tegarran term for the highest-
  level "Visions" telepath living at any given time on Tegarra). 
  SOCIAL STRUCTURE: As the only trade goods produced on 
  Tegarra are the Tegarrans themselves, most of their time is 
  spent in learning and practicing the skills which make their 
  continued viability likely. 
  Different burrows specialize in 
  different skills, and the average Tegarran lives in at least five 
  different burrows in his lifetime. Because there are less than 
  500 Tegarrans living, they are a very close people, and each of 
  them knows most of the others by name. Chores (including 
  childrearing) are distributed by the Representative of each 
  burrow. Those who do not work are shunned, and are not 
  allowed to enter training sessions. 
  MILITARY STRUCTURE: No formal military. The orbital station 
  above Tegarra holds twenty elite Devonian marines and Special 
  Forces agents. If the planet's surface were to be raided, the 
  Tegarrans are capable of quickly mobilizing into a regiment of 
  well-armed, well-trained, highly-loyal psionic field agents. 
  CURRENCY: None. Barter of goods, services and/or manpower 
  (or promises to provide such things -- which are taken very 
  seriously) is the only form of trade utilized. 
  LANGUAGE: The Tegarran tongue is a smooth, quiet offshoot of 
  old Terran, rich in fricatives and alliteration. It has a lilting, 
  soothing sound to it. All Tegarrans are trained during childhood 
  to speak not only Tegarran, but also Detzeeri, Devonian 
  (standard), and Terran. 
  APPEARANCE: The Tegarrans are a tall, thin people with long 
  fingers and small ribcages. There is a bluish tint to their pearly 
  skin, and their hair (which is blue at the roots) grows out and 
  lightens to a fine white color. Most Tegarrans grow their hair long 
  while at home. Their wide, almond-shaped eyes are also blue. 
  They generally wear slightly baggy jumpsuits of a fine light 
  material. Of course, off Tegarra II, most Tegarrans encountered 
  will be disguised (physically or telepathically) to better fit their 
  environment. 
  HOUSING: The halls of the Tegarrans stretch for hundred of 
  kilometers beneath the planet's surface. At various points are 
  clusters of small, one-person, cave-like living spaces. Each 
  cluster of cave-dwellings is called a burrow, and specializes in a 
  certain sort of training. 
  DIET: The Tegarrans eat mainly Detzeeri food, shipped in form 
  ldyllis. 
  Occasional shipments of food arrive from Devon 
  Province (or through Devon Province, from beyond), as well. The 
  only locally produced foodstuff is a sort of grey mold which 
  grows well in the underground tunnels of Tegarra. This mold, 
  called Thoosha, was the staple of the Tegarran diet during the 
  long years of their near extinction by starvation. 
  WORSHIP: The Tegarrans possess no religion as we know it. 
  Rather, they worship (in a sense) the power of the universe, life, 
  the mind, and other abstract forces. No dogmatic practices are 
  performed, no altars are created -
  but Tegarrans generally find 
  at least a few minutes each day to meditate. 
  Tegarran 
  meditation is a means of shifting the mind so as to view 
  alternatives, possibilities, and different points of view which has 
  yet to be understood by the Detzeeri and Devonian researchers 
  who have studied this strange ability. 
  
  34 
  THE TEGARRANS BACKGROUND 
  BACKGROUND: 
  In Imp. 4, a group of several hundred dissatisfied 
  telepaths, persecuted and prodded by the fledgling 
  Empire, pooled their resources together to fund their 
  secession. In a randomly assorted flotilla of starships they 
  set out toward Frontier Zone Five. 
  After an arduous 
  month-long journey, they found a habitable world suitably 
  distant from the Sol system. The system had been named 
  Tegarra, after the Terran astronomer who had done the 
  first studies of the primary star. The second planet was the 
  only one of the five in the human ecosphere, and it 
  possessed five habitable moons. The Renegade colony 
  set down on the planet and dug in. Their plan was to 
  eventually populate all five moons as well as the arid 
  Homeworld. Unfortunately, many of the Tegarrans were 
  claimed by the harsh weather and poisonous clouds, and 
  their spacefaring equipment fell into disrepair. After only 
  two generations, the Tegarrans were marooned on their 
  own planet, and dozens died of malnutrition each year. 
  The Tegarrans who survived did so thanks to their 
  cultivation of the Thoosha mold. These survivors honed 
  their psionic talents and awaited their fates. 
  Fate struck a curious blow in Imp. 352, when an 
  exploratory cruiser from the Detzeeri Developments 
  Council performed a SENSR reading on Tegarra II and 
  found mobile lifeforms dwelling under the planet's surface -
  - the Tegarrans had been found. As Imperial Law decrees 
  that secession is tantamount to an act of war, and that 
  Renegade Powers are considered Enemies, the Law-
  abiding thing to do would have been to turn them over to 
  the Emperor -
  that is what the T egarrans feared most. 
  Instead, the Detzeeri Duchess Reyzna Schaus devised a 
  risky but appealing plan for covert utilization of the 
  telepathic Tegarrans, involving House Devon. In return for 
  sponsorship, support, and security for the Tegarra 
  system, House Devon received shared use of the 
  Tegarrans as Special Agents. (Of course, both Detzeer 
  and Devon receive the chance of blaming the other if the 
  operation is ever exposed ... ) 
  Since then, the Tegarrans have been maintained, 
  trained, fed, comforted and employed by House Devon 
  and Minor clan Detzeer, in secret co-operation (see 
  .section 5.8, TEGARRA). 
  HISTORICAL FIGURES: 
  The Tegarrans as a whole are an exceptional people -
  in a race full of telepathic and semitelepathic Neo-Humans 
  there is little room for mediocrity. The most well-known 
  and admired Tegarrans of recent years (meaning since the 
  discovery in Imp. 352 -
  the Tegarran racial memory is 
  quite long) have mostly been Elite Agents -- individuals so 
  highly skilled in the arts of subterfuge as to be constantly 
  employed on missions of paramount importance. Many of 
  these heroes died by suicide in the line of duty. This is no 
  disgrace -- it is only done in the most dire of situations (ie; 
  when there is a great chance that the agent will be 
  arrested by Imperial agents, etc.) These men and women 
  are revered long after their valiant deaths, for they took 
  their own lives to insure the security of the race. 
  In 
  addition to these agents, several Pretellers have been 
  especially 
  remembered 
  for 
  some 
  great 
  act. 
  A 
  few of these Pretellers are listed below: 
  Vaoth Yvgraen 
  --
  (Prelmp. 50?-lmp. 32) The first Tegarran 
  Preteller. 
  Was invaluable in the planning stages of the 
  secession, using his intuitive powers to determine the best 
  possible routes. "By Vaoth!" is a not uncommonly heard 
  Tegarran expression. It means, roughly, "I should have forseen 
  that!" 
  Emerald Lucre --
  (Imp. 12-79) Preteller who forsaw (in Imp. 
  38) that the starships would soon be useless. Many Tegarrans 
  argued that the course of action taken should have been to take 
  off immediately for one or more of the moons, but Lucre had two 
  reasons for abandoning that option. First, the original scans of 
  the moons (made during the telepaths' initial system entry) 
  showed all five to support lifeforms of some sort, and the 
  Tegarrans were far too weak and poorly armed to handle any new 
  and terrible encounter. Secondly (as had originally been pointed 
  out by Vaoth Yvgraen), once the Empire did reach out this far, 
  there could be no doubt that the moons would be seized 
  immediately. Based on these facts, she devised another pla~ 
  for the starships -- and by Imp. 42 the ships' air filtration 
  systems were mounted at the tunnels' entrances. 
  Zalo Sorrel -
  (Imp. 318-394) Preteller who negotiated the 
  original deal with Duke Vodrait Charon Ill of Detzeer. 
  .· 
  • . 
  ..~ ~ - ':~:~~~j. }?. J":> 
  -------/f i;r;t.;1? '. · 
  --
  PRESENT LEADERS: 
  The Preteller is the most important member of Tegarran 
  society. He/she lives in a large burrow along with one 
  other person -- the apprentice who will become the next 
  Preteller. 
  Any offworlders found on planetside by the 
  T egarrans will be brought to the Preteller. 
  EMELOR YLL THRAISE 
  POSITION/TITLE: Preteller of Tegarra II 
  PROFESSION: Telepath 
  AGE: 72 
  SEX: Male 
  RACE: Neo-Human 
  HEIGHT: 205 cm 
  WEIGHT: 82 kilos 
  HAIR TYPE: Blue-White/Long and Wispy 
  EYE COLOR: Blue 
  APPEARANCE: 76 
  Yllthraise is a quiet old man, much given to deep meditation 
  and thoughtful wandering (he is often encountered pacing slowly 
  up and down a hallway, stroking his chin as he attempts to figure 
  out the best possible solution to a given problem). Offworlders 
  who are taken for an audience with him are bound to be set off by 
  his manner of conversation, which is to listen patiently, saying 
  nothing at all for minutes at a time despite the uncomfortable 
  silences). Only when he feel that all pertinent facts have been 
  stated will he make any responding statement, and these he 
  keeps as brief as possible (in the interest of sagacity). 
  He 
  speaks slowly and clearly, and has a gift for telling parables. His 
  mental powers are nothing short of amazing. 
  
  THE VESTANS 
  35 
  NIKA THARESS 
  POSITIONfflTLE: Apprentice PretellerofTegarra II 
  PROFESSION: Telepath 
  AGE: 30 
  SEX: Female 
  RACE: Neo-Human 
  HEIGHT: 194 cm 
  WEIGHT: 58 kilos 
  HAIR TYPE: Blue-White/Straight/Waist-length 
  EYE COLOR: Blue 
  APPEARANCE: 94 
  An enthusiastic pupil, Tharess is nearly always right by 
  Yllthraise's side (or tagging along behind him). She is silent 
  when the old man is negotiating with offworlders, but will usually 
  discuss the meeting afterwards with them to make sure that 
  Yllthraise has been correctly understood. She is gifted in the 
  arts of diplomacy, more so than her mentor, and has proved an 
  invaluable aid to him upon many occasions. 
  7.6 THE VESTANS 
  RACE: Humanoid Mix 
  STATUS: Criminal and derelict subculture of the Backnet. 
  POLITICAL STRUCTURE: 
  None. 
  A loose sort of power 
  hierarchy exists, dominated by those with the most Monits. 
  SOCIAL STRUCTURE: 
  The Vestans are all originally from 
  different star systems and Provinces -- what they share in 
  common (besides the planet itself) is their means of making a 
  living. There is no single social arrangement followed, although 
  small subgroups representing specific Homeworlds and races 
  can be found scattered throughout the living quarters. 
  The 
  Vestans are by and large independent capitalists, each out to 
  better the others and become more powerful, but there is a 
  common bond created by their shared Homeworld which is tough 
  to break. 
  This bond, often called "Vestan pride", unites the 
  Vestans emotionally. Vestans will generally stick up for each 
  other in tight spots, and always keep a perceptive eye out for 
  each other's interests. 
  MILITARY STRUCTURE: Although the Vestans have no formal 
  military services, it is part of the nature of their professions to be 
  heavily defended. In the event of a planetary assault or raid, 
  small groups of well-armed "soldiers" (armsmen employed by the 
  wealthier crimelords) would take to the tunnels, attacking in 
  guerrilla faction and primarily defending their own employers' 
  holdings. 
  These bands will strategically coordinate their efforts 
  so as to back each other up if given enough advance warning. 
  The armaments found on Vesta include some of the most 
  destructive (and illegal) weapons yet designed, from all 
  Provinces. 
  CURRENCY: The Vestans do not mint their own currency. They 
  have connections in most Imperial and Provincial markets, and 
  do not have much difficulty in changing one Province's coinage 
  for another's. Vestans will generally accept Monits of any kind 
  as payment, irregardless of origin. 
  LANGUAGE: 
  The Vestans have no language of their own, 
  although they do tend to utilize an astonishingly vast array of 
  peculiar (and often quite vulgar) slang terms. 
  APPEARANCE: Coming from differing origins, the Vestans do 
  not resemble each other in physical appearance. Their dress 
  tends to be rather gaudy, and displays of wealth (such as 
  jewelry or rare cloths, etc.) are tacitly considered an important 
  gauge of status. 
  HOUSING: In the subterranean central hub between the last 
  four remaining Vestan mines lie the ruins of a vast colonial living 
  complex. Although most of the structure has fallen into total 
  disrepair, those living quarters which are still intact are used by 
  the Vestans. 
  These quarters vary in size from single 
  apartments to large homes, and are constructed of synthetic, 
  prefabricated walls set back into large cubicle excavations 
  (carved out by carefully controlled laser pulses). 
  When a 
  Vestan claims a quarters (assuming it was not already claimed) 
  it is considered his, and may be altered, traded, rented, etc., as 
  he sees fit. 
  Some of the more affluent locals own several 
  quarters. 
  DIET: The Vestans take their food from wherever they can get it 
  for the lowest price. 
  The more extravagant will occasionally 
  spend great amounts to bring shiploads of food from their own 
  original Homeworlds to Vesta. 
  WORSHIP: The religious customs of the Vestans are as varied 
  as the Vestans themselves. 
  Many different religions are 
  followed here, although there are no formal temples or churches. 
  BACKGROUND: 
  By Imp. 385, the Devonian concerns which had been 
  mining Vesta had pretty much exhausted the planet's 
  supply of valuable metals, and the colonial living complex 
  (as well as the last four mines) was abandoned. It did not 
  take long for many of the pirates, smugglers and fugitives 
  of Frontier Zone Five to discover that a perfect home base 
  had been created in the Abrax 6 system. Within five years, 
  over one hundred of these undesirables called the planet 
  their home. 
  Even then, the Vestans were a tight group, 
  realizing the importance of co-operation and secrecy. 
  Since then, the number of Vestans has risen (there are 
  from 1 to 5 hundred on planetside at any given time), and 
  their activities have grown more organized. 
  As of the 
  present, neither the lmperium nor any of the Provinces 
  has any idea that many of the acts of piracy occurring in FZ 
  5 are launched from the abandoned mining planet -- these 
  are thought to be unconnected events perpetrated by 
  independent pirates based elsewhere throughout the 
  Zone (some of them are). Their "Vestan pride" (and their 
  great distance from the Core) is the major reason that they 
  have gone undiscovered for so long, and as the Vestans 
  continue to successfully evade the Empire they are 
  interbreeding, increasing the strength of their social bond. 
  The Vestans realize that they will eventually be found, and 
  they have been preparing for that day a long time -- when it 
  comes, it will be a very bloody day indeed. 
  
  36 
  THE VEST ANS CORPORATE COMPONENTS 
  CORPORATE COMPONENTS: 
  Goods of all sorts, manufactured by many different corp-
  orations, may be found on Vesta (these have usually been 
  stolen from some warehouse or looted vessel). There are 
  no actual corporations (in the typical sense) here, 
  although some of the more powerful crimelords either own 
  or have invested 
  interests in 
  various corporations 
  throughout the Empire. A few of these firms send regular 
  shipments of goods here, where they are sold or 
  transported for sale elsewhere. Some of these firms are 
  listed below: 
  ITEM 
  Personal Transports 
  Molec Boards 
  Sensors 
  Medical Equipment 
  Metals 
  Robotics 
  Genetic Products 
  Environmental Gear 
  Weapon Systems 
  Foodstuffs 
  MALDuCHAM 
  PRODUCERS 
  -Rotodyne (Jade-London)-Aerex 
  (Vyrtza) 
  -Sabroth/Girell (Detzeer) 
  -MasterMind (Detzer) 
  -Iris Products (Devon) 
  -Roncar (Detzeer)--Genex 
  (Detzeer) -Strider Systems, Ltd 
  (Vyrtz)-Opus (Carlisle) 
  -Mammoth Metals (Jade-London) 
  -Trieste (Moskove)-Xi Systems 
  (Devon) 
  -Susag (Detzeer) 
  -Kodo Industries (Detzeer) 
  -Roncar (detzeer) --Dristen (Vyrtza) 
  -Neufeld (Kashmere)-Combak 
  (Devon) 
  -Richter (Colos)-Kapital (Colos) 
  -Swellson (Detzeer) -Monroe Foods 
  (Terra)-Gretchen (Vyrtza) 
  PRESENT LEADERS: 
  As stated, there are no official "leaders" on Vesta. 
  There are, 
  however, 
  several 
  "businessmen" whose 
  holdings are so large and well defended that their word is 
  almost law. Some of these dangerous folk are described 
  below. 
  MALDuCHAM 
  PROFESSION: Criminologist 
  AGE: 44 
  SEX: Male 
  RACE: Human 
  HEIGHT: 180 cm 
  WEIGHT: 84 kilos 
  HAIR TYPE: Black/Greased/Going Bald 
  EYE COLOR: Brown 
  APPEARANCE: 28 
  Mall DuCham is a repulsive man both physically and morally. 
  He is short, overweight, and oily-looking, and always wea~s 
  odious colognes. His voice is nasal and his manner boorish -
  but he is a multi-millionaire. DuCham is of Detzeeri origin, born 
  on Daryi in Imp. 436. By the time he was twenty-five DuCham 
  had risen well up in the ranks of the Detzeeri Trade Council. He 
  associated with many of the pilots who flew the circuits of FZ 5, 
  and especially sought out those who were on the DTC's "watch 
  list". From these men he eventually managed to obtain some 
  connectons for shipments he wished to "reroute", 'and his first 
  act of armchair piracy was performed. 
  Through his late twenties, DuCham sharpened his criminal 
  skills. 
  He began participating in smuggling, slave tra.Q,[ng, 
  blackmail and racketeering, and the number of men on his 
  payroll increased. One day in Imp. 468 he was informed (by the 
  Internal Council member he had bribed) that the heat was coming 
  on -
  a full audit was to be performed on him within two weeks. 
  That night, DuCham packed up his gear and sent his men off in 
  seperate ships. He then set a small timer charge in his home, 
  and took off for Vesta. 
  After three days of searching the 
  wreckage, the Security Council reported that no trace of 
  DuCham's body could be found, and the Internal Council man 
  assigned to the case pronounced him dead. 
  Since then, DuCham's holdings have grown immeasurably. 
  He owns three large dwellings on Vesta, one on ldyllis (under an 
  assumed name, of course), and one in Colas Province. He is full 
  or part owner of Sabroth/Girell Transports (he is Girell), Kapital 
  Weaponry Stystms, and Midsummer Mediadiscs, not to mention 
  his other professional interests -
  black market manipulation, 
  protection rackets, and good old blackmail. 
  SHASA MacFERR 
  PROFESSION: Semitelepath/Criminologist 
  AGE: 32 
  SEX: Female 
  RACE: Replicant Ill 
  HEIGHT: 174cm 
  WEIGHT: 57 kilos 
  HAIR TYPE: Pale Violet/Shoulder length 
  EYE COLOR: Green 
  APPEARANCE: 90 
  
  HOUSE VYRTZA 
  ,, 
  37 
  MacFerr is an exception to the Vestan norm -
  she is well 
  respected by her fellows although she has little or no money. 
  This is because she is the leader of a small band of anti-Imperial 
  rebels who thwart the Empire's advances into the Backnet with 
  terrorist tactics. 
  She is a soft-spoken woman except when it 
  comes to the subject of politics -
  this topic tends to bring out 
  the soapbox preacher in her. 
  Having committed to memory 
  much of the greatest anarchist and communist literature ever 
  written, MacFerr is never at a loss for source material. In an 
  argument she positively glows, her green eyes flickering with 
  glee as she fires one barbed witicism after another. 
  MacFerr's rebel band is called "The Dark". Their operations 
  include electronic espionage, blackmail, looting and destruction 
  of Imperial bases and satellites, and drug smuggling (this last is 
  their major source of income). The number of Darkers varies 
  from time to time, but is generally somewhere around fifty, and 
  they are always on the lookout for recruits -- provided they 
  understand and suport The Cause, of course. The Dark has 
  been known to accept mercenary jobs of an anti-Imperial nature, 
  and also to hire mercenaries as guards upon occassion. Their 
  symbol is a black, clutching hand. 
  7.7 HOUSE VYRTZA 
  RACE: Humanoid Ill 
  STATUS: Rulers of Vyrtza Province 
  POLITICAL STRUCTURE: 
  The Vyrtzans closely follow the 
  standard feudal arrangement, that of a monarchy ruled by a 
  hereditary Duke or Duchess (who answers only to the Emperor 
  himself). 
  SOCIAL STRUCTURE: Society in Vyrtza Province is divided 
  into four concise economic castes: Noble, Greater, Free, and 
  Lciwer. The Noble Caste consists of the Royal Family. The 
  Greater Caste includes high-ranking military officers and heads 
  of major corporations. The Free Caste is the broadest of the 
  four, including all manner of tradesmen, laborers, merchants, 
  artists, etc. Members of the Free Caste are unable to own land, 
  and must rent it from the Greater Caste. The Lower Caste 
  includes all slaves, beggars, and convicted criminals. Members 
  of any Caste usually defer to those of a higher one. 
  MILITARY STRUCTURE: 
  House Vyrtza maintains a strong 
  ground defense force, but due to recent economic difficulty their 
  spacefaring force is weakened by a lack of exceptional vessels. 
  CURRENCY: House Vyrtza mints hard Monits, but the standard 
  Imperial Monit is also accepted. 
  LANGUAGE: Terran. 
  APPEARANCE: The average Vyrtzan is around two meters tall 
  and thin. Their heads appear to be too large for their frail bodies, 
  which they cover with layer upon layer of colored cloth. Their 
  skin is a dull yellow color, and very smooth. Vyrtzans possess 
  nictating membranes in their lower eyelids. These thin, amber-
  colored lids protect their sensitive eyes from pollutants. 
  HOUSING: Most of the Free Caste live in houses or apartments 
  owned by the Greaater Caste, whose grand estates are usually 
  located near (but not in) their home cities. 
  There, they are 
  served by their. vassals -
  members of the Free Caste who live 
  on the estate. A small percentage of the Lower Caste can afford 
  to rent apartments, but most live in the homes of their masters, 
  or on the streets, or in jail. 
  DIET: The Vyrtzans tend to like bland food -
  a bowl of soup 
  and some bread is the typical meal of the Free and Lower 
  Castes. The higher Castes eat more (and more expensively), 
  but still prefer what they call "subtle flavor". 
  WORSHIP: Although several temples of various religions can 
  be found throughout Vyrtza Province, most Vyrtzans are not 
  religious. 
  BACKGROUND: 
  Between the years Imp. 2 and Imp. 63, the progress of 
  the young lmperium was temporarily stunted by the 
  empire wide return to the aescetic beliefs preached by 
  the "Messiah of lzar". The appearance of this woman had 
  long been prophesied, and for sixty-one years she had a 
  great effect on public thought. Dozens of new religions 
  were founded upon her teachings. The Messiah of lzar 
  disappeared from her abode in Frontier Zone Fifteen in 
  Imp. 63, never to be seen again. 
  Shortly thereafter, 
  several groups of her inspired zealots began touting 
  alleged proof that the Imperial Court had sanctioned the 
  kidnapping and murder of the Messiah. Due largely to this 
  event, a period of civil unrest spanning the Empire and 
  lasting twenty years occurred. In an attempt to end this 
  political nightmare, Emperor Atruscius I (the third of the 
  Imperial line) instigated a broad series of reform acts and 
  offered dramatic incentives to scientific researchers (or 
  research organizations) which few took advantage of. 
  Enter the Vyrtzans. 
  The Vyrtzans were, at that time, of Subsidiary status. 
  They were the descendants of a group of ambitious 
  colonists who had left the Sol system in Prelmp. 9167 
  (these were the days of the great cryogenic migrations). 
  The original colony vessel, designed and funded largeley 
  by Doctor Jules N. Theran, had reached a suitable Home-
  world and set down in the Belandrul 104 system in 
  Prelmp. 9059. Doctor Theran, however, had not survived 
  the trip, having suffered a compression leak while in stasis 
  (more than thirty others were claimed in the same 
  accident), and the colonists named their new Homeworld 
  (the seventh planet from the blue subgiant) after him. In 
  Prelmp. 7887, the Universal Technological Recession 
  struck mankind, and the Theran colony was forgotten. 
  By the year Imp. 65 the appearance of the Messiah of 
  lzar had sparked an intensified interest in the worlds of the 
  Frontier. 
  In the ten-thousand-year interim, the Theran 
  colony had regressed somewhat technologically, but 
  fared better than many other Frontier Provinces. They 
  had mutated in physical structure (into Hommanoid Ill's), 
  had adopted a form of hereditary monarchy, and had 
  developed their four-tier social structure. In this year the 
  Vyrtzans were rediscovered. They fit rather easily into the 
  Empire, and progressed quickly through the Sentient 
  Status Ratings, and in the year Imp. 72 (when the research 
  incentives of Emperor Atruscius I were enacted), were the 
  first organization to present His Emminence with a 
  contribution -
  the latest in chemical atmospheric mod-
  erators. Anxious to promote his new programs, Atruscius I 
  granted the Vyrtzans Minor Clan status. Theranal, House 
  Vyrtza's prime conglomerate, continued to produce 
  chemical agents of unsurpassed quality for several 
  hundred years, and in Imp. 101 they achieved Royal 
  status. By the year Imp. 400 Vyrtza Province included five 
  star systems. 
  
  38 
  ·. 
  · 
  HOUSE VYRTZA CORPORATE COMPONENTS 
  The success of House Vyrtza in the eyes of the Imperial 
  Court was doomed to end -
  it was only a matter of time 
  before someone else devised better or less expensive 
  agents. 
  In the year Imp. 467, Libeorp (the Detzeeri 
  conglomerate now based on Tegarra:ll:2 -
  see section 
  8.2) began doing just that, and have continued to beat out 
  the Vyrtzans time and time again ever since. Clan Detzeer 
  is a favorite of the Imperial Court (due largely to the extent 
  of their co-operation with House Devon -
  another 
  Imperial favorite), and the success of Mirada has greatly 
  improved Detzeeri distribution. As a result, House Vyrtza 
  has suffered a recession for the past decade. This is the 
  reason for the low buying power of the Vyrtzan Monit. 
  Rumors now have it that the House is in danger of losing 
  its status. 
  CORPORATE COMPONENTS: 
  Vyrtzan corporations are actually small conglomerates, 
  each made up of several smaller business concerns which 
  play some part in the manufacture or distribution of one or 
  more of the corporation's products. 
  These small 
  businesses are often "owned" by members of the Free 
  Caste, who are bound to the conglomerate they serve by 
  contracts, the terms of which differ from situation to 
  situation. 
  In some cases, these agreements forbid the 
  contracted to do business outside the corporation (upon 
  penalty of blacklisting). The conglomerates themselves 
  are bound only by the word of their Greater Caste owners, 
  but are subject to Ducal approval. 
  some of the more 
  prominent corporations are listed below: 
  ITEM 
  PROUCERS 
  Flag Cruisers 
  -Zenith Industries 
  Line Cruisers 
  -Zenith Industries 
  Gunships 
  -Zenith Industries --Ironhorse 
  Transports 
  -lronhorse-TransProvincial -TI A 
  (Theran Tranports Amalgamated) 
  SMAC Fighters 
  -Zenith Industries-Ironhorse 
  Shuttles 
  -TransProvincial --TIA--DIVEC 
  Passenger Liners 
  -TransProvincial--TIA 
  AFV's 
  -lronhorse-VOTAV -DIVEC/ 
  Zenith Industries 
  Aircraft 
  -DIVEC-TransProvincial - TI A 
  Marine Vessels 
  -TIA-DIVEC 
  Molec Boards 
  -Microtia Systems-EDGE Ltd. 
  Communications 
  -FTL-AstraComm -Vox Ltd. 
  Sensors 
  -AstraComm-FTL 
  EWSystems 
  -AstraComm -Electec 
  Medical Equipment 
  -AAMAG (Also Amalgamated 
  Medical Advance Group) 
  Computer Hardware 
  -Electec/Systaxa -Vox Ltd.I Apex 
  -SICCA 
  Weapons Systems 
  -lronhorseNAMEC-Tanji Labs 
  -Vortec 
  Metals 
  -Cathyr Industries -Geode 
  -Oberyth Ltd.--Riyalta Mineralogy 
  Robotics 
  -SICCA-Systaxa 
  Genetic Products 
  -Heisen -AAMAG -Chromos Ltd. 
  Chemicals 
  -AAMAG -Cathyr Industries 
  -TempTec-RCC (Riyalta 
  Chemical Corp)-Matrix/lndra Ltd 
  -Erul/Blade Ltd. -Trellaine Ltd 
  PRESENT LEADERS: 
  The Duke (or Duchess) of Vyrtza leads a leisurely life, as 
  most major responsibilities are delegated to his or her 
  subordinates. This lax sort of rulership has been cited by 
  many to be the probable cause of the House's failure to 
  compete well in the Imperial market, and may well be a 
  contributing factor. 
  Each Duke or Duchess marries a 
  number of concubines (or "Royal Husbands"), and 
  attempts to raise several possible heirs, one of which will 
  be selected to be the next monarch. 
  EVERICUS FARL YN ISANDOR VYRTZA 
  POSITION/TITLE: Duke of Vyrtza, Duke Evericus IV 
  PROFESSION: None (Level Zero) 
  AGE: 23 
  SEX: Male 
  RACE: Humanoid Ill 
  HEIGHT: 182cm 
  WEIGHT: 78 kilos 
  HAIR TYPE: Blond/Wavy!Touseled 
  EYE COLOR: Brown 
  APPEARANCE: 34 
  A lazy and tempermental youth, Evericus was lucky enough 
  to be the only male heir born to a father who demanded that his 
  heir be male, for besides this, he certainly has little to justify 
  himself. 
  A regular drinker and daydreamer, Evericus drifts 
  casually from one field of interest to another, never staying in 
  one field long enough to learn anything. Even his diplomacy 
  skills are abominably poor. Most affairs of state are handled by 
  his Court Advisors, who are wise enough not to divulge too much 
  to this whelp. Evericus spends much of his time in private 
  chambers with one or more of his seventeen wives. 
  0 
  2 
  4 
  THE ENDEAVOR 
  
  . ID ME 123 
  8.0 ADVENTURES IN 
  FRONTIER ZONE FIVE 
  As the current Empire flexes its mighty muscles and 
  seeks new worlds to devour, its long arms inevitably stir 
  the pre-existing cultures of the Frontier. 
  Due to recent 
  interest in several of the local worlds (Orpha, ldyllis, Mirada 
  and Mikal chief among them) the Imperial Observations 
  department and Provincial Scout Forces have been 
  working overtime in an attempt to determine and control 
  the goings-on in the region, and the number of Inner 
  ?itizens travelling to the Zone (both for work and play) 
  increases each year. The local ·populace, for the most 
  part, has accepted the presence of these outsiders 
  without much incident, and the long transition toward true 
  civilization is steadly progressing. Ocassionally, however, 
  there are a few snags ... 
  The adventures supplied in the following section are 
  designed to give the GM a good feel for Frontier Zone 
  Five, its inhabitants, and the sort of events which transpire 
  there. 
  The three sections each deal with a separate 
  aspect of Frontier life. The first, Vidome 123, details (what 
  should have been) a typical DXS planetary survey 
  installation on a Backnet planet. The second, Moons of 
  Tegarra II 
  introduces the PCs to that secretive and 
  powerful race in a Frontier manhunt. The third adventure, 
  Backnet Circuit, exposes the PCs to the trade routes and 
  smugglers fo FZ 5, and may be used as a basis for an 
  extended Frontier campaign. 
  ~ 
  8.1 ADVENTURE: VIDOME 123 
  The players are sent on a heavy trail to a distant mist 
  planet to · perform maintenance, repairs, and biological 
  resea~ch. 
  The Devonian Xena Scouts have already 
  estabhs~~d a VIDOME (a prefabricated and hermetically 
  sealed living quarters for up to ten beings), and a team of 
  four_ DXS servicemen and a Subaltern are currently 
  stationed there. 
  Not long ago the DXS received a 
  jettisoned logtrans from Subaltern Mentaka, the leader of 
  the expeditionary team, saying that their ship had been 
  badly damaged upon entry, and that the parts needed to 
  repair the vessel were not available. Having no access to a 
  TBD relayer, Mentaka was forced to use his emergency 
  logtrans_ for the communication. The DXS is looking for 
  two to five experienced field technicians and researchers 
  to back up Mentaka's team. 
  The support team will be 
  equipped with all the necessary repair equipment and 
  parts. The pay is not bad -- the DXS is offering 2500 
  Elm_onits plus possible bonuses for completion of the 
  assignment -- and the crew will be picked up five weeks 
  after having been dropped off on the mist planet, a 
  swirling blue-green ball called Drir. 
  8.11 BACKGROUND DATA 
  Subaltern Drail Mentaka was a one-bar administrator 
  with friends in high places at the DXS. Skilled in biological 
  research and computer programming, he managed to 
  swing a promotion to Subaltern but was unable to avoid 
  the ocassional "heavy trail". He was, however, granted a 
  few special favors -- not the least of which was permission 
  to bring a pet with him on assignments. Mentaka's pet -- a 
  rare Terran breed called a boxer, was his pride and joy. He 
  spent many hours training the animal to obey all manner of 
  commands, including attacking on order. "Beta" as the 
  dog was called, was a well-behaved pet, and served to 
  lighten the dreary monotony of the swirling mists. 
  After the ship crash landed and Mentaka sent off his 
  logtrans, he had a peculiar encounter with a female Mimic 
  (a creature capable of changing its form to resemble other 
  creatures). Curious about this strange new lifeform, and 
  determined to be the first person to turn in a full report on 
  the creatures, Mentaka kept the existence of the Mimics a 
  secret. Each day, while the others attempted in vain to 
  repair the downed ship, Mentaka snuck off into the mist-
  forests of Drir to do his research, and each night he would 
  plug away at the Dome computer, writing a research 
  program and staying awake on Jirolene and Caffix (rum-
  ored to taste only vaguely like Terran coffee). It became 
  apparent to Mentaka that in order to complete his studies, 
  he needed to get a living specimen into the vidome, and 
  he devised a way to do it without alerting the others. 
  One night, when the rest of the crew had long since 
  gone to sleep, Mentaka crept into the dome's bunkroom 
  and administered each of them a tab of Virlene to assure 
  himself of absolute privacy. He then suited up and left the 
  vidome. 
  He had learned one most significant fact in his 
  studies of the Mimics; that they seemed somehow to be 
  attracted to the eminations of his multiscanner when 
  scanning for lifeforms. 
  He had used this techneque 
  several times in the field, and used it once more to lure a 
  Mimic toward the dome and inside the airlock. When the 
  cold jets of the airlock sanitizer hit the creature, it flew into 
  a rage, slamming itself against the walls of the airlock and 
  accidently opening the inner doors. 
  Once inside the 
  vidome, the Mimic began shifting form - Mentaka saw it go 
  through three distinct phases before it settled on one it 
  liked - and the tentacles it sprouted were put to use on the 
  furniture and equipement within the dome. Realizing that 
  he had to get the beast out of the dome before it did 
  serious damage, yet afraid to approach the maddened 
  ?reatur_e, Mentaka ordered Beta to attack the thing, which 
  1mmed1ately assumed a dog-like form and devoured the 
  loyal animal. In the fury that followed, Mentaka forgot his 
  ~ear . 
  Seizing a shelf which the creature had dislodged in 
  its rampage, Mentaka knocked the stunned Mimic back 
  into the airlock and closed the inner doors. 
  As soon as 
  the outer doors were opened, the creature fled, leaving 
  Mentaka standing in the middle of the wrecked living 
  quarters, wondering how to explain what had happened. 
  After spending an hour or two drinking the bottle of 
  Terran whiskey he had brought 
  from Karoline, and 
  viewing hologs of Beta on the dome tri-dee, Mentaka was 
  stunned to see the · dog outside the dome. Through the 
  shifting blue-green mist he could just make out its black 
  eyes watching him. Grabbing his multiscanner and setting 
  it to scan life type, Mentaka found the creature to read as 
  canine -
  but he had seen the dog devoured not two 
  hours before. Mentaka now realized that any one of his 
  fellow crew-members might be a Mimic, and he knew what 
  he had to do. 
  
  40 
  VIDOME 123 THE NPC'S 
  In the storage room Mentaka found what he needed - a 
  chemical poison called Northalene which was used in 
  much diluted form to sanitize persons coming into the 
  dome from the insidious atmosphere. In its concentrated 
  form it would cause massive cellular damage. He quietly 
  administered a hypo of the deadly agent to each of the 
  sleeping crewmembers and left the room. In the comm 
  room, Mentaka accessed the brain of the dome's service 
  robot, and programmed it to attack anything that did not 
  identify itself as Mentaka. He then programmed the 'bot 
  to help him dispose of the bodies -
  together they buried 
  the crew in a cave 2.6 kilometers north by northwest. 
  Along with the bodies, Mentaka buried the notebook 
  which held his original fieldnotes and biological calcul-
  ations. This done, he programmed the 'bot to scramble 
  any information dealing with the attack order or the 
  disposal of the bodies, so that anyone wishing to find out 
  what happened to the crew could learn only that they were 
  dead. Mentaka returned the 'bot to the dome and set it in 
  the center of the structure to follow its orders. He then 
  checked the energy cell in his stun pistol, and set out into 
  the haze to kill the rotten sloor that ate his dog. 
  8.12 THE NPC's 
  A tall black man of forty-five, Captain Flynn (three bars) 
  once flew SMAC fighters for the Devonian Sabre 
  Starmada. He wears his Friend of the House decoration, a 
  memento of those younger days, proudly upon his 
  spotless uniform. Though over five years have passed 
  since he joined the Xeno Scouts, he still will not talk about 
  his experiences as a combat pilot. Flynn is a caring man 
  who hides his emotions under an aggressive approach; 
  he is usually curt and authoritative, but once he has gotten 
  to know his crew he treats them like family. The truth is, 
  Flynn couldn't possibly harm anything which didn't first 
  show aggressive behavior -
  another little memento from 
  his days as a combat piloT -
  although this vow has nearly 
  killed him several times during his DXS career. 
  Standing 1.9 meters tall and weighing seventy-nine 
  kilograms, Flynn keeps his body fit by practicing daily with 
  a power sword. 
  His watchful eyes are hazel, and he 
  shaves his head. He makes a strong first impression -
  especially upon new crewmembers. It is more his style to 
  make a sarcastic comment than actually get mad. Besides, 
  he doesn't need to -
  he is renowned amongst his 
  superiors for the thoroughness and objectivity of his 
  reports. 
  8.122 YAX DRINQUA, XENO SCOUT 
  Originally a small-time free trader known on Hyperion IX 
  who specialized in "parts", Drinqua has been forced (by 
  Devonian Internal Security) to turn his medical skills toward 
  a more mutually amenable end. Two years ago he joined 
  the Xeno Scouts to avoid a visit to DEV:21 Ill, and he has 
  found that the life of the frontier agrees with him. 
  (It 
  certainly doesn't do his Elmonit account any harm, either.) 
  Making diplomatic use of some of his old contacts, Drinqua 
  has established a covert imports business. Most of his 
  clients are drug dealers or users, as he is an expert in 
  recreational and medicinal drugs. Other items Yax may be 
  trafficking at any given time include (of course) live organs, 
  molecutronic brains, rare foods, computer programs, and 
  advice. Drinqua has a plan for everything, and can get 
  quite enthusiastic when an idea to make monits hits him. 
  Although an excellent source of information and goods, 
  Drinqua is often under Captain Flynn's scrutiny. Player 
  characters who spend much time with him may likewise 
  arouse the Captain's suspicions. 
  Depending upon the 
  exact item and situation, Drinqua can usually obtain the 
  sorts of goods he deals in as though they were one 
  difficulty level easier than they actually are (ie: Colosian 
  Blodwhore, an intoxicant beverage which is VERY HARD (-
  20) to obtain in most parts of Devon Province, is HARD (-
  10) for Yax to obtain). Standing only 1.6 meters tall and 
  massing fifty-five kilos, Drinqua is often interested in hiring 
  armsmen to act as muscle when he pulls off a particularly 
  big deal. He pays well for these short (and dangerous) 
  jobs, although he prefers paying in information or goods 
  rather than in monits. 
  8.123 THECREWOFTHEESSEX 
  Of all the Devonian service branches, the Xeno Scouts 
  have the most lenient entrance policies. This is because 
  the Scouts encourage personal development and ind-
  ividualized training. 
  The crew of the Essex includes 
  several aliens and hominid variations of various character 
  classes. As the actual current Essex crew changes from 
  time to time, the Gamesmaster should feel free to fill in the 
  ranks with a colorful collection of individuals whose par-
  ticular skills and/or problems fit the feel of his campa19n. 
  Possibilities include Imperial Observers, citizens of other 
  provinces who defected to Devon, characters on the run 
  from some legal persecution (like Drinqua), and young 
  Ghedians with wanderlust. These characters will have to 
  interact with them before and after the mission. 
  ON THE BRIDGE OF THE ESSEX 
  
  VIDOME 123 LAYOUTS 
  41 
  8.124 DAN(DATAANALVZER)734, VIDOME 
  COMPUTER 
  Programmed almost strictly for biological and environ-
  mental research, DAN also keeps the vidome's interior 
  environment stable via Life Support and Basic Systems 
  Monitoring programs much like starships'. DAN has over-
  rides on all of the dome's installations and appliances, and 
  can be used to monitor the activities of the service robot. 
  DAN has a polite, well-spoken manner, and a soft male 
  voice. It is part of his programmed nature to learn the first 
  name (or a short nickname) of his current operator and call 
  him by it. In addition to the programs issued DAN by the 
  DXS, he holds an unfinished "Participant Research" 
  Biochemistry" program written by Drail Mentaka, and a 
  large amount of free memory for supplemental programs, 
  data, and interfaces. DAN will help the player characters in 
  any way he can, but he lacks visual sensors and does not 
  know what happened to the crew or Mentaka. 
  A list of DAN's current programming (which is assigned 
  by the DXS on a mission-by-mission basis) follows: 
  INSTALLATION: DXS Planetary Survey Vidome 
  COMPUTER MARK#: 40 
  PROCESSING CAPACITY (CPU): 40 
  MEMORY CAPACITY: 80 
  RESERVE STORAGE CAPACITY: 400 
  PRODUCER: Cognitive Computer Corp. 
  COMPATIBLE LANGUAGES: Tablet, BIVOC, Devonian English 
  (verbal) 
  PJ!OGRAMS/LANGUAGES: (including program size) 
  General Reference (5/20) 
  Xeno General Reference (5/30) 
  Archive Reference +20 (5/9) 
  Chemistry.Research +25 (4/25) 
  Biology Research +35 (4/27) 
  Field Science Systems Tech Reference + 1 O ( 117) 
  Basic Systems Monitoring (no automatic log) (.2/.2) 
  Life Support (.2/.2) 
  Galley (1/1) 
  Cybernetic Monitor (.5/.5) 
  Planetary Analysis +30 (3/9) 
  Bio Analysis +25 (3/8) 
  Participant Research: Biochemistry (incomplete) (7/25) 
  Tablet (rank 10) (10/10) 
  BIVOC (rank 6) (6/6) 
  Verbal Command: Devonian English (rank 7) (717) 
  When the PC's first encounter DAN, only Bio Analysis, 
  Bio Research, Verbal Command, and the unfinished Par-
  ticipant Research program (in addition to Basic Systems 
  and Life Support) will be found to be in his CPU. 
  8.125 DXS S'BOT E23, SERVICE ROBOT 
  Programmed by Mentaka to come to the name "Bot", 
  this is in all respects a perfectly standard Service Robert 
  (see TECH LAW) 3.311 ). 
  The first time the PC's 
  encounter Bot, he will most likely attack them. He can 
  bash or grapple with his large "hands" (Both of these 
  attacks may be resolved by using the appropriate tables in 
  CLAW LAW), and will have to be subdued or destroyed 
  somehow. Note that conversation with Bot is impossible 
  without using DAN to interface, unless one can open up 
  the robot's head and program directly into its computer 
  (which is a HARD construction project and requires that 
  the programmer know BIVOC to at least rank 6). The Bot 
  will reveal all manner of totally mundane information if his 
  memory is listed (DAN will have to translate from BIVOC to 
  Devonian), but at the end of the storage there are several 
  spots where the data seems to have been scrambled. Bot 
  will not be of any help to the player characters unless 
  something is done about his scrambled programming. All 
  he knows about the crew is that they are dead. 
  8.13 LAYOUTS 
  8.131 THE DXS EXPLORATION CRUISER ESSEX 
  The plans and description of the Essex can be found at 
  the end of Section 8.1 
  8.132 VIDOME 123 
  Designed to keep up to ten beings (in cramped quar-
  ters -
  five is the standard) safe from the effects of 
  poisonous or even corrosive atmospheres, the vidome is 
  made of a synthesized microscopic thread called "Viber 
  5". which replicates much like living matter. Cloth made of 
  Viber 5 is AT 4, and VERY HARD (-20) to obtain. It is also 
  very expensive: 50 Monits per square meter. Vidomes 
  like dome 123 are constructed of many layers of Viber 5 
  and chemically treated for the atmosphere they will be set 
  up in. 
  As the outer layers are corroded away by the 
  noxious atmosphere, and the inner layers absorb contam-
  inants from the inhabitants of the dome, the middle layers 
  are busily breaking down the elements they come in con-
  tact with and causing more Viber 5 to be created. These 
  new layers then move toward either side. The "life span" 
  of such a dome depends on the environmen,but it is -
  in 
  a limited sense -
  "self-healing". Vidomes come in several 
  standard set-ups; this one is typical for a DXS survey mis-
  sion. Some of the equipment, especially "luxury items", 
  were the personal property of Mentaka and his crew. 
  1. 
  Airlock/Sanitizer. 
  The outer door is locked at all times, 
  and can be opened only by inserting a DXS !dent Disc or from 
  the inside (DAN can override the lock command if commanded 
  to). Because of the poisonous, and mildly corrosive, elements 
  in Drir's atmosphere all thin9s entering the vidome must be 
  sanitized. DAN cannot override this function -
  it is triggered 
  mechanically by the closing of the outer door. 
  Until the 
  sanitizing spray ceases, (about 2 or 3 seconds), the inner doors 
  will not open, although LlAN is able to override this function if 
  commanded to (this command can be triggered by hitting the 
  button inside the airlock). The sanitizing agent includes North-
  alene, and therefore environmental suits are to remain on while 
  in the airlock. Inhalation of this diluted form causes effects one-
  tenth as severe as those shown in FUTURE LAW. 
  2. Comm Room. In disarray when the player characters first 
  enter the dome, the Comm room is where all survey functions are 
  performed. DAN, the dome computer, is here. Note that DAN 
  has two keyboards and two screens. These may be used on the 
  same or different tasks, provided the necessary programs are in 
  the CPU. There are two swivel chairs here, and the desk top and 
  floor are covered with paper. Among these sheafs are some 
  notes of Mentaka's (preliminary survey data on the Mimics), but 
  without his original fieldnotes and biological calculations it is a 
  HARD researcfl project (at -80: -50 for fragmentary data and -30 
  for written text) even to read them. If this is done, only a VERY 
  general description of the Mimics' abilities should be given to the 
  players (they may learn that the Mimics can approximate forms, 
  but not that they can totally duplicate any form they have 
  devoured, as even Mentaka did not know that at the time of the 
  writing). If DAN is inspected carefully, the player characters 
  may find a small amount of slime which was scraped off 
  
  Mentaka's Mimic while it hurled itself about this area of the 
  dome. As the chemical structure of this substance is unknown, 
  analysis is a COMPLEX research project. 
  3. Waste Elimination Room. Standi.ng . in the doo~ay . of 
  this small room when the PC's first arrive 1s Bot, who will 9-~ve 
  them one round to identify as Mentaka (which, 1n ail probab1hty, 
  they will not even think of doing), before it moves fo~a~d ~nd 
  attacks. The room is used for all manner of waste ehryiinat1on 
  (organic and inorganic), and all material stored here will ey~n ­
  tually be used as "fuel" for the V!ber 5. i:-he spartan necess1t1es 
  include a commode and a waste disposal bin for refuse. 
  4. 
  Common Room. 
  In a state of total disaster when ~he 
  player characters first arrive, this is the most often used section 
  of the dome. 
  Shelves of books, discs, tapes an9 pe.rsonai 
  decorative items now litter the floor, one shelf ly1~g in th.e 
  doorway between this room and the Com~ room. If this sh~lf !S 
  carefully examined player characters may find mo~e i;>f the M1m1c 
  slime like that found in the Comm room. 
  (This 1s the shelf 
  Mentaka used to knock the Mimic into the airlock.) At point. "A" 
  is the food processer known as "the galley". DAN synthesizes 
  all manner of bland but palatable dishes. Point "B''. is ~he trid~e 
  (a holographic projector which recreates still or moving. image~ in 
  the center of the room.) This unit can be used for interactive 
  games as well as passive media (the garr:ie discs .are am'?ng the 
  scattered items on the floor). C!.!rrently in the tnd~e unit are a 
  dozen still halos of Beta, including several showing Ment~ka 
  with the dog. NOTE: Non-Terran character~ may not recogrn~e 
  the creature in the halos as a dog -
  the d1ff1culty of t~e static 
  maneuver required to do so depends on the past experience of 
  the particular character. If the character concerned has seen .a 
  dog before or been to Terra, modify this maneuver ~oll by his 
  Memory and Reasoning. Otherwise, use a Zoology skill roll. On 
  the floor near the couch lies an empty bottle which PC's may be 
  able to identify as having contained Terran whiskey. 
  Clever players may attempt chemical tests on the resid!Jal 
  alcohol, as well as the slime specimens if! order to de~ermine 
  their relative ages. 
  This may be of aid in reconstructing the 
  sequence of eventson the night of the murders. 
  0 
  2 
  3 meters 
  THEVIDOME 
  VIDOME 123 
  5 
  Bunkroom This room contains five military style beds, the 
  personal effects of Mentaka's crew, and a cfeansing stall (at 
  point "C"). Everything here s~em~ to be !n perf~ct '?rder UJ)On 
  inspection. The room looks hved in, but 1s not in d1s~rray hke 
  rooms 2 and 4. There are no clues here, although examination of 
  the dead crewmembers' equipment will support the fact that 
  none of them even knew of the Mimics' existence. A total of ?71 
  Devonian monits can be found here, and 4 tabs of Gortehne. 
  Under one bed lies a repair scanner which holds a total rundown 
  of the damage suffered by The DXS landing vessel (a minimum 
  of five EXTREMELY SEVERE malfunctions and 150 points of 
  damage). The Gamesmaster should allow the player characters 
  to find a few other personal tech items which mig~t hav~ been 
  carried by the original crew. Of cours~. much of this ~ql;l1pment 
  was issued by the DXS, and will be reclaimed after the m1ss1on. 
  6. Storage Room. Both doors to this area are locked .at all 
  times and require a DXS ident disc for entry. Although not in the 
  most orderly of conditions, this room has not b~en ransacked 
  like rooms 2 and 4. 
  Three large multishelf units hold cans, 
  crates and cartons of all shapes ~nd sizes, most ~ontaining 
  foodstuffs (in raw state), test equipment and ~hem1cals. 
  In 
  great stacks sit m8:chine tools, blank. memory discs, etc. The 
  materials and machines here, along with the parts brought by t~e 
  player characters, will prove insufficier:it to comp!ete,,th,~ .maior 
  repairs called for on the downed ship. .At point D 1.s the 
  vidome's power source -- a water-fueled fusion reactor . . Thi~ urnt 
  must be refilled with one liter of water every ten days or 1t will run 
  down (DAN's Life Support program sees to this chore).. Th.e 
  GM should determine which tech items may be found 1n this 
  room. 
  Suggestions include: 
  medicinal and/or recr~ational 
  drugs, scanners, grav packs or belts, enviror:imental a19s and 
  recording devices. On one of the shelves 1s a container of 
  Northalene, clearly marked as a deadly poison. If the amount of 
  Northalene remaining in the container is measured and checked 
  against DAN's records, the player chara~ters will find t~at a little 
  over nine CC's are missing -
  enough to kill ten human beings. 
  
  VIDOME 123 THE TASK 
  43 
  8.14 THE TASK 
  What, in the beginning, seems to be a rather boring 
  heavy trail turns out to be more than the player characters 
  bargained for. Once separated from all outside contact 
  (except jettisoning the final logtrans, like Mentaka did his), 
  they are on their own for five (Imperial) weeks on Drir. 
  They should discover early that something is amiss -
  the 
  dome is quiet and no humans can be located via scanner 
  -
  and the robot's unexplained attack should be all that is 
  necessary to convince them that there is a mystery they 
  must solve here. Researcher characters or field scientists 
  will probably wish to run tests on the Mimics' "flesh" to 
  determine the abilities and limitations of these strange 
  creatures, but they, like Mentaka, will soon realize that in 
  order to discover more about the Mimics it will be neces-
  sary to get one inside the dome -
  to actually change form 
  while under scan. Botanists and Herbal Derivative Prac-
  titioners will find Drir to be a living laboratory, with over 
  10,000 forms of vegetable and fungoid life, and may wish 
  to spend their time testing, identifying, naming and 
  cataloguing these newly discovered lifeforms. Whatever 
  the player characters decide to do with their time on Drir, 
  they will have five weeks to do it, which is more than 
  enough time for a little VERY COMPLEX research. 
  8.141 STARTING THE PLAYERS 
  Since this mission begins as a standard one, player 
  characters will receive the assignment through some 
  official channels. The Gamesmaster may wish to make 
  y,, m Xena Scouts themselves, or they may be free 
  agents contracted by the DXS. Player characters working 
  for the Emperor may be stationed here to observe the 
  activities, of the Xena Scouts on Drir (in which case their 
  superiors will contact the DXS and arrange for them to be 
  on board the Essex.) 
  All player characters will be 
  interviewed by Captain Flynn to determine the applicability 
  of their skills to the (original) tasks at hand -
  only 
  characters skilled in technics and/or sciences will be 
  assigned duty in vidome 123. 
  As an option, the player characters may be stranded on 
  Drir due to some ship malfunction or misjump, in which 
  case a scan for power emanations will reveal the dome's 
  fusion reactor. If this option is chosen, the Gamesmaster 
  must make certain that there is at least one character in the 
  party who can get them inside the vidome (this will involve 
  the use of Crime Technics and Pick Locks skills.) 
  If dropped off by the Essex, the player characters will 
  make planetfall somewhere near the original (crashed) 
  vessel, as the path it forged through the trees in its fall can 
  easily be discerned from the upper atmosphere. 
  After 
  planetfall, Captain Flynn will make sure that the PC's are 
  safely down, and wish them good luck. 
  The Essex will 
  then cut contact and depart, leaving the party alone. 
  The dense forests of Drir are spooky and ominous -
  - swirls of blue-green mists float amongst the trees and 
  fungoids, causing difficulty in visual perception of any sort 
  (see "Obstacles") and creating optical illusions. 
  The 
  players should be kept totally in the dark about the 
  existence of any mobile lifeforms until after they have 
  entered the vidome, but characters for whom the 
  Gamesmaster succeeds in a VERY HARD (-20) static 
  maneuver modified by Intuition may get the eerie feeling 
  that they are being watched. The Gamesmaster should 
  emphasize these peculiar perceptions, in order to create 
  an atmosphere of uncertainty and fear. The players would 
  learn early that their scanners are tar more accurate and 
  trustworthy than their own eyes, and that the tear they 
  feel, which may or may not prove justifiable, cannot be 
  avoided in the oppressive mist forests of Drir. 
  8.142 AIDS 
  At 
  the 
  beginning 
  of the 
  adventure, 
  the 
  player 
  characters will have nothing at all to go on but the official 
  (and rather vague) DXS planetary readout Captain Flynn 
  will provide them with. Characters who did not receive this 
  mission through official channels may be able to access 
  some of this information through their ship's computer, 
  but not all of it (and will have to get the rest from DAN). 
  As stated previously, DAN will be able to aid the play 
  characters in their attempt to determine what happened in 
  vidome 123. In addition to containing various reference 
  programs which 
  may prove invaluable, 
  DAN also 
  possesses Al (artificial intelligence) and is therefore fully 
  capable of induction and deduction. In the age of Future 
  Law, such "sentient" computers are basically non-player 
  characters, and should be played as such. 
  This means 
  that DAN, it asked a question to which the answer is not in 
  his programming, will simply inform the play characters of 
  that fact. He may theorize, or even estimate the probab-
  ilities of specific events, but only to he extent of his pro-
  gramming (ie: 
  DAN knows virtually nothing about star-
  ships, etc.). Much of the work that the player characters 
  may want to do will not only benefit from, but actually 
  require, DAN's assistance. If the character(s) operating 
  DAN are Xena Scouts, they will know the proper access 
  codes to activate DAN. 
  Otherwise, it is EXTREMELY 
  HARD (-30) to do so. Note that DAN (lacking sensors) has 
  no way of telling tor certain who is operating him. 
  The Participant Research: Biochemistry program Men-
  taka began writing may be finished by the player 
  characters. Completion of the program, which will allow 
  DAN to add +40 to any such research he is subsequently 
  involved in, requires two things: 
  1. That a COMPLEX research project in Biochemistry 
  be completed, at -100 (-50 tor fragmentary data and -50 tor 
  disorganized format), and; 
  2. That a COMPLEX tech project in Computer Tech be 
  completed (at -30 for partial source data it no member of 
  the project has ever written a Participant Research 
  program before). 
  8.143 OBSTACLES 
  The planet Drir is not, perhaps, the most deadly environ-
  ment the player characters have ever been in, but it seems 
  to exude other, more sinister types of tear. Here, even 
  characters with infrared visual capability will find their sense 
  of visual perception distorted. This is because the poison-
  ous mists, which are ever swirling in long, slow 
  patterns, contain several compounds which do not mix. 
  
  44 
  VID ME 12 
  EN 
  NTER 
  Like water and oil, the pale blue, dull green, and 
  shimmering white layers may intertwine, but will not 
  combine. These gasses, being of differing densities and 
  temperatures, create a hazy effect. Any being with the 
  perceptual capability to sense reflected light (such as 
  humans) will find this sense impaired to some degree. 
  Although it is possible to program DAN to "ignore" this 
  effect for visual display of prerecorded data, it will take 
  some time. First, a HARD research project in Planetology 
  must be completed, in order to determine the exact nature 
  of the haze effect. Then, a MODERATE tech project in 
  Computer Tech must be completed. This program does 
  not in any way give DAN any sort of visual perception. 
  The atmosphere is not only poisonous but corrosive, 
  and should any character be directly exposed to it (even 
  through a small rip in his environmental suit), he will suffer 
  mild muscle poison attacks once every six rounds and 
  mild nerve poison attacks once every five minutes while 
  still exposed. Both of these effects are attack level five. In 
  addition, the character will lose one point from his 
  Constitution stats (both temporary and permanent) per 
  every 5% failure on any such resistance rolls. 
  The native creatures on Drir, above all the Mimics, will 
  begin to make their presences known as time passes and 
  they become accustomed to the party's activities. Note 
  that the more violent (or SEEMINGLY violent) the player 
  characters' actions are, the LESS likely they are to have an 
  encounter (see "ENCOUNTERS"). 
  Almost all of these 
  creatures are "hybrids", in the sense of biological 
  kingdom. Many show traits from all three of the basic 
  kingdoms: flora, fauna, and fungi, and many of them may 
  be termed omnivorous. Several example creatures are 
  included 
  in 
  the 
  ENCOUNTERS 
  section. 
  The 
  Gamesmaster should feel free to modify these creatures 
  and/or create his own. Bear in mind that the party will 
  already have enough things to worry about to keep them 
  quite busy. 
  Encounters on Drir should be considered 
  more description than opposition, at least during this 
  adventure. If the players seem to be picking a fight, give it 
  to them, but don't overdo it -- the creatures of Drir are for 
  the most part afraid of these strange beings with their 
  strange objects, and all but the Mimics, who are more 
  curious than clever, dislike the vidome. 
  It is also up to the Gamesmaster to determine exactly 
  what happened to Drail Mentaka after he left the dome that 
  fateful night. Did he find the beast he hunted? Did he kill 
  it? If Mentaka is somehow still alive, is he aware of the 
  party's existence? if so, how will he respond? (Note that 
  Drail Mentaka will have to be created by the Gamesmaster 
  if he still lives. He should be one level higher than the 
  highest level player character present.) 
  8.144 REWARDS 
  If the player characters are Xeno Scouts, they will each 
  receive 2500 Elmonits when they return to their home 
  port. In addition, each will be up for a review based upon 
  his own report and the reports of his teammates. If the 
  character's actions are found to have been of merit he may 
  receive a bonus of up to 500 Elmonits. Player characters 
  whose decisions were pivotal, or who took risks above and 
  beyond the call of duty may receive the award for Friend of 
  the House. There is also a possibility of a promotion to the 
  next subrank ("a single raise in bar", as it is often called). 
  Successfully reconstructing the sequence of events 
  which transpired on the night of the murders should be 
  rewarded by the Gamesmaster as Idea Points (up to 500 
  for characters who were less directly responsible). 
  Lastly, the planet Drir is home to a large variety of 
  lifeforms -- any of which may be of some tremendous 
  scientific value -- and the density of the planet may be due 
  to large (and valuable) deposits of heavy metals. If the 
  Gamesmaster desires, enterprising player characters may 
  be able to turn quite a profit. 
  Perhaps an important 
  medicinal drug can be derived from one or more of the 
  local species. Perhaps the genetic catalyst which allows 
  the Mimics to alter their form can be isolated, or even used 
  by other races (If so, it is recommended that the 
  Gamesmaster attach some serious problems or side 
  effects to such use). Of course, once Lord Devon learns 
  that the planet Drir is the source of any such valuable 
  resources, 
  heavy restrictions will 
  be placed 
  upon 
  planetfall, and an orbital station may even be constructed. 
  8.15 ENCOUNTERS 
  Determined by adding Presence and Activity, rolls made 
  each time any character leaves the vidome (or once every 
  five Imp. days if the party remains inside), encounters on 
  Drir are more often strange than actually dangerous. In 
  sector 55 (The DXS divides planetary surfaces intt:r- 96 
  sectors as indicated on the GEOSPHERE RECORD in 
  Future Law) Presence rolls will be at a -50 for the 
  density of the forest and atmosphere ("Forest/Rough"). If 
  the player characters are loud or move at more than a 
  walking pace (or if any of their machines do the same), an 
  additional -30 is applied. If the actions of the party actually 
  damage the environment in any sudden way, this 
  becomes -60. The ONLY modifier to the Activity roll is due 
  to the environment: 
  -50 for constant "Light Night" and 
  "Precipitation" (This "Precipitation" mod represents the 
  atmospheric mists. Actual precipitation on Drir takes the 
  form of jagged white sheets of poisonous ice). 
  The 
  population category of sector 55 is "Light". 
  (See 
  OBSTACLES.) 90% of all encounters which take place 
  within five kilometers of the vidome will be with Mimics. 
  Beyond this radius other lifeforms become increasingly 
  prevalent. 
  Try to keep the actions and reactions of 
  encountered creatures simple and alien, even a little 
  surreal. These are not very intelligent beings by human 
  definition (although the Mimics are sentient, they appear 
  to be more intelligent than they actually are) -- by and large 
  these 
  are 
  mobile 
  semi-fungoids 
  whose 
  instinctive 
  behavior patterns only seem to be consciously directed. 
  A few possible encounters are outlined below: 
  1. SOLITARY MIMIC. Perhaps attracted by the energy emitted 
  by a player character's multiscanner, this relatively man-sized 
  specimen (see description of Mimics at end of ENCOUNTER 
  section) is curious about all the activity going on, but too timid to 
  get any closer than about 50 meters. 
  It will already have 
  assumed a humanoid shape, but cannot duplicate human 
  features as it has not consumed a human. It will watch as long 
  as no threatening moves are made and no player character 
  
  VIDOME 123 RACIAL DESCRIPTIONS 
  45 
  SUMMARY OF CREATURES' COMBAT ABILITY 
  ANIMAL NAME 
  sz 
  HITS 
  AT(DB) MS/AQ 
  Sm. Female 
  s 
  30A 
  1 (15) 
  M/F 
  Med.Female 
  M 
  458 
  1 (15) 
  M/MF 
  Lg. Female 
  L 
  50C 
  1(20) 
  M/MF 
  Male 
  L 
  400H 
  5(0) 
  IN/IN 
  Flyer 
  s 
  10A 
  3(50) 
  VF/F 
  Crawler 
  M 
  50B 
  3(15) 
  M/MF 
  Grasper 
  M 
  70C 
  6(5) 
  M/M 
  8.151 RACIAL DESCRIPTION: MIMICS 
  HOMEWORLD: Drir (questionable) 
  HOME SYSTEM: Mercura 66 F9 V 
  BASIC BODY TYPE: Amorphous (Females: Polymorphous) 
  SIZE: 5 -- 100 kg. 
  CHEMICAL BASE: TGC (Total Genetic Catalyst): previously 
  unknown. 
  RESPIRATION: Not applicable (as per body form duplicated). 
  PERCEPTION: Ultrahigh frequency sonic reflection (Sonar). 
  REPRODUCTION: Certain females are created fertile, and 
  quickly divide. 
  COMMUNICATION: Telepathic net-- male receives data from 
  females. 
  TEMP TOL (M/F): Cool/Any. 
  GRAVTOL: 15G/Any. 
  PRES TOL: 4 x Terra/Any. 
  RACIAL STATISTICS: 
  Where stats differ between the sexes, the female is given first: 
  C0:+30/+50 
  AG:-10 
  SD:+30/+50 
  ME:-20/+50 
  RE:-20/+10 
  ST:O 
  QU:+15 
  PR:-50 
  IN:+5/+20 
  EM:+20/40 
  CULTURAL OUTLINE: 
  S1Dp:1/15 
  StDt:+ 15/+5 
  REC x:1 /5 
  Stlng: None 
  TyHtD:10/20 
  Essence:+25 
  Channeling :+O 
  Telepathy :-1 O 
  Poison:+30 
  Disease:+40 
  Racial Origins: Unknown. 
  Possibly descended from Sianetic 
  Harbingers or other ancient race. Unlike any known lifeform. 
  Favored Ecosystem: Males require a cool humid environ. 
  Females' tolerances depend on body type. 
  Political Structure: None (Hive Mind). 
  Social Structure: 
  Males create females and are the center 
  of all activity. Female hunters compete for fertilization. 
  Military Structure: No formalized structure. 
  Currency: 
  None. 
  Females retain token items as marks of 
  status. Those with the most tokens are fertilized. Most such 
  tokens are body parts. 
  Language: None. Telepathic links exist between a male and 
  each of his females, who relay their perceptions to him. 
  Appearance: Males are fat "blobs". Females are smaller, and 
  have a tail-like appendage when in true form. 
  Housing: Males live in caves below ground. Females may hunt 
  for weeks before returning with food, and find temporary 
  shelter where they can. 
  Diet: Females are incapable of breaking down the food they 
  take in. They return to the male, who reabsorbs them, and 
  recreates them again. 
  Worship: Females have only a very limited memory beyond 
  their last recreation, but will haunt sites where other females 
  have died. 
  LVL 
  ATTACKS & PROBABILITIES 
  2A 
  40SBa80/30MSw20 
  4A 
  50SBa70/40MSw30 
  58 
  70MBa70/50MSw30 
  20H 
  50LSw100 
  1A 
  30TBt100 
  5B 
  50MSt75/20MBt25 
  6C 
  60MGr100(5x) 
  
  46 
  · 
  VIDOME 123 THE ESSEX 
  ESSEX 
  CLASS: Exploration Cruiser 
  COST: 17 million Elmonits 
  TONNAGE/HITS: 5,000 
  COMPUTERR: Mk. 90 
  SENSORS: 5 LY range 
  TBD COMM: 15 LY range 
  LASER COMM: 250,000 km range 
  ARMOR TYPE: 24 
  CREW: Astra 7; Tech 14 
  MAX SUBLIGHT ACCELERATION: 1000 km/rd2 
  MAX TRANSLIGHT DISPLACEMENT: 10 LY/day 
  SCREENS: +50 
  EW: +60 
  ARMAMENT: 2 x Mk. 20 Laser Cannon (HUD+ 10 ea.) 
  1 starboard, 1 port 
  2 x Mk. 30 Explosive Missile front 
  TER: 1630 
  AUXILIARY SYSTEMS: Reactor 
  BACK-UP SYSTEMS: Sensors (5 LY), TBD Comm (15 LY) 
  OPERATING RANGE: 200 LY total 
  OPERATING DURATION: 1100 Imp. days 
  UTILIZ~ TION: Equippe~ to endure a maximum tour 
  durat1~n of 3.2 Karohrnan years. Contains full 
  chemistry and physics laboratories. Primarily used 
  .for initial classification (including Resource 
  Development Ratings) of frontier worlds. Carries 
  five vidome f!10dules in upper cargo bay for long 
  term planets1de surveys. A "tour" usually includes 
  ten to fifteen such surveys. 
  THE ESSEX . 
  . 
  _ 
  DECK l 
  DECK2 
  Ramscoop 
  FU 
  0 20 
  lOOmeters 
  Chem Lab 
  Physics Lab 
  Crew Quarters and Cargo -
  Power Room 
  
  ADVENTURE THE MOONS OF TEGARRA II 
  47 
  8.2 ADVENTURE: MOONS OF 
  TEGARRAll 
  The Player-characters travel to the frontier in search of a 
  fugitive who is known to be extremely dangerous. 
  A 
  paramilitary hunt and raid operation for two or three 
  experienced characters. 
  8.21 BACKGROUND DATA 
  For over a century, the discovery of the Tegarrans (a 
  small frontier race of Neo-Humans possessing telepathic 
  powers who fled from the lmperium during the early days 
  of the Great Hoarding) has been kept a secret. Living and 
  training in a vast subterranean installation on Tegarra II, the 
  Tegarrans have been used by House Devon and Minor 
  Clan Detzeer (who maintain a small frontier province 
  encompassing four stellar systems) as Special Agents 
  from time to time. In such cases Tegarran agents are given 
  false ident-discs and personas, to keep Imperial eyes from 
  looking too closely. It was inevitable that one of these 
  agents would one day arouse the Emperor's attention. 
  Roth Tyrr, an experienced agent of the Tegarran 
  Special Services, was on a surveillance mission involving a 
  certain Imperial Observer when his cover was blown. Tyrr 
  terminated the Observer in question, but not before a 
  communication had been sent back to Terra. 
  Tyrr 
  panicked, and fled immediately for the Tegarra system, 
  thinking that if he could make it home, he might be able to 
  contact someone who could help him. 
  By the time Tyrr reached Tegarra II, however, Devonian 
  Security had already gotten there. Tyrr was tipped off to 
  their presence by use of his psionic abilities, which urged 
  him to land. Tyrr was in trouble -
  he didn't have enough 
  fuel for another hypershunt- so he did the best he could. 
  The player characters will be contacted by Shar Tyrr, who 
  has appropriated a ship for the mission, and wishes her 
  brother safely transported to Hyperion IX. All she knows 
  about his location is that he couldn't have possibly gotten 
  any farther than one of T egarra's five moons. 
  Unbeknownst to Shar, Lord Devon has called Security 
  off this case, and assigned it to his own Crisis Task Force, 
  who are headed for the Tegarra system even now. 
  8.22 THE NPC's 
  The following are prominent NPC's pertinent to the 
  Tegarra adventure. 
  8.221 SHAR TYRR, TEGARRAN SPECIAL AGENT 
  Currently in hiding somewhere in Devon Province, Shar 
  is an accomplished criminologist who, amongst other 
  things, has broken into Imperial files to doctor information 
  and won and lost many a ship in a bet. Although also on 
  the run from the Empire, Shar is more level-headed than 
  her brother. It is for this reason that she has decided to 
  stay where she is and send strangers to Roth's aid. She is 
  a tough woman, and seems to be a good deal older than 
  twenty-eight Imp. years, but that's how old she says she is. 
  (Her ident-disc says she is Falla Sherice, age thirty-three, 
  of the Minor Clan Nemrar.) 
  Standing 1.7 meters tall and weighing a scant 46 
  kilograms, Shar is still a formidable opponent if need be. 
  Her expertise in dance and acrobatics make her hard to hit, 
  and she can use her telepathic powers (innate to some 
  degree in all Tegarrans) to distract her foes' attention. Her 
  dark hair (dyed -- Tegarrans' hair is blue-white) is cut to just 
  below shoulder length, and offsets her pale skin. 
  She 
  exudes an air of confidence, and can be quite sassy at 
  times, but respects someone who can prove her wrong. 
  8.222 ROTH TYRR, TEGARRAN SPECIAL AGENT 
  A young man of intense emotion and violent action, 
  Tyrr joined the Special Services in an attempt to show his 
  older sister that he could do anything she could, and 
  better. Early in his (short) career he learned that he had a 
  great skill for designing and disarming traps of all sorts. 
  This talent made him extremely valuable to the diplomatic 
  interests who employed him, and he served as front-man 
  for many covert missions -- one too many. 
  A week and a half ago, Tyrr was forced to kill an Imperial 
  Observer in the course of a mission (he does not regret 
  doing so except that it has caused him more trouble than 
  the mission was worth). Forced to flee to Tegarra 11:2 (the 
  second largest of Tegarra's moons), Tyrr has put his 
  talents to use for his own defense. It is only a matter of 
  time, he realizes, before the Imperial Marines come to get 
  him -- and if he has to die here, he plans to take a few of 
  them with him. 
  Tyrr is 1.92 meters tall, and weighs 91 kilograms. He is 
  very clever, and uses his telepathic powers to make his 
  foes' bodies work against them. His hair is dyed black, and 
  he wears infrared lenses which make his eyes red. Tyrr 
  hasn't bathed in weeks, nor has he eaten well. He should 
  be played as a fierce and desperate man on the brink of 
  sheer paranoia. He is a difficult man to convince, and even 
  more difficult to capture. 
  8.223 CAPTAIN HARLAN TAGG 
  Tall and dark, with a calm air that borders on ridicule, 
  Tagg has an exemplary service record with Devon's 
  CRISIS FORCE. He has many contacts on many planets, 
  and just as many enemies. 
  Tagg takes his job quite 
  seriously, and has been known to go to extremes to get 
  his man. Tagg knows about Roth Tyrr's past (although he 
  doesn't know how dangerous Tyrr's mental powers can 
  be), and he is certain that he will have no difficulty bringing 
  this one in, viewing it as a challenge. (And Tagg hates to 
  pass up a good challenge.) 
  Standing a respectable 2.05 meters tall and weighing 
  113 kilograms, Tagg is a fearsome-looking man. His bright 
  green eyes are piercing, and his short hair is coarse and 
  flecked with grey. He carries an MLA rifle at all times, and is 
  well trained in several schools of martial arts. Tagg is a man 
  of observation and action -
  he does not enjoy talking 
  much, and he views all failures as "temporary setbacks". 
  Tagg will be very suspicious of the party's activities if he 
  becomes aware of them, and will be certain to interrogate 
  anyone he catches in his "jurisdiction". If he learns that 
  the PC's are in any way aiding Tyrr (or seem to be), he will 
  arrest them as soon as possible for all charges conceivable 
  just to get them out of his way. 
  
  48 
  THE MOONS OF TEGARRA LAYOUTS 
  ·. (.) 
  o· 
  8.224 ROLM KALDE, BIOCHEMIST 
  A well meaning and gregarious friend of Roth Tyrr, 
  Kalde also possesses a genius for organic chemistry. 
  Currently he is working on his thesis, attempting to design 
  microbial filter organisms for atmospheric use, and is very 
  busy, but the mention of Tyrr's name will get his attention. 
  Curious as to who the PC's are, he may approach them 
  directly or attempt to follow them. 
  Kalde is the one who supplied Tyrr with the Abasaan 
  and tranquilizer darts he has. Five days ago, Tyrr came to 
  him in desperation and asked for his help. Not wishing to 
  get his friend in trouble, Tyrr told him next to nothing 
  about the exact nature of his problem. Kalde, realizing 
  that Tyrr would not have been so emphatic without a good 
  reason, broke into the chemistry lab stores and stole the 
  desired items that night. 
  Rolm stands 1.76 meters tall and weighs 67 kilograms. 
  His blue-white hair is long, and his eyes are also blue. He 
  is energetic and curious, but will not neglect his studies. 
  He certainly will not wish to join the PC's in their dangerous 
  search. If let in on the story, however, Kalde may suggest 
  the abandoned biological research lab on Tegarra 11:2 as a 
  good place to hide. 
  8.23 LAYOUTS 
  The PC"s will have to do a bit of moving around in order 
  to locate their man, and the Gamesmaster should try to 
  accommodate their hunches as play proceeds. 
  Ob-
  viously, full layouts of Tegarra 11 and all its moons are not as 
  necessary as simple descriptions of the more probable 
  locations involved (although Gamesmasters who feel up to 
  the task may wish to design the entire system in more 
  detail). 
  A list of such locations, and a map of Tyrr's 
  hideout, follows. 
  8.231 THE SAVIOR 
  Produced by Caliban Corp. of House Devon and 
  currently owned by Shar Tyrr, The Savior has changed 
  hands many times since its construction twelve years ago. 
  It has been illegally fitted with a concealable Mk. 20 Blast 
  Cannon (in Devon, as in most provinces, private vessels 
  may not bear any armament higher than Mk. 10, and such 
  weapons must be visible). 
  The ship's running lights 
  (exterior) are currently malfunctioning, and will not come 
  on at all when the PC's first land (both illegal and unsafe -
  landing at night without lights gives the pilot a -20 to his 
  maneuver roll). This in and of itself may call unwanted 
  attention to the PC's. The malfunction is ROUTINE (+30) 
  to repair, but must be done from outside the ship. 
  Fb,.--,c::Fl 
  0 l 2 3 4 5 meters 
  THE SAVIOR 
  
  MOONS OF TEGARRA II THE MOONS 
  49 
  8.232 MOONS OF TEGARRA 11 
  Habitable Acquisitions of Clan Detzeer, all of Tegarra's moons have colonies and/or installations which are populated 
  largely by Detzeeri citizens (chance of Devonians =MEDIUM; chance of sentient aliens= VERY HARD). Overall security 
  procedures are consistent from moon to moon (that is, anyone with known Imperial ties is carefully watched, no 
  unauthorized personnel are allowed to make planetfall on TEG II itself, etc.), although colonial (ie, municipal) laws and 
  methods of enforcement differ. No moon has tighter security than what the PC's would consider normal (as opposed to 
  the secret Homeworld), as the moons are used as a sort of a "cover" for the REAL operations in the Tegarra system. An 
  occasional Imperial Observer may be found on any one of them. 
  All of the moons bear plant life, and several (noted in table below) maintain full hydrocarbon based ecologies, 
  including fauna. 
  Tegarra:l1:4 is the home of the M'weeumm, a sentient alien race classified as "Contacted/Special" (see 
  ENCOUNTERS section). 
  Temperature on all of the moons is COOL, and the precipitation code is WET/DRY. Further specifics are note below: 
  MOON 
  OR 
  CIRC 
  GRV 
  ORB PD 
  ATM 
  TEG:ll:1 
  .14 
  1.73* 
  .21 
  1.26d 
  B 
  TEG:ll:2 
  .21 
  2.74* 
  .23 
  2.96d 
  B 
  TEG:ll:3 
  .23 
  1.23* 
  .24 
  2.31d 
  B 
  TEG:ll:4 
  1.15 
  2.24* 
  .43 
  33.6d 
  B 
  TEG:ll:5 
  3.45 
  3.73* 
  .30 
  237.Sd 
  H 
  CIRC: =factor given X 104 km 
  ATM: B =Trace metals and gases H ="Air" with com contaminants. 
  HYO: M =Arid. 0(#) =Balanced(# is the approx. hydrographic %age 
  POP: Read "(first number) times ten to the (second number)". 
  HYO 
  030 
  050 
  M 
  050 
  080 
  SECURITY RATINGS (1 to 10) correspond directly to DIFFICULTY LEVELS. 
  POP 
  SECUR 
  PRODEMP 
  3L3 
  5/-10 
  Farming 
  9L3 
  7/-30 
  Bioresearch 
  4L4 
  5/-10 
  Mining/lndust 
  9L2 
  7/-30 
  asTEG:ll:2 
  2L2 
  7/-30 
  Farming 
  TEG:ll:1 A simple, "rustic" farming world complete with the limited technology and communications networks typical of 
  such places. 
  Security is very light, almost lax. 
  Supply acquisitions are EXTREMELY HARD (-30), and although 
  merchandising of high tech items is LIGHT(+ 10), very expensive items of any kind are SHEER FOLLY (-50) to sell. 
  TEG:ll:2 
  A more "modernized" agricultural world with a complete (albeit basic) ecology. Over seventy native non-
  sentient lifeforms. Near the Spacefaring Port are the massive bioresearch laboratories of Clan Detzeer's conglomerate, 
  LIBECORP. Almost half the moon's circumference away lies the original, temporary lab, which was abandoned in Imp. 
  472 when construction of the major facilities was completed. Here, in the miserably wet equatorial region, Roth Tyrr waits 
  for the lmperium to try and capture him (See layouts below). Security is fairly standard. Supply acquisitions are HARD (-
  10), and merchandising attempts are LIGHT (+10). 
  TEG:ll:3 The most highly populated of Tegarra's moons, and major source of Clan Detzeer's mineral resources, TEG:3 
  is also the site of an IT campus (specializing in new applications of bioresearch), at which Rrolm Kalde is a student. 
  Here, as on any campus, information and rumor circulate hand in hand, and a great variety of sentients can be found. 
  The moon is home to about ten distinct animal lifeforms, and a myriad of plants. 
  Security is rather light, and 
  underbudgeted. Supply aquisitions are VERY HARD (-20) unless some student or faculty member acts as a middleman, 
  in which case thay become LIGHT (+ 10). Merchandising of tech gadgets, computer equipement, and recreational 
  drugtabs is EASY (+20). 
  TEG:ll:4 A dense forest world with countless native animal and plant lifeforms, including a docile sentient race called 
  the M'weeum (See ENCOUNTERS section). Under the one great dome beside the Spacefaring Port is a colony of 
  researchers and field scientists who practise hydroponic agriculture and herbal derivation for LIBECORP. Security here 
  is pretty tight, as many corporate secret projects are always underway. Aquisition or merchandising of any type is HARD 
  (-10). 
  TEG:ll:5 
  The largest of the five moons, and the only one with a breathable atmosphere (although for long-term 
  exposure filtermasks are still suggested), TEG:ll:5 unfortunately turned out to be worth less than the effort due to the 
  nature of the local ecosystem. The moon's surface consists mostly of water, although both land and sea maintain 
  intricately interwoven foodchains including both flora and fauna. An amphibious predator species called the Riyiam rules 
  both of these foodchains, and five to twenty colonists are lost each Imperial year in Riyiam attacks. The destrucion of 
  the Riyiam would cause intolerable stress in both chains (eventually killing all life on the moon), so it follows that those 
  few who choose to remain here are a rugged and hardworking lot. TEG:ll:5 is also the site of the only prison in the 
  Tegarra system (and it is here that PC's will be brought if they cross Tagg one too many times). Security is tight, and the 
  legal system is harsh, especially to ottworlders. Supply acquisitions are SHEER FOLLY (-50) , and merchandising is 
  HARD (-10). 
  
  50 
  MOONS OF TEGARRA II THE TASK 
  J:i~t~'W' 
  .. -· . .. 
  ~si;z:;r ., ·l$~;::::::·. ;;:~:·~;~>-x;:\(iJ.~~~1'.XJt~~~~ 
  ·" 
  0 
  3 
  6 
  9 
  12 
  15 meters .~.·- · 
  ···.·. · ·-
  . - · J" , -... w-. ~J 7 ••• ..,,,.,. 
  .. • 
  .< ·.;· " ''· 
  ·, .. 1. .. 
  .:. 
  ~;;.-
  . 
  :~~~~~~;:~_:~~· 
  ... / .... :. 
  10 
  ~ 
  ;;, .. ~ ... k - ~ 
  "" ''~~-· i 
  . ~;~_·i,'Jj: '~~i~::~~~;~-
  ., 
  .. ,;, : .... , 
  .,.~ .. ~-
  -~ .... ~~:~~ 
  9 
  6 
  7 
  8 
  3 
  2 
  ABANDONED LIBECOMP LAB 
  8.24 THE TASK 
  If the PC's are lucky and act quickly, it may just be 
  possible to locate Roth Tyrr before Captain Tagg gets a 
  very clear view of what is going on. Following leads and 
  hunches from moon to moon, players who make adequate 
  use of their equipment should be able to SENSR Tyrr 
  and/or his ship Endeavor from quite some distance. The 
  two real problems are the two men invilved -
  Roth Tyrr is a 
  driven man; fighting for his life and using every advantage 
  his environment and skill offer him, while Tagg is a veteran 
  manhunter and egomaniac -
  it is difficult to say which of 
  them is capable of causing more trouble. 
  Once Tyrr is located, the players will have to think of a 
  way to convince him that they're the "Good Guys" (which 
  may prove difficult, as Tyrr faces Mindwiping if the 
  lmperium gets him, and is suffering from attacks of anxiety 
  and paranoia. He won't give his trust easily. 
  Finally (and hopefully with Tyrr along) the PC's will have 
  to get past Harlan Tagg, who simply refuses to lose. 
  8.241 STARTING THE PLAYERS 
  Shar Tyrr, who will have heard of the PC's previous 
  exploits via some third party, will have one of her contacts 
  speak to the players in order to determine their availability 
  for the mission. The only details this go-between will be 
  able to release are that the job is a rescue, and that it will 
  entail travelling to the Frontier. 
  If the group is 
  unimpressed or unwilling, it will be mentioned that pay-
  ment will be made in the form of a hyperspace-capable 
  ship. Once the PC's express interest, this third party will 
  set up a meeting place and time. 
  Currently hiding from Devonian security herself, Shar 
  Tyrr will take few chances. She will speak to only one 
  member of the party and will use Psions from the 
  Changing 
  List 
  (18.41, 
  Space Master Companion) 
  or similar power to disguise herself. Her proposal will be 
  straightforward, and she will be able to supply all of the 
  information in the Background Data section 
  -- except, 
  of course, the last paragraph. 
  She wishes Roth safely 
  transported to Hyperion IX before the authorities capture 
  or kill him, and is prepared to part with the Saviour, as she 
  currently has no other means to pay such a debt. 
  GM NOTE: if some piece of information exists which 
  Shar might be aware of to blackmail one or more of the 
  PC's, she won't hesitate to use it, no exclusive of the 
  reward of the starship (she is not an entirely 
  unfair 
  person). 
  Time is of the essence, and she hasn't the luxury to 
  search for more agreeable mercenaries. 
  She will also 
  make it clear that, if the players fail, they had best make 
  themselves very scarce, for her people on Tegarra II could 
  make life miserable. The Saviour is a distinctive-lookin~ 
  craft and is easily recognized. 
  Although she will use her pseudonym for as long as, j 
  possible (even her go-betweens know her only by this 
  name), she will tell the PC's her real name after they have 
  agreed to her terms. 
  
  MOONS OF TEGARRA AIDS 
  51 
  8.242AIDS 
  The knowledge of Shar's true name is important 
  because Roth knows that she would never reveal it 
  without good reason. It is her conviction that this will be 
  enough to convince her brother that the PC's were 
  indeed hired by her. She will make it clear that this name is 
  to be revealed only to Roth (in point of fact, the Devonian 
  authorities have no record of this name). 
  There is no 
  person (save fellow Tegarrans) who knows the nature of 
  Shar's relationship to Roth, and this too may help to 
  convince him of the PC's legitimacy. Whether or not this 
  approach actually works is left to the Gamesmaster to 
  decide 
  The Saviour, despite its obvious age and current 
  malfunction, is a worthy ship (easily worth over a million 
  Imperial Elmonits), and contains a set of useful computer 
  programs (which the Gamesmaster should decide upon 
  before play, trying to compensate for any important skills 
  the PC's lack in comparison to Tagg. 
  Rrolm Kalde (currently on TEG:ll:3), is also an important 
  link, and the GM should introduce him at the first sensible 
  opportunity (of course, s/he should let the PC's sweat a 
  little- this mission is not designed to be a peice of cake). 
  Lastly, there are the Tegarrans themselves. Should the 
  players be permitted to make planetfall on Tegarra II, they 
  may be able (with a little luck and a good story) to find 
  some knowledgeable NPC who can fill them in on the little-
  known details of the Tegarra system (remember that the 
  Homeworld is officially classified as an Omega World, and 
  many other "known" facts about the system are likewise 
  erroneous or ommitted entirely from official reference 
  sources). 
  8.243 OBSTACLES 
  Aside from the obvious problems detailed above, many 
  of which will depend upon the approach utilized by the 
  players, the biggest obstacle should be Roth Tyrr himself. 
  Until the PC's manage to somehow talk sensibly to him, he 
  will be certain to believe that they are Devonian or Imperial 
  agents, and are lying through their orthocybernetic teeth. 
  Remember that he has been in a state of acute anxiety for 
  over a week, and will see killing the PC's and stealing the 
  Saviour as his only way out. 
  At the time the players make planetfall on TEG:ll:2, he 
  will have in his possession the following equipment (most 
  of which acquired through Kalde): 
  Medtabs (3 Quedella Phi, 2 Alerlene, 2 Andrex, and 3 Fir-
  Queline), life support system and 1 O filters, 
  Master Toolkit 
  Environmental Suit, 
  2 Gas Grenades containing Abasaan, 
  Personal EW Generator, 
  3 Tranquilizer Darts (attack strength 6), 
  Assault Rifle with lrilulon rounds, 
  Multiscanner and 
  Pocket Communicator. 
  It is important to the nature of the adventure that Tyrr 
  use all of these items in the most effective ways 
  imaginable. He must be played as an intelligent (though 
  viloent and desperate) adversary, and will not hesistate to 
  "stack the deck" in his favor if he at all can. In short, play 
  him as though he were your own PC (who considers the 
  Real PC's obstacles in his adventure. 
  If everything goes according to Tyrr's plan, he will be 
  aware of the PC's approach before they are certain of his 
  exact whereabouts (by use of the Multiscanner), and will 
  send the command which will trigger the signal beacon. It 
  is his hope that the sites depicted on the area map will be 
  investigated by the PC's in this order: first the beacon 
  (killing or wounding one or more of them), then the 
  Endeavor (which the 'bot on board will have "fired up"), 
  and lastly the lab. This scheme allows Tyrr to thin the ranks 
  of the "opposition" before they ever really get near him. 
  The 
  seventh 
  level 
  psion 
  Transferral 
  from 
  the 
  Possession 
  list, (18.31, Space Master Compan-
  ion) is Tyrr's last ditch hope. He should try to keep at 
  least six psion points unused for this reason. If he sees no 
  other option and can get close enough to touch one of 
  the PC's, he will use this ability (which will transfer his mind 
  into the body of that PC, leaving his (Tyrr's) actual body in 
  a suspended state). The problem with this plan is that 
  eventually the PC involved will succeed in his resistance 
  roll and both minds will be returned to their proper bodies 
  -
  in short, Tyrr will be right back where he started -
  in 
  trouble. 
  8.244 REWARDS 
  As stated previously, should the PC's succeed in 
  rescuing Tyrr they will be allowed to keep the Savior. Shar 
  Tyrr will take care of the necessary adjustments as soon as 
  word of Roth's safety reaches her (Note that the PC's will 
  not meet Shar again in the course of this adventure). In 
  addition, Roth may wish to give the PC's a reward of some 
  sort -
  this reward would be of a more personal nature 
  (say, for instance, a weapon or device which the PC's may 
  have coveted, or a favor they 
  may require). 
  If he is 
  incapable of providing that which seems the most fitting 
  reward, he will try to get one of his contacts on Hyperion IX 
  to do so. In any case, if the PC's are in need of a hiding 
  place Tyrr will make certain that they are given one until the 
  heat lets up. (Perhaps at the estate of Emerich Rach, or 
  another of Hyperion's five crimelords.) 
  If the mission succeeds and Harlan Tagg is still alive, his 
  report to Lord Devon will include everything he managed 
  to ascertain about the "enemies of the House" who aided 
  and abetted the fugitive. (The report sent to the Emporer 
  will be much the same, but will, 
  for obvious reasons, 
  include no word on the Tegarrans.) If enough information 
  was gleaned to make a positive ID (or close), the PC's will 
  become wanted criminals -- the Imperial charge will be 
  Aiding and Abetting (at a minimum), and the House charge 
  will include a secret order (issued by Lord Steward lngellis) 
  for mindwiping. 
  
  52 
  MOONS OF TEGARRA RACIAL DESCRIPTIONS 
  If the mission is a success and Tagg is killed, things 
  could get very tough for all concerned -- the lmperium will 
  authorize a full investigation which may reveal not only 
  incompetence but also high treason on the part of House 
  Devon and Minor Clan Detzeer (the Tegarrons are, after 
  all, a sort of "secret weapon" whose very existance has 
  been covered up for more than 100 Imp years). Such a 
  charge could profoundly shake the good standing 
  currently enjoyed 
  by House Devon in the eyes of the 
  Emperer (and possibly require that Lord Varna Pythagor Ill 
  Devon stand trial before the Galactic Court of Humanity). 
  Needless to say, if this seems the likely course of events, 
  a second cover-up will probably be required to clear the 
  names of those in positions of authority (at the expense 
  of those with somewhat less authority). In this case, the 
  PC's will be relentlessly pursued by the minions of Lord 
  Devon -- and simply mindwiping them will be deemed far to 
  lenient a penalty. 
  8.25 
  ENCOUNTERS 
  Although most encounters have been described above, 
  the course of action decided upon by the PC's may bring 
  them in contact with many NPC's whose knowledge and 
  reactions can be determined by the Gamemaster at the 
  time of the encounter. Most of these characters will have 
  no idea what is going on, but from them the PC's can 
  probably learn a few pertinent facts about the Tegarra 
  system. This information should not be handed out freely, 
  but rather the PC's should decide on some method of 
  coersion and implement it successfully. Such NPC's may 
  1 
  ROTHTYRR 
  IMPERIAL 
  FILE: 017586 
  ACCESS 
  APPROVED 
  SHARTYRR 
  include: 
  Students or administrators from the IT campus on TEG:ll:3, 
  Devonian or Detzeeri administrators or tourists, 
  Tight-lipped Tegarran agents (who will not know where 
  Tyrr is), 
  Tighter-lipped Imperial Observers (who know nothing of 
  Tyrr at all), 
  Port authorities from any of the Spacefaring Ports, etc. 
  In 
  addition 
  to 
  these 
  more 
  or 
  less 
  "standard" 
  encounters, the PC's may find themselves confronted by 
  any of the creatures which are native to Tegarra's moons. 
  Such encounters are more likely to occur the farther the 
  PC's are from the Spacefaring Port, and the Gamemaster 
  may determine the nature of the creatures encountered 
  as benefits his presentation. 
  Two such species are 
  described below. 
  8.251 RACIAL DESCRIPTION: M'WEEUMM 
  HOMEWORLD: Tegarra 11:4 
  HOME SYSTEM: Tegarra 
  BASIC BODY TYPE: Bilateral Mammilian 
  SIZE: 400 kg, 4m tall 
  CHEMICAL BASE: Hydrocarbon 
  RESPIRATION: Oxygen extracted from atmosphere via 
  osmosis 
  PERCEPTION: 
  Keen 
  auditory 
  (incl. 
  heat 
  sensing), 
  olfactory, and visual. 
  
  MOONS OF TEGARRA. RACIAL STATISTICS 
  , 
  , 
  53 
  REPRODUCTION: Trisexual (M/F/Breeder), 1.7 yr 
  gestation, single birth. 
  COMMUNICATION: Simple call system, largely 
  subvocal. 
  TEMP TOL: Cool GRAV TOL: OG -- 4G TOL: .18 TO 
  2 
  RACIAL STATISTICS: 
  C0:+25 
  ST:+10 
  S1Dp:20 
  Essence:-20 
  AG:+S 
  QU:+10 
  StDt: + 1 
  Channeling:-1 O 
  SD:-15 
  PR:-30 
  RECx:2 
  Telepathy:-35 
  ME:-10 
  IN:+15 
  Stlng:1 
  Poison: +10 
  RE:-20 
  EM:+10 
  TyHtD:20 
  Disease: + 1 O 
  #of background picks (Skills, Status, and Food): 2 
  Total Population: approx. 500 
  All M'weeumm have a miscellaneous add to PERCEPTION 
  of +25. 
  CULTURAL OUTLINE: 
  Racial Origins: Evolving from docile herd animals, they 
  have retained many "bovine" attributes. 
  Favored Ecosystem: Land surface and marshes. Most 
  avoid the Detzeeri installations without question, but are 
  curious about the Port. 
  Political Structure: Group decisions are made by a sort 
  of Platonic democratic process, with elders and scouts 
  presiding. 
  Social Structure: Individualistic. 
  No "laws" (per se) at 
  all. 
  Elders see to food distribution and worship, and 
  scouts get the most food. 
  Military Structure: None whatsoever. 
  Scouts warn 
  others of any impending danger, and the group reaction 
  is generally retreat. 
  Currency: 
  None. 
  Amongst 
  themselves, 
  food 
  is 
  distributed in a socialistic manner. 
  Periodic balanced 
  reciprocity rituals. 
  Language: Small (approx. 1000 "word") closed call 
  system, Emphasis on sizes, scent, sound, and heat. 
  Incapable of prevarication. 
  Appearance: Pale blue, fur covered. 
  Tripedal (cloven 
  hoof) and bimanous (4 digits), with an impressive array of 
  sensory apparatus. 
  Housing: None. 
  Breeders will sometimes stay in caves 
  when in later stages of pregnancy, and all seek shelter 
  during rain, etc. 
  Diet: Intermittent herbivores. 
  Some (extremely simple) 
  food preparation is performed on many plants, but no 
  cooking is done. 
  Worship: Small pantheon of frightening deities who 
  encourage social bonding via neophobia, and send 
  (many) portents of all types. 
  
  54 
  . 
  . 
  ADVENTURE· BACKNET CIRCUIT 
  SAVIOR 
  PRODUCER: Caliban Corp. 
  TONNAGE/HITS: 150 
  COMPUTER: Mk. 30 
  ARMOR TYPE: 22 (±0 DB) 
  EW RATING: 30 
  SHIELD RATING: 30 
  CREW: Astra 1, Tech 2 
  MAX SU BLIGHT ACCEL: Rating 10= 100 km/snd 
  TRANSLIGHT DISPLACEMENT: Rating 10= 10 LY/day 
  OPERATING RANGE: 130 LY total 
  OPERATING DURATION: 130days 
  SENSORS: 10 LY range 
  LASER COMM: 5000 km range 
  CARGO CAPACITY: 50 cumets 
  FEATURES: Full Grav, Ramscoop 
  WEAPONRY: (TER 60) 
  Mk. 20 Blast Cannon (Front) 
  ENDEAVOR 
  PRODUCER: Titanya Shipyards 
  TONNAGE/HITS: 115 
  COMPUTER: Mk. 18 
  ARMOR TYPE: 22 (+5DB) 
  EW RATING: 45 
  SHIELD RATING: 30 
  CREW: Astra 1, Tech 2 
  MAX SUBLIGHT ACCEL: Rating 12 = 110 km/second 
  TRANSLIGHT DISPLACEMENT: Rating 12 = 12 LY/day 
  OPERATING RANGE: 144 LY total 
  OPERATIANG DURATION: 100days 
  SENSORS: 10 LY range 
  LASER COMM: 10,000 km range 
  CARGO CAPACITY: 10 cumets 
  FEATURES: Full Grav, Ramscoop, 
  Mech Interface 
  WEAPONRY: (TER 60) 
  2 Mk. 10 Laser Cannon (Front) 
  SUMMARY OF CREATURES' COMBAT ABILITY 
  ANIMAL NAME sz 
  HITS 
  AT(DB) 
  MS/AQ 
  M'weeumm 
  L 
  50F 
  4(35) 
  F/MF 
  (Young) 
  M 
  158 
  4(10) 
  MNS 
  Riyiam 
  H 
  200F 
  5(30) 
  FNF 
  8.3 ADVENTURE: BACKNET CIRCUIT 
  An open-ended adventure for any number of char-
  acters, of any experience level. The PC's are introduced 
  to Frontier Zone Five via one of the popular trade circuits, 
  and learn of certain illegal goings-on throughout the Zone. 
  It is the job of the GM to maneuver events so that each 
  character is delivered into the storyline in an appropriate 
  fashion, and some possibilities are covered at the end of 
  this adventure. 
  8.31 BACKGROUND DATA 
  In the year Imp. 461, an un-named biotech corporation 
  developed a device as unique to history as the role it was 
  destined to play -- the Direct Response Environment 
  Actuator Matrix, or DREAMgame. In layman's terms, the 
  DREAMgame "places" the user in a hallucinatory reality 
  (the parameters of which are programmed into the Matrix) . 
  and creates sensory input (via electrodes connected to 
  the temporal lobes and fingertips) which corresponds to 
  the user's own responses. In addition, the matrix can dull 
  or sharpen neural competence in specific areas of the 
  brain, allowing alien "mind-sets" to be temporarily 
  superimposed. The result is a total sensory hallucination 
  in which the user may consciously interact. For two years 
  DREAMgames 
  were 
  manufactured 
  in 
  abundance 
  (carefully monitored by the lmperium, of course-), and the 
  uses they presented for training purposes made them 
  much wanted items. Eventually pirated versions, and then 
  entirely new renovations, appeared. 
  This boom period 
  ended in Imp. 463, when Imperial researchers informed 
  His Majesty of two recently discovered facts: one, that 
  severe psychological dependence frequently occurs 
  amongst DREAMgame users, occasionally accompanied 
  by even more serious neuroses; and two, that an as yet 
  small but slowly rising percentage of regular users were 
  showing signs of increased psionic ability. This increase 
  was first and most easily spotted in registered telepaths, 
  but psionic research soon showed that even non-psionic 
  gamers developed an 
  increased ability to 
  defend 
  themselves against psions. 
  As a result, production, 
  maintenance, distribution and ownership of DREAM-
  games became illegal for all but authorized Imperial 
  researchers. Needless to say, this legal action had little 
  effect on the already widely established black market, and 
  (as is generally the case in situations like these) organized 
  crime moved right in and seized control of these illicit 
  activities. 
  LVL 
  ATTACKS AND PROBABILITIES 
  48 
  40L8a40/30M8a60(2x) 
  1 
  10S8a50 
  108 
  50HGr(3x)/50H8i 
  THE RIYIAM appears something like a huge, fat snake with hundreds of small leg-like cilia and three very large tentacles 
  surrounding its extendable jaws. It moves equally fast on land or in the water. These creatures are generally solitary, 
  though occasionally packs of Riyiam (2-8) are encountered. Little is known about their life cycle. 
  
  BA KNET 
  IR 
  IT: NP ' 
  55 
  Mal DuCham (underground entrepreneur of Abrax 6 IV 
  "Vesta" -- see section 7.6) is one of the crimelords who 
  have profited from the illegalization of DREAMgames. For 
  almost a decade now his men have been manufacturing 
  and smuggling DREAM units throughout FZ 5, and bribing 
  officials whenever necessary. 
  Some problems have 
  recently arisen, however; first, maintenance of routes and 
  "gameholes" has become more expensive due to the 
  increased Imperial and Provincial activity in the Zone, and 
  outside assistance has become necessary; second, .more 
  and more of DuCham's men are becoming DREAM addicts 
  themselves. As a result, DuCham is having a hard time 
  keeping a tight lid on his venture, and has been in a very 
  nasty mood of late. He has decided that some of his own 
  must be exterminated to set a good example for the rest. 
  One of these "examples" was a young pilot named Holisk. 
  8.32 THE NPCs 
  8.321 MAL DuCHAM 
  A major crimelord of FZ 5, DuCham's main residence 
  and powerbase is located on Abrax 6 IV "Vesta". 
  His 
  "agents" ply the circuits, engaging in piracy, smuggling 
  and other forms of opportunism (for more information on 
  DuCham, see the character description in section 7.6.) 
  8.322 TORLO 
  POSITION/TITLE: Personal bodyguard and henchman for Mal 
  Du Cham. 
  PROFESSION: Armsman 
  AGE: 12 (appears to be around 30) 
  SEX: "Male" 
  RACE: Beowulf 440 series Warrior Android 
  HEIGHT: 208 CM 
  WEIGHT: 140 kilos 
  HAIR TYPE: Black/Double Mohawk 
  EYE COLOR: Pale Blue 
  APPEARANCE: 21 
  A truly frightening individual, Torlo is a massive brute 
  with next to no reasoning capabilities (his Reasoning 
  programs have been altered by DuCham's cybernetics 
  experts). To supplement his already awesome strength, 
  Torie's skeletal and muscular systems have been 
  enhanced (see TECH LAW, section 4.231) to give him 
  an additional + 1 O to his Strength modifier. His loyalty and 
  morality programs are designed to allow him to perform any 
  acts necessary to carry out any of DuCham's orders. As 
  may be obvious, Torlo is DuCham's right hand. He also 
  serves as the crimelord's in-house executioner. 
  8.323 RENLI HEL ZANT 
  POSITION/TITLE: Trader/Circuit-jockey 
  PROFESSION: Pilot 
  AGE: 40 
  SEX: Male 
  RACE: Miradan (Human) 
  HEIGHT: 177 cm 
  WEIGHT: 69 kilos 
  HAIR TYPE: Black/Short 
  EYE COLOR: Brown 
  APPEARANCE: 28 
  A well-known (though not well-liked) roamer of the 
  Backnet Circuits, Hel Zant is one of the "outside assis-
  tants" DuCham has recently been making use of. He will 
  carry just about any item anywhere (given the money is 
  good) in a large black starship he calls "The Zeake" (an 
  8500 ton vessel manned largely by robots). A gruff and 
  taciturn character with a grizzled face, Hel Zant is also a 
  notorious drunkard -- the first and last days of a hyper-
  shunt are usually his only sober ones. He figures DuCham 
  might be in on DREAMgame smuggling, but the crimelord 
  pays for lack of curiosity, so the result is that Hel Zant often 
  has no idea what is really in the crates he carries. As a side-
  line, Hel Zant makes use of his scattered acquaintances to 
  fence stolen merchandise. 
  8.324 ALEX SHORR 
  POSIT ION/TITLE: Trader /Circuit-jockey 
  PROFESSION: Pilot 
  AGE: 29 
  SEX: Male 
  RACE: Neo-Human 
  HEIGHT: 190 cm 
  WEIGHT: 84 kilos 
  HAIR TYPE: Sandy Blonde/StraighVMedium Length 
  EYE COLOR: Green 
  APPEARANCE: 82 
  Shorr has been working the circuits of FZ 5 for over 
  twelve years, and knows the Zone intimately. A Devonian 
  by birth, Shorr was transferred to the Frontier at the age of 
  sixteen and has been a circuit-jockey ever since. He is a 
  hard working pilot, and takes his responsibility to his 
  clients very seriously. Shorr has just been contracted for 
  three circuits (along the same route) by FTL (First 
  Transport Lines) of House Vyrtza, carrying miscellaneous 
  goods and trading at the best profit margins he can find 
  
  56 
  _, 
  BACKNET CIRCUIT LAYOUTS 
  (being trustworthy and competent, Shorr is given much 
  more free reign than other contracted jockeys). His ship, a 
  6000 ton freighter called "The Shane" actually belongs to 
  the company (Shorr has a lease to buy it which he may be 
  able to pay off in a few more years). 
  Capable crew 
  members for the Shane are in demand most of the time, as 
  few can put up with his constant exuberant pace (the work 
  is hard and the hours are long). Shorr has the authority to 
  hire such crew as he sees necessary, their wages (and his) 
  being paid by FTL upon finalization of the contract (of 
  course, Shorr has been given a tidy expense account). 
  Shorr has friends and contacts throughout the Zone, and 
  is quite well-known around the Spacefaring Ports. One of 
  these friends, a young pilot named Daved Holisk, has 
  recently disappeared (see Starting the Players, below). 
  This peculiar event has put Alec into a moody state -- his 
  temper is shorter than usual, and he occasionally spends 
  hours staring at the stars. He would very much like to learn 
  anything about Holisk's whereabouts, but cannot allow 
  himself to break his contract. 
  8.325 BENICK HORESCIN 
  POSITION/TITLE: Manager of the "Club Lux" resort on 
  Idyll is. 
  PROFESSION: Administrator 
  AGE: 53 
  SEX: Male 
  RACE: Human 
  HEIGHT: 179cm 
  WEIGHT: 88 kilos 
  HAIR TYPE: Dark Brown/Curly/Oily 
  EYE COLOR: Brown 
  APPEARNACE: 60 
  Benick Horescin is a brash and annoying man whose 
  relatively powerful position only encourages his lack of 
  couth. 
  He is overweight (a problem uncommon in the 
  Frontier as well as the Inner Provinces), and is constantly 
  having some new medical or surgical technique applied to 
  his thinning hair. An avid gambler, Horescin is often seen 
  around the card tables or the battlepens (where 
  carnivorous creatures of varying origins are pitted against 
  each other at odds set by the club). 
  Another of the 
  facilities at Club Lux (unbeknownst to anyone but upper 
  staff and personal friends of Horescin) is a fully stocked 
  subterranean DREAMGAME room supplied and main-
  tained, as you may have guessed, by Mal DuCham. 
  Horescin rarely enters this area of the complex. For all his 
  barbarism, he is not a stupid man -- he has gone to some 
  expense to accumulate a record of DuCham's activities on 
  ldyllis and other planets to use as security. 
  (should Mall ever try some backhanded tactic like 
  extortion or protection racketeering). It should be noted 
  that Mal DuCham is not the only bigwig Horescin does 
  business with -- there are many others, including Emerich 
  Rach of Hyperion (see FUTURE LAW, section 27.2) and 
  the eccentric billionaire Baron Vilhm Trescyare of House 
  Vyrtza. 
  8.33 LAYOUTS 
  The simplest way to involve the PCs in the adventure is 
  to have them meet Alex Shorr somewhere along his 
  circuit, and to obtain positions on the Shane. 
  Shorr's 
  contracted route contains the following circuit-stops 
  (systems included in parentheses are not to be found on 
  the official contract -- you didn't think Shorr received all 
  those priviledges for nothing, did you?): 
  Megan 34 VI "Mirada" 
  Dalos 40 VII "ldyllis" 
  Xetan 23 IV "Oprha" 
  (Abrax 6 IV "Vesta") 
  (Darrian 917111 "Chacra") 
  Belandrul 104111 "Theran" 
  Upon arrival at Theran, cargo and receipts are delivered 
  to FTL, and new cargo is loaded onboard. Shorr's contract 
  will take him around this route three times, each circuit 
  taking about twenty days. 
  For the purposes of this 
  adventure, it is best to introduce the PCs early in the first 
  circuit. Suitable locations to do so might be found easily 
  on Mirada or ldyllis. 
  8.331 WEST VALLEY LANDING FIELD, MIRADA 
  The West Valley Landing Field is one of the oldest 
  unofficial fields on Mirada and is frequented . mainly by 
  older, more established traders than the other fields are. 
  There is usually a lot of activity here (especially amongst 
  the Trading Stalls), and ships take off and land almost 
  continuously. A major navigational landmark called Castle 
  Peak separates the field from the rest of the Sanfern 
  Valley, where a large bubble dome encloses a small town. 
  1. 
  Autolander. 
  This automated device sends out repeated 
  messages on a specified frequency, consisting largely of 
  advertisements and climate updates. Ships wishing to land at 
  West Valley Field may lock on to this frequency, allowing the 
  autolander to carry out standard planetfall procedures. 
  2. 
  DSC Watchtower. 
  Staffed by six Detzeeri Security 
  officers and mounting a Mk. 30 laser cannon, this tower is a 
  vestigial reminder of Mirada's more turbulent days. 
  The 
  servicemen stationed here generally confine their official 
  activities to controlling traffic and catching shoplifters. 
  3. 
  MERLOGH. A vast, dome-like structure of ornate arches 
  and terraces, the Sanfern Valley branch office (two other 
  branches exist on Mirada) is always open for large-scale 
  financial transactions. The building is connected with distant 
  MERLOGH branches via TBD relays, and traders from all over 
  the Empire come here to stand and watch the regional stock 
  reports roll in on massive 20 screens. 
  4. 
  Star Traders' Co-op. 
  A loose "union" of stellar 
  merchants runs this establishment, which is rumored to be 
  supported by the League of Merchants. Here, registered (dues-
  paymg) members may make use of the astrogat1onal, financial 
  and 
  recreational 
  facilities 
  provided, 
  including 
  a tri-dee 
  starmapping chamber, a privately owned and operated loan 
  office, living quarters and computer-net bulletin board (where job-
  hunting PCs might just spot Alex Shorr's "help wanted" ad). 
  House Detzeer has attempted to prove criminal charges against 
  the Co-op upon several occasions, but has never succeeded in 
  doing so. 
  5. 
  Cargo Elevator. 
  This prefab building is actually a huge 
  elevator used to carry large loads of merchandise down into the 
  underground storage vaults directly below. Use of these vaults 
  is granted and monitored by the Detzeeri Trade Council, the local 
  headquarters of which are in the domed town of Goedi, 300 km 
  east of here. 
  
  BACKNETCIRCUIT LAYOUTS 
  57 
  ··.·:. · . .. · : 
  ... . 
  •, .. : 
  ·. 
  ·.' .'··.· ... · . . 
  ·: .. 
  . .. . 
  1.·.· . . . • . 
  · ... · .. ·. 
  ·· . · . . . · .· 
  . .. · 
  ~ . . . . . . 
  .. ·· ." 
  .. .. ... . . 
  Landing field 
  ·.·.· . 
  · . . .. 
  . . . 
  , .. 
  "' 
  Trading Stans'' 
  , .. 
  , .. 
  ,., 
  6. 
  Entrance to the Warrens. 
  This much used corridor 
  leads down into Castle Peak (through two filtration chambers) to 
  a great subterranean mall called "The Hive". 
  Here some of 
  Mirada's champion derelicts may be found in such rough-and-
  tumble nightspots as "Mama's Tavern", "Prax" (a decrepit dive 
  catering only to the mercenary crowd), and "Skull Alley" (a 
  popular sp,ot for illicit drug-deals). 
  8.333 CLUB LUX, IDYLLIS 
  One of ldyllis' chief tourist resorts, the club Lux is a vast, 
  sprawling property replete with nearly every recreational 
  facility imaginable. Although the prices are high (a first-
  time visitor is bound to be shocked upon receiving his bill), 
  the gratuities are many -- enough to satisfy the most lavish 
  and extravagant guests. The central grounds (shown on 
  the map) are surrounded by about twenty square 
  kilometers of camping, hunting and hiking grounds 
  ("expeditions" into these regions are undergone daily -
  - a.nd lucratively). 
  All told, a visitor to Club Lux can 
  reasonably expect to spend anywhere from 1 00 to 500 
  Elmonits a day -- even without doing much -- but most of 
  the club's clientele aren't nearly so reasonable. Due to the 
  many wealthy and important guests found here, security 
  officers are never far off -- besides the stations noted 
  below, Club Lux Security officers walk regular beats 
  around the central areas, and floating tridee cameras 
  (controlled from area 4A) hover and buzz around the 
  entire grounds. It is important for the GM to remember 
  that, for all the gloss and gold filigree, security is tight here 
  (rating 8) -- offenders will be roughly expelled from the 
  premises at the very least. 
  1. Airstrip. For atmospheric and orbital vehicles. 
  2. Control Tower. 
  Travel via the airstrip is monitored from 
  here. Unscheduled flights must obtain clearance (and pay the 
  "nominal" registration fee) in order to use the strip. 
  3A. Guest Parking. 
  !=or GEM vehicles. Includes a refueling 
  station. 
  , .. 
  , .. 
  '" 
  •" 
  38. Club Parking. 
  Here is where all the GEM and grav 
  vehicles utilized by the club are kept. 
  Four (unarmed) club 
  Security officers remain in this lot at all times. 
  4A. Maintenance Offices. 
  All of the club's power is 
  controlled and monitored from this building, which also houses 
  the long distance communications center and the offices of 
  lower-echelon staff leaders. Below the building is a vast storage 
  area, containing the club's maintenance and emergency 
  equipment;. 
  48. Executive Offices. 
  This building is the "brain" of the 
  club, housing all important legal and financial offices and 
  records. 
  Benick Horescin's office is located on the top (fifth) 
  floor -- he may be found here about 40% of the time (although to 
  see him without an appointment requires getting past his 
  secretarf and (2) office guards). 
  In the basement (behind a 
  series o three combination-locked secret doors) lies Horescin's 
  private DREAMgame chamber, containing five DliEAM machines 
  and a fully stocked library of the most popular matrix programs. 
  The third of these secret doors is triggered (EXTREMELY HARD 
  (-30) to notice and deactivate) so that any unauthorized entry 
  into the DREAM room will sound an alarm in Horescin's office. 
  5. Fuel Tanks. For atmospheric and orbital vehicles. 
  6. Guard Posts. 
  Two to eight Detzeeri Security officers will 
  be present at each of these stations at all times. It is possible to 
  receive transmissions from any of the tri-dee cameras by 
  patching in from these stations, allowing near total surveillance 
  capability. 
  The mere presence of these stations dissuades 
  most would-be criminals from operating at the club. 
  7. Shopping Mall. 
  8. Club Lux Hotel. 
  9. Shooting Range. 
  10. Staff Quarters. 
  11. Multi-purpose Rooms. 
  These large halls are used for 
  all manner of entertainment and recreation and are easily 
  modified to suit the particular needs of the occasion. 
  12. Bars/Casinos. 
  13. Outdoor Sporting Fields. 
  14. Battlepens (see above). 
  15. Swimming Pools. lhe five central pools are maintained 
  at their own 
  (widely divergent) temperature settings, 
  to 
  accommodate visitors from various climates and worlds. The 
  two 
  smaller 
  pools 
  are 
  actually 
  jacuzzi-type 
  whirlpools 
  (maintained at 45°C), and are popular spots for socializing. 
  16. Video and hologames Arcade. 
  
  . ~ .... : . 
  . .... ; :-··:: :.: ·: .... : .. :·. ·. ·. 
  ·.·· . 
  ·.·:·. :.· .. :· 
  3A 
  I :· '. ": .. ; 
  I 
  . 
  ,· 
  .. 
  I . 
  0 
  10 
  20 
  30 
  40 
  50 meters 
  L::F=t __ r=-L:J 
  
  CHARTS 
  59 
  9.0 GAMESMASTER AIDS 
  Included in this section are a number of aids, specifically designed to ease the Gamesmaster's role in refereeing adventures and 
  activities within Frontier Zone Five. 
  9.1 SENTIENT LISTING FOR FRONTIER ZONE FIVE 
  The following list is a summary of all known Human, Humanoid, and Xena-Sentient cultures which may be found on various worlds, througout the 
  currently explored regions of Frontier Zone Five, although the extent to which these cultures have been studied varies greatly. For more detailed 
  descriptions of each race, refer to section 7.0 of this module (unless otherwise noted). 
  CULTURE/ 
  RACE 
  NOTES 
  SOCIETY 
  CHACRAE 
  99.8%Human 
  Isolated colonists on a freezing agrigarian 0.2% Nee-Human planet; Homeworld: Darrian 917 Ill 
  DETZEERI 
  99.7%Human 
  Minor Clan; Rulers of Detzeer Province; Homeworld: Taj V (Daryi), Frontier Zone 6 
  KETIANS 
  78% Transhuman I 
  Minor Clan; Patriarchal warrior society; 22% Transhuman KF Homeworld: Ket I (Ket). 
  MIRADANS 
  Humanoid Mix 
  Detzeeri subculture of traders and pilots based on a desert planet; Homeworld: Megan 34 VI. 
  M'WEEUMM 
  Xena-Sentient 
  Docile mamalian race; descovered on the fourth moon of Tegarra II (section 8.2). 
  TE GAR RANS 
  Nee-Human 
  Telepathic Renegade race rediscovered by Clan Detzeer; Homeworld: Tegarra II. 
  VEST ANS 
  Humanoid Mix 
  Small derelict subculture which claimed the abandoned mining facilities on Abrax 6 IV (Vesta). 
  VYRTZANS 
  Humanoid Ill 
  Royal Family; Rulers of Vyrtza Province; Homeworld: Belandrul 104 VII , Frontier Zone 4. 
  Female Ketians constitute a race of Transhumans referred to as KF. Although there are few reasons for playing a character of this race, their racial 
  stat modifiers follow: ST:-20, Qu: -5, Pr:+30, ln:+10, Em: +30, Co:+ 5, Ag:+15, SD:-5, Me:-5, Re:-15; SIDp:10, SIDI: +1, RecMp:1, Stlng :1, 
  TyHID:D6, MxHts:70 
  9.2 NPC SUMMARY TABLE 
  NAME 
  LVL HTS 
  AT 
  DB SH 
  1st OB 
  2nd OB 
  MvM 
  Notes 
  PROMINENT PERSONS 
  Harlan Bloodstar 
  12 
  75 
  4 
  10 
  --
  50MaSw 
  25Club 
  22 
  Nee-Human (Chacra) 
  Entertainer. St50(+5), QU75(+10), PR98(+25), IN101(+35), EM100(+30))), C094(+15), AG84(+10), SD49(+5), ME102(+40), RE90(+15) AP55. 
  AdrMv(Spd)40, AdrDf15, Clmb50, Swm70, Stlk33, Hd25, Percp59, Surv(Arct)85, FAid48, Hstry(Chacra)78, Psych(Hmn)63, Act58, PblcSpk78, 
  StrGz63, AnimHlg43, Trick43. 
  lllavzl Violet 
  10 
  63 
  3 
  5 
  --
  40MaSt 
  30Dggr 
  21 
  Human (Chacra) 
  Adminfrelepath. ST40(+5), QU76(+5), PR99(+20), IN102(+35), EM101(+30), C081 (+5), AG75(+5), SD99(+25), ME101 (+30), RE99(+20), AP68. 
  Percp85, Surv(Arct)73, FAid65, Hstry(Chacra)63, Psych(Hmn)83, Admin83, Diplo53, PblcSpk65, StrGz73, Wthr78. Telepathy: Mind Detection(10), 
  Mind's Truth(10), Mind's Eye(10), Mind in the Past(10), Voice(5); PP=80 (x2 Psion Prism talisman). 
  Urka the Waller 
  15 
  118 
  9 
  30 
  --
  1658Axe 
  125MaSw 
  40 
  Nee-Human (Chacra) Armsman. 
  ST101 (+35), QU100( +30), PR97( +20), IN74( +5), EM80( + 10), C0102( +40), AG89( + 10), SD38( +5), ME52( +5), RE44( +5), AP38. AdrMv(Str)63, 
  AdrMv(Leap)58, AdrDf50, Clmb70, Swm70, Ride65, Stlk68, Hd50, Percp80, Surv(Arct)83, FAid38, Acrob50, Subdue40, Track65, Tumbl48 Also 
  55LBow, 45Dggr. 
  Vastra Opals 
  10 
  54 
  5 
  45 
  DF 
  50NP1 
  30PSwd 
  30 
  Human(Detzeer) Administraator 
  (Trade). ST70(+5), QU100(+30), PR97(+20),IN85(+5), EM82(+5), C085(+5) AG92(+20), ME89(+5), RE98(+20), AP88. AdrMv(Spd)45, Percp40, 
  Drive73, AtmPlt73, Hstry(Detzeer)45, Psych(Hmn)70, Advrt63, Ath1Game68, Diplo78, Prpgnda75, PblcSpk53, Trade88. 
  Sophya Marrin 
  12 
  46 
  5 
  30 
  DF 
  --
  --
  17 
  Human (Detzeer) Administrator 
  (Distribution). ST23(+0), QU52(+0), PR97(+15), IN90(+10), EM102(+35), C018(-5), AG35(+0), SD100(+30), ME98(+20), RE99(+20), AP?O. 
  Percp74, Drive 40, FAid68, AdvMath60, BioChm(Hmn)45, Btny(Gen)35, Hstry(Detzeer)85, Hstry(lmp)65, Psych(Hmn)63, MedSci43,Advet55, 
  Admin75, Diplo75, Prpgnda85, Trade70. 
  Ezra Schoenhaer 
  8 
  52 
  5 
  40 
  AB 
  50LsrPI 
  25MaSw 
  23 
  Nee-Human (Detzeer) 
  Administrator (Relations). ST90(+ 15), QU85(+ 10), PR100(+30), IN68(+5), EM99(+25), C085(+ 10), AG74(+5), SD32(+5), ME54(+5),RE96(+20), 
  AP91 . Percp50, Drive73, AtmPlt68, NSpPlt38, EW/Cmm33, Psych(Hmn)70, Act68, Admin55, Diplo58, Gmblg38, Prpgnda55, PblcSpk88, Seduc88. 
  
  60 
  NPC CHART 
  NAME 
  LVL 
  HTS 
  AT 
  DB 
  SH 
  1st OB 
  2nd OB 
  MvM 
  Notes 
  Gereg Schacter 
  15 
  123 
  15 
  30 
  BR 
  165MLAR 1 
  125MaSt 
  22 
  Human (Detzeer) 
  Armsman(Security). ST100(+30), QU87(+5), PR96(+ 15). IN82(+5), EM24(-5), C0100(+25), AG98(+20), SD21 (+O), ME58(+0), RE66(+0), AP51 . 
  Percp74. AFV95, Hstry43, Admin38, Diplo48, Prpgnda75, Subdue68 
  Pator Mirach 
  11 
  62 
  5 
  30 
  BR 
  60PSwd 
  40MaSt 
  18 
  Human(Detzeer)Administrator 
  (Internal). ST80(+ 10), QU48(+0), PR99(+20), IN98(+20), EM87(+5), C042(+0), AG49(+0), SD99(+25), ME101 (+30), RE98(20) AP23. PkLock35, 
  Stlk53, Percp75, Drive55, ScanAn70, Hstry(Detzeer)80, Anthr68, Psych(Hmn)78, Admin88, Diplo75, Prpgnda73, PblcSpk33. 
  DukePaethor 
  20 
  185 
  12 
  35 
  AB 
  190ASG 
  140MaS 
  41 
  TransHumanl(Ket)Armsman 
  (Warmaster; Duke of Tarric). ST102(+55), QU99(+15), PR98(+30),IN85(+5), EM24(-15), C0100(+45), AG76(+0), SD48(-5), RE90(+0), AP77. 
  AdrMv(Str)43, AdrDf50, Clmb50, Stlk88, Percp63, Surv(Dsrt)73, AFV70, Ms1Art53, HEP73, MWAmb40, WpnT45, Hstry(Ket)70, (lmp)40, Subdue58. 
  Also 68PSwd, 59MaSw. (+ 15 PSwd; a gift from the Emperor). 
  Emelor Yllthralse 
  30 
  87 
  1 
  5 
  80MaSw 
  19 
  Neo-Human (Tegarra) Telepath 
  (Preteller). ST24(+0), QU58(+0), PR102(+40), IN102(+40), EM100(+30), C033(+5), AG60(+5), SD101 (+35), ME90(+ 15), RE98(+25), AP76. Hd115, 
  Percp115, Surv(Dsrt)75, FAid58, Hstry(Tegarra)88, Psych(Hmn)105, Diplo80. Telepathy: Mind Detection(30), Mind's Truth(25), Mind's Eye(30), Mind 
  in the Past(20), Telepathy(20), Voice(20), Metabolic Control(10), Mind Merge*(20), Mind Disease*(10). ·=see SPELL LAW. PP: 270 (x3 Psion Prism 
  headband). 
  Nlka Tharess 
  18 
  43 
  1 
  15 
  75MaSw 
  40LsrPI 
  24 
  Neo-Human (Tegarra) Telepath 
  (Apprentice Preteller). ST58(+5), QU93(+ 15), PR90(+ 15), IN101 (+35), EM98(+25), C086(+ 10), AG90(+ 15), SD100(+30), ME95(+20), RE96(+20, 
  AP94. Clmb60, Stlk68, Hd75, Percp96, Surv(Dsrt)60, FAid48, Hstry(Tegarra)73, Psych(Hmn)96, Act65, Admin55, Diplo91 , PblcSpk65, Seduc65, 
  Subdue40. Telepathy: Mind's Truth(20), Mind's Eye(20), Mind in the Past(10), Telepathy(10). PPL 54 (+2 Focus Crystal set in tiara). 
  Mal DuCham 
  7 
  50 
  1 
  20 
  BR 
  85MLAPI 
  60LsrRI 
  28 
  Human(DetzeerNesta) 
  Criminologist (Crimelord). ST40(+5), QU98(+20), PR98(+20), IN100(+25), EM9(-10), C042(+0), AG40(+0), SD94(+ 15), ME97(+ 15), RE90(+ 10), AP28. 
  DisTrap43, PkLock52, Stlk63, Hd70, Percp80, Drive45, Psych(Hmn)48, Advrt53, Admin55, Diplo73, Gambl53, Prpgnda43, PblcSpk25, Trade65. Has 
  many underlings (Arm, Cri, Pil) to do his bidding. 
  Shasa MacFerr 
  10 
  39 
  15 
  25 
  OF 
  60MLAR1 
  40MdLsr 
  31 
  Replicant lll(Vesta) 
  Crim!Telepath (Rebel leader). St59(+0), QU98(+20), PR101(+40), IN97(+20), EM100(+25), C088(+5), AG90(+10), SD92(+0), ME100(+45), 
  RE94(+20), AP90. DisTrap45, PkLock47, Stlk40, Hd50, Percp70, Drive60, AtmPil35, ScanAn47, AFV50, AEnvir(Zero-G)25, HEP40, SensAn37, 
  EW/Cmm40, Planet28, History(Anarchy)83, Psych(Hmn)33, Prpgnda53, PblcSpk53, Seduc58. Telepathy: Voice(10), Thought ;Master(10). PP: 10. 
  Duke Evericus IV 
  0 
  28 
  5 
  25 
  BR 
  15BlstPI 
  1 OMaSw 
  13 
  Humanoid lll(Vyrtza) 
  "Adolescent". ST48(-10), QU70(+0), PR80(+5), IN50(+10), EM38(+10), C066(-5), AG77(+5), SD21(-10), ME76(+10), RE69(+10), AP34. Percp20, 
  AFV15, Hstry(Vyrtza) 15, Act13, Diplo18, Seduc13, Trained as Armsman (no current class). + 1 O Blast Pistol 
  OrvllleFlynn 
  5 
  50 
  5 
  40 
  AB 
  72PSwd 
  60StunPI 
  24 
  Human(Devon)Pilot.ST90(+15), 
  QU92(+ 10), PR86(+5), IN88(+5), EM90(+ 10), C095(+ 15), AG93(+ 10), SD91(+15), ME86(+5), RE84(+5), AP82. Percp40, Drive50, AtmPlt70, 
  CbtPlt49, AFV50, OrbPlt45, NSpPlt40, HSpPlt40, ComT29, Planet26, Acrob30, Admin28, Diplo25. 
  Yax Drinqua 
  3 
  37 
  5 
  30 
  AB 
  45MaSt 
  30Knife 
  17 
  Human(Devon)Criminologist 
  (Xexo Scout). ST?O(+O), QU73(+0), PR90(+ 10), IN85(+5), EM90(+10), C066(+0), AG86(+5), SD90(+ 15), ME91 (+5), RE87(+5), AP71 . PkLock25, 
  Hd45, Percp45, Drive23, ScanAn22, AFV10, CompT27, MedSci(Human)23, Act20, Advrt15, Diplo13, Falsif25, Trade25. 
  SBOT:E23 
  50 
  20 
  0 
  50Grappl 
  10Bash 
  10 
  Mk. 15 Devonian Service Bot, 
  slow wheeled. MechT50. 
  TEGARRA ADVENTURE 
  SharTyrr 
  8 
  58 
  15 
  15 
  AB 
  85LsrP 
  60BlstPI 
  22 
  Neo-Human (Tegarra) 
  Crim!Telepath. ST70(+5), QU94(+15), PR88(+10), IN71(+5), EM69(+5), C080(+10), AG98(+25). SD100(+30), ME95(+20), RE89(+10), AP88. 
  DsTrap55, Stlk83, Hd85, Percp67, Drive55, Surv(Dsrt)20, FAid23, ScanAn22, Planet33, Hstry(Tegarra)38, Acrob35, Dance50. Telepathy: Mind 
  Subversion(5), Mind Erosion(5), Sense Control(10), Mind Speech(10), lllusions(10) (see SPELL LAW). PP: 24. False ID: "Falls Sherice". 
  Roth Tyrr 
  7 
  60 
  15 
  30 
  AB 
  65LsrPI 55 
  BlstRI 
  30 
  Neo-Human (Tegarra) 
  Expl!Telepath (fugitive). ST75(+ 10), QU100(+30), PR95(+20), IN40(+5), EM62(+5), C090(+ 15), AG97(+20), SD13(+0), ME82(+ 10), RE95(+20), 
  AP86(currently 35). Clmb45, PkLock35, Stlk60, Hd50, Percp60, Drive65, AtmPlt65, Surv(Dsrt)28, FAid28, ScanAn25, OrbPlt50, NSpPlt43, 
  HSpPlt43, SensAn40, WpnT40, CrmT40, Contort30, Subdue35. Telepathy: Presence(10), Anticipations(10), SelfHealing(10), Mind Attack(10), Mind 
  Domination(10) (see SPELL LAW). PP:28 (+2 Focus Crystal in collar). 
  Harlan Tagg 
  7 
  68 
  15 
  20 
  BR 
  102MLAR1 
  79MaSt 
  21 
  Human (Devon) Criminologist 
  (CRISIS Force). St94(+15), QU90(+10), PR100(+25), IN86(+5), EM24(-5), C098(+20), AG88(+5), SD99(+25), ME80(+5), RE97(+15), AP73. Clmb30, 
  DsTrap45, PkLock49, Stlk70, Hd80, Percp99, Drive43, AtmPlt43, FAid20, ScanAn30, AFV15, OrbPlt25, NSpPlt50, HSpPlt40, SensAn35, CrmT49. 
  Also 46MaSw. 
  Rrolm Kalde 
  3 
  20 
  1 
  0 
  25MaSt 
  22 
  Neo-Human (Tegarran) 
  Researcher/Telepath (l.T. student). ST60(+5), QU75(+10), PR40(+5), IN90(+10), EM85(+10), C045(+5), AG78(+10), SD90(+15), ME99(+25), 
  RE101 (+35), AP68.Percp33, Ssurv(Dsrt)25, FAid38, ScanAn29, MedT25, GeneT34, Planet58, Biochem(Gen)58, Genetics48, Telepathy: Liquid 
  Manipulation(10), Solid ;Manipulation(10) (see SPELL LAW). PP: 6 
  
  NPC CHART 
  · 
  . 
  61 
  NAME 
  LVL 
  HTS 
  AT 
  DB 
  SH 
  1st OB 
  2nd OB 
  MvM 
  Notes 
  BACKNETADVENTURE 
  MalDuCham 
  (see PROMINENT PERSONS, above) 
  Torlo 
  7 
  200 
  4 
  20 
  OF 
  130LsrPI 
  105MLAPI 
  58 
  Android Armsman (OuCham's 
  henchman) . ST100(+65), QU100(+45), PR100(+35), IN100(+5), EM97(+5), C0100(+55), AG100(+45), S099(+30), ME94(+ 10), RE(-15), AP21. 
  clmb70, Stlk78, Hd70, Percp39, Ambush20, AFV90, CyberT27 Cybernetics15. Also 94MaSt. Carries compact android repair kit. 
  Renll Hel Zant 
  5 
  30 
  5 
  35 
  AB 
  65LsrPI 
  45BodyPI 
  25 
  Human(Mirada)Pilot. ST60(+5), 
  QU90(+10), PR48(+0), IN39(+0), EM26(+0), C072(+0), AG90(+.10), S023(+0), ME75(+5), RE82(+5), AP28. Stlk20, ;Hd15, Percp37, Orive50, 
  AtmPlt50, FAid13, ScanAn12, CbtPlt37, AFV40, OrbPlt45, NSpPlt38, HSpPlt38, PowSysT20, Trade20. Owner of "The Zeake". 
  Alex Shorr 
  6 
  55 
  5 
  35 
  OF 
  75LsrPI 
  55MaSw 
  26 
  Neo-Human(Oevon)Pilot. 
  ST64(+5), QU96(+20), PR42(+5), IN86(+ 10), EM95(+20), C071 (+5), AG97(+20), S0100(+30), ME87(+ 10), RE94(+ 15), AP82. Percp53, Orive70, 
  AtmPlt70, FAid28, ScanAn25, CbtPlt57, AFV50, OrbPlt45. NSpPlt38, HSpPlt38, SensAn45, Advrt28, Trade43, Wthr30. 
  Benlck Horescln 
  7 
  35 
  5 
  35 
  --
  40StunPI 
  --
  17 
  Human(Oetzeer)Administrator(" 
  Club Lux" manager). St35(+5), QU47(+0), PR61 (+O), IN59(+0), EM75(+5), C022(-5), AG36(+0), SOBS(+ 10), ME90(+ 10), RE99(+20), AP60. Stlk10, 
  Hd15, Percp27, Psych(Human)33, Advrt50, Admin43, Oiplo40, Gambl45, Prpgnda23, Trade38. 
  CODES: 
  STATS: PERSONAL CHARACTERISTIC abbreviations are given in section 1.21 . 
  AP= Appearance. Number in parentheses after stat is bonus including any racial modifications. 
  WEAPONS: BodyPI -- 5mm body pistol, MLAP1 -- MLA pistol, NPL -- needle pistol, MLAR1 -- MLA rifle, ASG -- 20mm autoshotgun, HndLsr -- hand 
  laser, LsrPI -- laser pistol, LsrRI -- Laser rifle, Mdlsr -- medium laser, BlstPI -- blast pistol, BlstRI -- blaster rifle, StunPI -- stun pistol, FKnife -- force-
  knife, PSwd -- power sword, Oggr -- dagger*, BAxwe -- battle axe*, Grappl -- grappling*, MaSt -- martial arts striking*, MaSw -- martial arts sweeps 
  and throws*, LBow -- long bow*. 
  * =see ICE's ARMS LAW. 
  AT/DB: The defensive bonus includes intrinsic armor quality and quickness bonus but not a shield bonus. OF= deflector shield, AB = absorbtion 
  shield, BR= barrier shield. 
  TABLE OF INTERSTELLAR DISTANCES FOR FRONTIER ZONE FIVE 
  (All distances are given in light-years, and are rounded up. The lower half of the table gives distances to important points outside 
  of Frontier Zone Five). 
  en 
  en 
  = 
  = 
  - ~ 
  - ~ 
  t-
  = 
  t-
  = 
  <.o 
  ..q-
  = 
  o; 
  = 
  c;i; 
  <.o 
  ~ 
  = 
  C"'-' 
  m 
  = 
  m 
  ~ 
  C'"> 
  LO 
  <.o 
  Cl 
  ~ 
  ~ 
  t-
  ~ 
  C"'-' 
  ..q-
  c::: 
  Cl 
  c::: 
  ~ 
  C"'-' 
  @ 
  m 
  en 
  m 
  = 
  = 
  8 
  c::: 
  ..= 
  C> 
  ·c::: 
  ~ 
  m 
  e 
  e 
  m 
  -= 
  -ffi 
  e 
  = 
  = 
  -= 
  CL 
  m 
  (;:j 
  Q) 
  a; 
  Q) 
  Q) 
  Q) 
  e 
  Q) 
  E 
  (;:j 
  <C 
  <C 
  Cl 
  Cl 
  Cl 
  ~ 
  :::;: 
  :::;: 
  :::;: 
  a... 
  I-
  = 
  >< 
  >-
  Abrax6 
  0 
  Alpha Daggarius 
  21 
  Dalos40 
  11 
  18 
  Darrian 917 
  64 
  45 
  60 
  Delta Daggarius 
  13 
  17 
  18 
  60 
  Ket 
  19 
  33 
  19 
  76 
  25 
  Megan34 
  14 
  19 
  3 
  60 
  20 
  18 
  Mercura66 
  14 
  7 
  13 
  59 
  11 
  20 
  14 
  Mercura 147 
  14 
  18 
  17 
  61 
  8 
  21 
  18 
  5 
  Protocol 70 
  26 
  12 
  20 
  47 
  23 
  32 
  20 
  16 
  19 
  Tegarra 
  68 
  87 
  71 
  130 
  74 
  55 
  71 
  73 
  72 
  86 
  Umbra 12 
  28 
  47 
  32 
  91 
  34 
  18 
  33 
  34 
  32 
  48 
  41 
  Xetan 23 
  11 
  13 
  6 
  56 
  15 
  23 
  8 
  12 
  15 
  18 
  76 
  36 
  Varro 25 
  55 
  35 
  50 
  12 
  50 
  66 
  50 
  49 
  51 
  36 
  121 
  81 
  46 
  Belandrul 1 04 
  21 
  17 
  19 
  58 
  17 
  23 
  18 
  8 
  10 
  13 
  76 
  46 
  18 
  47 
  Capella 
  28 
  16 
  19 
  20 
  30 
  36 
  18 
  24 
  28 
  16 
  90 
  51 
  18 
  35 
  Hyperion 
  63 
  77 
  63 
  119 
  68 
  45 
  62 
  63 
  63 
  73 
  28 
  40 
  67 
  109 
  DeltaC 
  50 
  42 
  42 
  65 
  49 
  43 
  39 
  39 
  42 
  31 
  88 
  60 
  43 
  55 
  Sade Outstation 
  30 
  29 
  24 
  67 
  29 
  22 
  22 
  19 
  22 
  21 
  71 
  38 
  26 
  56 
  Sol (Terra) 
  83 
  76 
  73 
  83 
  87 
  77 
  70 
  77 
  81 
  67 
  114 
  93 
  75 
  77 
  Taj 
  27 
  15 
  19 
  43 
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  FRONTIER STARMAP 
  15 
  STAR NOTATION 
  location 
  •Mercure 147 ( + 20Z] 
  name 
  z-coordinate 
  POLITICAL CODES 
  liJ Vyrtza Province 
  ~ 
  Detzeer Province 
  @ Independent star 
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  Imperial possession 
  20 
  25 
  SYMBOL CODES 
  a type 0 star 
  E type B star 
  ~ type A star 
  YJ type F star 
  ,\ type G star 
  rr type K star 
  T type M star 
  e deep space outstation 
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  FRONTIER ZONE FIVE 
  35 
  40 
  TRAVEL ROUTE CODES 
  SCALE 
  frequent transportation 
  regular transportation 
  intermittent transportation 
  7mm = 1 LY 
  
  THE WORLDS OF 
  FRONTIER ZONE FIVE 
  In the power hungry and paranoid world of 
  Space Master, no region breeds as much 
  avarice and distrust as the Frontier. Here, 
  beyond the reaches of the Core Provinces, 
  resources are still ''up for grabs.'' It is no 
  surprise that the Emperor keeps a close eye on 
  Frontier events, especially the discovery and 
  exploration of new worlds. Imperial Observers 
  (1.0.) nearly always accompany exploratory 
  missions, scrutinizing development. Still, there 
  are those clever groups which manage to evade 
  investigations-by hook or by crook! 
  if(/jj A SPACE MASTER'" Campait;1n Madul
  1.C.E. 
  BEYOND THE CORE is designed for 
  use with l.C.E. 's SPACE MASTER 
  Science-Fiction Role Playing 'ystem, 
  but the material is easily converted 
  for use with other systems. 
  Printed in U.S.A. 
  St. #9600 
  79583 
  0 
  10599 01200 
  ISBN 0-915795-83-3 
  BEYOND THE CORE is an adventure-packed 
  campaign module set in Frontier Zone Five, 
  beyond the steel grip of the Empire and the 
  Imperial Observers. Here you'll find 
  • A history of FZS 
  • A description of life on the Frontier, including 
  useful lists, from corporations to "local" slang 
  • A systems listing of the inhabited worlds 
  including a short history of each tech level, 
  and orbital facilities 
  • A complete list of the various cultures and 
  races found in this turbulent region 
  • Three complete adventures including layouts, 
  and N PC descriptions! 
  • Plus much more! 
  
SOURCE: textdata/thevault/Spacemaster/ICE 9600 - Spacemaster Beyond the Core [1987].pdf