TEXT: IntroductIon
  Daring Tales of the Space Lanes (DTSL) is a series of adventures set in a distant galaxy. 
  This supplement, while designed to let GMs expand the DTSL universe to include their 
  own adventures, can be used with most any sci-fi setting with only a little work, regardless 
  of rules system. Each Sector Galaxy Guide supplement includes data on ten planets, as 
  well as new rules suitable for most Savage Worlds sci-fi campaigns.
  Bureau of Sector tranSfer & regIStratIon
  Up until the rise of the 9th Galactic Alliance, the galaxy was something of a bureaucratic 
  mess. As previous Galactic Alliances expanded the borders of known space, new worlds 
  were added to the bureaucratic regions in a haphazard manner, with new sectors spring-
  ing up left, right, and center. Many of the older core sectors boasted three dozen densely 
  populated worlds, for instance, while newer ones out on the galactic rim numbered only 
  a handful of worlds with minimal population. To help sort out the mess, and make the 
  wheels of galactic bureaucracy run just a little smoother, the Alliance founded the Bureau 
  of Sector Transfer and Registration (known as STAR). The bureau’s task was to remold the 
  sector boundaries into something more manageable.
  For convenience, each sector was draw up to include ten inhabited worlds and as many 
  uninhabited worlds as happened to fall between the populated planets. While each world 
  retained an Alliance representative, overseeing each sector was a single Galactic Sector Ad-
  ministrator, an official with the power to settle local disputes without dragging the entire 
  Alliance into long-winded debates.
  Although that system of governance has long since been abandoned, the use of sectors 
  remains entrenched across the galaxy. However, aliens have a tendency to settle unpopu-
  lated worlds, which throws the whole system out of kilter. Despite the idea of Galactic Alli-
  ances being long abandoned, the STAR survives. Millennia on, it still continues to redefine 
  space to ensure everything fits the ten-world model, publishing its new Galaxy Guides 
  every few decades. This range of supplements is the latest galactic catalog, defining the 
  current worlds of the sectors as they stand today.
  Sector 01 was chosen as the centre of the galaxy point not because it contained the 
  capital of the Alliance, the most powerful worlds, or the greatest population centers, but 
  because of the Depository, the vast data storage terminal for every Alliance member world. 
  Although the sector maps have been drawn and redrawn countless times down the ages, 
  the Depository remains the numeric center of the galaxy.
  31065
  PauL “WIggY” Wade-WILLIaMS
  Author & Layout: Paul Wade-Williams
  Editing: Lee F. Szczepanik, Jr.
  Layout Design: Robin Elliott
  Sector #01
  www.tripleacegames.com
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  the dePoSItorY
  Planet Type: Satellite*
  Dominant Terrain: Urban
  Temperature: Temperate
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 0%
  Function: Academic
  Government: Autocracy, oppressive
  Population Level: 1 (native), crowded (visitors)
  Technology: Space Age
  Starport Rating: 3-star
  * All data pertains to the interior of the moon. The
  surface is a barren, lifeless world with no atmosphere.
  The World
  Praxilarti Alpha-nine-Delta, a small moon by galactic 
  standards, orbits the gas giant Thovrinn in the Bandaharl 
  star system. cold and lifeless on the outside, Praxilarti 
  teems with life inside, for within the hollowed out core 
  of the satellite is the Depository, the largest collection of 
  data anywhere in the galaxy.
  clustered around the surface starport are numerous 
  habitation domes for patrons of the Depository. From 
  here, elevator shafts lead deep into the core, where the 
  data visitors are here to access is stored.
  concealed within hundreds of temperature and 
  humidity controlled chambers are countless rows of 
  memory data banks, as well as more archaic and esoteric 
  forms of data storage, such as printed and handwritten 
  manuscripts, engraved stones, holograms, photographs, 
  hieroglyphs, and knotted cords.
  Given that there are a million or more inhabited 
  worlds in the galaxy, many of whom have history stretch-
  ing backs tens of thousands of years, the amount of data 
  stored in the Depository is truly mind-numbing. The 
  energy output of the central reactor core is equally as-
  tounding.
  hisTory
  The galaxy is a big place. During the time of the 12th 
  Galactic Alliance, some 15,000 years ago, it was decided 
  to create a central information depository in which every 
  race could deposit cultural and scientific information for 
  the betterment of the Alliance, continued galactic coop-
  eration and unity, and to ensure cultural information 
  could never be lost due to global catastrophe. in other 
  words, all the aliens got together and created a really big 
  library.
  Even during the Alliance’s heyday, cultural, political, 
  and religious bias was rife. in order to ensure the knowl-
  edge remained pure and was not subject to censorship, 
  the decision was taken to remove oversight of the library 
  from organic beings.
  Since its inception the entire Depository has been 
  controlled by the Head Librarian, an artificial intelligence 
  whose function it is to collect, correlate, and cross-refer-
  ence all the information of the galaxy. Aiding him is a 
  veritable army of small robots known as Librarians.
  CurrenT era
  A cantankerous beast at the best of times, the Head 
  Librarian rules with absolute authority. over time it has 
  become less a manager and more an autocratic dictator. 
  Those who break the Depository’s rules, especially the 
  one on speaking above a whisper, are harshly punished. 
  over the years it has punished violators by sealing their 
  rooms and switching off the air supply, blowing up their 
  starships, and issuing galactic wide bounties on their 
  heads.
  Slightly demented after 30 millennia sorting data, the 
  Head Librarian has divided topics time and time again 
  in a bid to reduce searching for a topic to an absolute 
  minimum. Sadly, this good intention has created a mon-
  strosity of a filing system that even its Librarians have 
  trouble understanding.
  While in a conventional library all works of poetry 
  are grouped together, for instance, in the Depository 
  one finds sections such as “love poetry involving two 
  different alien species which ends badly for the male 
  party” and “war poetry involving sub-hyperdrive capable 
  cultures for conflicts which lasted ten years.” 
  Worse, none of the data storage areas actually allow 
  data transfer to and from each other from public ter-
  minals (a security measure designed to prevent viruses 
  from spreading). if you need to cross-reference an entry 
  under a different highly specialized topic, you need to go 
  to another data storage area. Since these are located doz-
  ens of miles apart for reasons of additional security, that 
  means patrons must make use of the many high-speed 
  elevators that run throughout the moon’s interior.
  note that while data may be accessed for free, it may 
  not be copied onto any storage media. This is a rule the 
  Head Librarian instituted centuries ago to prevent an-
  other being from simply coming in, stealing all the infor-
  mation, and setting up a new facility. The Head Librarian 
  may be a computer, but it is extremely protective of the 
  data it watches over.
  advenTure seeds
  • The Head Librarian mistakenly believes one of the
  heroes withdrew a book from the library 10,000 years 
  ago. Given that there have been a number of data thefts 
  in recent months, it figures the character might be will-
  ing to help it. The hero is given two choices: discover 
  who is stealing data from the library or be issued with a 
  colossal fine for late return of the book.
  Played for laughs, the guilty party is actually a mad 
  Librarian, who is censuring certain works it views as 
  heretical, unsociable, or just plain rude. More seriously, 
  the data being stolen might be enough for a madman to 
  create a super weapon.
  darIng taLeS of the SPace LaneS
  
  
  the huB
  Planet Type: Space Station
  Dominant Terrain: Urban
  Temperature: Temperate
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 0%
  Function: Trade
  Government: Plutocracy, Permissive
  Population Level: crowded
  Technology: Space Age
  Starport Rating: 4-star down to 1-star.
  The World
  The Hub is a vast space station floating in high orbit 
  over the desert world of calthis iii. Within the jumbled 
  morass of structures that form the immense space sta-
  tion are warehouses, docking bays and repair facilities, 
  offices and negotiation suites, habitats, bars, restaurants, 
  and casinos, armories and prison cells, medical facilities, 
  and shops and markets.
  The only thing The Hub lacks is any form of industry 
  outside of commerce and ship and crew servicing. it is 
  a grand structure that manufactures absolutely nothing, 
  yet grows richer each day.
  hisTory
  calthis iii is a low-tech world inhabited by disparate 
  tribes of warlike nomads who spend much of their time 
  squabbling over the precious water sources. While the 
  surface of calthis iii has nothing to interest outsiders, 
  several major shipping routes pass close to the system.
  Many centuries ago an enterprising band of merchants 
  realized they could shave time off their cargo runs, and 
  thus increase profits, by making more runs in the same 
  time, if there was a neutral port of call to which their 
  cargoes could be delivered. Merchants seeking their car-
  goes could then purchase them without having to make 
  the long trip to the source world. Thus was born The 
  Hub. Although The Hub has grown considerably in size, 
  its purpose has remained static since its creation.
  While the hub has open markets and a thriving black 
  market, it also boasts a gray market. The gray market 
  exists only in the station’s computer banks. Buyers and 
  sellers trade online through an automated middle man 
  program and a complex encryption system, which en-
  sures anonymity at all times. once monies have changed 
  hands, gray cargoes are maneuvered from buyer to seller 
  by robotic lifters, whose memories are programmed to 
  automatically and instantly erase all trace of their source 
  and destination. 
  quite why the gray market sprang up is long forgot-
  ten, but it serves those who do not wish to be known to 
  be buying or selling certain cargoes. Attempts to discover 
  who is trading a gray cargo, or fraudulently using the 
  system to sell nonexistent shipments, is ruthlessly inves-
  tigated and punished by the station’s security force.
  in order to ensure the station as never owned by a 
  single power, a governmental system based on multiple 
  individuals was set up. Each year, the 19 permanent resi-
  dents with the highest bank balances are automatically 
  elected to the Trade Advisory council, The Hub’s ruling 
  government. 
  Sex, species, color, number of tentacles, religion, and 
  criminal record are irrelevant details when it comes to 
  election, for on The Hub money talks loudest.
  CurrenT era
  The Hub’s business is business. More specifically, it is 
  trade that gives the station its raison d’être.
  The government largely stays out of daily affairs. So 
  long as taxes are paid on time and the sanctity of The 
  Hub’s neutrality in matters of galactic politics is main-
  tained, the government keeps out of private affairs. As 
  a result crime, while not deliberately encouraged, is 
  not actively discouraged. The police and security force 
  don’t have much to do beyond breaking up fights and 
  thwarting the occasional lunatic who wants to blow up 
  the space station.
  As well as specializing in every conceivable trade 
  good, The Hub is a focus for information brokers, ru-
  mormongers, and spies. vast streams of public informa-
  tion are broadcast around the station, allowing traders 
  to keep up with distant galactic affairs and stock markets, 
  while in dark corners traders can buy and sell secrets not 
  intended for public dissemination.
  The recent attack on The Hub by rogue elements 
  within the confederated Worlds of the Braxian Star 
  League caused extensive damage. Working around the 
  clock, repair teams have all-but repaired the station, 
  though taxation has risen to cover the costs. The Hub’s 
  defense system has also been heavily upgraded, with new 
  laser cannon turrets, missile launchers, and a dedicated 
  fighter wing equipped with torpedoes capable of smash-
  ing even heavy battle cruisers.
  advenTure seeds
  • it was intended to be a simple job. All the heroes 
  had to do was intercept a cargo before it was loaded 
  onto a ship and keep an eye on it until the patron could 
  arrange a pickup. Unfortunately, the cargo was gray and 
  the heroes have been identified. Hunted by station se-
  curity, the heroes have to somehow lie low until their 
  patron can smuggle them out; something easier said 
  than done when information sells on The Hub.
  • A patron hires the spacefarers to make contact with 
  an information broker and purchase a data crystal. Sev-
  eral other parties are also interested in the information, 
  and they don’t intend to pay. A malfunction in the mass 
  transit system forces the heroes to make their way across 
  The Hub on foot, a lengthy journey at the best of times, 
  but far worse when you’re being hunted.
  guIde to Sector #01
  
  
  IngenoS
  Planet Type: Terrestrial
  Dominant Terrain: Plain
  Temperature: Hot
  Gravity: Earthlike
  Atmosphere: Thin
  Hydrosphere: 39%
  Function: Manufacturing
  Government: Timocracy, Popular (civil war)
  Population Level: Average
  Technology: Space Age (just)
  Starport Rating: 2-star
  The World
  ingenos is a world of contrasts. The glittering glass 
  and concrete cities of its industrial heartland stand out 
  in stark contrast against the immense plains of purple 
  grassland that sweep across the planet. clashing with the 
  grass are many light turquoise lakes, for ingenos has no 
  true oceans, and colossal rivers.
  A high-technology world, ingenos manufactures a 
  wide range of components and finished goods of an 
  exceptionally high quality. its crystal storage chips, as an 
  example, hold twice as much data as chips from other 
  worlds and so fetch higher prices.
  hisTory
  ingenos was settled thousands of generations ago, 
  during the Great Diaspora which followed the Star-killer 
  War (so named because rival powers eradicated star 
  systems by exploding their stars). The earliest settlers 
  claimed huge tracts of land as their private domains, but 
  welcomed new refugees as tenants.
  Within a few generations the planet was a patchwork 
  quilt of rich landowners, poor tenants, and unclaimed 
  land. Eventually the world became so populated that 
  feudalism, the then governmental structure, collapsed 
  under its own weight.
  it was decided to instigate timocracies, a govern-
  mental system that rewarded not personal wealth or 
  charisma, but those whose lands produced the most for 
  society. The world was divided into eight districts, each 
  of which would be a self-governing entity, linked to the 
  others through trade and political alliances.
  While around 35% of the land in each timocratic state 
  was held by individuals, the remainder lay unclaimed. 
  These great swathes were promptly claimed by the office 
  of government (rather than individuals in power) and set 
  aside for governmental use.
  CurrenT era
  ingenos remains a world governed by the eight ti-
  mocracies. Any citizen who owns property can vote in 
  government elections, but in order to actually stand for 
  government a candidate’s lands must meet a certain 
  minimum financial output.
  The great majority of citizens do not own any prop-
  erty, being tenants of the rich landowners, and therefore 
  have no say in how their society is governed. However, 
  anyone can strive to earn property, and this is the defin-
  ing nature of the government system.
  Service of 20+ years in a public office, religious, or 
  military post is rewarded with a small plot of land, which 
  gives the citizen the right to decide who enters govern-
  ment. Property can also be awarded for other reasons, 
  such as scientific breakthroughs, charitable work, and 
  such like. once a year, the ruling government issues the 
  Society Benefit List, naming those whose contribution 
  to the betterment of society has been rewarded with 
  property.
  Unfortunately, ingenos’ population has continued 
  to grow at an alarming rate. So much land has been 
  awarded over the centuries that the spare land available 
  to governments is rapidly dwindling. Should it run out, 
  the government will have no carrot to bait the stick and 
  the entire basis of “work means citizenship” will col-
  lapse, likely leading to a radical change in government. 
  naturally, those in power wish to remain in power.
  With no other option but to claim land from rival 
  nations, the world descended into an eight-way civil 
  war fifteen years ago. Although a bloody affair, the war 
  does have a large amount of civility. Hostilities cease for 
  religious and public holidays, and the use of nuclear, 
  chemical, and biological weapons is banned (no one 
  wants land you can’t live on). Unfortunately, this civility 
  is tempered with genocide; the war is about capturing 
  land one can give away to one’s own people, and that 
  means getting rid of existing inhabitants.
  Each of the eight states has a starport. Before the war 
  these were rated 5-star. The combatants have deliberately 
  targeted each others’ starports to reduce their capacity 
  for importing and exporting goods in a bid to destroy 
  their rivals’ economy and prevent outside reinforce-
  ments being shipped in.
  ingenos is still exporting as much as it can, and those 
  willing to brave the hostilities can earn rich rewards.
  advenTure seeds
  • A faction of one of the governments intends to stop 
  the war by deploying nuclear weapons inside each capital 
  city. once the governments witness the devastation, and 
  hear the threat to irradiate great expanses of habitable 
  land, they are sure to sue for peace. of course, millions 
  will die, but such is the price of lasting peace.
  • Rogue elements within the Miners Guild, who have 
  long had their eyes on ingenos, have struck a deal with 
  one of the factions. in return for supplying weapons and 
  troops, the Guild is to receive large parcels of land once 
  the war is over. Word of this has reached the ears of the 
  Galactic Trade council, who sent agents to investigate 
  the claims. Since they failed to return, the council is 
  seeking more expendable assets to repeat the mission.
  darIng taLeS of the SPace LaneS
  
  
  KaraKoraMIS
  Planet Type: Terrestrial
  Dominant Terrain: Plateau
  Temperature: Temperate
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 65%
  Function: Academic (plateau), Disaster Zone (flats)
  Government: Meritocracy, Secretive (plateau); Mili-
  tary, Tyrannical (flats)
  Population Level: crowded (plateau); Sparse (flats)
  Technology: Space Age (plateau); iron Age (flats)
  Starport Rating: 3-Star
  The World
  Eons ago the world of karakoramis was subjected to 
  massive volcanic eruptions. Eventually the molten rock 
  cooled, leaving behind an immense plateau that towered 
  over the surrounding landscape. in time, the lava surface 
  eroded to fertile dust, and life blossomed. Separated 
  from the lowlands, the continent-sized plateau devel-
  oped its own unique ecosystem.
  The lowlands are today classified as a Grade 1 Hazard-
  ous Area, meaning they are extremely dangerous. visitors 
  are cautioned to avoid them at all costs.
  hisTory
  karakoramis was settled many millennia ago by hu-
  man colonists. Some chose to live on the plateau, while 
  others settled on the lower ground. over the generations 
  two distinct cultures emerged. Though different in many 
  ways, they traded openly and interbred. Then came the 
  Great Plague, which wiped out much of the lowland 
  culture. The survivors became wild and bestial, cannibal 
  savages who knew only bloodshed. At least that is the 
  official story told in the great city atop the plateau.
  The two cultures had grown disparate, with mercan-
  tile disputes eventually turning to open warfare. As the 
  war dragged on, the plateau-dwellers, whose resources 
  were more finite, sought to end the conflict with one 
  decisive strike. They unleashed a mutagenic plague into 
  the lowlands.
  The plan was to destroy the enemy’s natural environ-
  ment, forcing them to sue for peace. But the plague rap-
  idly mutated, transforming the citizens into wild savages 
  and warping the ecosystem; animals became frenzied 
  beasts, while the flora rapidly evolved deadly spores and 
  thorns. Driven by a terrible hunger for flesh, the low-
  landers turned on each other in an orgy of destruction 
  and death. The plateau dwellers had won, but at a ter-
  rible price.
  According to census records submitted by the council 
  of the Wise, the ruling body of plateau, no one lives in 
  the lowland regions. Animal and plant life are extremely 
  dangerous, and the soil is infested with plague. For these 
  reasons, the entire lowlands have been declared a disas-
  ter zone, off-limits to all sentient beings.
  CurrenT era
  Dominating the skyline of the plateau is the vast ivory 
  Tower, wherein live the elite. Sprawling across the rest of 
  the plateau are countless suburbs and slums. Within the 
  Tower are hundreds of research laboratories devoted to 
  the sciences. knowledge gleaned is sold to corporations, 
  while rich families send their scions here to learn from 
  some of the wisest scientists in the galaxy.
  All children are rigorously tested in the sciences. 
  Those who score highly are taken from their families to 
  be educated within the ivory Tower. Those who step foot 
  into the ivory Tower are rarely seen again, for everything 
  they desire is found within its walls.
  The council of the Wise, a meritocracy, still rules 
  here. only those with advanced scientific knowledge are 
  permitted to sit on it, and new members are appointed 
  based on academic achievements over the course of their 
  lives. While they pass themselves off as enlightened and 
  benevolent, the members harbor a terrible secret (and 
  not just the truth about the Great Plague). The plateau 
  is overcrowded, and every new mouth to feed places an 
  increased burden on the plateau’s dwindling agricultural 
  land. Rather than turn to outside help, the council chose 
  to walk a dark path.
  Those who dwell in the suburbs and slums are au-
  tomatically entered into a lottery each year. The lucky 
  winners are informed they have been chosen to work 
  in the ivory Tower, albeit in a mundane service role. 
  However, being sent to the Tower means a life without 
  want, even if it does mean leaving behind one’s family. 
  Unfortunately the lottery is a sham. The winners are pro-
  cessed and then secretly shipped off to the lowlands to 
  die a horrible death.
  What the plateau-dwellers don’t know is the lowlands 
  are still inhabited, and the plague has long burnt itself 
  out. Reduced to a state of barbarism, the lowlands have 
  slowly dragged themselves back up the technological 
  ladder to a state resembling the iron Age. The ecosystem 
  is still heavily tainted, though, and in order to survive the 
  citizens have become militaristic, their societies ruled by 
  brutal warrior chiefs. Many lottery winners end up killed 
  by the environment, as intended, but some are fortunate 
  enough to be found by one of the many tribes.
  advenTure seeds
  • A shuttle carrying lottery winners has crashed in 
  the dangerous lowlands. one of the pilots is the grand-
  daughter of one of the council members, and he’l do 
  most anything to get her back. Unable to hire local secu-
  rity agents (the truth about the lottery is kept to a very 
  select few), he turns to outsiders to find the missing girl. 
  Unwilling to risk the strangers ever learning the truth, 
  he naturally intends to have them killed once them com-
  plete their task.
  guIde to Sector #01
  
  
  KerexI IV
  Planet Type: Terrestrial
  Dominant Terrain: crystals
  Temperature: Temperature
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 57%
  Function: Mining
  Government: Geriocracy, Popular
  Population Level: overcrowded
  Technology: Space Age
  Starport Rating: 2-star
  The World
  kerexi iv is a world covered in magnificent, multi-
  hued crystal growths. over the eons, water from its min-
  eral-rich seas fell as rain, promoting crystalline growths 
  across the entire planet. vast “forests” of crystal columns, 
  shimmering deserts made up of a crystal carpet, and 
  towering peaks formed by growths merging into a super-
  crystal cover the landscape.
  kerexi’s fauna (it has no flora) has evolved to feed off 
  these crystals, their powerful jaws and strong stomach 
  acid breaking down the crystals and extracting valuable 
  nutrients.
  hisTory
  Discovered by explorers millennia ago, kerexi’s min-
  eral wealth has long been exploited. During the Trade 
  Wars, the planet was placed under the jurisdiction of 
  the Galactic Trade council to prevent its crystal wealth 
  being exploited by the various combatants. years later, 
  when the Urk warlords began their rampage through the 
  galaxy, its defenses were reinforced to prevent it falling 
  into enemy hands.
  Full independence was finally earned after the Galac-
  tic Accord was signed. Under the terms of the agreement 
  kerexi’s mineral wealth would be hers to control and 
  protect, with any attempts to take its treasures by force 
  or subterfuge an act of open warfare against the planets 
  of the galaxy. Although much has changed in the galaxy 
  since, the Galactic Accord holds strong.
  The inhabitants of kerexi are strong proponents that 
  age breeds wisdom. To that end, their government is a 
  council of elders. on reaching the age of 65, a citizen 
  automatically qualifies for a seat in the General Assem-
  bly. Taking a seat is optional, but since no elections take 
  place it is the only chance a citizen has to affect how the 
  planet is governed.
  This ageism flows through the whole of society. cer-
  tain careers and promotions are only open to those of 
  a certain age, regardless of qualifications or experience. 
  Military promotions, as an example, are automatically 
  gained upon reaching a given age, and senior corporate 
  heads must all be aged 50+ to hold the post.
  CurrenT era
  kerexi’s crystals are its primary source of wealth (tour-
  ism comes a distant second). While many of the growths 
  are useless, certain deposits are invaluable resources. 
  Shimmergems, for example, emit a powerful ultrason-
  ic burst and blinding light when exposed to energy, and 
  form a key component in stunner weapons. Memglims 
  are capable of holding electronic data, and are the base 
  for memory crystals. A wide range of crystals are ground 
  into focusing lens for laser weapons, though the market 
  has suffered a serious downturn since blasters were in-
  vented.
  Despite relentless pressure from the Miners Guild, the 
  mining companies have remained independent entities, 
  answerable only to their respective board of directors. 
  competition between the kerexian companies is fierce, 
  and not without plenty of underhanded tactics.
  Rather than try to land bulk freighters on the planet, 
  the mining corporations of kerexi iv took a different 
  approach. Ships pull into high orbit and place an order 
  for cargo pods of crystals. once payment is received, the 
  pods are launched from the planet surface by huge rail-
  guns, which magnetically propel the pods into orbit. The 
  freighters then collect the pods and load them into their 
  holds. Huge areas above the planet are out of bounds 
  to traffic for this very reason—the pods present a very 
  serious hazard to spacecraft.
  Due to most traffic remaining in orbit, kerexi has a 
  poor quality planetary starport. its magnificent crystal 
  landscape may be a lure for tourists, but the poor infra-
  structure hampers this business opportunity. The Gen-
  eral Assembly is currently trying to pass legislation (for 
  the 9th time) forcing the mining companies to donate 
  wealth for the purposes of upgrading the starport facili-
  ties, but resistance is strong (after all, the companies gain 
  no benefit from tourism) and lobbying has managed to 
  stall the vote for several years.
  advenTure seeds
  • Several cases of focusing gems necessary for the 
  construction of laser swords, a weapon widely banned 
  across the galaxy, have been stolen from a secure storage 
  facility. Guess who is hired to find the culprits and return 
  the shipment? Alternately, the heroes might be asked, or 
  otherwise persuaded, to steal a pod of these rare and 
  valuable gems.
  • The heroes are asked to investigate the disappear-
  ance of several freighters. Their investigation of the 
  wreckage eventually leads them to kerexi iv. A saboteur 
  has been placing plasma charges in the cargo pods, timed 
  to explode once the collecting freighter is safely in hy-
  perspace (ships drop to normal space when the engines 
  stop working). This might be a act of terrorism, a ploy 
  by some foreign power to weaken kerexi’s economy, 
  or maybe all the shipments were destined for just one 
  world and someone doesn’t want their army receiving 
  new weapons.
  darIng taLeS of the SPace LaneS
  
  
  Lux III
  Planet Type: Terrestrial
  Dominant Terrain: Plain
  Temperature: Temperature
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 73%
  Function: Agriculture & Mining
  Government: Bureaucracy, impersonal
  Population Level: Average
  Technology: Space Age (just)
  Starport Rating: 3-star
  The World
  The fertile world of Lux iii isn’t a popular place with 
  merchants or tourists.
  While its endless plains are extensively farmed and 
  produce a wide variety of crops, there isn’t much profit 
  in running fruit and vegetables across space, even to fam-
  ine worlds. Few ships can carry enough cargo to make 
  the run worthwhile. Private mining operations produce 
  Lux-crystals, a rare form of crystal which emits light when 
  shaken or struck violently, but they are more favored as 
  toys rather than components in industrial processes. The 
  paperwork required to export them makes it a low profit 
  venture.
  hisTory
  on most worlds, a robot has no more rights than a 
  gun or a flashlight—it is a tool, to be used as the owner 
  dictates. The planet Lux iii, however, is not like most 
  worlds. Here droids are treated the same as other citi-
  zens, at least on paper. They earned their equal rights a 
  long time ago, though no one quite remembers or cares 
  how they did.
  in truth, the robots of Lux are a lowly underclass. 
  Those with jobs perform repetitive line work in factories 
  (work so tedious and boring even the machines get de-
  pressed), sweep streets, clean sewers, and perform the 
  dangerous jobs, like handling radioactive waste. They 
  earn a wage, though due to a legal loophole they earn 
  far less than humans.
  While most robots are content to be members of soci-
  ety (they are allowed to vote, but only if they have a job), 
  there are plenty who feel that working for biological be-
  ings is demeaning.
  centuries ago these robots created a haven called 
  Robot Heights in a section of the capital city. it was sup-
  posed to be a robot paradise, a utopia where all mecha-
  noids were equal and content.
  But the robots had learned well from the humans, 
  and the majority quickly realized that their equal share 
  wasn’t quite as equal as others. After the experiment 
  with communism failed, the robots tried various forms 
  of government over the years without success, before 
  descending into outright anarchy, something everyone 
  seemed quite happy with.
  As a result, Robot Heights is a rundown, crime ridden 
  slum completely off-limits to biological life forms. non-
  droids refer to it as “Tin Town.”
  CurrenT era
  Lux iii is governed by a vast bureaucracy, and like all 
  bureaucracies it loves paperwork. Every aspect of life is 
  governed by a mountain of forms, stamps, and approv-
  als. While the government proudly claims society runs 
  smoothly, the bureaucratic hoops that must be jumped 
  through to get anything done has caused stagnation.
  Like most bureaucracies the wheels grind slowly, but 
  can be increased by judicious application of money. The 
  police are a prime example of this, for on Lux they only 
  respond to and investigate crimes when paid by the 
  victim. Thus, while the wealthy are well-supported by 
  the police, the masses must make do hiring vigilantes or 
  taking the law into their own hands. These options are 
  perfectly legal, so long as one has filled in the correct 
  forms and has them stamped.
  no one is entirely sure who actually governs the 
  planet. The bureaucracy certainly handles day-to-day 
  running, but who sets the agenda and oversees the larger 
  aspects of society is a complete mystery. While locals talk 
  of shadowy agencies and secret cabals, the truth is less 
  exciting; the bureaucracy is self-sustaining. Like a ship 
  without a pilot, it chugs along on its current course, un-
  able to change things without input from a captain who 
  doesn’t actually exist.
  Technologically, Lux iii is a generation behind most 
  other space age planets. With no heavy industry of note 
  and crippling paperwork hampering imports, most tech-
  nology has been patchily repaired by the owners time 
  and time again.
  Unemployment is also spiraling out of control, and 
  currently stands at 23%. Though Lux boasts of its equal-
  ity in treating robots as citizens, their “willingness” to 
  work for low wages has resulted in many living beings 
  being replaced for the cheaper alternative.
  advenTure seeds
  •Although the recent crime spree has ended (see 
  DTSL #3: Robot Rumble), the removal of nor Angwat 
  left a vacuum among robots recruited into his criminal 
  empire. now a vicious gang war has broken out in Tin 
  Town. As the war escalates, so robots without criminal 
  intentions are being reprogrammed by the criminals to 
  serve as foot soldiers. Without cheap workers, compa-
  nies are being forced to hire humans at higher wages. 
  The heroes, who have experience in Tin Town, are paid 
  to end the gang war before Lux’s economy is ruined.
  • A dangerous galactic fugitive has hidden in Tin Town. 
  Unwilling to enter the notorious slum, the galactic cops 
  decide to hire adventurers with previous experience of 
  the troubled city. 
  guIde to Sector #01
  
  
  MaLeBranche
  Planet Type: Terrestrial
  Dominant Terrain: volcanic
  Temperature: very Hot
  Gravity: Earthlike
  Atmosphere: Toxic
  Hydrosphere: 6%
  Function: Mining
  Government: corporate, impersonal
  Population Level: Average
  Technology: Space Age
  Starport Rating: 2-star
  The World
  viewed from orbit, Malebranche is a sulfurous yellow 
  ball pockmarked with oozing sores spewing orange-red 
  streams. vast seas, fed by rivers of lava, shed an unearthly 
  red glow. Powerful lightning storms flash and glitter 
  across the sky. intense thermal currents, raging storms, 
  clouds of choking ash, and reduced visibility make land-
  ing far from routine.
  Hellish-looking from orbit, the world is even worse 
  once one is on the surface. outside of the habitats, sur-
  vival suits are a requirement, for the air is heavily-laden 
  with highly acidic sulfurous fumes capable of dissolving 
  flesh, and fine ash particles which clog the lungs. Tem-
  peratures hover around 95 F. Those foolish enough to 
  wander the planet must tread carefully, for pools of hot 
  mud, thin veneers of cooled lava beneath which rage 
  molten rivers, acid rain, showers of bomblets, and lava 
  geysers await the unwary traveler.
  hisTory
  Though Malebranche’s hellish appearance seems 
  unchanged since the planet was formed, until four cen-
  turies ago it was a lush jungle world inhabited by a race 
  known only as the Hive.
  While the Hive were peaceful farmers, their world 
  was home to the insane scientist Draxa val, a cyborg who 
  saw the future galaxy dominated not by beings of flesh 
  driven by emotions and desires, but of steel and plastic 
  fuelled by cold, hard, inescapable logic. in secret, he 
  constructed a vase army of robot soldiers and vehicles, 
  eventually unleashing them on an unsuspecting galaxy.
  The Machine Wars, as they came to be known, raged 
  for a century. The ravaged planets of the galaxy, led by 
  the Belgtorth Dominancy, finally rallied and struck back. 
  World after world was liberated as the robotic army fell 
  back in disarray toward Malebranche.
  At last, after decades of war, the Dominancy’s pow-
  erful battle fleet slipped quietly in orbit above Mal-
  ebranche. The Hive pleaded for clemency, desperately 
  trying to explain they had nothing to do with the robotic 
  armies that had ravaged the galaxy, but their pleas fell on 
  deaf ears. For an entire year, the Dominancy’s space fleet 
  bombarded the planet, blasting away the entire surface 
  to expose the mantle beneath. 
  CurrenT era
  Scattered across the surface are dozens of habitats 
  and industrial complexes, ugly, towering constructions 
  built for functionality, not aesthetic appearance. Many of 
  these float on the lava seas or protrude from the shore 
  into the molten rock, protected from the searing heat by 
  shimmering energy shields and held stable by multiple 
  tractor beams.
  The current holder of the Galactic Trade council 
  license to harvest Malebranche is the Miners Guild. 
  Sulfuric acid, the base component of many industrial 
  acids, is collected in vast condensing towers, while rare 
  minerals vital for the construction of hyperdrive cores 
  are processed from fresh lava flows.
  Until a few years ago, the only people who came to 
  Malebranche were miners and freighter crews, and the 
  latter rarely stayed long after picking up their consign-
  ments. Then the manager of habitat MG-ic-241M hit on 
  a novel idea; tourism!
  Renamed The Spa, the habitat has undergone a 
  dramatic face lift, boasting first class accommodation 
  and dining facilities. Here wealthy citizens can relax in 
  warm mud baths, enjoy (or endure) a massage from a 
  four-armed Sleptian masseur, bask in the fiery glow of a 
  lava pool, and tour the dynamic landscape in specially 
  shielded transports.
  advenTure seeds
  • Although the Dominancy obliterated the planet, they 
  did not search the rest of the local star system. Hidden 
  deep beneath Malebranche’s single moon, Dante, lay an 
  immense, fully-automated robot construction facility. 
  For centuries it lay dormant, but recently the machin-
  ery began to hum into life, slowly churning out an army 
  of robot warriors. is the machinery responding to some 
  ancient program, or has someone with plans to conquer 
  the galaxy uncovered the war factory? The galaxy may 
  soon find out, for the army is ready to be unleashed!
  • ixar Trikanlanesh, the manager of The Spa, has a 
  problem. Several of the rich clients have recently dis-
  appeared into thin air. Unsure who to trust, and eager 
  to avoid a scandal, he hires the heroes to pose as rich 
  guests at the resort. What more could one want than an 
  all-expenses paid trip to a volcanic holiday resort?
  • industrial espionage and sabotage are nothing new 
  to the Miners Guild, for competition is fierce in their 
  business. With the Malebranche mining license up for 
  renewal soon, it seems a rival has taken to sabotaging the 
  industrial complexes in a bid to cause the Guild to lose 
  their hold on the planet.
  The Guild hires outsiders to pose as miners and un-
  cover the saboteurs before the Galactic Trade council 
  convenes to discuss the Malebranche license in four days 
  time!
  darIng taLeS of the SPace LaneS
  
  
  tangarn
  Planet Type: Terrestrial
  Dominant Terrain: Glacial
  Temperature: cold
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 0% (no liquid water)
  Function: Mining
  Government: Representative Democracy, Popular
  Population Level: Sparse
  Technology: Space Age
  Starport Rating: 4-star (capital city), 2-star (other 
  cities)
  The World
  Tangarn, the sixth world out from its star, hangs in 
  space like a glitter ball, the pale light from the distant star 
  glittering and twinkling off the planet’s icy surface.
  Deep survey cores have uncovered signs of plant life 
  from a remote age, indicating Tangarn once had a warm-
  er climate. now, though, it is locked in a permanent ice 
  age. Although it is bitterly cold all year round, there is 
  minimal precipitation. Tangarn is an active world, criss-
  crossed by a vast network of very mobile glaciers.
  Although Tangarn supports no vegetation, it does have 
  an ecosystem. With no herbivores on which to prey, every 
  creature is a carnivore, engaged in a desperate struggle 
  to eat before being eaten. Among the most dangerous 
  beasts are the terrifying ice worms (specimens have been 
  reported at over 100 yards), the gnarl (a voracious multi-
  armed fiend adept at ambushing), and the bargyl (flying 
  scavengers willing to attack humans).
  hisTory
  Long, long ago Tangarn was a temperate world, re-
  plete with forests and swamps. its native inhabitants, a 
  now extinct race whose existence has never been dis-
  covered, were technologically advanced. yet their skill, 
  desire, and curiosity was not tempered by wisdom. The 
  thought of “should we” was overridden by “could we,” a 
  mentality that would spell their eventual doom.
  Their greatest achievement was removing the planet’s 
  molten core and replacing it with a vast gravimetric 
  engine. in theory, the planet could maneuver through 
  space, though at sublight speeds. An interesting inven-
  tion perhaps, but one entirely without merit.
  During the inaugural ignition something malfunc-
  tioned, flinging Tangarn out of orbit and into the distant 
  part of the solar system. By the time the engine was 
  switched off, Tangarn lay far outside the habitable zone. 
  Temperatures plummeted and the world began to freeze. 
  Unable to adapt quickly enough, and for all their techni-
  cal expertise never mastering hyperdrive technology, the 
  inhabitants of Tangarn were doomed to an icy death.
  Their great cities were scoured to rubble by the crush-
  ing weight of the glaciers, and what remained became 
  buried beneath the deep ice sheets. And yet deep in the 
  planet’s core, the sublight engine survived.
  CurrenT era
  Tangarn’s small population (590,000 beings) live in 
  six major cities scattered along the equator, and several 
  hundred mining camps dotted around the globe.
  The cities are built atop platforms, their legs sunk 
  through the ever-moving glaciers and anchored to the 
  bedrock far below. Fusion generators in each leg’s pow-
  erful thermal units melt the glacial ice as it nears the legs, 
  thus preventing the struts from being crushed.
  Each city is built as a series of multistory blocks, 
  linked by glass-covered pedestrian walkways and open 
  roads along which skimmers and flitters maneuver. 
  Moving upward through the blocks one finds pow-
  erplants, industrial complexes, offices and commercial 
  districts, and finally the habitation levels right at the very 
  top, away from the din of the powerplants.
  The six cities, known colloquially as Districts, are gov-
  erned by a single parliament of elected officials. Every 
  four years the citizens elect one citizen for every 10,000 
  to sit in the parliament, which is based in District 001, 
  the capital city. The mining stations are grouped together 
  in Enclaves of as close to 10,000 members as possible. 
  Each Enclave then elects a single politician.
  By a quirk of fate, Tangarn’s nearest neighbors are all 
  desert worlds. While they lack water, Tangarn is abun-
  dant in water ice, a commodity it happily exploits and 
  exports. Although Tangarn could demand a high price 
  for its natural resource, the inhabitants are not greedy by 
  nature—they make enough to live comfortable lives, yet 
  their profits are not so high as to attract the attention of 
  pirates. not that the inhabitants are overly worried about 
  nosey pirates, for lurking in orbit are dozens of kill-sats, 
  automated sentries each armed with a dozen high-yield 
  atomic missiles.
  The hundreds of ice mining stations are smaller ver-
  sions of the great cities.
  advenTure seeds
  • A wealthy alien desires the excitement of a hunt and 
  has chosen Tangarn for his safari. As well as surviving the 
  rigors of the arctic wastes, the heroes must also deal with 
  a gang of pirates intent on kidnapping the patron and 
  holding him to ransom.
  • Powerful earthquakes have began to wrack Tangarn, 
  threatening the stability of the cities. Mining teams tun-
  neled down to the mantle in an attempt to relieve the 
  pressure on the faults, but met with an unexpected ob-
  stacle; a wall of impervious metal!
  The earthquakes are not natural, but judders from 
  the great engine, which is in the process of restarting. 
  Should it reach critical level, Tangarn would once again 
  be flung far from its orbit, wiping out another civilization 
  in the process.
  guIde to Sector #01
  
  
  WaYLand
  Planet Type: Terrestrial
  Dominant Terrain: Urban
  Temperature: Temperate
  Gravity: Earthlike
  Atmosphere: Polluted
  Hydrosphere: 31%
  Function: Manufacturing & Processing
  Government: Rival States, impersonal
  Population Level: crowded
  Technology: Space Age
  Starport Rating: 4-star
  The World
  Wayland is a heavily industrialized world, its drab 
  gray surface veiled beneath noxious clouds of industrial 
  pollutants. The surface is literally covered in industrial 
  works, with every inch of usable ground concealed be-
  neath foundries, factories, and forges. Toxic waste dumps 
  and junkyards fill what little open space remains.
  Pollution levels are near-hazardous. Thick, acrid 
  smog blankets the world, making breathing difficult for 
  those not wearing filter masks— and during the summer 
  months the smog can be deadly. The local authorities sell 
  filter masks tweaked to keep out the local pollutants, but 
  most don’t work properly. A small bribe ensures a good 
  quality mask. Surface water contains high levels of heavy 
  metals and toxins, and must be carefully filtered before 
  consumption.
  Many bars and cantinas catering to visitors, offer 
  off-world beverages and food, but most are actually pro-
  duced locally and thus contaminated. They figure folk 
  won’t be around long enough to get poisoned, and local 
  produce is cheaper than imports.
  hisTory
  Wayland has been a major galactic industrial center 
  for as long as anyone can remember. Millennia ago it was 
  held by the Mining Guild, but they abandoned it after 
  stripping the crust of its precious resources.
  Scavengers filled the void, quickly moving into the 
  abandoned industrial complexes left behind when the 
  Guild vacated. While Wayland had no mineral resources 
  left, it has the necessary infrastructure to process other 
  planets’ ores and turn out industrial products. By offer-
  ing a cheap turnaround (thanks mainly to enforced ser-
  vitude and minimal safety procedures), the scavengers 
  grew wealthy.
  ironically, the Mining Guild awarded the scavengers 
  contracts, figuring it was cheaper than waging war or 
  attempting legal action to reclaim their machinery, or 
  going to the trouble of creating new factories on other 
  worlds.
  As time passed, the scavenger bands transformed into 
  companies, merged into corporations and cartels, and 
  came to dominate life on the planet. As the corporations 
  grew in wealth, so they expanded their business empires, 
  slowly engulfing the planet beneath a layer of concrete 
  and steel.
  CurrenT era
  Lacking a central government, the planet is governed 
  instead by corporations and trade organizations, each 
  with their own territory. Laws and regulations vary from 
  territory to territory, making it extremely treacherous 
  to wander between regions without first studying their 
  customs. Most traders arrive with the intent of visiting 
  a single company, never straying from their domain for 
  fear of being caught up in the industrial espionage and 
  petty bickering that engulfs the planet.
  Among these is the Daksha Syndicate, a cartel of small 
  companies who banded together for mutual protection 
  and trading purposes. Their organization is typical of 
  many, and serves as a template GMs can reuse.
  Each company in the cartel nominates a member to 
  sit on the Syndicate. These esteemed bureaucrats and 
  businessmen receive the title Pro-Syndic. Every five years, 
  one member is elected by his peers to the post of Syndic, 
  spokesperson for the entire Syndicate.
  The Syndic sets trading policy and prices, and negoti-
  ates new contracts with off-worlders, in return for which 
  he receives a cut of all new contracts. However, he is 
  also responsible for appeasing all the companies in the 
  organization, no mean feat given each is out to secure as 
  much profit as possible for its board members.
  Society is broken down into two core groups—Highs 
  and Lows. The Highs live in huge tower blocks, the tops 
  of which actually stick through the smog layer. The Lows 
  dwell on the actual surface, and lead a wretched life.
  advenTure seeds
  • The bulbous Syndic nagan Jatha, the heroes’ patron 
  in DTSL #1: Waylaid on Wayland, has need of their ser-
  vices again. Jatha has learned someone has put a price on 
  his head so large the Bounty Hunters’ Guild has devoted 
  all its resources to fulfilling the contract. Unfortunately, 
  Jatha has an important meeting off-world and he needs 
  protection he can trust.
  Has Pro-Syndic Asgaya Ash returned from beyond the 
  grave, perhaps as a brain in a robot body, or is one of 
  Jatha’s many other enemies after his scalp?
  • never be afraid to borrow from the movies when 
  you need a plot! This one borrows liberally from The Fast 
  and the Furious! Someone has been stealing valuable 
  cargoes from moving transporters and the local authori-
  ties suspect it is a gang of high speed flitter racers.
  After impounding the heroes’ ship on a technicality, 
  the corporate cops give the crew a choice; infiltrate the 
  racing scene and bring the criminals to justice, or work 
  off the heavy fine they’re about to impose in one of the 
  factories (which will take a year or more of hard work to 
  pay off the debt).
  darIng taLeS of the SPace LaneS
  10
  
  Zug’S WorLd
  Planet Type: Terrestrial
  Dominant Terrain: vegetation
  Temperature: Temperate
  Gravity: Earthlike
  Atmosphere: normal
  Hydrosphere: 99%
  Function: Service
  Government: Familial, charismatic
  Population Level: Minimal
  Technology: Space Age
  Starport Rating: 3-star
  The World
  Zug’s World is a colorful planet of ochre seas broken 
  by a single archipelago covered in blue vegetation. Hur-
  ricanes of awesome power wrack the planet year round, 
  making it dangerous to venture out without a guide.
  Zug’s World boasts an amazing array of marine life, 
  though none of it is sentient. The only sentient beings 
  are the native humans, visiting aliens, and a pod of up-
  lifted dolphins and killer whales.
  hisTory
  Ten generations ago, Zug Zugglesun claimed the un-
  populated world of Z-5689. He registered his claim with 
  the 15th Galactic Alliance, the last body to hold that title, 
  and was duly awarded custody of the planet.
  Zug, an enterprising merchant whose grand schemes 
  never quite seemed to work out as he intended, had a 
  dream of opening a leisure world, where the rich would 
  come to enjoy themselves and spend vast quantities of 
  money. now he had a planet at his disposal, he could 
  make his dream a reality.
  He built his first hotel on the largest island, offering 
  relatively cheap breaks on a world inhabited only by 
  himself and the few family members he could cajole into 
  working as hotel staff. The idea of an exclusive resort, 
  with nothing to do but soak up the sun, fish, and maybe 
  take a boat trip out to the many reefs or dive beneath the 
  ochre waters, appealed to the rich aliens of the galaxy 
  fed up with mixing with the lower classes or fighting for 
  attention in crowded resorts.
  CurrenT era
  Zug’s World is still owned the descendants of that 
  first settler. Today, though, the Zug name is used as the 
  familial name. The planet boasts just 2,000 permanent 
  inhabitants, and 60% of these are members of Zug’s fam-
  ily. The business is now a small corporation in its own 
  right, though it remains very much in family hands. By 
  law, a member of the Zug family always serves as cEo 
  and chairman of the Board of Directors.
  in addition to the various aliens who work at the re-
  sorts, the Zugs have a small pod of killer whales on staff 
  (they keep carnivorous predators away from the beaches 
  and popular fishing areas) and a larger pod of dolphins, 
  who act as maritime and diving expedition guides, and, 
  thanks to waldo suits, as mechanics. All the workers, re-
  gardless of race, are given shares in the resort, allowing 
  them to benefit from the healthy profits.
  Although the main hotel has grown over the genera-
  tions, it still boasts a maximum occupancy of just 300. 
  it was recently rated as a 4-star facility by Arconte noes-
  kane, the galaxy-famous tourism critic.
  Zug and his descendants wisely pumped the profits 
  back into the colony, opening two smaller hotels on 
  neighboring islands. one is a luxurious 5-star resort ca-
  tering to the extremely rich (prices start at 500 credits a 
  night). Every guest is assigned a personal chef, a butler, 
  and a maid as part of the package, with other private staff 
  available for an extra fee. The second hotel is extremely 
  basic, its main clients being those who want to get away 
  from the trappings of the modern universe in favor of a 
  rustic lifestyle.
  As well as these facilities, the planet offers a range of 
  beach huts and inland villas for those who prefer to self-
  cater, or wish for total privacy.
  inStar Mining Systems have recently approached the 
  Zugs and offered vast sums to allow them to explore the 
  seabed for minerals. The family has agreed survey work 
  may take place, so long as none of it occurs in areas fre-
  quented by tourists. iSMS runs a small office close to the 
  main beach, and has its own staff of dolphins and killer 
  whales. They have recently finished completing work on 
  an anti-hurricane energy shield, part of the Zugs’ condi-
  tions for letting the company root around beneath the 
  waves.
  advenTure seeds
  • Several tourist boats have recently disappeared 
  while on an ocean cruise. no ransom has been made, 
  and no wreckage discovered. The Zugs have managed to 
  conceal news of the events from their guests so far, and 
  have now cancelled further trips, claiming bad weather 
  has made the area inaccessible for the immediate future. 
  The family needs a discrete enquiry, and is prepared to 
  offer a week’s vacation at its 5-star resort in return for 
  solving the mystery.
  The disappearances may be caused by something 
  as mundane as bad weather, but they could also relate 
  to iSMS activity, a rogue pod of terrorist killer whales, 
  pirates preying on the rich, giant carnivorous marine 
  creatures, or a previously undiscovered sentient race 
  of aquatic aliens (perhaps prehistoric ones woken from 
  hibernation by iSMS test drilling).
  • iSMS has discovered valuable mineral deposits, but 
  has no desire to share the wealth with the Zugs. it begins 
  a campaign of sabotage to ruin the family’s reputation 
  and put them out of business. The Zugs, naturally, want 
  the matter investigated. Fearing an insider, they turn to 
  outsiders for assistance.
  guIde to Sector #01
  11
  
  MaKIng a creW
  Daring Tales of the Space Lanes adventures should 
  include a healthy mix of space and planetary encounters. 
  Blasting away enemy fighters in an asteroid field, dodging 
  warring fleets, speeder chases through crystal canyons, 
  and gunfights and brawls are all part of the setting.
  To ensure the heroes are capable of performing well 
  in space and on planets, not to mention allowing them 
  to travel around the galaxy, it’s recommended the heroes 
  are the crew of a small space freighter. Tied to no gov-
  ernment, guild, corporation, or military power, they are 
  free to travel the galaxy at leisure. included below are a 
  number of roles suitable for starship operation.
  Co-PiloT
  Small ships don’t actually need a co-pilot to function, 
  but having one can be very useful, not least because Pilot-
  ing is one of the most important skills in the setting and 
  redundancy is vital. Taking on the role of co-pilot gives 
  the character plenty of options once combat begins. He 
  can Hold his action until the pilot takes his turn and then 
  use the co-operative Roll rules to augment the Piloting 
  roll; he can serve as a gunner; and he can operate the 
  shield pods.
  Suggested Skills: Piloting, Shields, Shooting
  Suggested Edges: Ace
  doCTor
  Sooner or later someone is going to get hurt, and 
  that’s when the ship’s doctor gets to shine. Given it’s 
  a very focused role, and unless someone is injured the 
  doctor doesn’t have much to do, the role of ship’s doc-
  tor should be combined with another role, such as the 
  steward.
  Suggested Skills: Healing
  Suggested Edges: Healer
  engineer
  Starship engines are complex beasts, and it takes a 
  trained engineer to keep them running smoothly. in 
  combat, the engineer is usually responsible for operat-
  ing the shield pods, as well as fighting small fires and 
  patching up blown panels.
  Suggested Skills: Repair, Shields
  Suggested Edges: McGyver, Mr. Fix-it (has modified 
  requirements of Smarts d10+, Repair d8+, at least two 
  other scientific knowledge skills at d6+ in the Daring 
  Tales of the Space Lanes setting)
  gunner
  Space may be large, but it’s also filled with pirates, 
  rogue traders, hostile military forces, zealous bounty 
  hunters, and expansive guilds and corporations. if the 
  ship is going to survive, it needs a gunner. Few captains 
  can afford to hire a gunner only for that role—space is 
  dangerous, but it isn’t constantly dangerous. To that end, 
  the gunner is also responsible for ship security and pro-
  viding muscle or firepower while on planets.
  Suggested Skills: Fighting, Shooting
  Suggested Edges: Any combat Edges
  PiloT
  Whether navigating an asteroid field, trying to land in 
  a ferocious storm, or just cruising through the void, the 
  pilot is responsible for steering the ship. Unless he has a 
  very high Piloting, he should delegate shield operations 
  and gunnery to others, leaving him to focus purely on 
  flying the ship to the best of his ability. While the ship’s 
  captain is often the pilot, this isn’t a strict requirement.
  Suggested Skills: Piloting, Shields, Shooting
  Suggested Edges: Ace
  sTeWard
  Passengers expect a certain degree of comfort on their 
  journey. Taking care of their needs is the ship’s steward. 
  As well as being attentive and polite, the steward is also a 
  means of gathering information, either from passengers 
  or from planetary sources. Because serving drinks to pas-
  sengers during ship combat is rather dull, it is suggested 
  the steward serve as a secondary gunner as well.
  Suggested Skills: investigation, Persuasion, Shoot-
  ing, Streetwise
  Suggested Edges: Attractive, charismatic, investiga-
  tor
  neW coMBat edgeS
  defensive PiloT
  Requirements: Seasoned, Driving d6+ and Piloting 
  d6+ or the Ace Edge
  Flying straight and true may be the fastest way to es-
  cape pursuers, but knowing when to jink, roll, and duck 
  behind a passing asteroid to avoid enemy fire is key to 
  surviving a starship battle.
  Unless they are the victim of a surprise attack and 
  taken completely unaware, attackers must subtract 1 
  from their Shooting rolls when targeting a vehicle in 
  which the hero is the main pilot. Pilots who attempt to 
  evade area effect attacks may add +1 to their Piloting roll 
  as well (when allowed).
  imProved defensive PiloT
  Requirements: veteran, Defensive Pilot
  As above but attackers subtract 2 from their attack 
  rolls, and the pilot adds +2 to evade area effect weapons 
  when allowed.
  darIng taLeS of the SPace LaneS
  1
  
SOURCE: textdata/thevault/Savage Worlds/Pulp/Daring Tales of the Space Lanes/TAG31062 - Extras Pack [split]/TAG31065 Daring Tales of the Space Lanes - Galaxy Guide - Sector #01.pdf