TEXT: Fringeworthy
  Savage Worlds Edition
  Playtest Edition
  
  2
  Fringeworthy
  Savage Worlds Edition
  A publication of Tri Tac Games, Books and Graphics
  8791 Troy Street
  Oak Park, MI 48237
  www.TriTacGames.com
  Fringeworthy © 2009 Rich Tucholka and Tri Tac Games
  All Rights Reserved
  Cover by Peter Blix Bryant
  Additional Material: Paul Nunes, Bruce Sheffer
  Layout and Composition by Rich Tucholka & Melody Natcher
  No portion of this book may be reproduced except where indicated by any means
  electronic or otherwise without first obtaining the written consent of Tri Tac Games.
  Fringeworthy is Copyright and Trademarked by Richard Tucholka and Tri Tac
  Games
  For more information contact:
  www.TriTacGames.com
  Tucholka@hotmail.com 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment 
  Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are 
  copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no 
  representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
  3
  Table of Contents
  FRINGEWORTHY..................................................................................................................... 6
  FIRST MISSION......................................................................................................................................... 7
  Interlude 1............................................................................................................................................... 7
  Discovery.................................................................................................................................................. 7
  Interlude 2............................................................................................................................................. 13
  Occupation............................................................................................................................................13
  Interlude 3............................................................................................................................................. 17
  Mission.................................................................................................................................................... 18
  Interlude 4............................................................................................................................................. 28
  PLAYERS GUIDE.................................................................................................................... 32
  WELCOME TO THE FRINGES!...............................................................................................................32
  Campaign Types.................................................................................................................................32
  CHARACTER GENERATION....................................................................................................................32
  Archetypes............................................................................................................................................. 32
  World of Origin...................................................................................................................................37
  Traits....................................................................................................................................................... 37
  Attributes..............................................................................................................................................................................37
  Skills......................................................................................................................................................... 37
  New Skill...............................................................................................................................................................................37
  Languages............................................................................................................................................. 38
  Secondary Statistics..........................................................................................................................38
  Hindrances and Edges......................................................................................................................39
  Gear And Money..................................................................................................................................39
  Character Background....................................................................................................................39
  Basic Training.....................................................................................................................................41
  IDET Training.....................................................................................................................................................................41
  TÆSS Training.....................................................................................................................................................................41
  Fringeborn............................................................................................................................................ 42
  Creating a Fringeborn.....................................................................................................................................................42
  Freelancers...........................................................................................................................................43
  Creating a Freelancer......................................................................................................................................................44
  Fringe Cultures....................................................................................................................................46
  Humans, United Nations Earth Prime.....................................................................................................................46
  Humans, Britannia Earth Prime.................................................................................................................................47
  History:..................................................................................................................................................................................48
  Trans-Æthereal Survey Service..................................................................................................................................51
  Relations with the United Nations and England................................................................................................52
  Humans, Golden Horde..................................................................................................................................................54
  Humans, Erder...................................................................................................................................................................56
  Humans, Norlander..........................................................................................................................................................57
  Humans, Romana Universa..........................................................................................................................................58
  Reptilian, T’Ziel..................................................................................................................................................................60
  Elephantoid, Blizniz.........................................................................................................................................................63
  Arachnoid, Dimixi.............................................................................................................................................................65
  Hindrances............................................................................................................................................68
  Edges....................................................................................................................................................... 68
  Background Edges............................................................................................................................................................68
  Combat Edges.....................................................................................................................................................................69
  Professional Edges...........................................................................................................................................................70
  
  4
  Power Edges........................................................................................................................................................................72
  Social Edges.........................................................................................................................................................................72
  Weird Edges.........................................................................................................................................................................72
  Arcane Powers.....................................................................................................................................73
  Using Arcane Powers......................................................................................................................................................73
  Arcane Power (Psionics)...............................................................................................................................................74
  Arcane Power (Fringeworthy)....................................................................................................................................75
  Psi Powers............................................................................................................................................. 75
  Crystal Key Powers............................................................................................................................79
  Novice Powers:...................................................................................................................................................................79
  Seasoned Powers:.............................................................................................................................................................81
  Veteran Powers:.................................................................................................................................................................82
  Hero Powers:.......................................................................................................................................................................83
  Legendary Powers:..........................................................................................................................................................84
  EQUIPMENT............................................................................................................................................ 86
  Standard IDET Equipment Loads: The Early Years Campaign.......................................86
  Ranged Weapons IDET....................................................................................................................88
  IDET Issued Equipment...................................................................................................................90
  Vehicles................................................................................................................................................... 90
  Standard IDET Equipment Loads: exploration Years Campaign...................................93
  Ranged Weapons IDET....................................................................................................................94
  FRINGEPATH SYSTEM............................................................................................................................96
  Crystal Keys..........................................................................................................................................96
  Crystal Key Types..............................................................................................................................................................96
  Crystal Activation..............................................................................................................................................................97
  Platforms............................................................................................................................................... 97
  Portals..................................................................................................................................................... 99
  Warps...................................................................................................................................................................................101
  Pylons..................................................................................................................................................................................101
  UNITED NATIONS INTERDIMENSIONAL AGENCY............................................................................103
  WORLD AEROSPACE EXPLORATION AGENCY..................................................................................104
  UNITED NATIONS PEACEKEEPERS, FRINGE DIVISION...................................................................104
  FRINGECORP........................................................................................................................................ 105
  GAME MASTERS GUIDE....................................................................................................106
  UNDIA....................................................................................................................................................106
  UNIDA Missions................................................................................................................................106
  Finding Fringeworthy....................................................................................................................107
  TEAM BUDGETS...................................................................................................................................108
  UNITED NATIONS INTERDIMENSIONAL EXPLORATION BASE ANTARCTICA OPERATIONS 
  (UNIDEBA)..........................................................................................................................................................109
  White Island.......................................................................................................................................109
  Life at UNIDEBA..............................................................................................................................................................110
  Mysteries of UNIDEBA.................................................................................................................................................111
  PORTALS EXPANDED...........................................................................................................................112
  Portal Defensive Abilities.............................................................................................................112
  Defensive Energy Burst...............................................................................................................................................112
  Mellor Defense.................................................................................................................................................................113
  Health Benefits.................................................................................................................................113
  Problem Portals...............................................................................................................................114
  Problem Portal Table....................................................................................................................................................114
  Minor Problem Portals................................................................................................................................................115
  Serious Problem Portals.............................................................................................................................................117
  PYLONS EXPANDED.............................................................................................................................119
  
  5
  CRYSTAL KEYS EXPANDED.................................................................................................................120
  Crystal Key Attuning......................................................................................................................121
  Finding Crystal Keys.......................................................................................................................121
  Fringe Train.......................................................................................................................................121
  FRINGE PIRATES................................................................................................................................. 122
  Confessions of a Fringe Pirate....................................................................................................123
  Raiders.................................................................................................................................................124
  Privateers............................................................................................................................................125
  Rogue IDE Teams.............................................................................................................................126
  HOW TO RUN A SUCCESSFUL FRINGEWORTHY CAMPAIGN............................................................126
  The basic adventure Areas in Fringeworthy:......................................................................127
  Earth Prime.......................................................................................................................................................................127
  The Fringepaths..............................................................................................................................................................127
  Space Exploration..........................................................................................................................................................127
  World Explorers..............................................................................................................................................................128
  Fringeworthy Campaign Styles.................................................................................................128
  Fringeworthy Campaign Types.................................................................................................130
  The Early Years: 0 to 5 years after discovery of the Fringes.....................................................................130
  The Exploration Years: 5 to 20 years from discovery of the Fringes.....................................................132
  Established Campaign: 20 to 120 years after discovery of the Fringes...............................................134
  The New Commonwealth: 120+ years in the future.....................................................................................135
  Technology.........................................................................................................................................138
  Portal Availability...........................................................................................................................138
  Old Commonwealth........................................................................................................................139
  WORLDS OF THE FRINGE................................................................................................140
  ALTERNATE WORLDS.........................................................................................................................140
  Other Earths......................................................................................................................................140
  Alternate/Parallel World Types..............................................................................................................................141
  Tehrmelern Commercial and Utility Worlds.....................................................................................................142
  Military Worlds...............................................................................................................................................................143
  Recreational Worlds.....................................................................................................................................................144
  Home Worlds....................................................................................................................................................................145
  Other Areas.......................................................................................................................................................................146
  UNITED NATIONS EARTH, AKA EARTH PRIME.............................................................................146
  Prime Platform.................................................................................................................................146
  Alternate Platform..........................................................................................................................148
  ALTERNATE WORLD DESCRIPTIONS................................................................................................150
  Rebellion America...........................................................................................................................150
  History of Alt 0,2.............................................................................................................................................................150
  History of British North America...........................................................................................................................151
  History of La Republique Louisienne...................................................................................................................152
  Locations near the Portal...........................................................................................................................................154
  The Junkyard Pokiwol...................................................................................................................156
  Scrapyard Challenge.....................................................................................................................................................157
  Junkyard over time:.......................................................................................................................................................158
  Mysteries of the Junkyard Pokiwol:.......................................................................................................................159
  Adventure Seeds.............................................................................................................................................................160
  GENERATING WORLDS.......................................................................................................................160
  Generating System Platforms.....................................................................................................162
  Generating Star-Hub Platforms................................................................................................163
  ENEMIES AND ALLIES....................................................................................................... 167
  FRINGE PIRATES................................................................................................................................. 167
  
  6
  Fringeworthy
  LONG AGO
  Before the dawn of recorded history, a race of gentle beings called the 
  Tehrmelern created a vast network of inter-dimensional pathways that spanned both 
  space and time. For a hundred thousand years they traveled and traded to these 
  alternative worlds, spreading their love of peace. Then, almost overnight, an unforeseen 
  terror ended the Commonwealth of the Tehrmelern, leaving their greatest creation to 
  those who would follow.
  PRESENT DAY EARTH
  A Japanese research team, lead by Takahiro Hatsumi, was investigating the 
  ecological effects of an unusually warm Antarctic summer, and they made a startling 
  discovery that was destined to change man's role across the universes.
  They found an alien building buried deep in the melting Antarctic ice, the dead 
  body of Captain Oates of the Scott expedition laid near the door.  . In his hand was a 
  softly glowing crystal tetrahedron. The building contained a 25-foot, gleaming silver ring. 
  The team stepped through the center of the ring without harm. They turned and to their 
  surprise, one member of their expedition had vanished without a trace, Sayuri Tenuma.
  OTHER EARTHS
  A week later, Sayuri Tenuma stepped out of the ring with a wondrous story. She 
  told of other portals and of walkways that lead to other worlds, alternate Earths, and to a 
  strange guardian called "Schmert" who talked in rhyme and told her that she had a key 
  to the portals. 
  They presented this information to the United Nations, and sparked a UN seizure
  of the buried base, deep under the Antarctic ice. At the same time, the UN creates the 
  Interdimensional Agency: UNIDA.
  FRINGEWORTHY
  It was quickly discovered that only one person in a hundred thousand possessed 
  that unknown quality which allowed them to travel the dimensional pathways. A 
  desperate worldwide search began to find and train explorers for this greatest frontier. 
  The world press soon began to label these pathways "Fringes" as the first Inter-
  Dimensional Exploration teams were established in UNIDA. These UNIDA personnel 
  became the first of humanity to cross the Fringes. Young and old, rich and poor, from 
  every nation they came. These are the Fringeworthy, sent to unlock a modern day 
  Pandora's box ... or die trying.
  WELCOME TO UNIDA
  You are that special one in a hundred thousand. You are Fringeworthy.
  
  7
  FIRST MISSION
  INTERLUDE 1
  In a treatment room in Sydney, Australia, Dr. Armand Menzies 
  was placing Sayuri Tenuma into a hypnotic state. His soft, calm voice, 
  lulling her into a suggestive state.
  “Take deep breaths and concentrate on the red and blue 
  concentric circles on the wall,” said Dr. Menzies, the uniformed 
  psychologist.  . “When your eyes tire, let them slowly close, and we’ll 
  begin the hypnotic induction.”
  “I really want to know the truth”, muttered Sayuri.  . “I want to 
  know what happened to me.”
  “Then we must go back to the beginning, my dear.  . Just listen to
  the sound of my voice and you’ll find yourself there again.”
  From behind a one-way mirror, two men listened intently…
  DISCOVERY
  The Sapporo University Meteorological Expedition had established itself on 
  White Island, 13 kilometers south of McMurdo Base. The expedition consisted of Dr. 
  Takahiro Hatsumi, his niece, and several of his students from Sapporo University, and 
  the men from New Zealand Antarctic Expedition Outfitters Company.
  Out of the warmth of his tent, Dr. Takahiro Hatsumi stepped into the cold and 
  adjusted his sunglasses in the bright glare of the Antarctic sun. His niece, Sayuri 
  Tenuma, followed him out of the tent, with a worried look on her face. "Oji san, are you 
  sure?" she asked. 
  Takahiro nodded, "My dear, it's a simple confirmation of what I already knew. The
  Ross Ice Shelf is melting at an accelerated rate. All that fresh water will play havoc with 
  the deep water currents and affect the mid-Pacific currents. The consequences…" He 
  shook his head. "I don't know if we can fix it." Just then, a voice rang over the snow and 
  ice.
  "Sensei!" the voiced called out. "Sensei! A crevasse opened near the north side 
  of the island." It was one of his grad students, Kenji Saki, waving his hand and 
  gesticulating northward.
  On occasion ice crevasses would open up in the sheet along the shoreline. For 
  the most part, they were just a jumble of ice shards and deep trenches, all quite 
  dangerous. But this new crevasse in the ice sheet was different… It was bigger and 
  deeper than any they had ever seen before.
  Takahiro stood at the edge of a long gentle slope down into a blue darkness. The
  ice sheet had literally cracked open and split more or less cleanly apart. Deep within the 
  crevasse was ice hundreds of thousands of years old, an unparalleled history of climate 
  on the Earth. Two members of the expedition, Kenji and one of the New Zealanders from
  the Antarctic Expedition Outfitters Company, were rappelling down into the blue tinted 
  depths. 
  
  8
  "Sensei, it looks too jumbled for clean sample," called out Kenji. "Too much 
  contact with the island. Do you want us to go deeper?" 
  Takahiro mused for a moment, then nodded, "Hai, go deeper but keep an eye 
  open. This crevasse could close at any time." 
  Standing next to him was Reggie Danswold, the owner of Antarctic Expedition 
  Outfitters, the firm that had been hired to assist the expedition. "Not to worry sensei, 
  Oscar will keep the lad safe," he said in Japanese. "We've done many a crevasse." 
  Sayuri had her camera out and was taking pictures. "It looks so deep! I think this 
  almost goes down to the sea floor." She took another snap of the inky blue depths.
  "This is near that submerged piece of land, so it is possible," replied Takahiro 
  pointing to slight hump in the ice a quarter of a kilometer from the island. Everyone knew
  of the small hump of land that was just north of the main body of White Island. The ice 
  sheet constantly broke over this piece land and the common opinion among most 
  researchers was the ice would eventually wear the hump away. 
  "Sensei!" Kenji yelled from deep down in the crevasse, his voice muffled by the 
  ice. "You have to see this!" 
  The Kiwis manned belaying lines that shuttled Reggie, Takahiro and Sayuri down
  into the crevasse. At the bottom of the crevasse, they unhooked and followed the trail 
  blazed through a tunnel by Kenji and Oscar with glowing green chemstick lights. At the 
  end of the tunnel, they saw a blue glow. Swallowing, they followed the trail into the glow.
  Sayuri stepped out in to a frozen conifer forest lit by the glowing blue ice 
  overhead. The trees were nude, bare of any needles. The needles now carpeted the 
  floor of what looked like a massive ice dome. Through the trees, a building could be 
  seen, though what type of building it was, Sayuri couldn't tell. 
  "My God," said Reggie, "what the Hell is this place? What's keeping the bloody 
  roof up?" 
  "Calm down Reggie," said Takahiro, "there must be a logical explanation for this."
  Sayuri stopped and said "Like what?" 
  Everyone stopped and looked at each other. 
  "Like what oji san?" she repeated. "This is impossible, this place shouldn't exist!" 
  She looked around and then said in a whisper, "It could be… aliens." 
  "Blimey, long gone aliens I hope," replied Oscar. 
  Kenji and Yoshiro Ifukube came trotting back their faces filled with wonder. "You 
  have to see it for yourself! What's with the faces?" 
  "Did you see any aliens?" asked Sayuri. 
  "No, but we did find a road!" replied Kenji. 
  
  9
  They made their way through the trees and stepped out on a paved road. Sayuri 
  kneeled down and looked at the surface. It wasn't concrete, nor was it anything she 
  knew of. Then she saw the footprints. They were outlined in hoarfrost crystals and there 
  was one set headed down the road, and another, different set headed to the large 
  building at the end of the road.
  "Looks like someone walked down this road and some poor bugger limped back,"
  observed Oscar kneeling next to Sayuri. "How long would it take the frost to form like 
  that Doc?" 
  "Years," observed Takahiro. "At least a century or so. I don't know who made 
  them, but I think it was the same person, and he was hurt. That is frozen blood." He 
  pointed to a reddish ice crystal near the set of footprints. 
  They looked in both directions and decided to follow the bloody footprints, as 
  they headed for building that dominated the other end of the dome.
  They followed the footprints, careful not disturb them and headed to the large 
  building. It was wide and made from some white material that wasn't concrete or metal. It
  was curved into a long dome shape. A wide opening stretched along one side of it, 
  though it was too dark inside to see anything. 
  It was Sayuri who saw the body. "There! Over there!" she said, pointing to the 
  prone form.
  It was a man dressed in old fashion arctic gear. He was on his back, looking up 
  at the ceiling, arms outstretched. He was frozen solid, his face stretched from being 
  freeze-dried by the arid cold air of the dome. Takahiro and Reggie knelt to investigate 
  the body. 
  "He's been dead for a while," replied Takahiro, "you do not get that kind of 
  desiccation in a year or two. He's been down here for at least eighty or more years." 
  Reggie checked the frozen pool of blood by the body's leg. "Blighter must have 
  broken his leg and tried to get back to this building. I wonder who he was?" 
  Takahiro noticed a dog-eared notebook sticking out of a pocket. He gingerly 
  pulled it out. It was an old styled notebook and there were several pencil stubs shoved in
  between the cover and the hardboard of the notebook's binding. He carefully opened it 
  up and read some of the entries. A pressed orchid was at the back of the notebook.  . 
  His eyes widened in shock as he read the entries, and he blurted out, "My God! This is 
  Captain Oates! Of the Scott expedition!" 
  Everyone stood in shock. Oates was well known for sacrificing himself so that the
  rest of the Scott expedition to the South Pole could survive. He died a noble death 
  somewhere on the ice. Only, now, he was here, in this strange place. 
  "How? Why?" Sayuri stammered. "What is he doing here? We are fifty kilometers
  from where he died… left the Scott expedition." She knelt by him and put her hand on 
  his outstretched hand. A thrill went up her arm. "What the… Something shocked me… in 
  his hand." 
  
  10
  Reggie looked and said, "There's something glowing in his hand." He reached 
  out and said, "Pardon me captain, but we want to see what you got in yer mitt." He 
  carefully pried up the frozen fingers and freed a small, triangular shaped grey crystal. It 
  glowed right up until Reggie touched it, then it stopped. "Bugger didn't shock me. Here, 
  see, it's just a bauble the captain picked up." With that he dropped the crystal into 
  Sayuri's hand. 
  The crystal flashed brightly for a moment, then settled down to a stable glow. 
  Sayuri felt a tingle shoot through her entire body, but it quickly went away. 
  "Blimey!" observed Reggie. 
  Kenji stepped inside the building and a dim light turned on. "Sensei! Sensei! Look
  at this!" 
  "You know, we ought to put a leash on that boy," Reggie wryly observed. 
  "I've tried, but he's too much of an explorer to tame," replied Takahiro as he stood
  up. 
  Inside the building was a silver metal ring, floating on its edge above the ground. 
  The center of the ring was pitch black, blacker than any material should be. It ate the 
  light and gave none of it back. Silver colored metal ramps lead up to either side of the 
  ring. A short metal cylinder was standing by the foot of the ramp that faced them. 
  "It's a portal," said Takahiro. 
  "What?" replied Reggie, "What do you mean it's a portal? A portal to where?" 
  "You must have seen some science fiction movies or programs Reggie," replied 
  Takahiro. "It's plainly obvious that is a gate to… somewhere. A gate to other stars, 
  perhaps to other times? There is only one way to find out." 
  Striding past Kenji, Takahiro walked up ramp, reached out and touched the 
  surface and stepped through the stygian darkness. He was gone. 
  "Oji!" yelled Sayuri. 
  "Doctor!" yelled Reggie in English. 
  "Sensei!" yelled the grad students that had followed them down. 
  Takahiro's voice rung out clearly, "Not to worry. I am fine." 
  Sayuri walked to the base of the ramp and said tearfully, "Where are you oji san? 
  Are you safe?" 
  "More than safe," said Takahiro, as he stepped off the top of the ramp on the 
  other side of the ring and onto the ground, "I never left the building." He poked his head 
  around the ring and gave her an impish grin. 
  Everyone exhaled and laughed, relieving the tension. Takahiro walked around 
  the ring and gave his niece a hug. After she wiped eyes, she said, "That was very 
  
  11
  irresponsible of you. You could have ended up anywhere, and with no way for us to bring
  you back!" 
  "I know, but the chance to be the first…" he said with his eyes aglow, "it was just 
  too much for me. Besides, I had to do it before Kenji did." 
  That got a laugh from everyone, including Kenji, who promptly walked up the 
  ramp and stepped through. 
  "That is weird," he said, stepping off the ramp on the other side. You should all try
  it." 
  The other grad students lined up and walked through the portal. Sayuri was at 
  the end of the line and last to go through. As she stepped up to the portal, she hesitated.
  She knew it wouldn't hurt, but still, something nibbled at her thoughts. Then, gingerly, 
  she reached out and touched the surface. 
  She felt a thin tug on her hand as though it was being drawn through the 
  blackness, a hazy tingle that just existed where her wrist intersected the surface. She 
  tried to pull back, but found that she was being pulled through the surface. 'Strange,' she
  thought, 'no one else mentioned this.' Shrugging, she stepped forward and through the 
  black surface.   . She saw a spot form in her vision, but then she could clearly see again.
  Only, she wasn't in the ice dome anymore. She was somewhere else. 
  She tripped down the ramp onto a hard silver surface. Above her were stars, 
  twinkling in alien constellations. She panicked, turned and ran through the portal yelling 
  "Oji san!" only to pass through the black surface without returning back to ice dome in 
  Antarctica. Skidding to a halt, she found herself in front of an edge that fell away to 
  forever. 
  Her pulse raced and she was short of breath, but she managed to go back up the
  ramp again and tried stepping through once more. But she still remained on what she 
  was able to determine was a platform floating in space. 
  She sat down on the ramp and tried to calm herself. She took stock of the 
  situation, and realized that she had somehow activated the gate. With sudden 
  realization, she reached into her pocket and pulled out the glowing crystal. Was this the 
  trigger?
  She looked about and saw that there were seven more rings and ramps, just like 
  the one she stepped through, and there was a single larger ring, about twice the size of 
  the others, to the right of her ring. She also noticed that it was very warm. She was 
  sweating in her parka and pants.  . It took her a couple of minutes to pull off her arctic 
  gear and tie them into a neat bundle, which she then sat on.
  Looking at the other smaller rings, she assumed that they were just like the one 
  she was sitting in front of. This larger one next the ring that she had stepped out of, it 
  might be different. Standing up, shouldering her makeshift pack, she stepped down the 
  ramp and went over to the larger ring. She noted that it didn't have the small pylon in 
  front of it, just the metal ramps on either side. Looking back at the ring she had come 
  through, she thought for a moment, walked over and then placed a chemstick light under
  rotating ring. 
  
  12
  She turned back, walked over and up the ramp into the blackness of the ring. 
  She stepped through onto a long straight ribbon of metal that stretched to the horizon. It 
  looked long, but the air hazed the end of the path. It was absolutely flat as far as she 
  could tell. Shrugging her pack onto her shoulders, she started walking down the path.
  For some reason her watch had stopped, but she did her best to count her steps 
  and estimate how long it took her to walk the length of the metal ribbon. At about four 
  hours, she could see what looked like a bump at the other end of the ribbon. Turning 
  around, the ring she had left looked about the same. She knew that she had come about
  halfway on the ribbon. Pulling out her insulated thermos, she took a sip of the now tepid 
  tea, sealed the flask and continued walking. 
  Eventually she reached the other and stepped through the ring and onto a portal 
  that was nearly identical to the one she had left. Nearly identical, though this one had 
  three more of the larger rings. She dropped another chemstick light by the portal she 
  stepped out of and then onto the platform. 
  She looked around, at each of the other portals, until she looked at the third small
  one on her right. For some reason, she felt a need to go to that one and step through. 
  She walked over to it and after a moment's hesitation she stepped up and into the ring.
  Sayuri stepped through the portal onto a lush and green world. The sky was a 
  beautiful blue with azure clouds that changed color as she watched. She looked around 
  and saw a giant tree with an umbrella like canopy that stretched out over a wide area. As
  she walked, Schmert pointed out some plants he had designed in his spare time… 
  They walked together talking… about something. Sayuri mostly listened and 
  occasionally nodded or shook her head to questions put to her. The words just flowed 
  around her, not impinging on her consciousness. 
  They arrived at the tree. It was immense, nearly five hundred meters tall and a 
  hundred meters in diameter at the base. "This is my home, my sanctuary," said the white
  furred cross between a bear and a dog. "A place to stay, to sleep when I am weary. 
  Come inside, do not tarry, you need to rest, your feet must be achy." 
  The trunk was not a single entity. Instead it was made up of many smaller trunks 
  twining together, in some places forming windows, in others ledges. Schmert spoke to 
  the tree, "Grawdthr, open your doors for us please. Make ready to put our guest to 
  ease." 
  The trunks parted revealing a chamber inside. Living wood surrounded her as the
  two of them walked along winding corridors that she swore were being made as needed.
  They entered a large chamber that had a several organic looking tables and chairs 
  spread about. On one table was an array of fruit and vegetables in various bowls and 
  plates. 
  "Come, breakfast with me," said Schmert, leading Sayuri to the table. "A meal 
  and a rest, then we'll sightsee!" 
  She had never seen anything like the fruits and vegetables that were laid out 
  before her. She watched Schmert peel fruit with a bluish skin and deep red flesh. She 
  found one like it and copied Schmert's motions. She was rewarded with a juicy, nectar 
  sweet flavor. 
  
  13
  "These are very good sir," she said, wiping her mouth. "Where did you get them 
  from?" 
  Gesturing to their surroundings, Schmert said, "It is the art and artifice of my tree,
  Grawdthr. Her abilities are many and astounding. They are not just mere." 
  Setting down a delicious root she had found, she stood up and bowed to the wall,
  while saying "Thank you Grawdthr for this delicious food." Standing up, she smelled the 
  scent of lilacs in the air. 
  "A rare compliment will turn any woman's head," said Schmert. "My dear 
  Grawdthr excels at pampering me and keeping me fed. When our repast is done, I will 
  tell you tales of the moon and sun. I will tell you tales of my people. I will tell our woes, 
  the true gospel. It all starts with a simple little rhyme, about a people who ran out of 
  time…"
  Sayuri found herself standing at the base of a small portal, fully dressed in her 
  parka and pants. Somehow she knew it was the one that she had first stepped 
  through… when? She thought for a moment and then realized that she had been gone 
  for at least two weeks!
  Suddenly she was worried and mortified that her uncle would be so worried 
  about her. She wondered what he had done while she was away, learning from Schmert.
  Though that time was hazy, more like a dream half remembered.
  Shaking her head, she walked up the ramp and through the portal, back to 
  Earth…
  INTERLUDE 2
  “Preposterous!” exclaimed General Borodin from his plush seat in
  the observation room behind a one-way mirror.  . “The Earth Prime 
  Portal has never kept anyone from returning from Fringe Space.  . They 
  have been utterly reliable when they work correctly.”
  “Perhaps Schmert wanted to meet with Sayuri,” replied Dr 
  Takahiro Hatsumi.  . “He probably knew all the other portals were locked 
  on the platform.  . He knew Sayuri would find her way to him.”
  General Borodin looked at the monitor that showed the EEG 
  tracings from the young woman on the couch in the next room.  . He was
  an expert on Russian troop maneuvers, arctic weather, but not this.  . 
  Experts who were told him they were abnormal.  . Altered.
  “You should have been there when my announcement of the 
  portal under the ice rocked that Special assembly of the UN,” Hatsumi 
  continued.  . “They thought it was about a major find in global warming.”  
  He chuckled.  . “Oh there was plenty of heat after that.”
  OCCUPATION
  The Royal Australian Air Force Transport swooped over the ice, the pilot and 
  copilot looking for an unbroken patch of ice to land their Hercules C-130 on. Down on 
  
  14
  the ice, a worried Yoshiro Izumi, a senior grad student from Sapporo University, watched
  the first of the invaders approach their discovery.
  Eight hours ago, Dr. Hatsumi had just announced at a special session of the UN 
  the existence of the alien portal under the Antarctic ice. The students, their New Zealand
  guides, and a handful of scientists and technicians from McMurdo base, had rigged a 
  relay for a video camera under the ice. This broadcasted via satellite the wonders under 
  the ice to the UN and any news agency or person tech savvy enough to tap into the 
  feed. By now, that video must have bounced around the globe hundred times already. 
  Yoshiro checked his satellite phone and a friend in Sapporo had text him that it was 
  number one on YouTube.
  Standing next to Yoshiro was Reggie Danswold, the head of the Antarctic 
  Expedition Outfitters, the firm Dr. Hatsumi had chartered for his global warming 
  expedition in Antarctica.
  "Don't worry yerself mate," said Reggie,  "Them be good blokes, they are Ozzies.
  Bonzer blokes every one of them." 
  "Hai, mister Danswold," said Yoshiru in his broken English. "But, people they 
  come from, are they 'bonzer blokes'?"
  Reggie wrinkled his nose and said, "Aye, as the old bard said, there's the rub."
  The Herc pilot found a spot and swooped in for a bouncy, but safe landing. As the
  airplane taxied across the ice, it got into trouble when it got mired on a pressure ridge, 
  right across from where the Hatsumi expedition had pitched its tents as well as the 
  parked CATs from McMurdo Base. 
  Both the students and the scientists had a good laugh at the plight of the C-130, 
  that is until the snow suited commandos from the Royal Australian Army's 1st 
  Commando Regiment piled out of the Herc onto the ice.
  In minutes, forty of Australia's best were stomping through the snow and over ice 
  ridges to the team's encampment. They approached Yoshiro and Danswold, who stood 
  ready to greet them. 
  "Captain Jason Ridgely, 1st Company, of her Majesty's 1st Australian Commando
  Regiment," saluted the commander of the unit. "Is this where the... thing is? We're here 
  to secure the, um, thingie."
  Yoshiro smiled and said, "Yes, item is down that crevasse. We have people down
  there right now keeping an eye on things." Specifically Kenji Saki, the expedition's 
  hyperactive student, who had tried repeatedly to transit through the portal like Sayuri had
  done, and only stopped when Sayuri told him he didn't have the right "spark" to enter.
  Ridgely nodded in reply and then detailed out ten men to rappel down into the 
  crevasse and secure the portal dome.
  As his men disappeared down the crevasse, ten Black Hawk helicopters with 
  USMC insignia on their sides appeared over nearby Ross Island. They flew low to the 
  ice, and landed within yards of the tents, the prop wash blowing every loose item about. 
  US Marines spilled out, also in white snow gear.
  
  15
  One of the marines approached the men standing by the ice crevasse and said, 
  "Captain David Wright, United States Marine Corps! Sir we are here to secure the portal 
  and area. All Unauthorized personnel will be moved to a safe location."
  "Now wait one minute," said Ridgely, "this is international territory, you Yanks 
  can't come here and claim ownership."
  "We are under orders by our Commander and Chief," said Wright. He then 
  leaned forward and said in a hoarse whisper to the other man, "Jesus Jason, what in the
  Hell is down there?"
  "I'm under orders by the Prime Minister to protect this site from being destroyed 
  or stolen," replied Ridgely, who then leaned over and replied covertly, "You got me there,
  Dave. I just sent ten of my men down to make sure nothing comes through that thingie. 
  Perhaps you'd better send some of your boys as well."
  "Dammit, I'm under orders to clear this are of all non... authorized personnel. 
  Forcibly if need be Jason."
  "Bugger that, you lay a hand on me, my missus will take your missus to the mat 
  and you know it. Can't we just get along and both guard this portal thingie?"
  Before David could answer, a smaller air transport, sporting New Zealand colors, 
  came in for a landing. "Looks like it's going to be a circus, eh mates?" said Danswold.
  The smaller transport skipped over the pressure ridges and nearly fell into the 
  crevasse itself before coming to a stop amongst the USMC helicopters. Twenty New 
  Zealand soldiers piled out and some almost kissed the ground before marching on the 
  Marines and Commandos.
  The soldiers were all Maori, but they were lead by a bewhiskered Caucasian. He 
  saluted the other two officers and declared, "Major Robert Farnswold, First Battalion of 
  the Royal New Zealand Infantry. Gentlemen, I'm here to take command of this 
  operation."
  "Like Hell!" exclaimed Wright. "I'm under orders by my commander and chief to 
  take charge of this operation and to clear all unauthorized personnel from this site."
  Farnswold leaned forward and said, "Like you Yanks like to say, 'You and wot 
  army?'"
  The three men began arguing at each other, and the two latecomers sent a 
  contingent of their men down into the crevasse to "guard" the portal. After an hour of 
  bickering, they went back to their aircraft and contacted their respective governments.
  By that time, Kenji and the other people who had been down in the dome were 
  now on the surface. Kenji reported that the soldiers were all keeping an eye on each 
  other, as well as on the portal. Then Kenji pulled up his handheld computer and called 
  up the video camera that they had left running down there.
  "As you can see," he said in Japanese, "they are watching each other like jackals
  eyeing a carcass."
  
  16
  Reggie shook his head, and replied in Japanese, "Crikey, you think that they'll go 
  at each other?"
  "I hope so," said Kenji with a smile, "this is going out live on the satellite and 
  dozen webcam sites around the world."
  This fact was not lost on the three commanders, who were soon crowded around
  the students, demanding that they shut the feed down.
  "No! This information must be free!" said Kenji, the more English fluent of the 
  students, besides Sayuri. "We are representatives of the sovereign nation of Japan. You 
  have no authority over me or my fellow nationals. Besides, if you now cut the feed, 
  everyone will think you are trying to steal the portal. And then the other nations won't 
  send little planes. They will send divisions to stop you. You and your governments do not
  want that, yes?"
  "Young Kenji is wise beyond his years," said Reggie quietly in Japanese to 
  Yoshiro. 
  "Young Kenji just repeated the speech Captain Cryostar gave to the Verlons in 
  the anime 'Firestar Base 1'," said Yoshiro.
  "Crikey," said Reggie.
  The three commanders seethed for a minute, but eventually they agreed to let 
  the feed run. 
  As he smiled in his victory, Kenji's smile turned to a puzzled look, and he peered 
  over the broad shoulders of Captain Wright and asked, "Who would be flying here from 
  the South?"
  Everyone turned to look at the Antarctic equipped aircraft that skimmed just 
  above the surface of the ice. It was a propeller driven bi-plane, equipped with skis for a 
  snow landing. 
  The pilot for the New Zealanders said, "Blimey, that's a Antonov-3! The Russians 
  are coming!"
  The pilot of the Antonov-3 made a picture perfect landing, and easily taxied up to 
  the base camp without any problem. After the plane stopped, the hatched opened and 
  large bear of a man stepped out, with the rank insignia of a general hastily pinned on his 
  parka. Behind him were two men and one woman. 
  The man crunched through the snow to the crowd that had gathered around 
  Kenji, walked past them, and headed straight to Yoshiro. "You are Yoshiro Izumi?" he 
  rumbled in English.
  With a quick nod of his head, Yoshiro said timidly "Yes."
  The man smiled in a way that did not comfort Yoshiro at all. "I am General 
  Alexander Borodin," he said turned to face the rest of the assembled soldiers, students, 
  and scientists. "I am now the Commander of UN forces and personnel here at this base 
  camp. Do you all understand?"
  
  17
  He didn't say the last very loud, but everyone heard. Every soldier snapped to 
  attention and saluted him with a "Yes sir!"
  "Good," he replied after he returned the salute. "Now take me to see this 
  portal…"
  Borodin had been the base commander of the Russian Antarctic base Mirnyy, 
  when the call came from Moscow that the UN Security Council decided that they needed
  a military commander at the base who was well versed with Arctic and Antarctic 
  conditions. Before becoming the Mirnyy base commander, he had served in the Russian 
  Army for thirty years, originally in the Soviet Army's Arctic Frontier Group, later he 
  commanded the Arctic Regional Frontier Administration after the Arctic Frontier Group 
  was reorganized. He had a lifelong passion for the Arctic and polar science, but he had 
  to make it a hobby due to his position in the Russian Army. Later he resigned his 
  commission and then he took the post at Mirnyy to pursue his interest in Antarctica and 
  its environs. It was this background that made him perfect to take command of the 
  Hatsumi base camp and the alien device under the ice.
  Despite his size and fifty-two years of age, he was quite adept with the rappelling
  line and ice picks. He was more impressed with the ice dome and Oates' body than he 
  was with the portal, even after walking through it. He did so on the chance that he might 
  have this spark that Sayuri and the people she had found on her trip to New York had. 
  He didn't transit to the platform, much to his chagrin. 
  Satisfied, Borodin then used the student's video camera to report that the portal 
  was secure in UN hands and the rest of the world could relax. He then placed the video 
  feed under UN jurisdiction over the protests of the students. He then ordered that a team
  be put together to recover Captain Oates' remains for a future autopsy and eventual 
  return to his family for burial.
  After returning to the surface, he met with the McMurdo base commander, who 
  had taken a CAT out to meet with Borodin.
  "So commander," Borodin said with his unique smile, "what can we borrow from 
  McMurdo base?"
  By the end of the week, White Island was dotted with huts from McMurdo Station,
  tents from nearly thirty countries' worth of military troops and various press agencies, as 
  well as numerous aircraft, not a few them mired or bogged down in ice crevasses or 
  pressure ridges. The blue UN flag was flying from a pole near the crevasse, and all the 
  troops were wearing the blue UN helmets or berets. 
  General Borodin wasn't satisfied with the base, with its generators dotting the 
  compound on the island, their cables snaking everywhere, but it was what he had to 
  work with on such short notice. He still had two months of Antarctic summer to work with,
  and he had plans. Grand plans…
  INTERLUDE 3
  “Sayuri.  . So brave, yet so driven,” mused Borodin.  . “Even for 
  someone who embraces this land of ice.  . I think you came back a 
  
  18
  different woman.  . You booked a zigzagging route through every major 
  airport between White Island and New York so you could search for 
  others of your kind.  . So you could present that list of candidates to the 
  UN.  . You proved that explorers were so rare that only an international 
  team could be formed.  . Ah, Sayuri, we shouldn’t have let you go out 
  again.  . We kept the crystal, but we had already lost you to the stars.”
  MISSION
  In the morning, after a hearty breakfast and several cups of coffee and orange 
  juice, the first team of explorers, Sayuri Tenuma, Gordon Conrad, and Wei Lei, were 
  standing by their bikes. Each bike was loaded down for a long trip; each had saddlebags
  over the front and rear wheels. Plenty of water and rations were loaded, as well as a 
  unique selection non-electronic equipment, and one laptop computer with a small fuel 
  cell that barely weighed twenty pounds. That was on Gordon's bike. The news agencies 
  were back in force, but this time with a five second delay just in case Gordon decided to 
  give another language lesson to the world. 
  On their first attempt to visit Schmert on the pathways, they had driven a 
  Hummer into the portal, where its battery had been drained and all their electronics 
  disabled. Gordon had exited the portal cussing up a storm, a storm that was heard by 
  every microphone in the dome and broadcasted to the world. That was not going to 
  happen this time.
  General Borodin shook their hands and gave a short speech on human unity and
  how this was a step forward for global peace. This was overshadowed by the morning 
  news from Africa. It was not good.  . Another nation had fallen into rebellion. 
  After Borodin's speech, Dr. Hatsumi spoke. 
  "Today you travel to meet another race, mankind's first contact with another 
  intelligent species. The burden you bear is great, but I know that your shoulders can 
  carry this weight. You are our representatives, our emissaries to the great beyond. Do 
  not forget this. Go with God, and with all our blessings." 
  The trio bowed, waved to the cameras, before they mounted their bikes and, 
  trying not to wobble, headed up the ramp and into the portal. They passed through and 
  out onto the platform, a view that they were now used to, as they had been put to work 
  testing out what the limitations of living on the platform for the two weeks after their failed
  first attempt. The results of these two weeks of testing were the bicycles and the 
  experimental computer.
  Sayuri steadied her bike and looked at the others. "OK, are we ready? Really 
  ready?"
  "Yeah," replied Gordon. "Let's go see Schmuck and his wonders."
  "Schmert, Gordon," corrected Wei Lei. "He's from a race that built all this. We 
  should be respectful to him, no matter what." 
  
  19
  "Yes, that is correct," said Sayuri. "So, as you say it Gordon, let us 'saddle up' 
  and get going."
  They pushed their heavy bikes and Sayuri lead the way through the large portal.
  After pedaling at a fair pace, the trio rode in a single file on the narrow band of 
  silver. Wei Lei gripped her handlebars and slowed down. Her eyes kept drifting to the 
  edge of the path and the void below. "I can't stand it!" she cried. "I'm going to fall off!"
  "Look up, at the, um," Gordon paused as he looked at the dot far away that was 
  the other end of the pathway. "OK, look at your front wheel."
  Wei Lei tried, but her eyes kept drifting the black void. 
  "You can do it Wei Lei," said Sayuri, at the head of the pack, "Just don't think 
  about the edge... tell us about your home."
  "My home?" said Wei Lei in a hoarse voice. "Yes, alright. My home. I grew up in 
  Huairou, a small village north of Beijing. It's not much; we had electricity, running water 
  and bus that ran to Beijing twice daily. My father worked at the local fish hatchery our 
  village operated. The hatchery made more than eight million Yuan last year. Our fish are 
  sold mainly in Beijing, but many go to other cities. I used to go to my neighbors house, 
  the Jins, to watch movies. They had a DVD player, and Mr. Jin would trade DVDs at a 
  market in Beijing. Mr. Jin made his money as the bus driver between our village and 
  Beijing."
  "Did you ever visit Beijing?" asked Gordon, noticing that Wei Lei was back up to 
  speed.
  "Oh yes, with my mother and father. We would take the vegetables the village 
  grew to sell at one of the farmers market. No collective harvesting, we were allowed to 
  grow and sell what we wanted."
  "But not as an individual family," said Gordon. "'To each according to their need.'"
  "'It takes a village to raise a child,'" retorted Wei Lei with a smile. "As a village we 
  all succeed or we all fail. There is no leaving behind anyone. Greed is not good. Three 
  quarters of my salary is going to my village. They will be able to start a new school for 
  young women next year because of that."
  "You're giving away all that money!" said a shocked Gordon. "Are you insane?"
  "The needs of many outweigh the needs of the few or the one," Wei Lei replied. "I
  really don't have a need for that much money, so I spend it on my village and neighbors. 
  And I'm happy to do so. In fact, thanks to the UN, I am receiving an education that was 
  beyond my dreams. I'm happy to share my fortune."
  "Crazy," said Gordon. "You're just crazy. S*** with all that money, I'm going to buy
  me a gold plated Mercedes!"
  "And hire a dozen armed men to keep it safe," said Wei Lei. "You'll end up living 
  in a secure box loaded with security cameras and bodyguards to protect you. All alone. 
  While I will have a big family and lots of grandchildren to dote on."
  
  20
  Gordon looked ahead at her and just pedaled along.
  They rode in silence for a while and then Wei Lei said "Gordon, thanks, talking 
  helped me with my vertigo."
  He laughed and said, "No, thank you. I was thinking... I was thinking how much 
  my local Boys Club and YMCA could use some extra money, and how a little park in one 
  of the abandoned lots would look. I really don't need that much money to be happy, and 
  some of the folks in the hood need someone to look up to."
  "Going to put a statue of yourself in that little park?" asked Sayuri.
  "Yup, with my hand out the so the pigeons can land and crap on it!" he laughed.
  They all joined in, and laughed, which petered out. They pedaled in silence for a 
  while longer.
  Gordon looked down at his odometer and said, "How long is this thing? We've 
  gone about 20 miles so far."
  Both women had to make the conversion to metric and Sayuri said, "It took me 
  just over a day's worth of walking to cross it. I figure I can walk about forty two to fifty 
  kilometers a day, so I estimate that this pathway is sixty to eighty kilometers long."
  It was Gordon's turn to convert from metric and said, "OK, what are we going to 
  use for measurement? Good old American miles and feet, or that screwy kilometers and 
  meters?"
  "Metric," said the other two in unison. 
  "S***," said Gordon. "Hey, I thought communists didn't vote?"
  "We vote, and in many races these days we have a choice of candidates," said 
  Wei Lei. "So Gordon, tell us about your life. It must have been interesting."
  Gordon laughed so hard he almost lost control of his bike. He had to stop and sit 
  down. The other two stopped and walked their bikes over to where he was sitting. He 
  had a bottle of water out and took a deep swig. "I was just thinking," he said, putting 
  down the water bottle, "I know what I would do if I had to make a nature call. Right over 
  the edge. And, if I had to... do the other... I don' t know if I could do it with my butt 
  hanging out over nothing..."
  "You have filthy mind," said Sayuri, taking a drink from her water bottle. 
  "He has a point however," said Wei Lei. "We have the portable chemical toilets, 
  but I do not relish using them. Relieving myself over the edge... It has its practicality. No 
  waste, no clean up."
  Sayuri looked at the edge and then pulled out a tissue and tossed it off the edge. 
  It floated for moment then it began to rise up into the air. "What goes up..."
  The other two watched the tissue rise and thought about where it was going. 
  Gordon spoke up and said, "OK, no whizzing or other stuff off the edge, otherwise we'll 
  
  21
  be wearing it later." He stood up and straightened his clothes. "OK troops, let's mount up
  and head out. We probably have another hour or so to go, so times a wasting!"
  They mounted their bikes and pedaled off down the strip of silver, while Sayuri's 
  tissue rose higher in the sky.
  Three hours later they arrived at the other platform. It took Sayuri a moment to 
  orient herself and point to the portal on the right. "That's the one I went through. I left a 
  chemstick light under this larger portal." She looked for a moment under the rotating ring 
  and fished out the now dull plastic tube. "See."
  Taking a swig from his water bottle, Gordon asked, "Did you tag the other 
  portal?"
  Sayuri looked over at the other portal, her brow twisted in thought. "I don't… I'm 
  not sure. We can check."
  They pedaled over to the portal that Sayuri had indicated and fished around 
  under the ring. A wad of tissue was found. "Looks like you did," said Gordon. "OK, let's 
  walk our way through and go and see the wizard."
  They walked side by side and pushed their bikes up the ramp and through the 
  portal.
  "Well," said Gordon, putting the kickstand down on his bike, and looking out on a 
  garbage strewn, grassy field, "where is he?" The area around the portal was clear, but 
  beyond the ring station, the ground was littered with junk and garbage. Not all of it was 
  recognizable. Beyond the junk, the sky and horizon were extremely curved. He felt a 
  shock of vertigo for a moment and shook it off.
  "It should be here," said Sayuri, looking about anxiously. "I remember going 
  through the portal across from the large portal and stepping through. There I saw a 
  grassy field and large tree… It's all a false memory, isn't it?"
   Kicking a soup can for a brand of soup he never seen before, Gordon looked up 
  and said, "I guess so. Schmuck really f***** with your mind didn't he? What now? I got 
  this here piece of paper to give to the bastard, plus an invitation to visit, and this ain't 
  even the place he's supposed to be waiting at!"
   "Wah! The sky is curved!" said Wei Lei, staring at a sharply curved horizon. She 
  dropped to the ground and held on. "Wah! I'm going to throw up! The world is warped! 
  It's too strange!"
   Sayuri and Gordon went to the hapless young woman and knelt down next to 
  her.
   "Close your eyes Wei Lei, and breathe deep," said Sayuri, kneeling down and 
  hugging the frightened woman. "Relax. You're OK, you're with your friends."
   "Yeah, we won't let you get hurt," chimed in Gordon.
   Eyes welded shut, Wei Lei breathed slowly "I'm sorry, I have bad vertigo. I never 
  could stand heights."
  
  22
   "No need to babe," said Gordon. "This place gives me the willies too. There's 
  sunlight, but no sun. What the f*** is up with that?"
   "F*** if I know!" swore Wei Lei, and then laughed nervously. They all chuckled at 
  that. Wei Lei rarely if ever swore.
   "Calmed down?" asked Sayuri, and Wei Lei nodded. "Good, now slowly open 
  your eyes, but don't look up, just keep your eyes on the ground."
   Wei Lei opened her eyes, and took a deep breath. The other two helped her 
  stand up. She ventured a look at the horizon, and quickly looked back at her feet. "Wah! 
  There is a lot of garbage here." At her feet were candy wrappers and several bottle caps,
  all of which were a variation on the Coca Cola logo. "What is this place?"
   Looking about, Sayuri said, "It's a small world, a pocket world. A Pokiwol!"
   Wei Lei giggled, "A 'Pokiwol'? Gotta get them all! Though looking at this place, 
  you can keep it." They all laughed at that. She looked up again and sighed. "I'm getting 
  used to it now. It was just so… so different. They all will be like this, won't they?" The 
  others nodded.
   "So, we're still one Schmert short of a mission," said Gordon. "What now?"
   Grabbing her bike, Sayuri said, "We explore!"
   They biked around wrecked vehicles, refrigerators, washing machines and other 
  kinds of machines. They stopped by a yacht and took pictures.  . Soon they were back at
  the portal station.
   "By my odometer, we traveled about 40 miles… um, about 64-65 klicks. It's a 
  small world after all. Want to grab some souvenirs?"
   They picked up various small objects that caught their eyes, including a poster 
  with a picture of Franklin Roosevelt in front of a hammer and sickle, a coke bottle with 
  Mayan glyphs ringing it, and other oddball items.
   Laden down with their finds, Gordon asked, "So, do you want to check out one 
  of the other portals?"
   Both women shook their heads. "Not until we work out a plan to approach any 
  natives or scout out what is on the other side," said Sayuri. "Besides, we must report the 
  failure of our mission to our superiors."
   "I thought you'd say that," said Gordon. "But you're right. From what old Oates 
  had to say about some of those worlds, I want a BFG on each hip just to be safe.  . 
  Trouble is that we're looking at another five hours of cycling. I'm bushed, let's make 
  camp on that yacht and then we'll head home after we rest up. So let's eat, I'm dying to 
  try out those self heating MREs."
  They biked back to the yacht and climbed aboard. Gordon found that the bar was
  still stocked with liquor. "Hey, if the date on the calendar is right, this s*** is hundred year
  old scotch!" He waved a bottle in the air. 
  
  23
  "Put in your kit bag and bring it home," replied Sayuri. "We're on duty and all we 
  have for weapons are pistols. I don't want you passed out if we need your firepower."
  "Besides, how much would you make if you put that bottle on eBay?" quipped 
  Wei Lei.
  Gordon looked at the bottle with newfound respect and plundered the rest of the 
  bar, putting the bottles in a haversack that he found in a cabin. One of the bottles was 
  already open, so he poured a shot for himself, and after offering, one for each of the 
  women.
  "Here's to capitalism!" he toasted.
  "Kanpi!" toasted Sayuri raising her glass.
  "Wen lie!" said Wei Lei, then she started to sip her shot.
  "Nope, you gotta knock it back," said Gordon, "right Sayuri?"
  Sayuri replied by drinking hers in one swallow. Then she started coughing.
  Smiling Gordon knocked his back, as did Wei Lei. Then both of them started 
  coughing.
  "God that's smooth!" choked Gordon. "Woowee! OK, that's enough for tonight. 
  This is stuff for sipping, not for slamming back. OK, who wants the meatloaf?"
  The two women looked at each other and then quoted, "'Meatloaf again!'" They 
  both ended up giggling. 
  Shaking his head, Gordon said, "I never should have snuck that movie in for 
  movie night at the base." He blinked, something wasn't right. He tried standing up and 
  found that he couldn't, without wobbling. "Jesus, I think I'm wasted on a single shot! This 
  stuff will go for a fortune."
  Wei Lei laid her head on the table and giggled some more, then started singing a
  song, badly, in Mandarin. Sayuri found her thinking muddied, and her vision blurred. She
  reached out and read the bottle's label. 
  "It says sixty proof," she said incredulously. "That can't be right. This is more like 
  two thousand proof."
  Gordon took the bottle away and carefully re-corked it. "No more for any of us. 
  We'd probably get alk-alk-alkaline poisoning or something. Food, we need food."
  Wei Lei was passed out, and Sayuri slid under the table.
  "What the Hell is gonging on?" slurred Gordon. He sat down abruptly, and then 
  passed out…
  Blinking, Gordon found himself sitting in a park, a cup of tea in his hand. Looking 
  around he found that he was sitting next to a furry creature sipping tea. 
  "OK," he said, "I'm dreaming?"
  
  24
  "Perhaps," replied the creature, "or perhaps you're not."
  Gordon sat his teacup down on a picnic blanket and tried to look at being next to 
  him, but found that it refused to focus and define itself. "OK, this must be a dream, and 
  you're not Schmert."
  As soon as he said the name, he could see the creature. It had a bear-like snout,
  a bipedal body, and long bushy tail. "Are you sure?"
  "Yup," replied Gordon, looking out over the scene, realizing it wasn't the same as 
  he had first seen it. "You're a piece of mutton, a bit of undigested cheese."
  "Perhaps I'm Schmert f****** with your mind," said the creature.
  "I don't think so," said Gordon. "Sayuri said you talked in rhyme, and you ain't 
  talking in rhyme."
  The creature looked thoughtful for a moment and then nodded, "You're right, you 
  can't rhyme to save your soul and I don't know how to do poetry in English. Doesn't 
  prove a thing you know. Why am I having in depth conversations with myself?"
  Standing up, Gordon looked around and noticed that if he just scanned the 
  horizon, he didn't see anything but a blur. But if he focused, he saw trees, a stream, a 
  mountain, and never in the same place twice. "My figment is talking to itself. I'm 
  definitely not sober," he replied, "and I'm not sober right now. So, why did I dream you 
  up?"
  The creature stood up and changed shape to Sayuri. "Who said that you're the 
  one doing the dreaming?"
  Gordon laughed said "Because this is my dream my dear Sayuri, not yours."
  She looked at Gordon and shook her head, "This is a odd dream.  . The figments 
  of my imagination are claiming to be real."
  Another voice echoed, "No, no, no, this is not right. What are you two doing 
  here?"
  Both looked and saw Wei Lei standing next to them. Gordon also realized that he
  couldn't see her body, nor Sayuri's, all he saw was the impression of a body. "Oh great, I
  really must be having an episode!"
  "What do you mean, you're having an episode?" replied Sayuri. "I can 
  understand imagining you in my dreams, but not her. Wei Lei why are you here in my 
  dream?"
  Wei Lei cringed and tried to move, but she couldn't. "It's not supposed to happen 
  like this!  You're not supposed to see each other or me! This is all wrong!"
  "OK, what are you talking about?" asked Gordon.
  "I can't! My mother told me I'd be persecuted if I told anyone!" cried Wei Lei.
  
  25
  Sayuri tried reaching out to Wei Lei, but couldn't reach her. "Wei Lei, what are 
  you talking about? Persecuted for what?"
  "I can read minds a little bit," she sobbed, "but not like this! Not at all like this!"
  Gordon shook his head. "Mind reading?" he said. "What kind of bulls*** is that? 
  You can't read minds, it's impossible."
  "You're not helping!" snapped Sayuri coming to a realization. "Don't you 
  understand? She's in our minds. We're in hers!"
  Gordon looked at her and realized that she didn't look the same as he normally 
  saw her. He looked at Wei Lei and noticed that she didn't look that way either. They both 
  looked, better, prettier, more idealized. "Don't take what I'm going to ask as proof that I 
  believe that this is nothing more than a dream, but… how do I look?"
  Both women looked at him and Sayuri said, "You could wear some clothes, but…
  you look like a well muscled, very handsome young man."
  Wei Lei didn't reply.  . She seemed to be fighting to be free. "I have to free 
  myself. Why did this happen? Why!"
  Sayuri said aloud, "It was Gordon's saké. It's done something to us."
  "What did you say?" asked Gordon. "Saké? What saké? It was scotch… That's 
  what you'd say, wouldn't you? This is real. Oh my God. Get Out Of My Head!"
  At that they fell apart into darkness.
  -----------
  Gordon was being shaken awake. "Gordon, get up! Wei Lei is gone!"
  He was still in the chair he had passed out in, and he ached. "Oh God, my 
  head… that dream…"
  He sat bolt upright, "It f****** wasn't a dream! Where is she?"
  "She's left!" said an anxious Sayuri. "She's gone! We have to find her!"
  He stood up and ran to the aft of the boat. Scanning out across the field of junk, 
  he saw her pedaling away. "She's heading in the wrong direction for the portal! I'll get 
  her."
  Sayuri looked up at the curved sky and saw Wei Lei cresting the horizon. "Wei 
  Lei! Come back!"
  Gordon jumped off the back of the yacht and grabbed his bike. "I'll get her!"
  "She's got a head start, you'll never catch her…" said Sayuri.
  "Honey, I was a bike messenger in New York City! Nobody can out race me!"
  "Don't hurt her!" Sayuri cried.
  
  26
  That stopped Gordon as he was mounting his bike. "Maybe we should let her 
  go."
  Sayuri dropped to the ground. "No, we have bring her back," said Sayuri, "she's 
  our friend, no matter what."
  Gordon stood posed, half on, half off his bike, then he swore under his breath 
  and got on. "I'll catch her," he said flatly.
  He rode his bike between the piles of junk, jinking and twisting around the broken
  pieces and intact machines. Why am I going after her? He furrowed his brow and 
  remember the times when the two of them were trying to learn each other's language, 
  him flubbing on the tonal qualities of Mandarin, and her struggling with consonants she 
  couldn't hear in English. 
  They had some hard times, and some fun times, Wei Lei shyness in personal 
  relationships and his strong personality for the media made for an odd pairing, while 
  Sayuri held the limelight… Sayuri.
  He almost ran into a bracing, remembering her appearing his dream as Schmert. 
  "Wei Lei! I'm sorry!" he yelled as he pedaled. He saw a metal plate lying at an angle 
  ahead of him and he aimed for it. Shooting up the ramp, he soared into the air and in 
  that brief moment not only did he see Wei Lei ahead of him, he nearly made orbit about 
  the tiny world.
  He hit the ground, bottoming out the shocks on the mountain bike, just behind 
  her. "Wei Lei stop!" he yelled wincing from the impact. "Goddamn it, stop!"
  She looked behind herself and saw his face. She screamed and rode faster. 
  "Mother f***!" he said panting, and then peddled harder. He quickly evened up 
  the race and saw that she was crying. 
  "Wei… Lei… stop!" he panted. He then saw she hadn't seen a metal bar at head 
  height just ahead. He steered right into her, knocking the two of them to the ground in a 
  tangle of bikes, limbs, and saddlebags. He somehow managed to pull her off her bike 
  and took the brunt of the impact himself.
  Together they lay on the ground, both breathing hard, her with an occasional sob,
  Gordon with a gasp and not a little bit of pain.
  "Are you OK Wei Lei?" he gasped.
  She just hugged him and cried harder. 
  "It's OK honey, it's OK," he said. Then he said hesitantly, "You… you can take a 
  look inside… my head, and see that it's OK."
  She looked up at him, her eyes red from crying, and asked, "Are you sure?"
  He nodded and said, "Yeah, just be careful, OK?"
  
  27
  She swallowed and waggled her head. She closed her eyes and suddenly 
  Gordon found himself remembering his past thoughts, feelings and his decision to let her
  read his mind. And his memories of Sayuri…
  "Whoa," said Gordon after she stopped. "That was freaky… I mean… um, damn. 
  Sorry again," he finally said. 
  Wei Lei gave him a wan smile, nodded, and said, "I saw her as him too, just like 
  you remembered. It's too specific, too detailed to be a dream image."
  "That sounds like experience talking," said Gordon, gingerly sitting up, with some
  help for her. "Ow, I hurt. I don't think I broke anything," he said moving his arms and 
  bending his legs. He winced, but he was sure that he hadn't broken anything. He knew 
  what that felt like. "So why did you make me remember that stuff? Why didn't you just 
  'read my mind'?"
  Wei Lei shrugged and said, "I can't. The mind is like a book, not the Internet. 
  Only one person can read your mind, and that's you. So I somehow make you remember
  what I want you to remember, and you have to be awake, otherwise I get dreams or 
  cause you to dream. It's not like it is in the movies."
  Wei Lei had his bike up, the front wheel shaped like a pretzel. Hers, on the other 
  hand, didn't show a mark. She looked at him and said, "I used to 'pick up' other people's 
  dreams when I was little, and sometimes I could tell if someone was lying. You don't 
  know how hard it's been for me not reaching out and reading other's minds these past 
  months."
  "That's a skill that could come in handy when we visit other places," said Gordon,
  slowly standing up. "Son of a b***, I don't have the tools to fix that sucker," he said 
  looking his front wheel.
  "I wish it was a skill," said Wei Lei, scanning the horizon, "but it is not. I don't 
  know why it's working so well right now. Normally I'd get a brief glimpse or I would get a 
  torrent and couldn't turn it off."
  "It's that stuff we drank," said Gordon, shaking his head over the twisted spokes. 
  "It probably boosted you… God knows how long it will last."
  "Sayuri is on her way here," said Wei Lei. "I can see her. I couldn't see you."
  He pulled a tie down strap from a bag and rigged a sling around the frame and 
  over his shoulder so that the bike's front hung under his right arm, and then said "Let's 
  go meet her. Keep an eye out for a bike in this stuff; we might be able to find a 
  replacement wheel…"
  Sayuri found them forcing a bike wheel on to Gordon's front forks. The axle was 
  a hair too wide, but with judicious shoving, the wheel slid into place. The text on the rim 
  and on the rubber of the tire was in Cuneiform. 
  "Are you two OK?" she asked. "I saw Gordon shoot into the sky like a rocket! I 
  was sure he would be hurt!"
  
  28
  "Oh I'm a hurt'n," said Gordon, wincing from the bruising he took, "but not too 
  worse for wear. Um Sayuri…" He looked at Wei Lei, who was using a moist towelette to 
  wipe her hands off. She nodded, and he then said, "Sayuri, we have to tell you 
  something…"
  -----------
  They were back at the yacht, the two women watching Gordon loft a bottle of 
  scotch at a pile of garbage on the horizon. "If I throw them hard enough," he said as he 
  threw the bottle, "I might get one into orbit about this place."
  The bottle spun end over end in the air and vanished over the horizon. Turning 
  Gordon waited, but after several minutes shook his head and said, "Huston, we have a 
  problem."
  He picked up the last bottle and looked at it. Over a hundred years old, he 
  thought, and probably more dangerous than any atomic bomb. Looking at the other two 
  he quipped, "Anyone want a final sip?"
  "NO!" replied both women in unison.
  "Our loss," he said as he threw it at the horizon, "the world's gain."
  After it vanished and didn't return suborbitally, he sat down and said, "First things 
  first. We don't tell them about Wei Lei… not just yet. I don't want them dissecting her to 
  find out how she can read minds. But…"
  Sayuri said sourly, "You want to tell them about me."
  "You have your uncle and many people on your side," said Wei Lei, "and you are 
  a victim of Schmert's meddling. They will try to help you. Me, I would be a freak, 
  something to be afraid of because I can read their minds."
  "That's right," said Gordon, "look at how I reacted! And I'm not completely 
  comfortable with it now either. Can you still read either of our minds? You have my 
  permission to."
  Sayuri nodded as well, so Wei Lei closed her eyes and got… "Nothing. It's gone 
  dormant again. Thank goodness."
  Sayuri leaned back and said, "In any case, our mission is a failure, and they will 
  want to know why. They will accuse me of lying about Schmert, and you two will then 
  defend me by pointing out that I knew things that I shouldn't have known about. That we 
  should do some memory regression to find out what really happened."
  "Yup," said Gordon. "We're on your side Sayuri, and we'll stay there…"
  INTERLUDE 4
  “Well now,” rumbled General Borodin.  . “That explains a lot.”
  
  29
  “So, after a good night's sleep, they returned to the Antarctic 
  base and the waiting world, “ interrupted Dr Hatsumi.  . “The news that 
  there was no Schmert waiting for them was a major blow. People did 
  accuse Sayuri of making him up and conspiracy theories abounded on 
  the Internet.”
  “But we who knew her and the information the other two told 
  about having a psychic episode after drinking some alien scotch, even 
  leaving out the fact that it was fueled by Wei Lei's ability, just confirmed 
  to both of us, my dear general, that Schmert had done something to 
  Sayuri.”
  The session with Dr. Menzies, the base psychologist, to retrieve 
  some of her memories of her meeting with Schmert continued. They 
  were confusing, with Schmert acting more like an avatar than a real 
  person. Her monologue abruptly stopped after Sayuri recited a long 
  poem, in Latin:
  "Mellor agrillum, homus ridiculum
  Percuro arbum
  Quoud ibit dici
  Capis mei in sti
  Sed nemo me respondei" 
   
  The Latin translator stopped the playback. "It's Latin alright, but 
  it's odd. And I don't mean its poetic structure. That first word, 'Mellor', is 
  more than likely not a Latin word. The closest I can come to it is the word
  'Mellis', or honey. But by no means is 'Mellor' a regular form or 'Mellis'. 
  Agrillum is a white clay used in Roman pottery, quite malleable." 
  General Borodin said, "Da, da, that is all very good. But what 
  does it mean?" 
  The translator pushed his glasses back up his nose and said, 
  "Well, I've only done that first stanza, but roughly it says: 
  "Mushy Mellor, funny fellor,
  Running 'midst the trees.
  'Who's there?' I said,
  As I stood on my head,
  
  30
  But, no one answered me." 
  Dr. Hatsumi blinked and said, "That's gibberish. Schmert 
  implanted gibberish in my niece's head. What is this 'Mellor' and why is 
  he so humorous?" 
  "It is humorous," corrected the translator. "The gender on those 
  verbs is all neuter. This 'Mellor' is an it." 
  "Well whatever it is, we need to find out!" said Borodin. 
  "Complete the translation and let us know when you are finished." The 
  two men left the translator with the audio files. 
  "Translate or be damned," he muttered. "Still, they are paying me 
  good money to do this." 
  Putting on his headphones, he listened to the recording. "Who 
  are you little Mellor? We want to find out…"
  Barbara Meyer, BBC World News: "This 
  is Barbara Meyer and this is BBC World 
  News. Just minutes ago, an amazing 
  announcement has been made at the UN 
  by an Antarctic researcher. His team has 
  discovered evidence that a highly 
  advance civilization has visited our world 
  by use of what can only be described as a
  portal to other worlds, other, parallel 
  Earths. For more on this story, we switch 
  to our reporter at the UN, Gwenyth 
  Shapiro. Gwen, what's the reaction like 
  there?"
  Gwenyth Shapiro, BBC News 
  embedded UN Reporter: 
  "Pandemonium, Barb! Pandemonium! Dr. 
  Takahiro Hatsumi, the researcher who 
  announced this discovery, has been 
  whisked to a closed session of the 
  Security Council. Meanwhile, the rest of 
  the UN is in turmoil, with some groups 
  claiming that this is nothing more than a 
  sham put on by the West."
  Ugandan Ambassador, Obote Wemusa:
  [Translation] "It is a ruse by the American 
  Government to claim power over the 
  impoverished people of the world. I don't 
  not trust the American president, he is a 
  witch with an agenda!"
  Gwenyth Shapiro: "While others wonder 
  what this race might do to us, once we 
  contact them."
  Peruvian Ambassador, Ascencion 
  Garcia-Toledo: [Translation] "You have 
  seen what happens when a race with a 
  superior technology imposes it's will on a 
  lesser race. For most of our history, the 
  'superior' race was the West. Well now 
  that shoe is now upon the other foot. The 
  West will find out what it is like to have its 
  culture decimated!”
  Gwenyth Shapiro: "As we speak, rumors 
  are running amok that the Western 
  powers are sending troops to the 
  Antarctic, to claim this portal for their 
  country. It's going to get far more tense 
  before we see a light at the end of the 
  tunnel. This is Gwenyth Shapiro reporting 
  for the BBC. Back to you Barb." 
  Barbara Meyer: "Thank you Gwen. The 
  Prime Minister has issued a statement on 
  behalf of the Queen and the British 
  Government."
  British Prime Minister, Robert Cox: 
  "Ladies and gentlemen of the press, 
  people of the Britain and the British 
  Commonwealth, after much consultation 
  
  31
  with her majesty and leaders of 
  Parliament, we have come to the following
  decision: The Queen will order troops 
  stationed in Australia and New Zealand to 
  secure and protect the alien device found 
  under the ice near White Island, in 
  Antarctica. The Queen has contacted the 
  prime ministers of both Commonwealth 
  nations and consulted with them. I have 
  ordered elements of the British Navy 
  stationed at the Falkland Islands to assist 
  in this operation. Currently we are in direct
  discussion with governments of the United
  States of America, Russia, South Africa, 
  and the Peoples Republic of China on 
  possible responses. In addition, our 
  representatives in the United Nations 
  Security Council are hammering out what 
  to do in case this race turns out to be 
  hostile. Rest assured that we have might 
  and the will to drive back any invasion 
  onto our planet. I will now take your 
  questions...."
  Barbara Meyer: "There you have it, 
  contact with an alien race, and all the 
  danger and hope that such contact can 
  engender. Stay with the BBC for round the
  clock coverage of this and other breaking 
  news as the world reacts to this 
  momentous discovery..."
  
  32
  Players Guide
  But still I could make out nothing distinctly on account of a thick mist in
  which  everything  there  was  enveloped,  and  over  which  there  hung  a
  magnificent rainbow, like the narrow and tottering bridge which Mussulmans
  say is the only pathway between Time and Eternity.
  A Descent into the Maelstrom
  Edgar Allan Poe, 1841
  WELCOME TO THE FRINGES!
  You are that special person, that 1 in a 100,000 that has that special something that makes you 
  Fringeworthy, one of the Gifted. Why you were so blessed is a mystery, as there seems to be no rhyme 
  or reason to those who have the gift and those that don’t. 
  For those born on United Nations Earth, otherwise known as “Earth Prime”, you were recruited by
  UNIDA to explore and exploit the riches of the Fringepaths. A million-million worlds and counting are out 
  there, and your job is to contact those worlds and help forge a new Commonwealth of Worlds!
  Earth Prime is still the fractious world that we know and love, but now there’s the added element 
  of contact with other whens and alternate cultures that will appear alien to our sensibilities. The earliest 
  contacted world is Earth Primes strongest ally, Britannia Earth Prime, otherwise known on Earth Prime 
  as “Victorian Earth” or “Steampunk Earth”. (Which the Brits really dislike being called.)
  In the next couple of years, more people will be encountered and added to the burgeoning 
  collection of alternate cultures and people. 
  CAMPAIGN TYPES
  Your GM may choose to run a campaign that takes place in the following campaign eras:
  
  The Early Years: From discovery of the Fringes to 5 years later when all the Fringe races 
  in this book were contacted.
  
  Exploration Years: 5 to 20 years after the discovery of the Fringes. All the primary Fringe 
  races have been contacted and you can now play anyone of them besides Earth Primers 
  and the Victorians. 
  
  Established Years: 20 to 120 years after the discovery of the Fringes. Many more worlds 
  have been contact and the start of the New Commonwealth beckons. Other Fringe 
  empires are out there waiting and not all of them want to join. 
  
  New Commonwealth: 120+ years after the discovery of the Fringes. The Big System is 
  back online and new wonders and dangers abound. Everyone is Fringeworthy now. 
  CHARACTER GENERATION
  ARCHETYPES
  Not everyone has an idea of what type of character they want to play. Sometimes you need a 
  jumping off point to make your own character. And sometimes you need a quick character for a one-shot 
  adventure or convention game. This list, coupled with the Archetype list in Savage Worlds Deluxe will get
  you started. 
  
  33
  These are Novice characters from different worlds and races. Some will have a free Edge and 
  some won’t, it depends on their world of origin. 
  Victorian: Adventurer(ess)
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Riding d6, Shooting d8, Taunt d6 +6 additional skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Alertness
  Victorian: Air Marshal
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Shooting d8, Notice d8, Persuasion d8, Intimidation d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Investigator
  Victorian: Archeologist
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Investigation d6, Knowledge (Ancient History) d8, Knowledge (Archeology) d8, Notice d6, 
  Shooting d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Rich, Scholar
  Victorian: Mad Inventor
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d4
  Skills: Investigation d6, Knowledge (Science!) d8, Knowledge (Steam Technology) d6, Notice d6, Repair
  d6, Shooting d6, Weird Science d10
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: One Major, two Minor
  Edges: Arcane Background (Weird Science), Gadgeteer
  Victorian: Jungle Lord/Lady
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d6, Stealth d6, Taunt d8, +6 additional skill points
  
  34
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Beast Master
  Golden Horde: Warrior
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d6, Riding d8, Shooting d8, Stealth d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Florentine, Quick
  Golden Horde: Noble
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Notice d8, Riding d8, Shooting d8, +3 additional skill points
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Noble
  Erder: Engineer
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d6, Knowledge (Early Electronics) d6, Knowledge (Mechanical Engineering) d6, Notice 
  d6, Repair d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Handy Man
  Erder: Whale Hunter
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Knowledge (Whaling) d6, Shooting d6, Throwing d8, + 5 additional skill points
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny
  Norlander: Knight 
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
  
  35
  Skills: Fighting d8, Notice d6, Riding d8, Survival d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Florentine, Sweep
  Gear: Horse w/barding, Chainmail armor, Sword 
  Norlander: Priest
  Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d4, Healing d6, Knowledge (Religion) d6, Notice d6, Persuasion d8, +5 additional skill 
  points
  Charisma: 2; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Charismatic, Healer
  Pax Romana: Legionnaire 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d10, Intimidation d8, Shooting d8, Survival d6, Throwing d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: First Strike
  Gear: Chainmail, Short Sword, Roman Carbine
  Pax Romana: Freedman
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Knowledge (Specific type of Craft or Farming) d8, Notice d6, Repair d6, Streetwise d6, +5 
  additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  Edges: Brawny, Handy Man
  T’Ziel: Warrior Priest
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Religion) d8, Notice d8, +5 additional skill points
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
  
  36
  Hindrances: One Major, one Minor, Outsider
  Edges: Acute Sense of Smell, Hard to Kill
  T’Ziel: Temple Guardian
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d8, Survival d6, +4 additional skill points
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, one Minor, Outsider
  Edges: Acute Sense of Smell, First Strike, Brave
  Blizniz: Healer
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Healing d8, Notice d4, Persuasion d10, +6 additional skill points
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major), Bad Eyes (minor), All Thumbs
  Edges: Calming Aura, Charismatic, Command
  Blizniz: Counselor
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
  Skills: Knowledge (Psychology) d6, Notice d6, Persuasion d10, Streetwise d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major), Bad Eyes (minor), All Thumbs
  Edges: Calming Aura, Charismatic, Elan
  Dimixi (Spinner): Construction Worker
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d8, Knowledge (Civil Engineering) d6, Notice d6, Repair d6, Throwing d6, +5 additional 
  skill points
  Charisma: -2; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  Edges: Acrobat, Handy Man, Quick
  Dimixi (Hunter): Police Officer
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d8, Fighting d8, Knowledge (Dimixi Law) d6, Notice d8, Shooting d6, Throwing d8
  
  37
  Charisma: -2; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  Edges: First Strike, Command, Quick
  WORLD OF ORIGIN
  Creating your hero for Fringeworthy is as easy as creating a character for any Savage Worlds 
  game. You hero will be a member of the United Nations InterDimensional Agency (UNIDA) and serve on 
  an Interdimensional Exploration Team (IDET) that explores the world of the fringes. Or she can be a 
  Victorian from Victorian Prime and be a member of Her Majesty's Trans-Æthereal Exploration Service. 
  If you are playing in the “Established Years” or “New Commonwealth” campaigns, a further 
  character type is available for you play: The Fringeborn. The Fringeborn are the children of explorers 
  who inherited the Fringeworthy ability and were raised to be Fringe explorers. They can be as young as 
  16 years old, but everyone has grown up travelling to the “safe” worlds of the New Commonwealth.
  TRAITS
  Once you’ve decided on your hero’s world of origin, you now choose your character’s attributes 
  and skills. 
  Attributes
  Your character starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and 
  Vigor. You have 5 points to spread across these attributes as you see fit. It costs 1 point to raise an 
  attribute one-die type, and you cannot raise an attribute above d12.
  SKILLS
  Heroes from United Nations Earth Prime, Britannia Earth Prime and Mat’Demka Prime have 17 
  skills points to spend, reflecting their more advanced education systems. All other heroes from other 
  cultures have 15 skill points. It costs 1 point to buy a skill at d4, and 1 point to raise a skill by a die type, 
  up to the same die type as the skill’s linked attribute. It costs 2 points per die type to raise a skill over its 
  linked attribute. 
  All skills in the Savage Worlds rules are available in Fringeworthy. However, the only Arcane 
  Skills that are available are Psionics and Weird Science, along with their respective associated edges, 
  Psionics and Weird Science. In addition, there is a new Arcane Skill that is automatically available for all 
  heroes, Crystal Key Use. It is associated with the Fringeworthy edge.
  For Heroes from Britannia Earth Prime, the Piloting skill also includes airships.
  Driving includes various forms of animal-drawn vehicles for heroes from all cultures except those 
  from United Nations Earth Prime, Erde Prime, and Mat’Demka Prime. Heroes from Britannia Prime also 
  include steam-powered vehicles.
  New Skill
  There are two new skills in Fringeworthy: Craft and Performance.
  
  38
  Craft (Agility, Smarts. or Spirit)
  You are skilled at one of several crafts. Depending on the craft, this skill is based on Agility, 
  Smarts, or Spirit. Some example craft focuses: Craft (Writing): Smarts, Craft (Carpentry): Agility, Craft 
  (Painting): Spirit, or Craft (Demolitions): Smarts. You can use this skill to create something of value or for 
  use by yourself or other people, or build an item for a specific purpose and quality. 
  In a non-stressful situation, there is no need to roll to create an item; the hero automatically 
  creates an item of average quality. If the hero wishes to try for something of higher quality, then they roll 
  their skill with the following modifiers to the skill roll:
  
  -2 for Above average items
  
  -4 for Excellent quality items
  
  -6 for Superb quality items
  Failing the roll creates an item of poor quality, and rolling 1 on the skill die nothing is created and 
  the hero has wasted time and/or money on a failed project.
  Game effects of better than average items are up to the GM to decide. They may have a better 
  sale price, or provide an advantage when used. However, any damage will reduce the item’s quality by 
  one level, reducing its advantage.
  Crafting under stress
  When the hero is in a stressful situation or under a deadline, and they have to create an item in a 
  hurry, then use the Dramatic Task resolution method. Briefly, the hero has to get five successes in five 
  successive Action Card draws. The difficulty is automatically at -2, plus any other modifiers. Edges such 
  as Level Headed and Quick do apply to the card draw. If the hero’s card draw is a Club, he suffers an 
  additional -2 to his roll. If the hero draws a Joker, he gains a +2 to his roll that round.
  Example: Ted Granger is trying to set a demo charge to the side of a Roman steam war galley. 
  He has Craft (Demolitions) d6, so he swims out under the cover of water and scuba gear and starts 
  placing the charges. His first draw is 4 of Diamonds. He rolls gets a 7 on skill dice, which becomes a 5, a
  success!
  His next card is a 2 of Clubs! Romans have spotted the bubbles from his scuba gear and they are
  firing into the water around him! His best roll was a 5, so spends a benny and rerolls a 5 again! He’s hit 
  and now shaken! He spends another Benny and unshakes.
  His next draw is a King of Spades, so amidst streaking bubbles of shot hitting the water, he rolls a
  10, which becomes an 8, a raise! He now has 3 successes. He draws his fourth card, and gets a 2 of 
  diamonds. He rolls and gets a 5, which becomes a 3. Gritting his teeth, he spends another precious 
  benny and rerolls and gets a 7, which becomes a 5! Four successes! He just needs one more and the 
  bomb will be set!
  Crystal Key Use (Spirit)
  This is the skill that all Fringeworthy get as a free skill at d4. It is the ability to command and use 
  the crystal keys created by the Tehrmelern.
  Performance (Spirit)
  Performance is a catchall skill for the various types of entertainment. This skill must have a focus,
  such as Performance (Singing) or Performance (Newsreader). The skill can be taken multiple times for 
  
  39
  different focuses. You can use your Charisma bonus when rolling this skill. Use this skill to entertain, 
  inform, or mimic another person. 
  LANGUAGES
  There are over a thousand languages on Earth Prime, and even more on Victorian Earth, so a 
  complete list of languages is impossible. But the top five languages in order are:
  
  Mandarin
  
  Spanish
  
  English
  
  Hindi/Urdu
  
  Arabic
  These represent about 50% of all spoken languages in the world, so there is a good chance that 
  your character might speak one of them. Rounding out the top ten, here are the next five most spoken 
  languages in the world:
  
  Bengali
  
  Portuguese
  
  Russian
  
  Japanese
  
  German
  These represent 13% of all spoken languages. However, it’s very likely that your character 
  speaks none of these languages, and at best is only fluent in just one. This is a decision that you have to 
  make when you create your character. In countries where more than one language is spoken, you will 
  probably speak the official language, plus any local or regional languages or dialects.
  Skill 
  Ability
  d4 
  The character can read, write, and speak common words and phrases
  d6 
  The speaker can carry on a prolonged but occasionally halting conversation
  d8 
  The character can speak fluently
  d10 
  The hero can mimic other dialects within the language
  d12 
  The speaker can speak masterfully
  Your character starts with a d8 in their native languages, but other languages must be learned. 
  The die level is more of an indication of how well you can understand and comprehend a language. 
  When reading a language, you may have to make a language roll to comprehend complex wording or 
  phrases. 
  Additionally, when you step through a portal, the Fringe system will "gift" you with a new language
  at d8. This language will be the one spoken by the majority of the populace nearest to the portal on the 
  alternate world. You will speak the language in the local dialect and with no issues with the translation, as
  any colloquial phrases will be translated into ones you understand, within reason. There are always 
  some phrases that don't translate well between cultures or species. In addition, you'll be able to read and
  write in that language. This language gift does not give you any cultural information or knowledge of 
  mores and beliefs. You just speak the language like a native.
  
  40
  SECONDARY STATISTICS
  Charisma is how likeable your hero is, and it is added as bonus to Persuasion and Streetwise 
  rolls. Charisma starts at +0 unless you change it by taking Edges or Hindrances.
  Pace is at 6”, unless it is changed by Edges or Hindrances.
  Parry is set to 2 plus half of your Fighting die type. Edges, Hindrances, and some equipment can 
  modify your Parry stat.
  Toughness is set to 2 plus half of your Vigor die type. Edges, Hindrances, and Armor can modify 
  your Toughness. If your Vigor goes above d12, all fractions are rounded down.
  HINDRANCES AND EDGES
  At this point you can decide to add any Hindrances to your hero. If so, you can use the points 
  gained to buy some of the benefits listed below. A major Hindrance is worth 2 points and minor 
  Hindrance is worth 1 point. Your character can have a maximum of 1 major and 2 minor Hindrances.
  For 1 Hindrance point, you can gain a new skill point. For 2 Hindrance points, you can raise the 
  die type by one for an attribute or buy an Edge.
  All Human characters start with one free Edge. The T’zeil, Blizniz, and Dimixi do not start with a 
  free Edge. By default, all player characters get the Fringeworthy Edge, the Crystal Key Use skill at d4, 
  and two Crystal Key Powers. See the Fringeworthy Edge for more information about this.
  The Arcane Background (Psionics) is the only Arcane Background that can be initially taken by 
  your character. Psionics are as rare as being Fringeworthy, but unlike being Fringeworthy, Psionics can 
  be inherited. If you want to make your character Psionic, consult your GM to see if they are comfortable 
  to have such a character in UNIDA and IDET. Currently, there is only one known Psi member of IDET: 
  Wei Lei of IDET 1.
  GEAR AND MONEY
  Your hero is a member of UNIDA and serves on an IDET team. Your signing bonus as a 
  Fringeworthy is $1,250,000  on Earth Prime or 200,000 £ on Victorian Prime ($1,250,000 in equivalent 
  value). All four team members of IDET 1 donated a large portion of their bonuses to charity, so there is a 
  lot of peer pressure on other IDET Explorers to do the same. 
  You can buy all the non-military weapons and gear that you want, whether or not you can take it 
  with you may be a problem. 
  Additionally, the first missions will have a budget assigned to it. This budget does not apply to 
  your basic or combat load outs, or your assigned vehicle. The budget is for military items and items that 
  are beyond your character’s abilities to legally obtain. Yes, you can go to a nation that has less that 
  rigorous regulations for military grade weapons and come back with an armful of RPGs and AK-47s. But 
  you’ll never get past customs in Australia, and if you fly directly to Hatsumi, General Borodin will have 
  your gear confiscated and send you back to Alice Springs for “retraining”. Do not tweak the nose of the 
  Russian Bear. 
  CHARACTER BACKGROUND
  Now take some time to work out your character’s background. What did he do for a living? Where
  did he live? Who are his friends and family? Remember your character didn’t appear fully formed, he 
  grew up, had life experiences, all of which colors his life and history before he was found to be 
  
  41
  Fringeworthy. If you don’t want to decide what country your character is from, you can roll on this table. 
  This table represents the populations of the world: Roll a d100 to randomize your nationality.
  D
  100
  Nation
  D
  100
  Nation
  1
  -20
  People's Republic 
  of China
  7
  6
  South Africa
  2
  1-37
  India
  7
  7
  Spain / Portugal
  3
  8-42
  United States of 
  America
  7
  8
  Colombia / Peru / 
  Venezuela / Chile
  4
  3-45
  Indonesia
  7
  9
  Myanmar
  4
  6-48
  Bangladesh
  8
  0
  Sudan / Ethiopia
  4
  9-50
  Brazil / Mexico
  8
  1
  Argentina / Paraguay / 
  Uruguay
  5
  1-52
  Pakistan
  8
  2
  Poland / Hungary / Bulgaria
  5
  3-54
  Russia
  8
  3
  Tanzania
  5
  5-56
  Nigeria
  8
  4
  Kenya / Somalia
  5
  7-58
  Japan
  8
  5
  Morocco / Algeria / Egypt
  5
  9-60
  Mexico
  8
  6
  Israel
  6
  1-62
  Philippines
  8
  7
  Canada
  6
  3
  Vietnam
  8
  8
  Afghanistan
  6
  4
  Germany / 
  Scandinavia
  8
  9
  Indonesia
  6
  5
  Egypt
  9
  0
  Nepal
  6
  6
  Greenland / 
  Iceland
  9
  0
  Uganda / Rwanda
  6
  7
  Turkey
  9
  2
  Uzbekistan / Mongolia / 
  Tuva
  6
  8
  Iran / Iraq / Syria / 
  Jordan
  9
  3
  Saudi Arabia / Emirates
  6
  9
  Thailand
  9
  4
  Malaysia
  7
  0
  France
  9
  5
  Vietnam / Laos / Cambodia
  7
  1
  United Kingdom
  9
  6
  Philippines
  7
  2
  Sub Sahara Africa
  9
  7
  Central America
  7
  3
  Italy / Greece
  9
  8
  Republic of China on 
  Taiwan
  
  42
  7
  4
  South Korea / 
  North Korea
  9
  9
  Romania / Albania
  7
  5
  Ukraine / Georgia
  1
  00
  Pacific Islander
  
  43
  BASIC TRAINING
  Basic training for your character adds 20 experience points to them. This represents 4 raises, and
  changes the rank of the character from Novice to Seasoned.
  IDET Training
  Once a Fringeworthy person is found and joins the IDA, she is trained for 6 months at the Alice 
  Springs Military Base. All current knowledge of the Fringepaths and allied worlds is shared with the 
  recruit. An intense course of physical conditioning, survival training, and first contact protocols is required
  of (some say inflicted on) each candidate, before she can be offered an assignment in IDET. A recruit 
  who successfully finishes their training gains the following four advances:
  
  The character can raise lowest of the following attributes one die level:
  o
  Agility
  o
  Strength
  o
  Vigor 
  If there are two or more of these attributes at the same die level, you must pick one to raise 
  and leave the rest at the original die levels.
  
  The character can raise both Fighting and Shooting skills one die level as long as they are 
  less than their Agility attribute. 
  o
  If the character does not have either Fighting or Shooting skills, they gain one of these
  two skills at d4. 
  o
  If both skills are at Agility, then increase one of the two skills by one die level. 
  o
  If only one skill is at the same level as Agility, increase the other skill 1 or 2 die levels. 
  If you only raise the skill one level, then you can spend the other skill point on any 
  other skill that is below Attribute level. 
  
  Two additional Advances to spend as you see fit.
  At the end of their training, the IDET recruit will have 20 experience points and a total of 4 
  advances.
  TÆSS Training
  Once a Fringeworthy person is found and joins the TÆSS, they undergo a similar training 
  regimen as IDET and gains similar but not identical bonuses:
  
  The character can raise lowest of the following attributes one die level:
  o
  Agility
  o
  Strength
  o
  Vigor 
  If there are two or more of these attributes at the same die level, you must pick one to raise 
  and leave the rest at the original die levels.
  
  The character can raise both Fighting and Shooting skills one die level as long as they are 
  less than their Agility attribute. 
  o
  If the character does not have either Fighting or Shooting skills, they gain one of these
  two skills at d4. 
  o
  If both skills are at Agility, then increase one of the two skills by one die level. 
  
  44
  o
  If only one skill is at the same level as Agility, increase the other skill 1 or 2 die levels. 
  If you only raise the skill one level, then you can spend the other skill point on any 
  other skill that is below Attribute level.
  
  A d4 in Knowledge (20th-21st century technology)
  
  One Advance to spend as you see fit.
  At the end of their training, the TÆSS recruit will have 20 experience points and a total of 4 
  advances.
  FRINGEBORN
  Availability: Established Years and New Commonwealth campaigns
  You’ve grown up on the Fringepaths, eaten at the table of the Great Khan, seen the wonders of 
  Rome, and hunted dinosaurs in your Fringe Scout troop. You are the Fringeborn. You were born with the 
  Fringeworthy trait that you inherited from your Fringeworthy mother. You’ve been raised to be a Fringe 
  explorer, Fringe scientist, administrator or other Fringeworthy career. You’ve also been trained how to 
  survive and live on the Fringes. 
  The first Fringeborn were born in the early years of exploration. The child of a Fringe explorer, the
  first Fringeborn were treated as rare treasures and raised to be the very best Fringeworthy person they 
  could be, whether or not they wanted to be one. 
  When you reached 4 or 5 years of age, you got to visit places other people only dream about. 
  Meet people who treat you like a king, visit lands and see sights that others only see in movies. You have
  the best education possible. You receive training to survive in jungles, deserts, ice covered wastelands 
  and places that defy logic. It’s great right up to the point when you realize that your government expects 
  you to do your duty and serve as a Fringeworthy. That usually happens around 16 or 17 years of age that
  this realization hits you. 
  You may take this news with a shrug, “I get to do the same things I’m already doing, and now I 
  get paid for it.”
  You may react angrily over this development, “Just because I was born Fringeworthy doesn’t 
  mean I want to be drafted into the service!”
  And everything in between. 
  So when making a Fringeborn character decide how they took the news that they were expected 
  to serve and what they did about it. They won’t be inducted into UNIDA or TÆSS until they reach 21 
  years of age, so that they get some higher education, the equivalent of 4 years of college, thanks the 
  accelerated training regimes put into place by both services.
  Remember, Fringeborn are only available in the “Established Years” or “New Commonwealth” 
  campaigns types.
  Creating a Fringeborn
  You create your character as normal with the following changes:
  
  Because of their training and life experience, Fringeborn get 6 points to spend on 
  Atributes.
  
  If you are playing a Fringeborn who is 16 to 18 years of age, they only get 15 skill points.
  
  You get the Fringeborn edge for free, in addition to the Fringeworthy edge.
  
  45
  After you create your base character, they then go through either IDET or TÆSS basic training. 
  However, they do not get the free attribute raise. Instead, you get an additional Advance to spend as you 
  see fit.
  Jason Conrad, the son of Gordon Conrad and Wei Lei-Conrad, has just graduated from 
  the IDET Academy in Alice Springs, Australia. He’s lean like his father, and like his mother, has 
  the psionic gift as well. He’s also bilingual thanks to his parents.
  Before going to the Academy, his Attributes and skills were the following:
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Driving d4, Fighting d4, Investigation d6, Knowledge (History) d6, 
  Knowledge (Fringepaths) d6, Language (Chinese) d8, Language (English) d8, Notice d6, 
  Psionics d6, Repair d6, Shooting d4, Survival d4
  Charisma: -; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Curious, Transit Vertigo (minor), Stubborn
  Edges: Fringeworthy, Fringeborn, Brave, Luck
  Powers: Empathy, Telepathy, Disguise
  When he graduates from the IDET Academy, his Attributes and skills become the 
  following:
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Driving d4, Fighting d6, Investigation d6, Knowledge (History) d6, 
  Knowledge (Fringe Pirates) d4, Knowledge (Fringepaths) d6, Language (Chinese) d8, Language 
  (English) d8, Notice d6, Psionics d6, Repair d6, Shooting d6, Survival d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Transit Vertigo (minor), Stubborn
  Edges: Fringeworthy, Fringeborn, Brave, Luck, Explorer
  Powers: Empathy, Telepathy, Disguise
  FREELANCERS
  Availability: All campaigns
  Not everyone works for UNIDA or TÆSS. Some folks find out that they are Fringeworthy and 
  instead of joining up, sell their newfound ability to the highest bidder. Others are Fringewalkers, people 
  who found a warp or Ring Station and stepped through and never came back home. Some are UNIDA or
  TÆSS Fringeworthy who quit, and went into business for themselves. No matter where they came from, 
  they are in it for themselves.
  
  46
  What ties them together is that they are Fringeworthy and they just want to see what’s out there. 
  They band together mostly for protection, but mostly because even though they are rugged individualists,
  they find that they have a common core with other Freelancers. 
  Freelancers are the mercenaries of the Fringes, selling their services not for money, but goods, 
  food, ammunition, books, and whatever else strikes their fancy. They will take gold or silver, as that’s 
  easy to trade either for cash or directly for an item. They will scout new worlds, seek out adventures, and 
  boldly go where no one has gone before. And then sell that information for whatever they can get for it.
  Creating a Freelancer
  Because their background is so varied, you have following choices: 
  
  Ex-UNIDA or TÆSS 
  
  Independent Fringeworthy
  
  Fringewalker.
  Ex-UNIDA or TÆSS:
  Create your hero as you would normally. Your GM may let you take an extra Advance to 
  represent your time on the Fringepaths before you quit the service and went Freelance.
  You will get to equip your hero with whatever she could buy before quitting. The only vehicle she’ll
  probably have is a bicycle and lots of spare inner tubes and tires. UNIDA will take back all the standard 
  issue weapons and gear, unless she quits while on a mission. If she does quit from UNIDA while on a 
  mission, she automatically gets the Wanted (minor) Hindrance and going near any UNIDA or TÆSS 
  teams can get sticky. However, if she returns items like the XM8 rifle, and issued computers, and her 
  uniform, UNIDA may drop the charges. 
  Sadly, the Earl of Greystone is not so forgiving.  If you quit from TÆSS while on a mission, you 
  will get the Wanted (Major) hindrance, as the Earl will want to bring you back to Victorian Earth to stand 
  trial for mutiny. You’re better off resigning from service properly, and then petition for permission to use 
  the portals on Victorian prime to travel the Fringes. The Earl will grant it, as he hopes that you’ll see the 
  error of your ways and come back to his service.
  Independent Fringeworthy:
  When they came a knocking, you thanked them for finding out that you were Fringeworthy, but 
  decided that you didn’t want to join, even after they threw money at you or told you that you had to do it 
  for Queen and Country. 
  After a while, you realized that you did want to travel and see the worlds, but you didn’t want to do
  it working for the government. So, you either cashed in your life savings, started a Kickstarter, or got a 
  grant from a foundation or corporation, and showed up at the base and told them, “Please let me 
  through, I’m going to see everything.”
  Were you prepared? Well, you probably read every book published on being an explorer, you 
  devoured the stories from the Fringes, and watched every documentary there was. So you were certain 
  that you could do it. And you were one of the lucky ones, you survived long enough to realize that you 
  needed to join forces with other like-minded people and then go exploring.
  Your hero is created usual, 5 attribute points, 17 skill points, but your starting funds can be a bit 
  higher, as you’ve sold the farm, hocked your jewels, and sold all your comics on eBay. You start with 
  1d10 x $1000 in cash. You would have more, but since you’re paying someone to transport you to either 
  the Antarctic or the Congolese Protectorate, a good portion of your funds have been spent. Your 
  
  47
  remaining cash is all you have left to buy your personal transportation, weapons, ammo, and supplies for
  however long they will last. 
  Fringewalker:
  This person has come from a totally different world and culture and may not even be human. 
  Work with your GM if you plan to do a non-human hero by using the Making Races rules in the Savage 
  Worlds Deluxe book. You start with 5 Attribute points and 15 Skill points. After you create your hero, you 
  can then apply 1d4 Advances to him, representing his experiences on the Fringepaths. 
  Select what sort of gear would be available to the hero from his culture, starting cash is $500 + 
  d10 x $10. Any cash left over can be turned into the equivalent amount of silver or gold at $20 an ounce 
  for pre-20th   century cultures.
  
  48
  FRINGE CULTURES
  Humans, United Nations Earth Prime
  Platform: 0 Prime; Portal: 1
  World: Earth Prime
  First Contact: N/A
  Technology Level: 10
  United Nations Earth Prime Humans are the prime movers of the United Nations Interdimensional
  Agency (UNIDA) and the one of the peoples involved in the exploration of the Fringepaths. Primers have 
  had a short and violent development period that all but ended in the later half of the 20th century.
  Discovery of the Fringepaths united the majority planet into a spirit of brotherhood and adventure 
  that was closely guarded by the United Nations. This spirit caught on with other contacted worlds and 
  bolstered the hopes that the resources of unlimited worlds could create a golden age of technology and 
  wellbeing. Psychologically, the discovery of new worlds and races also gave humanity a mirror to see 
  how cultures grow, prosper, and fall.
  Slow to see economic benefits at first, many now realize that the Fringepaths are a treasure 
  house for Earth. Ecologists hope to resurrect extinct species. Industrialists know that the mineral 
  resources and oil on other worlds can be tapped and supplement dwindling stocks on Earth Prime.
  However, there are those who see the Fringepaths as something evil. Driven either by religious or
  xenophobia, there are those on Earth Prime that plot to destroy UNIDA and the pathways by whatever 
  means possible.
  Racial Edges & Hindrances
  Free Edge
  Earth Prime humanity starts with a free Edge at character creation.
  Extra Skill Points
  Earth Prime humanity starts with 17 skill points to spend at character creation.
  
  49
  Humans, Britannia Earth Prime
  Platform: +2 Prime; Portal: 10
  World: Victorian Prime
  First Contact: 2012
  Technology Level: 7+
  The Britons were the first Fringe Culture that was encountered on the Pathways by IDET. This 
  team of Brits from Her Majesty, Queen Victoria’s Trans-Æthereal Exploration Service was investigating 
  the Alternate 0,8 portal when they encountered the team from Earth Prime. The Brits had discovered the 
  Fringepaths 6 months earlier than Earth Prime had. They had been exploring the pathways longer than 
  the IDET teams and they had explored the Alternate platforms from Alt +2 to Alt 0.
  While the Brits understood that they had little technical chance of defeating these people from the
  future, they still maintain an independent operation, working in conjunction with the IDET units in 
  exploring this vast uncharted new universe. In the meantime, several members of the Trans-Æthereal 
  Exploration Service are working with the UNIDA in the hopes of gaining a century's worth of technology 
  in trade.
  Strangely, this Alternate Earth had a similar history to Earth Prime's, but with a host of different 
  people. There had been an American Revolution but it was followed by a re-conquest of the Colonies in 
  1813. The empire is still on the rise and respected across their world.
  The Brits have become an integral part of the Alien Services and work closely with the UNIDA 
  and adhere to most of its rules and decisions. They are still shaken by the cultural norms of Earth Prime, 
  though a few have gone "native" on Earth Prime.
  Languages
  English (98%), Russian (10%), French (45%), Spanish (18%), Chinese (10%), German (20%), 
  Arabic (15%), Hindi (35%)
  Names
  Variable, Viscount Terrance Greystone, Colonel David Wellington Smyth, Col Jonathan Drake, Dr.
  Henderson Cartwright, David Peters, Percival Forsyth, Winston Churchill, Lord William Barton
  Racial Edges & Hindrances
  Free Edge
  Victorian humanity starts with a free Edge at character creation.
  Extra Skill Points
  Victorian humanity starts with 17 skill points at character creation.
  Skill Restriction
  Victorians cannot start with Knowledge or Craft skills that make use of technology or knowledge 
  later than the 19th Century. Their Common Knowledge rolls are at -2 for 20th and 21st century 
  technology until they reach the rank of Veteran. 
  
  50
  Additionally, if a Victorian tries to repair a damaged piece of equipment or vehicle that uses 
  modern technology, their Repair roll is at -2, until they reach the rank of Veteran. This skill restriction is 
  only for the Early Years campaign setting.
  Skill Availability
  Victorians have the following new Knowledge and Craft skill focuses available for technology 
  unique to their world:
  
  Steam Technology
  
  Babbage Computers
  
  Instruction Weaving (Programming Babbages)
  
  Steam Fitter
  
  Steam Vehicles
  
  Mechanical Devices
  History:
  Point of Divergence: 
  1812: War is averted when a fast sloop from Britain delivers news that the British Orders of 
  Council of 1807 have been withdrawn. The Order prohibited neutral parties from trading with France and 
  her allies during the Napoleonic Wars. This Order had caused much friction between United States of 
  America and Britain, with many American ships trying to break through the British blockades to deliver 
  goods to France.
  Still, there is a movement afoot in America to conquer portions of Canada, though the New 
  England states are against angering the British. In November, De Witt Clinton is elected President of the 
  United States of America by the narrowest of margins.
  In Europe, General Wellington is victorious over French forces in Spain. The Emperor Napoleon 
  however was grievously wounded in Russia during the retreat from Moscow. The wound later became 
  infected and Napoleon dies on the way back to Paris on December 7, 1812.
  1813 - 1815: In Europe, the French empire is in upheaval, and quickly descends into multiple civil
  wars, as ally fights ally. The British forces wisely withdraw from the continent and wait to see what arises 
  after the dust settles.
  In America, frontiersmen, angry that Clinton won the election, stage a raid from Fort Detroit 
  across the Detroit River on the city of Sandwich and Fort Malden. They are beaten back by the well-
  trained British troops.
  In retaliation, British troops cross the river and take Fort Detroit and the surrounding settlements. 
  President Clinton tries to negotiate a withdrawal of British troops when more frontiersmen from Buffalo 
  Creek attack Fort Niagara. Consequently the talks break down and the British forces mass at the border. 
  Reluctantly, Clinton asks Congress to declare war on Britain.
  Wellington is sent to "teach those brutes a lesson" with several divisions of battle harden troops. 
  The British Navy successfully blockades the major ports, while the New England states surrendered to 
  British forces.
  
  51
  The war is bloody; Philadelphia is burned, as is Washington. New York City switches sides and 
  pledges loyalty to the crown, providing a major port in America for Britain. American forces are caught 
  between two fronts in the northern states south of New York: British troops on the Atlantic seaboard, and 
  troops from Upper Canada streaming through the captured Michigan Territory.
  The Spanish besieged New Orleans, in an attempt to recapture the southern portion of Louisiana.
  Andrew Jackson manages to break the siege and drive the Spanish troops into the swamps, where they 
  died by the hundreds at the hands of the Choctaw and other denizens of the swamps. A year later the 
  British try their hand at capturing New Orleans, but again Jackson holds them off long enough to work 
  out a deal with the Crown. By this time, the United States of America is no more, only pockets of 
  resistance keeps British troops busy.
  New Orleans and a portion of Louisiana become an independent state, with a generous trade 
  agreement with England along with access to the Mississippi river. The remainder of the Louisiana 
  territory is claimed by England, with Spain consolidating its hold on the Western portion of North 
  America, up to the Columbia River. Above that, Russia laid claim to the land, Rossiyskaya Amerika.
  The former United States are divided up into small provinces, each one assigned a governor 
  appointed by the crown. Provincial assemblies are allowed, but could be disbanded at any time by the 
  governor or the crown.
  1820 - 1860: California breaks free from Spanish rule, backed by both Russian and British 
  interests. Mexico soon rebels, and Spain loses its major foothold in North America. The only possession 
  they have left is Florida, a benighted land of unruly savages and mosquitoes. A few years later, they sell 
  Florida to England, who also doesn't know what to do with its new possession.
  France settles into five separate states, divided by language and cultural lines. Kings rule two, 
  one becomes a dictatorship, one restores the Republic in a smaller form, and the fifth attempts to create 
  a socialist state, without a central government. It fails five years later, and is absorbed into the other four 
  states: The New Republic of France, the Kingdom of Normandy, the Kingdom of Provençal, and the 
  Republic of Gascony.
  Gold is discovered in San Francisco, but is declared a national resource, stymieing any potential 
  gold rush to the region. Claim jumpers are summarily shot by Californian soldiers. California becomes a 
  major player in Pacific trade with two major ports: San Francisco and San Diego. Financed by the newly 
  discovered gold, California becomes a trade powerhouse, with ships headed to every major port on the 
  Pacific Rim. The Sandwich Islands are annexed by California, as are several other Pacific islands. The 
  Sandwich Islands are renamed Isla de Patria de Hawai'i. 
  California is a unique blend of Spanish, Indian, Russian, and British cultures. The primary 
  language is Spanish, though it is becoming a unique dialect thanks to the influences of the other 
  cultures. It is a constitutional monarchy, with the Californian Dons tightly holding the reigns of 
  government. 
  In 1850, Charles Babbage finishes his first Analytical Engine, demonstrating it to the Admiralty as 
  a more efficient means to tabulate reams of data, even to calculate ranges on the fly. Later, using the 
  work of the physicist Joseph Henry, Babbage added the ability for his engines to communicate with each 
  other telegraphically. This spawned a special kind of Babbage engine that dealt entirely with telegraphic 
  communications, sending information across the world at lightning speed.
  Britain's holdings in North America were consolidated into a single entity in 1855: the 
  Commonwealth of America. The Commonwealth consists of Upper and Lower Canada, the former United
  
  52
  States and its territories, and Florida. The seat of government is in New York City on Manhattan Island. 
  (The city of Washington was destroyed and turned into several farms.) 
  However all is not well in the Commonwealth. The Sons of Liberty, the followers of Jefferson and 
  Adams, are a constant thorn in the side of the British. They attack government offices with bombs, print 
  treasonous tracts trying to instigate public unrest, and other terrorist style attacks. Their goal is to restore 
  the American Republic or destroy it so the Brits can't have it.
  1860 - 1897 (present dayyear of contact): The Commonwealth of America is fast becoming the 
  major economic engine in the British Empire. The Republic of Louisiana is a major benefactor of this 
  trade, due to their ownership of the mouth of the Mississippi River.
  In 1870, the Great European War raged through most of Europe, starting when Prussia, Bavaria-
  Saxony, and Austria declared war against the New Republic of France. The Republic calls on it allies, 
  and soon the Kingdoms of Normandy and Provençal took up arms. By 1871, Except for Britain, Europe 
  was at war. Many new weapons and tactics were created and tested during the war, including the first 
  military use of lighter than air airships. The Great European War ended in a muddle by 1876, with no one
  gaining or losing any territory.
  Britain stayed neutral in Europe, but elsewhere in the world she took advantage of the conflict. 
  First to go was the Belgian holdings in Africa, as Britain conquered the Belgian Congo and swept across 
  the continent and added much of Central Africa to its territory. This new territory was formed into the 
  Congolese Protectorate.
  Mexico finally relented and allowed the people of Tejas to secede and form the República de 
  Tejas. Mexico still controls the lower Rocky Mountains up to the lower Colorado River, but does not do 
  much with the territory. The region becomes a no man’s land of small bandit villages. These villages raid 
  in all directions, but have special immunity because Mexico refuses to go after them and refuses to allow 
  California, Rossiyskaya Amerika, and the Commonwealth of America to cross the borders and go after 
  the bandits.
  Along the Commonwealth border, Britain has establish Her Majesty's Aerial Constabulary, 
  commonly know as the Sky Marshals, to patrol the skies in massive airships, patterned on the designs 
  created by the Bavarian-Saxon Count Von Zeppelin, along the border between the Province of Colorado 
  and Mexico. 
  In late 1895, Viscount Terrence Greystone, son of the liberator of the Congo, Lord John 
  Greystone, heard rumors about a white man that appeared years ago in the region of County Greystone 
  and performed many tricks that Viscount Greystone recognized as a man using modern day technology. 
  Only this had occurred in the 1780s!
  Following local stories and rumors, Viscount Greystone visited a local shaman, Sese Ndango, 
  one of the sources of the stories. Ndango used to visit the Viscount when he was a child, along with his 
  friend, Cosgrove Shropshire an tell them stories and let them play with his totems. One of which was a 
  grey crystal that one day lit up for the Viscount, and then later on for Cosgrove.
  When he visited Ndango about the stories, the old man led him to a warren of caves considered 
  holy by the locals. Through a set of winding passages, Ndango showed him what he and his people 
  guarded for so long: a perfectly hemispherical cavern, in the center of which was a silver ring that floated 
  in midair…
  
  53
  Viscount Greystone returned two weeks later, brain full of stories about his trip, tales about a tree 
  that was a house and creature known as Schmert. With Cosgrove at his side, he proved he wasn’t 
  insane, as the two of them entered and returned back through the silver ring. 
  However, it took a trip back to the cavern with observers from Her Majesty's Government to prove
  that he was not a raving lunatic to everyone else. Afterwards, Terrence Greystone found himself a new 
  member of the Prime Minister's cabinet and the head of Her Majesty's Trans-Æthereal Survey Service.
  Trans-Æthereal Survey Service
  The British Trans-Æthereal Survey Service was created in 1897 as an official secret service. Her 
  Majesty and the Prime Minister decided that for now, these portals and other worlds would be an Official 
  Secret, and Viscount Greystone had to operate under tightest secrecy. A shadow MP was created and 
  advice on how to deal with this discovery was sought out from Her Majesty’s most trusted agent, Mycroft 
  Holmes. He helped in creating the TÆSS charter, which included exploring new worlds and finding 
  worlds that Britain could trade with. The new ministry was also to contact Schmert and the rest of the 
  Tehrmelern and offer an alliance of sorts between the two peoples. 
  The first expedition was on horseback and consisted of the Viscount Terrence and his friend 
  Cosgrove Shropshire, a native Congolese with some English blood in his family tree. They were to ride 
  horses, but the animals proved skittish on the platform and nearly threw the two of them off when they 
  stepped onto the pathway. Sending the horses back through, they made the trek on foot, camping out on 
  the pathway about midway.
  Unfortunately the first TÆSS mission to meet with Schmert was unsuccessful. The world that 
  Viscount Greystone had visited when he first entered the portals was completely different. A pocket stop 
  dominated by a large mountain, and was approximately 100 miles in circumference, and surrounded by a
  tall wall. They dubbed the pocket stop “Olympus Mons”. If you climbed over the wall, you would find 
  yourself on the other side of the pocket stop.
  After this mission failed, Viscount Greystone sailed to each of the British Empire's possessions 
  and sought out others with the Gift. He found three others, Hong Chan, Captain Jason Dupree, and Ben 
  Reiher. They formed the core of the TÆSS Explorer Corps. A steam lorry was built to run on the 
  pathways, and the team learned how to operate it. Meanwhile the best of the British sciences built 
  devices for them to use to explore other worlds. The Viscount formed two squads: Squad 1, consisting of
  himself, Cosgrove, Hong Chan, and Ben Reiher. Captain Dupree formed Squad 2, and using the crystal 
  key, went looking for more recruits. 
  Squad 1’s first mission was launched six months later. They explored the gates on their prime 
  platform. Of the eight, only three were unlocked: the gate that was found in the Congo, a gate in the 
  middle of the Great Victoria Desert in Australia, half buried in sand, and a submerged gate, but the warp 
  was on land on the eastern shore of India.
  The second mission of the TÆSS Sqaud 1 explored the alternate platform for the Victorian node. 
  Seven of the gates were locked and not explored until later by a combined TÆSS and IDET mission. The
  only gate that was open was the pocket stop. So, with gear in place, they headed out to the System 
  platform and found that the gates for Venus, a swamp covered world with dinosaurs, and Mars, a red 
  desolate world, with nearby ruins that did not look to be of human manufacture, were the only gates 
  found to be opened. 
  The second mission took little over a week to complete, during which, Captain Dupree was 
  dispatched, with the crystal key, to find more people with the Gift. 
  
  54
  The rest of the first exploration team tested new devices to allow them to find out more about the 
  other side of the portal before stepping through. One was a collection of brass pipes, each curved, and 
  when assembled formed a spiral hoop eight feet in diameter. In practice the hoop was assembled as the 
  first piece was inserted into the portal. The curve of the pipes brought them back through the portal and 
  when fully assembled spun in place. There were hooks on the hoop, where various devices would be 
  attached drawn into and through the portal to the world on the other side.
  The devices ranged from a clockwork air sampler, to a scoop on a long chain that would be 
  attached to a hook, and then the scoop tossed through the portal. The hoop would bring the chain back 
  through, where it would be taken up by an explorer and pulled back through the portal. Hopefully the 
  scoop would gather up soil or other samples from the other side. 
  The most used device was a small clockwork plate camera that would be attached to the hoop 
  and then take a picture on the other side. The images that were taken on the other side were most 
  informative. Subsequently, a modified Lecia camera that was purchased on an alternate world, would 
  replace the plate camera.
  After two months of searching, Dupree found five more people with the Gift. They made up the 
  second exploration team, Squad 2. The Squad 2 was to continue on down the Victorian node and 
  explore the Star platforms. They were the first to document the flashing lights on the pylons, and thanks 
  to the Sample Hoop, were able to assign meanings to each of the lights. They did lose their sample 
  devices and the hoop when they tried to sample an alien world. Luckily they had a spare.
  Squad 1, in a steam lorry built by Ben Reiher, travel to their “Line +1”, otherwise known as Node 
  +1 to the UNISS UNIDA mapping system. (Victorians put the prime platforms on top of the map, not at 
  the bottom of the map as UNISS UNIDA does.) On this line, they found that all the Alternate platform 
  portals were locked down. On the Prime platform, they find a single gate that opens to a forest primeval. 
  They find signs of animals, but did not find any other signs of life.
  On Line +2 (Node 0), they find two open gates: One that leads to the Junkyard pokiwol, and the 
  other leads to Victoria Earth II, and here is where they encountered UNIDA and… well that would be 
  telling. See “Victoria-Victorians” adventure for more information on the first encounter.
  Relations with the United Nations and England
  For the Government of Her Royal Majesty, Elizabeth I, Queen of the United Kingdom of England, 
  Scotland, and Wales, recognized Sovereign of Commonwealths and Territories under the English
  Crown.
  From the Government of Her Britannic Majesty, Victoria Regina, Empress of India, Queen 
  of the United Kingdoms of England, Scotland, and Wales, Sovereign of the Territories and Trusts 
  recognized as Britannia.
  Pax, HRM Victoria with great joy send heart felt greetings and well wishes for the health 
  and prosperity of our cousins upon your own Earth. It is with much gladness that such a 
  familiarity exists to bolster the success of our endeavors, as we embark upon a mutual journey of
  discovery of these realms that exist outside our own. 
  To which Our Sovereign, wishes to implore of yours assistance as can be rendered to our 
  own. In this  We may better travel together as partners, withholding nothing from one another. 
  The amazement the advances in the Arts and Sciences made by yourselves leaves Us nothing 
  short of breathless, and optimistic to wonder such a future holds for our own sake. 
  
  55
  Firstly so that all matters of future commerce and assistance may be conducted for the 
  mutual satisfaction of either Worthy Government, assistance regarding certain technical and 
  educational aspects are most desirable.
  Complete set of Royal Society of Engineers Proofs for Weights and Measures for the 
  modern measurement system known as Metric. 100 sets to be distributed within the Britannic 
  Empire as standardized samples for representation and comparison.
  Complete sets of accurate text and graphical or artistic representation for the education of
  HRM Subjects from grammar school, through Years one to seven, to Collegiate level to bring into
  wider usage this system and integrate ourselves comfortably with your own.
  Complete sets of the Royal Society of Engineers standards and agreements for Industry 
  and Scientific concerns. For the distribution throughout the Britannic Empire to bring about a 
  standardized, efficient, and compatible system to bring the industrial strengths and capacities into
  alignment with you in Our allied effort.
  Complete sets of such testing, sampling, and measuring equipment as necessary for the 
  administration under the Crown for enforcement as a regulatory Office, with such jurisdiction to 
  overrule Parliament in matters regarding Law pertaining to Standards set for education, 
  commerce, and industry.
  We entreat you to see to the mutual aid such an agreement benefits the good commerce 
  and lively friendship between both our Realms and to most readily pass such Law or Decree for 
  this to come to pass.
  Your Most Staunch Brethren,
  Representing Her Royal Britannic Majesty’s Empire and Prime Minister. Robert 
  Gascoyne-Cecil, 3rd Marquess of Salisbury
  
  56
  Humans, Golden Horde
  Platform: -1 Alternate; Portal: 4
  World: Gazar Eer or Eje
  First Contact: 2013
  Technology Level: 4+
  After grinding Europe and the Moslem world into dust, the Horde of the Great Khan returned 
  home to create a dynasty that would last a thousand years, claiming to control the whole world, Gazar 
  Eej. As each new Khan came to power, he would ride the road of tribute to the West and South. Europe, 
  the Middle East, and North Africa, all prayed for a long life to the current Khan, hoping to live in peace for
  at least a generation till the next Khan comes to power.
  Each Khan can trace lineage back to the greatest Khan, Genghis Khan. It may not be a straight 
  line, but the blood of Genghis flows through the veins of each of his “descendants”. The current Khan, 
  Batai Khan, is in his middle age, and has six sons, Nyma, Orin, Boji, Jiny, Yekeg, and Banua, all serve 
  him as generals or administrators of his realm. His eldest, Nyma, is in line to inherit the crown, pending 
  approval of the Grand Council. His brother Orin, is in contention for the throne as well. He has many 
  daughters as well, most of whom have been married off to various princes and lords to cement the 
  hegemony of the empire. The ones who are still single, Javach, Sune, Boke, and Toqa, are either too 
  young to marry off yet, or have proven themselves useful to their father.
  By accident, the IDET explorers that surveyed this world were forced to tell scholars of the “Ways 
  to the Worlds”. In a stroke of genius, though mostly to save their own skins, they offered the Golden 
  Horde a partnership with the IDA to help make the Khan even wealthier and his children strong across a 
  hundred Worlds. In a good mood that day, the Great Khan released the team and found a dozen 
  Fringeworthy among his own people to go with the explorers back to Earth Prime.
  This and subsequent additions to the Fringeworthy, mostly ignorant peasants and warriors, has 
  lead to a diplomatic morass and the hope that education can help the Golden Horde achieve a stable 
  society in the span of a generation or two.
  Languages
  Mongolian (98%), Mandarin (45%), Yue (10%), Minnan (10%), Xiang (10%), Wu Minbei (10%)
  Names
  Male: Chuli, Qutai, Geria, Bayanai, Joodu, Solai 
  Female: Nevnai, Damdai, Galdai, Mongke, Tengra, Chidai
  Racial Edges & Hindrances
  Free Edge
  Heros from Gazar Eej start with a free Edge during character creation.
  Warriors:
  Born Fighters
  
  57
  The Golden Horde warriors are raised as fighters, and start with a Fighting d4.
  Brave
  On the whole, warriors are fairly fearless, and gain a +2 to all Fear checks.
  All for the Khan!
  The hero is loyal to the Khan and will try to bring back any new technology and other finds back 
  to Gazar Eej.
  Illiterate
  Golden Horde warriors for the most part are illiterate, and cannot read or write. 
  Skill Restriction
  Golden Horde Fringeworthy cannot start with Knowledge or Craft skills that make use of 
  technology or knowledge later than the 15th Century. 
  
  58
  Humans, Erder
  Platform: -1 Prime; Portal: 02
  World: Erde Prime
  First Contact: 2012
  Technology Level: 8
  The Erders or Heavies, as the IDET teams called them, were one of the first two races invited to 
  join the IDA. Their Earth is a colder and nearly glaciated world where the climate took a turn for the 
  colder after the second century AD. This predominantly German stock adapted and grew to become this 
  Earths most technically developed race.
  The average Erder is home oriented and driven by a strong work ethic. They stand a little under 5
  feet in height are extremely stocky in stature and mostly wear beards. Their religion is an odd blending of
  Christian and Pagan beliefs strung together with its core being basically positive towards technology and 
  continued growth. They are governed by a group of Elders.
  Only Erder males have been allowed out on the Fringepaths so far. Their chauvinistic tendencies 
  have angered some of the female Fringeworthy and amused others. The IDA considers them a heavy-
  duty asset to cooperation and development of the Fringes.
  Languages
  Deustch (90%), Anglish (60%), Slova (10%), Old Latin (40%), Old English (55%)
  Names
  Yoseff, Oakmann, Gordo, Bottcher, Yon Keiber, Tonn Ordd
  Racial Edges & Hindrances
  Brawny
  Fringeworthy from Erde are a tough bunch, and start the game with the Brawny Edge.
  Skill Restriction
  Erde Fringeworthy cannot start with Knowledge or Craft skills that make use of technology or 
  knowledge later than the early 20th Century. 
  
  59
  Humans, Norlander
  Platform: -5 Prime; Portal: 7
  World: Airthai Prime
  First Contact: 2013
  Technology Level: 5
  On this Earth Alternate, a plague of never before seen virulence cleansed the tropics and lower 
  latitudes of most humanity in the 7th Century. Due to some superstition and some common sense, the 
  virtually untouched high-northern populations stayed stable. Only after a century, did they explore the 
  southern areas of their world. The devastation there was staggering.
  By the turn of the millennium, these industrious people had begun to re-colonize the more 
  temperate regions and install their beliefs and culture to the very few survivors they found. Settling North 
  America, they pressed westward. In the East they passed the Urals and the rich farmlands of the 
  Ukraine. In 1116 A.D., Olaf the Explorer and his band stood in the crumbling glory of Rome.
  Empty lands and little politics have allowed these people room to grow. Now with printing, 
  medicine and the help of the IDA, the Norlanders have a good chance to develop a stable and 
  progressive society
  Languages
  Latin-Germanic (50%), Latin (50%), Norland Trade (50%)
  Names
  Lars, Olaf, Sven, or Orum. Often the surname is created by adding sson to the end of their father's 
  name, such as Lars Larsson, (meaning son of), or they gain an appellation of some deed or special 
  event from the persons past, such as Thorfin Skullsplitter. His son, Eric, would go by the surname "Eric 
  Thorfinsson Skullsplitter"
  Racial Edges & Hindrances
  Strong
  Norlander Fringeworthy are known to be strong, living a tougher life than Earth Prime humans, and start 
  the game with the edge Brawny.
  Skillful Fighters
  Norlanders learn at an early age how to fight and defend their territory. They start with a Fighting d4 skill 
  at character creation.
  Skill Restriction
  Norlander Fringeworthy cannot start with Knowledge or Craft skills that make use of technology 
  or knowledge later than the early 16th Century.
  
  60
  Humans, Romana Universa
  Platform: -2 Alternate; Portal: 11
  World: Romana Universa
  First Contact: 2011
  Technology Level: 15th   Century, social skills 12th   Century5
  In this alternate, Rome did not fall. A few minor twists in politics saw a succession of fair but 
  stagnant rulers who kept the empire on a status quo. One of the twists was an ex-Thracian soldier, sold 
  into slavery, became a gladiator, led the largest slave revolt ever seen, defied the old Roman Republic, 
  defeated every legion sent against him, and in the end conquered Rome and became her first emperor, 
  Spartacus Licinius Thracius
  While technology has advanced to the development of steel, the printing press, gunpowder and 
  the beginnings of the mechanical age, social science is stubbornly mired in tradition and the printed word
  of Roma.
  Slavery is still common and an emperor is on the throne, Spartacus Galenus Plinius Augustus. 
  Colonies cover the world and the only problems left are the people on the other side of that Great Asian 
  Wall. While trade is common with the East, a military presence still lines the border.
  The Warp opened in Southern England and the IDET explorers were captured by local 
  authorities. Given time, contact was made and the Pax Roma Universa formed to help the IDA and gain 
  new technologies for the empire. Facing minor rebellion in the provinces, slave revolts, waste 
  management and a mass of religious and ethnic intolerance, the IDA has its hands full.
  Languages
  Latin (High) (75%), Latin (Vulgar) (95%), Gaelic Celtic (20%), Greek (20%), Germanic (10%)
  Names
  Roman citizens use three names: The praenomen or personal name, only used by family 
  members, the nomen gentilicum or surname to indicate to which gens or family group they belonged to 
  and the cognomen or nickname which distinguished between different members of the family who had 
  the same two first names. Example names: Caius Horatius Epidianus, Tiberius Manlius Ruricius, Livilla 
  Pollia Gnaea, Sabina Viria Naissa, Secundus Treblanus Osterianus.
  Non-citizens gaining citizenship, such as discharged auxiliary soldiers, usually took the nomen of
  the current Emperor. Current names: Secundus Fulvius Licinius Philadelphus, Hostia Memmia Licinia 
  Nicia
  Officially, slaves did not have their own names but used their owner's praenomen with the suffix 
  "por" from puer, "boy" (Marcipor, Publipor, Quintipor) for male slaves and the suffix "pola" from puella, 
  "girl" (Marcipola, Publipola, Quintipola). In some quarters it is fashionable to give them Greek names, 
  often followed by the genitive form of the owner's name. A freed slave generally took his former master's 
  praenomen and nomen with his own personal name as a cognomen but some chose their own 
  praenomina.
  Racial Edges & Hindrances
  Free Edge
  
  61
  Romans start with a free Edge during character creation.
  Skill Restriction
  Roman Fringeworthy cannot start with Knowledge or Craft skills that make use of technology or 
  knowledge later than the 15th Century. 
  
  62
  Reptilian, T’Ziel
  Platform: -3 Alternate; Portal: 4
  World: Trazon
  First Contact: 2012
  Technology Level: 4
  The Trazon Portal station was a guarded religious shrine. The priests and guardians of the gate 
  were always those who made the crystals glow. While they knew of the platform, they believed it a holy 
  place and entry was forbidden except for the Emperor and his immediate family. Every day, the Emperor,
  his “wives”, and his children, cross over to the Fringe platform and leave a sacrificial offering of meat for 
  T’Mak. 
  The IDET explorers who arrived on this world, noticed the pile of rotting meat in front of the portal 
  and drove went through. While this could have spelled disaster, the IDET explorers realized the 
  significance of the shrine and were treated like gods. Breaking a commander’s orders, the team zoologist
  helped save the wounded T’Ziel Emperor, T’Baal. This was the highest honor and in time the council of 
  the wise began to understand that the Platform was a gateway to other worlds and newfound friends. 
  The T’Ziel became ‘bound’ to the IDA to serve, protect and gain honor for the T’Ziel across countless 
  worlds.
  Their religious beliefs circle around the Portal station; it was a solid, immutable artifact of the 
  great god T’Mak. T’Mak appeared to the T’Ziel long ago and watched over them, teaching them the arts 
  of metalworking and civilization. The emissaries of T’Mak would come and take the shape of the T’Ziel 
  and help guide them along. For millennia the T’Ziel and the emissaries worked together. 
  Then came the great sundering. The emissaries became demons and T’Ziel slew them all. T’Mak 
  came one more time and told them that he had to leave, but that one day, new emissaries will take the 
  place of the slain ones. And then he left. 
  And then there was a religious war over who was going to guard the temple. The current 
  emperor, T’Baal, has held his position for the past 60 years. His primary qualification for his rule is that 
  he can make the sacred crystals of T’Mak glow. These crystals are set into the temple’s entrance and are
  fiercely guarded by the priests of T’Mak. All of who can make the crystals glow. 
  The average T’Ziel is lizard-like and over 6 feet in height. The average lifespan of a T’Ziel is 48 
  years. With modern medicine, their lifespan could easily double. They have limited binocular vision, but 
  have superior peripheral vision and their eyes can operate independently of each other. Their body 
  colors range from green to black, with patterns based on where they live, such as stripes, mottled 
  patches and dots.
  Their magnificent lacquered armor bristles with blades, making them a fearsome sight. Most 
  T’Ziel feel a firearm has little honor in combat and will not use one if a blade or bow is handy. The T’Ziel 
  value honor over almost anything else. They don’t form lasting relationships with members of the 
  opposite sex, other than for the regular act of procreation. To human eyes, there is no difference between
  male and female T’Ziel. The T’Ziel sexes emit different scents, pheromones, and their acute sense of 
  smell is how they distinguish between male and female. 
  Trazon is an Alternate Geological Earth. The day is 36 hours long, and the continents are 
  radically different from those on Earth Prime. The Moon is 5% smaller, and has a 20.2 Trazon day cycle 
  
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  (30 Earth Prime days). The average temperature on Trazon is 20°C (68°F), and only the poles get below 
  0°C. 
  The T’Ziel family practices were a shock to the first IDET team to encounter them. The females 
  will lay a clutch of 3 eggs on average about a mile away from the nearest village. For the next 64 days, 
  (96 Earth Prime days), the eggs are tended by their mother. She makes sure that they are at the right 
  temperature and well protected from predators. Except for the last day. 
  On the last day of gestation, the eggs are left alone. The hatchlings must now use their superior 
  sense of smell and fighting instinct to make their way back to the village or home. Only 1 hatchling in 5 
  survives the gauntlet. 
  The IDET team were appalled by this, and tried into intercede and were not very politely told to 
  keep their snouts out of what was none of their business. 
  T’Baal is unique among the other rulers of alternate races as to have actually traveled to Earth 
  Prime and spoke to the UN in New York City. There are several T’Ziel living in Alice Springs, Australia, 
  and Death Valley, USA. 
  Physical Properties
  Size: 6’ to 7’ 4” tall. 
  Gestation: 96 days. 2-4 childchildren, 80% infant mortality
  Lifestyle: 48 years
  Languages
  T’Zienn (100%), T’Ziel (98%), Trade (40%)
  Names
  Male names: De’Keerak, Ta’Hranni, Sk’Rugss
  Female names: Su’Lurrag, Y’Vruni, Wo’Gii
  Racial Edges & Hindrances
  Strong
  T’Ziel’s are naturally stronger than humans and start with d6 Strength instead of a d4.
  Outsider
  Due to their reptilian appearance, they have a -2 to their Charisma to humans.
  Acute Sense of Smell
  The T’Ziel possess an acute sense of smell, equal to that of a bloodhound, vulture, or T-Rex. They gain a
  +24 to scent based Notice rolls, as long as there is an atmosphere to carry scents. They gain a +2 to 
  Tracking rolls. 
  Lukewarm-blooded
  T’Ziel are lukewarm-blooded creatures and like hot weather. Their preferred temperature range is 
  between 15° to 55° C (60° to 130° F). In temperatures between 15° and 7° C (60° to 32° F), they must 
  
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  make a Vigor roll or incur -1 Fatigue. Temperatures below 0°C (32°F) will force the T’Ziel to make a Vigor
  roll every 30 minutes at -1 for every 6°C (20°F) below 0°C (32°F) or receive  -1 Fatigue. When they fail 
  their third Vigor roll, they will fall unconscious and must make a Vigor roll every 30 minutes or die.
  Normal winter weather gear does not work for T’Ziel, as they do not produce enough body heat. A heated
  parka or other similar gear will protect them from cold weather. Bringing the T’Ziel into a warm 
  environment (+15°C/60°F) will stop any the effects of cold and the T’Ziel recovers Fatigue 1 point every 
  hour.
  Skill Restriction
  T’Ziel Fringeworthy cannot start with Knowledge or Craft skills that make use of technology or 
  knowledge later than the 13th Century. 
  
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  Elephantoid, Blizniz
  Platform: +5 Alternate; Portal: 7
  World: Zarbachee
  First Contact: 2012
  Technology Level: 4
  The elephantine form of the Blizniz and their strong herding culture make them an unlikely 
  combination for sentience. Their gentle ways in a World-Savanna of predators made no sense when the 
  predators avoided them like the plague. As an IDET filmed these odd and friendly creatures, the Blizniz 
  approached and presented the explorers with gifts of turnips. Not only were these creatures sentient but 
  also they were universally Fringeworthy.
  Of the millions of Blizniz that live on their world, only a few dozen of the younger have joined with 
  the IDA. Learning amazingly quickly, they have specialized in Medicine and Philosophy while adding rich 
  essays and their long oral history to mankind’s records. From humanity and other races they collect 
  literature and printing technology to create a written language for themselves.
  IDET explorers at first winced at the thought of working with Blizniz. In time a few admitted that 
  they actually liked them. In turn, the Blizniz admire humanity’s dedication to peace.
  Physical Properties
  Size: 5 foot tall, 6 foot long, 3 foot wide. 
  Gestation: 450 days. 1 child, 10% infant mortality
  Lifestyle: 85 years
  Languages
  Blizniz (98%), Philosophical Blizniz (30%), Archaic Blizniz (25%), Ancient Blizniz (05%), Old Blizniz 
  (50%)
  Names
  Obafamy, Olugbata, Oluyemi, Onithede, Owodunni
  Racial Edges & Hindrances
  Strong
  Blizniz’s are naturally stronger than humans and start with d6 Strength instead of a d4.
  Large
  Blizniz are large creatures and gain a +2 to their Toughness, but they are also easier to hit, so they are 
  also +2 to hit.
  Tough
  Blizniz large and tough and start with a d6 Vigor instead of a d4.
  
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  Calming Aura
  The early in their evolution, the Blizniz developed the ability to exude a psionic calming field around their 
  person. This aura is the size of medium burst template. Any creature with hostile intent that enters this 
  aura must make a Spirit roll or become calm, and non-violent. 
  If two or more Blizniz are close enough to have overlapping auras, the auras reinforce each other and 
  boost the calming effect. Creatures entering these reinforced auras must make a Spirit roll at -1 for each 
  Blizniz reinforcing the aura, up to a maximum of -4.
  Pacifist
  These gentle creatures are mentally incapable of attacking another sentient being, but they can defend 
  themselves and their friends. They become physically ill at the thought of initiating violence. 
  All Thumbs
  The Blizniz have a hard time using human fashioned technology and suffer a -2 to repair or use any 
  piece of human or humanoid technology.
  Bad Eyesight
  Lacking binocular vision and poor eyesight, the Blizniz suffer a -2 to Notice rolls to see anything more 
  than 5” away. This condition can be corrected with special glasses.
  Skill Restriction
  Blizniz Fringeworthy cannot start with Knowledge or Craft skills that make use of technology or 
  knowledge later than the 13th Century. Their Common Knowledge rolls are at -2 for 14th century or 
  later technology when they reach the rank of Seasoned, otherwise, they cannot make Common 
  Knowledge rolls for technological issues.
  
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  Arachnoid, Dimixi
  Platform: +4 Prime; Portal: 3
  World: Mat’Demka Prime
  First Contact: 2012
  Technology Level: 9
  Mankind’s third ally on the Fringepaths was found on Prime Platform +4. These creatures are 
  descended from a large spider-like ancestor. Having an even lower incidence of Fringeworthy in their 
  population than humans, (1 in 500,000), Earth’s spider-like ally was eager for peaceful contact and a 
  sharing of any technology to supplement their dying world. Dimixi are even closer to humans in 
  personality than Slargs. With the same social, political and family structure as humanity, they mirror 
  mankind’s progress and development.
  Dimixi come in two racial types and a variety of ethnic colors. Surprisingly, this species has 
  antennae that have no other function other than the fact that they move when the Dimixi talks or feels 
  intense emotion, and as a form of sexual attraction. Size and the shape of the antennae’s lobes, 
  coloration, patterns all add to the attractiveness of an individual. They have 8 limbs: The first two are 
  their fine manipulating limbs, ending in intricate 4 digit manipulating claws. The second set of limbs are 
  used as gross manipulating limbs and walking limbs. The last four limbs are strictly walking limbs. They 
  can assume a “centaur” pose, freeing up their second set of limbs and attain their maximum height.
  Dimixi breathe through spiracles through their sides into a unique set of flow-through lungs. The 
  “exhaust” spiracles have sphincters that can be vibrated by the expelled air and let’s the Dimixi to make a
  series of sounds. Because of their flow-through lungs, and that they do not possess vocal cords, the 
  Dimixi voice is a wheezing buzz to human ears. 
  Many of the larger species of Arachnoid on Mat’Demka have this same lungstructure. Smaller 
  forms of crustaceans have more primitive versions of this lung system. All forms of higher life on 
  Mat’Demka are invertebrates, all descended from ancient crustaceans, some of amazing sizes. The 
  largest known form of life on this world is the great Do’Matku. It is a giant crustacean, some 15’ long, 8’ 
  tall, and 6’ wide armed with great pincers. It is a herbivore, and due to its full grown size, fairly immune to
  the veldt Sto’Soka, Sto’Kiuko and other predators. 
  All creatures on Mat’Demka molt and shed their old exoskeleton for a new one. For a full-grown 
  Dimixi, the molting process takes a full day and the Dimixi can do nothing other than talk. During this 
  time, the Dimixi are incredibly vulnerable, as their new exoskeleton has yet to full harden. Dimixi molt 
  once a year, typically in the fall.
  Dimixi come in two physically different races, one that specializes in hunting or and one that 
  specializes in spinning as a way of life. Hunters have become economic specialists and authority figures 
  and Spinners have become the Dimixi thinkers and technicians. Hunters are taller and thinner than 
  Spinners, and have a smaller abdomen. The two different races can interbreed and produce viable 
  offspring of either type.
  Spinners can produce thick webs from their spinnerets, up to 15 mm (0.57”) in thickness, and it 
  only stays “sticky” long enough to be incorporated into a structural web. The thinnest they are can make 
  their webs is 5 mm (0.19”).
  Hunters can produce two kinds of web: sticky, capture web, and thin “tripwire” web. In the pre-
  industrial age, Hunters would go out and lay several tripwire webs and then weave a capture 4’ wide 
  
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  capture net. When a suitable prey animal trips the tripwire web, the Hunter would run quickly along the 
  web and throw the capture web onto the prey, entangling them. 
  Dimixi form long-term relationships and have large extended families. A female Dimixi lays up to 6
  eggs in a clutch in a web-lined cocoon. The first children to hatch will kill and eat those that didn’t hatch 
  in time. The survivors then make their way out of the cocoon and start the process of growing. Because 
  of the short gestation period, Dimixi are now facing a population explosion situation.
  Dimixi construction techniques may revolutionize high-rise construction on Earth Prime and other 
  IDA worlds. They have heavily industrialized their world. In fact, they have come to realize that they have 
  nearly passed a point of no return when it comes to their environment. They are now desperate for new, 
  greener technology and energy sources to replace the polluting sources that they are using now. 
  Physical Properties
  Size: Spinners: 4’ 7” tall, 6’ 9” long, 3’ 5” wide; Hunters: 4’ 9” tall, 7’ long, 2’ 8” wide
  Gestation: 86 days, 2-6 offspring, 50% infant mortality
  Lifespan: 38 years
  Languages
  Barjiel (95%), Stejiel (95%), Technical Stejiel (45%), Akiel (95%)
  Names
  Taka-Gaa Mil’Deh, Sko-Ghe Mil’Taka, N’Aqra-Tae Mat’Taka - The names listed are a Father, son 
  and daughter.
  Racial Edges & Hindrances
  Agile
  Dimixi start with a d6 in their Agility attribute.
  Natural Born Climbers
  Dimixi are all, natural born climbers and start with the Climbing skill at d4. 
  Carapace
  Dimixi have a +1 to their Toughness due to their exoskeleton armor. However, any damage done to the 
  exoskeleton will not heal until the next exoskeleton is formed and the old exoskeleton shed during 
  molting. For two hours after they shed their old exoskeleton, their new exoskeleton is soft and pliable and
  inf fact allows the Dimixi to grow in size by a few millimeters. During this time, they lose their +1 to 
  toughness until they exoskeleton hardens. Young Dimixi shed as much as once a week as they grow.
  Blunt damage from an object, such as a club or a sledgehammer, will crack the carapace and carapace 
  cannot heal this damage. This only happens if the character takes a wound from combat. If the wound is 
  soaked, no damage is done to the carapace.
  Internally, the wound effects will be healed, but the Dimixi will be prone to various diseases and fatigue 
  quicker because the exoskeleton no longer has secure muscle attachments. A Dimixi with a damaged 
  exoskeleton has a -1 to all Fatigue and Vigor rolls until their next molt.
  
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  Large
  Dimixi are large creatures and gain a +1 to their Toughness. They are also easier to hit, so they are +1 to
  hit. 
  Web spinning
  Dimixi can spin webs from the spinnerets on the tip of their abdomen. 
  Spinner Dimixi can spin up to 20” of thick super strong 15mm web, or 60” of thin strong 5mm web. When 
  they do this in a single spinning session, the Spinner gains a point of fatigue, and has to eat and rest to 
  recover. Super strong web has a Toughness of 15, while strong web has a toughness of 12. It takes a 
  round to make 1” of web of either type.
  Hunter Dimixi can spin up to 20” of 5mm strong web, or 100” of tripwire web. Hunter strong web can be 
  spun with extra adhesive and stays sticky for up to four hours before it dries out. Hunters would weave a 
  capture web the size of a small burst template and throw that web up to 4” to snare a prey. The capture 
  web is always attached to a length of non-sticky strong web for retrieval of the prey.
  Tripwire web is very strong and very thin thread-like webbing that is used for hunting. Typically, a Hunter 
  would weave a ground web of tripwire threads about 10” in diameter. They can make a Notice roll to 
  determine if the prey is of sufficient size. This can give them the drop on the prey if they get a raise on 
  their Notice roll. Like Spinners, if the Hunter Dimixi spin a full length of web of either type, they gain a 
  point of fatigue. 
  Because of the thread like nature of their tripwire web, many Hunters learned to weave cloth from their 
  webs, which they later used to make clothing, coverings, and other fabric items. Sufficient layers of 
  tripwire cloth can give a +2 Toughness against projectile weapons. However, it is very flammable and 
  cutting or blunt weapons ignore this toughness. 
  Both races can use their strong web for rappelling down the side of structures. They produce sufficient 
  web to reach the ground and then attach and climb down the web. They receive a +2 to their climbing roll
  when they use their web. 
  Poor Touch
  Because of their carapace, Dimixi have a poorer sense of touch. They are -2 to any touch based Notice 
  rolls. 
  Scary Appearance
  Dimixi have a -2 Charisma with all non-Arachnoid based sentients. They also cause a Fright check when 
  first encountered by individuals that have never met a Dimixi before.
  Skill Availability
  Dimixi have the following new Knowledge and Craft skill focuses available for technology unique
  to their world:
  
  Web Weaving
  
  Web Construction
  
  Tension Structures (Building structures that use tension as a structural element.)
  
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  HINDRANCES
  All the standard Savage Worlds Hindrances are appropriate for use in Fringeworthy. Additionally, 
  a hero can take several new Hindrances when you create your character. After all, nobody is perfect.
  Cruel (Minor)
  Your hero has a cruel streak running through him. He takes delight in the suffering of others and 
  to cause suffering in others. As a child, he took delight in pulling the wings off of insects and teasing 
  other children. He has a -2 Charisma with those people who are aware of his cruelty unless he makes a 
  Persuasion roll and convinces them that he's changed.
  Fringe Vertigo (Major)
  Fringespace is not on good terms with your sense of balance or your sense of wellbeing. All 
  Agility trait tests are at -2 on the Fringepaths or near the edge of a platform. If you are forced to the edge 
  of a platform or Fringepath, you immediately take a d8 fright check against Spirit. If you fail the check, 
  you suffer from minor panic attack, become Shaken, and then fall to the ground paralyzed with fear. You 
  must make a Spirit trait test to recover from the panic attack. You do not become jaded from repeated 
  exposures. Some pocketstops, such as the 0,2 Junkyard pocketstop, will force a one time check when 
  you first enter them.
  Transit Vertigo (Minor/Major)
  For the minor version of this hindrance, you become shaken when you pass through a Ring 
  station, a transit portal or a warp. 
  For the major version of this hindrance, you must make an immediate Vigor roll or become ill from
  the transition for d12 minutes, basically you are shaken. If you roll a one on the Vigor die, you not only 
  become ill, you suffer a point of Fatigue.
  Xenophobic (Minor/Major)
  While the character has no problem with dealing with other people from his homeworld, when it 
  comes to aliens and other “cousin” races, like Neanderthals, that’s another thing. The character has an 
  intense dislike of these alternate races. The character finds dealing with aliens to be an unpleasant task, 
  and he has an intense dislike of being in the presence of other alien races. When dealing with alien 
  races, the character suffers a -2 to Charisma for the Minor version, and a -4 to Charisma for the Major 
  version.
  If the character openly voices his beliefs and hatred of other races he can then face ostracism or 
  open conflict.
  EDGES
  Background Edges
  Actor
  Requirements: Novice, Spirit d6
  You are a natural entertainer. You thrill the audience and make strong men weep. You gain a +2 
  to all Performance skills and to the Persuasion skill when you perform on stage, impersonate someone, 
  or take on a role.
  
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  Fringeworthy
  Requirements: Novice, Free to Player Characters.
  All player characters start out with Fringeworthy as a free edge. For more information, see 
  “Arcane Power (Fringeworthy)” for more information.
  Handy Man
  Requirements: Novice, Smarts d6
  When it comes to working with your hands, you're second to none. You can make just about any 
  object or device, given the right resources and sufficient time. You gain a +2 to the Repair skill and to all 
  craft or construction based Knowledge Craft skills.
  Combat Edges
  Combat Driver
  Requirements: Seasoned, Agility d8, Driving d6
  You are Hell on wheels when it comes to driving while in combat. You can make your vehicle 
  dodge and dance around adversaries. During a chase, you get to add a +2 to your Driving skill roll. In 
  combat, if you make a successful Drive roll, your vehicle is -1 against all ranged combat rolls. On a raise,
  the vehicle is -2 against all ranged combat rolls. This use of this edge takes an action.
  Combat Veteran
  Requirements: Seasoned, Spirit d6
  War is Hell, and so is the 2AM shift in ER in Chicago, as is working Homicide as cop or as a CSI 
  with a bug fetish. You've seen things that would make other run away gibbering. You don't take it in 
  stride, but you can keep your lunch down and deal with what's left of your buddy. You gain a +2 to your 
  Spirit rolls during combat situations or post combat areas (such as finding corpses after a battle) as well 
  as dealing with emergency situations. While you're immune to gore, other types of horrors still can affect 
  you.
  Martial Arts
  Requirements: Novice, Agilty d8, Fighting d8
  This edge can only be taken once. The martial artist is skilled in one of the many kinds of martial 
  arts. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule. 
  With a successful unarmed attack, he adds +d4 to his Strength damage roll (as if he were using a small 
  weapon).
  Opponents without the Martial Edge do not gain the Gang Up bonus when fighting the Hero.
  The martial artist must take one of the following bonus abilities:
  
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  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout blow. 
  The opponent must make a Vigor roll or fall unconscious, otherwise, they are shaken, and 
  they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get 
  a +2 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll at -2 to block the weapon. Only applies to melee 
  combat or to attacks by arrows.
  Martial Arts, Improved
  Requirements: Veteran, Martial Arts, Fighting d10
  The character now adds +d6 to his barehanded damage.
  Additionally, the special abilities are modified as follows:
  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout blow. 
  The opponent must make a Vigor roll at -2 or fall unconscious, otherwise, they are shaken, 
  and they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get 
  a +4 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll with no penalty to block the weapon. Only applies to 
  melee combat or to attacks by arrows and spears.
  Martial Arts Master
  Requirements: Legendary, Improved Martial Arts, Agility d10, Fighting d12
  The character now adds +d8 to his barehanded damage.
  The martial artist gains the following benefits for their special ability:
  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout blow. 
  The opponent must make a Vigor roll at -4 or fall unconscious, otherwise, they are shaken, 
  and they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get 
  a +6 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll at +2 to block the weapon. Only applies to melee 
  combat or to attacks by arrows and spears.
  Professional Edges
  Doctor
  Requirements: Seasoned, Intern, Healing d8, Smarts d8
  You are a medical doctor and you are trained in healing and caring for the sick and injured. You 
  get a +2 to your Healing skill rolls. Up to 8 other individuals in a group can gain a +2 to their natural 
  healing rolls when you travel with them.
  
  73
  Fringe Diplomat
  Requirements: Veteran, Charismatic, Spirit d8, Intimidation d8, Persuasion d8, Streetwise d8
  The Fringe Diplomat edge allows the hero to withstand the sometimes-offensive nature of alien 
  cultures. He is able to eat living creatures and suck down grotesque substances without gagging or 
  making offensive gestures. He is immune to the shock of being in the presence of other sentients with 
  naturally terrifying forms (like the Dimixi) and is even able to make close physical contact with these 
  beings. This ability only applies to other sentients. You get a +2 to any fear checks when encountering a 
  intelligent species not of your own species. 
  The Fringe Diplomat has to be part cowboy to keep up with the unbelievable level of intricacy that
  alien races bring to the table. He must be able to switch protocols on a dime in order to appease customs
  that appear counter intuitive or against all rational belief systems. He has to be able to shake the hand of
  a known tyrant and work deals that the devil would shy away from in order to complete the mission and 
  bring everyone home alive. The Fringe Diplomat is not always required, but when he is, there is no 
  substitute. The Fringe Diplomat can make a Common Knowledge roll for an alien culture at no penalty to 
  understand etiquette and cultural mores. 
  Fringe Explorer
  Requirements: Veteran, Smarts d8, Notice d8, Streetwise d8, Survival d8, Explorer 
  The Fringe Explorer is a special type of explorer. She’s part woodsman and part city rat, the 
  Fringe Explorer knows what it takes to survive. She is trained to use the same principles used by the 
  U.S. Marines; improvise, adapt and overcome. The Fringe Explorer's main purpose is to get the team to 
  the mission and to get them home in one piece. She is trained to acquire whatever the team needs; be 
  that food, water, guns, or petrol. No team is complete without their Fringe Explorer. They gain a +42 to 
  Notice, Streetwise and Survival skills. Additionally, they can make a common knowledge roll against a 
  foreign culture after living in that culture for 1 week.
  The Fringe Explorer edge allows the hero once per encounter or scene to scrounge whatever 
  equipment, supplies, or transportation needed for a given situation. They can only scrounge for one item,
  though the item can be a collection, such as a toolbox full of tools. Generally, this item will not be brand 
  new or in the best of condition, but will suffice in a pinch. 
  To use this ability, the Fringe Explorer has to make a Streetwise roll. On a normal success, they 
  find an item of average quality. On a raise, the hero finds an item of good or better quality. Rolling a 1 on 
  the primary die results in a critical failure that can put the Fringe Explorer into danger, as she is caught 
  “scrounging” for the item by the item’s owner.
  IDET Explorer
  Requirements: Novice, Smarts d6, Survival d6, Notice d6, Streetwise d6
  The hero has received training unique to interdimensional explorersUNIDA requirements for IDET
  Explorers. They have learned to live anywhere and survive. The hero receives a +2 to Survival, Notice, 
  and Streetwise skills, and can make a common knowledge roll against a foreign culture after living in that
  culture for 2 weeks. 
  Intern
  Requirements: Novice, Healing d6, Smarts d6
  
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  You are training to become a doctor and you have some medical training. You get a +1 to your 
  Healing skill rolls. Up to five other individuals in a group can gain a +1 to their natural healing rolls when 
  you travel with them.
  Master Crafter
  Requirements: Veteran, Smarts d10, Handy Man
  You are a master at creating, building, and crafting objects or devices given enough time. You 
  gain a +4 to the Repair skill and to all craft or construction based Knowledge skills.
  Thespian
  Requirements: Veteran, Spirit d10, Actor
  You are a master at performing any role. You can emote with the best of them. You thrill the 
  audience and make strong men weep. You gain a +4 to the Persuasion skill when you perform on stage, 
  impersonate someone, or take on a role.
  Power Edges
  New Power
  Requirements: Novice, Arcane Background or Fringeworthy
  An arcane or Fringeworthy character may learn a new power or Crystal Key power by taking this 
  Edge. He can take this edge multiple times, and he can choose from any of the powers that are normally 
  available to his Arcane Background or from the Crystal Key Powers list.
  Power Points
  Power Points are not used in Fringeworthy. See Using Arcane Powers.
  Social Edges
  Fanatic
  Requirements: Novice, Spirit d6
  You are true believer in a cause, religion, or other belief, and nothing will sway you from this 
  belief. Attempts to persuade you are at -2, and you get a +2 to resist Intimidation attempts that force you 
  to act against your beliefs. You have a -2 to your Charisma if others know that you are a fanatic to a 
  belief system. You are quite willing to die for your beliefs.
  Weird Edges
  Fringeborn
  Requirements: Novice, the “Established Years” or “New Commonwealth” campaign types
  You inherited your mother’s Fringeworthy abilities and were raised to be a Fringe explorer. You 
  spent a good portion of your childhood on worlds other than that of your birth. Because of this you are 
  familiar with the local Fringe races near Earth Prime. You can make a common knowledge roll for any of 
  the player Fringe races worlds and cultures in this book at no penalty.
  
  75
  Because of your training, you get a +2 for any Fringe-related Knowledge checks.
  Fringe Attuned
  Requirement: Veteran, Notice d6, Fringeworthy
  You seem to have a 'sixth sense' when travelling the Fringepaths, and pick up on subtle clues 
  others miss. Even when there seemingly are no clues, you can generally trust your hunches. When 
  you're on the Fringepaths or platforms, you gain a +2 Notice bonus.
  Fringe Sensitivity 
  Requirements: Veteran, Fringe Attuned, Notice d8
  The hero has formed some sort of connection with the fringe system. He is able to detect fringe 
  portals and warps without the need of a crystal. He can make a Notice roll to detect a nearby portal or 
  warp. On a success, he can detect a portal within 10". On a raise, the range increases to a 100".
  Also, the hero has an uncanny knack for finding his way around the fringe system. Whenever he 
  steps onto a platform he may make Notice roll to determine how many platforms positive or negative he 
  is from his home platform. On a normal success, he knows how far he is from his from his home portal 
  within 2d10 platforms. On a raise, he knows how far away he is within d10 portals. On a second raise, he
  knows exactly far away he is. If he fails his roll, he is unsure of how far away he is. On a 1 on the primary
  die, he thinks that his home platform is in the opposite direction.
  Fringe Tech Savant 
  Requirements: Veteran, Smarts d8, Repair d8
  The hero has an uncanny ability to figure out how to use alien technology that is found on the 
  Fringepaths. He gets a +2 to a Smarts roll to figure out how to use or what the purpose is for single alien 
  device.
  Mellor Hunter 
  Requirements: Veteran, Hero has previous Mellor encounter, Vigor d8
  The hero has had a previous encounter with a Mellor and either has suffered a lifeforce leech or a
  memory leech by the Mellor. Fortunately or unfortunately, the Mellor unwittingly left a piece of its genetic 
  matter in the hero, allowing him to detect a Mellor in disguise after spending a day in close contact with 
  the disguised Mellor. After a day, the hero can make a Notice roll at -2 to detect that the person he's been
  drinking beers with is in fact a Mellor. On a raise he knows what kind of Mellor he's dealing with.
  Improved Mellor Hunter
  Requirements: Legendary, Mellor Hunter, Vigor d12
  The same as Mellor Hunter, except that the hero does not suffer a -2 to his notice roll.
  ARCANE POWERS
  Using Arcane Powers
  In Fringeworthy, arcane powers, such as Psionics or Crystal Key Powers, do not use power 
  points. Instead, they take a penalty equal to half the Power Point cost for the power, rounded down, and 
  
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  then they make the arcane power roll. For example, using the Charm power, which costs 2 Power Points,
  is an arcane power roll at -1. 
  Once cast, check the results below:
  
  Success: The power activates as usual.
  
  Raise: A raise on the roll grants any additional bonuses to the power stated in its description. 
  Armor, for example, grants a +4 bonus to Toughness with a raise.
  
  Failure: All currently maintained powers are cancelled and the caster is Shaken.
  Backlash 
  Channeling psionic or Crystal Key energy comes with certain risks. If a caster rolls a 1 on the arcane skill 
  die when using one of his powers it automatically fails and he suffers 2d6 of psychic damage, and loses Fatigue. In 
  addition, the following effects occur when a 1 is rolled on both the arcane skill die and the wild die, that is, on a 
  critical failure of a Psionic or Crystal Key power:
  Psionics: No extra effects are experienced. 
  Crystal Key Powers: Use the above Backlash rules, and the crystal key drops one level and changes 
  color appropriately. For example, a type 4 crystal key suffers backlash and drops to a type 3 crystal key and changes
  from brown to pale green in color. Once a key reaches the lowest type, 1, gray in color, it cannot drop any lower 
  and is unaffected by a backlash.
  Maintaining Powers
  Characters Heroes can maintain powers for the stated duration, but each power maintained 
  inflicts a –1 to cast any new powers. Each power has a penalty for maintaining it for the stated extra 
  duration. For example, to keep Empathy going after the first three rounds, the Psionicist must make a 
  their Psionics roll at -1 to have the power last 5 more minutes. This does not count as an action on the 
  part of the caster. 
  Interrupting Powers
  If a character with an activated power is Shaken or suffers a wound or Fatigue level, he must 
  make a Smarts roll to maintain all his currently activated powers, at a -1 for each active power. If the roll 
  is failed, all powers are instantly dropped. Wound and Fatigue penalties apply to this roll. Powers 
  automatically shut down if the caster sleeps or is rendered unconscious.
  Arcane Power (Psionics)
  Arcane Skill: Psionics (Smarts)
  Starting Powers: 3
  Until it was discovered that Wei Lei and the maternal line of her family possessed bona fide 
  psionic powers, the claims of psychic powers was the realm of charlatans and con men. But when a real 
  live telepath, in the form of a small Asian woman, Wei Lei’s mother, was able to pass multiple double-
  blind tests, many a skeptic had to admit that psionic powers were real. 
  With willing subjects to test, it was discovered that the great majority of mankind and primates 
  possessed some form of psi abilities. For the vast majority, empathy was most common psi ability, but 
  not at a conscious level. It was one of the first mutations that lead to man and other great apes. Humans,
  chimpanzees, gorillas, orangutans, even lemurs, all operate in a form of an unconscious “morphic field” 
  of empathy. This morphic field is what led to social behavior and community among all primates. 
  Sociopaths lack this empathic gene and are not part of the morphic field. 
  
  77
  The tests determined that psi powers operate through the electromagnetic spectrum, and that 
  Faraday cages, powerful magnets and tinfoil hats could block the use of telepathy and empathy. This 
  explains why testing mind readers failed in a testing environment: All the ambient electromagnetic fields 
  in a lab pretty much block ordinary telepaths.
  However, Wei Lei, her mother, and all her maternal aunts and cousins, were not ordinary 
  telepaths. They had honed and bred their psi abilities to a point such that the weak electromagnetic fields
  in a lab don’t block them. However, a MRI or Faraday cage will block their abilities. Tinfoil hats, not so 
  much. Wrapping your entire body in tinfoil or a flexible Faraday mesh would work, but only if it was 
  grounded.
  One of the side discoveries that came from this research was that skeptics, like James Randi, 
  were found to be fairly strong empaths. However, since they were never trained to use their power 
  directly, they were only able to use it subconsciously. Many were expert “cold readers” and never knew 
  that their empathic powers were assisting them in their cold reads of people. It was also discovered that 
  many famous “Psychics”, such as Uri Geller, were still frauds and charlatans.
  Research is still ongoing into how telekinesis in various forms functions through the 
  electromagnetic field, as well as research into artificial telepathy devices.
  Arcane Power (Fringeworthy)
  Arcane Skill: Crystal Key Use
  Starting Powers: 2: Locate Portal & Find Fringeworthy
  Your character was born Fringeworthy. He has the rare ability to use the Tehrmelern portals that 
  lead to the Fringepaths. All player characters get this arcane power for free. It can also be granted to an 
  existing player character or NPC through other means.
  This grants you a connection to the crystal keys that the Tehrmelern created to control the portals.
  Through this connection, you can now call on different crystal key powers and perform various actions. 
  By default, Fringeworthy are granted the arcane skill, Crystal Key Use at d4, as well as two crystal key 
  powers: Locate Portal and Find Fringeworthy. You gain more crystal key powers by taking the edge New 
  Power when the character gains a raise. 
  You can only use a single Tehrmelern crystal and command one crystal power at a time. Crystals 
  are rated from 1-11. Types 8 to 11 have a defensive power. Types 9-11 have an offensive power. All 
  crystals act as key at varying security levels for the portals and other Tehrmelern technology. (See 
  Crystal Keys for more information.)
  The first Crystal Key power that was discovered was the Find Fringeworthy power. Captain Oates
  had written about this ability in his journal:
  …and I felt a force or some feeling more akin to “that way” when I invoked the crystal. 
  Schmert had told me to picture the crystal as a compass in my mind, a compass that did not point
  North, but to those that had the gift that I had. The crystal dimmed and glowed redly in my 
  outstretched hand, I felt compelled to turn towards my furry companion. When I faced Schmert, I 
  felt a distinct kinship with him, beyond that of one who had saved my live and provided me with 
  succor.
  “That my dear friend, 
  Is how it always ends. 
  You seek one with the gift, 
  And the crystal finds one in a jiff. 
  
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  They are your brother, your kin. 
  Despite outward appearance or furry skin.”
  It must be noted that Captain Oates started with a type 5 Crystal Key, and must have suffered 
  several disastrous backlash events, because when his body was found, the key was gray in color, a type 
  1. 
  New powers besides the two already known, Find Fringeworthy and Locate Portal, will have to be
  discovered or revealed by Sayuri. A player character can try to “discover” a new power simply by trying to
  use it. This attempt is at an additional -2, and they must have the appropriate crystal key for that power. If
  successful, the player character has “unlocked” that power for the rest of the characters. The unlockery 
  automatically gain that power at no cost. Everyone else will have to use an advance to buy the new 
  power.
  PSI POWERS
  Fringeworthy introduces new Psi powers that can be used by your character, and includes 
  existing powers that are only associated with the Psionics abilityArcane Background. These descriptions 
  only include the casting penalty and not the Power Point cost as well as the casting penalty. Psi powers 
  also list prerequisite powers that have to taken first, before you take a power that is derived from that 
  base power. For example, you have to take Telepathy first before you take Mind Reading.
  Armor
  Rank: Novice
  Prerequisite: Deflection
  Casting Penalty: -1
  Range: Touch
  Duration: 3 (1/round)
  Trappings: A quick gesture, concentration.
  Armor creates a field of telekinetic protection around a character effectively giving the target Armor. 
  Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
  Beast Friend
  Rank: Novice
  Prerequisite: Empathy
  Casting Penalty: Special
  Range: Smarts x 100 yards
  Duration: 10 minutes
  Trappings: The mage concentrates and gestures with his hands.
  This Psi power allows a psionic to communicate with and guide the actions of nature’s beasts. It works 
  only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or 
  otherwise “unnatural” animals. It does not work on Mellor in any form.
  The target must be within the psionic’s range.
  The cost to control a creature depends on its Size. The base cost is a -2 casting penalty, plus its Size for 
  creatures with a Size greater than 0. A great white shark (Size +4) has a -6 casting penalty (base of -2 + 
  -4=-6). A roc (Size +8) has a -10 casting penalty to control. Swarms may also be controlled. Small 
  swarms are -2, Mediums are -3, and Large are -4 casting penalty. Thus a single rat has a -2 casting 
  penalty to control, as does a small swarm of the creatures.
  
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  Blast
  Rank: Seasoned
  Prerequisite: Burst
  Power Points: 2, 4, or 6
  Casting Penalty: -1, -2, or -3
  Range: 24/48/96
  Duration: Instant
  Trappings: Telekinetic waves of force.
  Blast is an area effect power that can put down many opponents at once. The caster first picks where he 
  wants to center the blast, and then makes the appropriate skill roll. Normal ranged attack modifiers apply.
  The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched 
  projectile. 
  Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
  Additional Effects: For a -2 casting penalty, the blast does 3d6 damage, or the size is increased to a 
  Large Burst Template. For a -3 casting penalty, it does both.
  Blind
  Rank: Novice
  Prerequisite: Telekinesis
  Casting Penalty: -1, -2, or -3
  Range: 12/24/48
  Duration: Instant
  Trappings: Telekinetic poking of the eyes.
  This power temporarily blinds a single target or targets. Those affected must make an Agility roll at –2 to 
  avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims
  are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of 
  the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –
  6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
  Additional Effects: For a -2 casting penalty, the power affects everyone in a Medium Burst Template. 
  For a -3 casting penalty, it affects everyone in a Large Burst Template.
  Bolt
  Rank: Novice
  Prerequisite: Telekinesis
  Casting Penalty: -1 per missile
  Range: 12/24/48
  Duration: Instant
  Trappings: Pure telekinetic force. 
  Bolt is a standard attack power of TKs. The damage of the bolt is 2d6.
  Additional Bolts: The character may cast up to 3 bolts by suffering an additional -1 casting penalty per 
  bolt. The bolts may be spread among targets as the character chooses. This is rolled just like fully-
  automatic weapons fire but without the full-auto penalty—the character rolls a psionics die for each bolt 
  and compares each to the Target Number separately. If the psionicist is a Wild Card, he also rolls a 
  single Wild Die, which may replace any of the casting dice.
  
  80
  Additional Damage: The psionicist may instead cast a single 3d6 bolt for a -2 casting penalty. He may 
  not cast multiple bolts when using this ability.
  Burst
  Rank: Novice
  Prerequisite: Bolt
  Casting Penalty: -1 
  Range: Cone Template
  Duration: Instant
  Trappings: Pure telekinetic energy.
  Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
  When successfully cast, place the thin end of the Cone Template at the character’s front. Targets within 
  the template may make Agility rolls versus the caster’s arcane skill roll to avoid the burst. Those who fail 
  suffer 2d10 damage. This counts as a Heavy Weapon.
  Confusion
  Rank: Novice
  Prerequisite: Empathy
  Casting Penalty: -1
  Range: Smarts x2
  Duration: Instant
  Trappings: Confused emotions, confusing speech.
  Confusion causes weak-minded individuals to become mentally confused and distracted. On a success, 
  a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
  Additional Targets: The character may affect up to five targets by spending a like amount of 
  additional Power Points or suffering an additional -1 casting penalty per extra target.
  Charm
  Rank: Novice
  Prerequisite: Empathy or Telepathy
  Casting Penalty: -1
  Range: Smarts
  Duration: 5 minutes (-1/2 minutes)
  Trappings: A smoldering gaze, pheromones
  This power allows the Psi read the emotions or thoughts of the target and gain the trust of the 
  target. If appropriate, the target may develop a romantic interest in the Psi. On a successful casting of 
  this power, the target attitude is raised one level of the Reaction Table. On a raise, the target’s attitude is 
  raised two levels. For example, a normal success will increase an Uncooperative attitude to Neutral, and 
  on a raise, increase it to Friendly.
  Once Charm wears off, the target's reaction depends on the Psi’s actions. If the Psi persuaded 
  the target to do something they would not normally do, or took advantage of them in some way, they are 
  likely to realize that something odd has happened on a successful Smarts roll. If the Psi was subtle and 
  did not take unusual advantage of the target, they may never realize they have been Charmed.
  If the Psi rolls a 1 on their Psi die, regardless of the wild die, the target instead reacts negatively 
  towards the Psi, and the Psi takes a -4 penalty on Persuasion rolls to affect that target.
  
  81
  Deflection
  Rank: Novice
  Prerequisite: Telekinesis
  Casting Penalty: -1
  Range: Touch
  Duration: 3 (-1/round)
  Trappings: Telekinetic field that deflects the missile.
  Deflection powers works by the telekinetic field surrounding the caster, deflecting attacks off. The 
  end result is to misdirect incoming melee and missile attacks from the user.
  With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack 
  rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect 
  weapons.
  Disguise
  Rank: Seasoned
  Prerequisite: Telepathy
  Casting Penalty: -2 to -3
  Range: Touch
  Duration: 10 minutes (1/10 minutes)
  Trappings: Illusionary appearance.
  Disguise allows the character to psychically assume the appearance (but none of the abilities) of 
  another person. The base casting penalty -2, plus a -1 penalty per level of Size difference between the 
  character and the person she is impersonating. The character cannot emulate someone more than 2 
  Size levels different from themselves. 
  This is a psychic disguise, the character using it does not, in fact, change their shape or size. 
  Instead, she is mentally altering her appearance in the minds of to everyone around her. As such, this 
  does not fool cameras, sensors, and, most importantly, Constructs. robotsRobots, golems, and especially
  the undead, can see the character just as she normally appears. 
  It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific 
  person being mimicked; the penalty increases to –4 with a raise. If the person is unfamiliar with the 
  mimicked individual, the penalties are –4 and –6 respectively.
  Empathy
  Rank: Novice
  Prerequisite: None
  Casting Penalty: -2
  Range: Smarts
  Duration: 10 minutes (-2/5 minutes)
  Trappings: Concentration.
  Empathy is the ability to read surface emotions. With a successful Psionics skill roll, the caster 
  learns the emotional state of one person within range. For as long as the Psi keeps this power running, 
  the Psi gains a +2 Charisma when dealing with that person, as she can follow the emotional state of the 
  person's mind. On a raise, the Psi gains a +4 Charisma bonus.
  
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  Fear
  Rank: Novice
  Prerequisite: Empathy
  Casting Penalty: -1
  Range: Smarts x 2
  Duration: Instant
  Trappings: Gestures, eldritch energy, cold chills.
  This power causes the target overwhelming dread and horror. The area of effect is the Large Burst 
  Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. 
  Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
  Fly
  Rank: Veteran
  Prerequisite: Telekinesis
  Casting Penalty: -2 or -3
  Range: Touch
  Duration: 3 (-1/round)
  Trappings: Telekinetic lifting by your bootstraps.
  Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by 
  spending twice the number of Power Points. Carrying another person is an additional -2 or -3 casting 
  penalty. In addition, the character has a load limit equal to 5 times their Smarts. Every multiple of their 
  load limit incurs an additional -1 casting penalty.
  Greater Healing
  Rank: Veteran
  Prerequisite: Healing
  Casting Penalty: -5 or -10
  Range: Touch
  Duration: Instant
  Trappings: Laying on hands, taking on the wounds of the target.
  Greater healing restores wounds more than one hour old. This use of the power requires Psionic 
  skill roll at -5 and otherwise works exactly like the healing power. It can also be used to neutralize any 
  poison, disease, or sickness. The effects of these maladies will temporarily affect the caster for one 
  round.
  Greater healing can also heal Permanent Crippling Injuries. This requires a Psionic skill roll at –
  10 and 1d6 hours of time. Only one casting is permitted per injury — if it fails, the injury really is 
  permanent. Additionally, tThe caster will temporarily takes on the crippling injury for 1d4 rounds. Limbs 
  will wither, aches and pains from the injuries will propagate to the caster. 
  Additionally, if a limb is regrown, the target will be incredibly hungry, as their body has consumed 
  enough resources to grow a complete limb back. This isn reduced somewhat if the character has the 
  Obese hindrance. Then their body burned fat first before using other resources. They are now visibly 
  thinner, but this will only last until their next couple of meals and they will be back to their normal weight.
  Havoc
  Rank: Seasoned
  Prerequisite: Burst
  
  83
  Casting Penalty: -1 or -2
  Range: Smarts x 2
  Duration: Instant
  Trappings: Whirlwind, repulsion field.
  While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets 
  are thrown in every direction.
  With a success, the caster places a Medium Burst Template anywhere within range. Any 
  character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target 
  that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and 
  becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may 
  subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an
  additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground:
  d
  6
  Result
  1
   – 2
  Moved to the ground
  3
   – 4
  Stays level
  5
   – 6
  Is moved away from the
  ground
  Additional Effects: For double the casting penalty, -4, Havoc affects a Large Burst Template.
  Healing
  Rank: Novice
  Prerequisite: Empathy
  Casting Penalty: -2
  Range: Touch
  Duration: Instant
  Trappings: Laying on hands, taking on the wounds of the target.
  Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has
  no effect on wounds more than one hour old. Also, since this is empathic healing, the healer takes on the
  wounds and injuries that the person they are healing possesses. If the healer takes 3 or more wounds, 
  they will pass out for 1d4 rounds before regaining consciousness. They may appear to be dead, but 
  instead they are shunting the wounds that they healed off into the ambient morphic field.
  For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. 
  The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering 
  himself).
  Healers can heal themselves, but they suffer double the normal wound penalties as they are 
  directly shunting their wounds into the ambient morphic field and healing their body. It also bloody hurts 
  when they do this. So expect screams.
  
  84
  After a successful healing, the target of the healing will be ravenously hungry, as their body has 
  used up its internal stores energy and protein to repair damage in a couple matter of seconds. The target
  of the healing will be at -1 Fatigue until they get a good meal.
  For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78in the 
  Savage Worlds Deluxe rulebook). If so, no healing may be attempted. If not, a successful arcane skill roll
  returns the ally to the game Shaken.
  Healing can also cure poison and disease if used within 10 minutes of the event. The healer will 
  suffer the effects of these maladies for 1d4 rounds when they successfully cure them.
  Mind Reading
  Rank: Novice
  Prerequisite: Telepathy
  Casting Penalty: -2
  Range: Smarts
  Duration: 1
  Trappings: Psionic invasion.
  Mind reading allows a character to read another’s thoughts. 
  This is an opposed roll versus the target’s Smarts. A success allows the character to gain one 
  truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets 
  a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
  Psychic Invisibility
  Rank: Seasoned
  Prerequisite: Empathy
  Casting Penalty: -3
  Range: Self
  Duration: 3 (-1/round)
  Trappings: Concentration.
  Psychic Invisibility does not make the caster invisible. Instead, it makes everyone within a Large 
  Burst Template not want to look at them or notice that they are present. When an affected person turns to
  look in the direction of the caster, they will avoid looking directly at them and ignore his presence. They 
  will try to avoid walking into him and move out of his way if possible. He can talk to them and they can 
  respond back, but they will be unable to locate the source of his voice, even if he was standing next to 
  the person looking for him.
  However, because the person is not really invisible; cameras, sensors, constructs, and the 
  undead can see the caster just fine. Also, if the caster interferes, injures, or otherwise physically interacts
  with a person within the Large Burst Template, that person can make a Spirit test to see if they can shake
  off the mental aversion of seeing the caster. If they are successful, they are no longer affected by this 
  power and can see him normally. If the person has the Arcane Power (Psionics), they may make a 
  Psionics skill test instead of a Spirit test to resist the effects of this power.
  From outside the Large Burst Template, the caster is hard to see and attempts to locate him 
  requires a Notice roll at -4. 
  
  85
  Attempts to use the Tracking skill to find the caster will be at -2 when the tracker enters the Large 
  Burst Template. This occurs even when the tracker is following tracks in snow, moist ground or other 
  easy to track surface material.
  With a raise on a successful casting of this power, the caster is -6 to be noticed from outside the 
  Large Burst Template, and if he interacts with someone inside the template, the Spirit test or Psionics 
  skill test to notice him are at -2.
  Puppet
  Rank: Veteran
  Prerequisite: Telepathy
  Casting Penalty: -2
  Range: Smarts
  Duration: 3 (-1/round)
  Trappings: Concentration.
  Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind 
  control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the 
  character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s 
  roll to gain complete control. The victim will attack friends and even commit suicide, though such acts 
  allow the victim another opposed Spirit roll to break the spell.
  Slumber
  Rank: Seasoned
  Prerequisite: Empathy
  Casting Penalty: -1
  Range: Smarts x2
  Duration: 1 minute (-1/minute)
  Trappings: Concentration.
  The caster picks where he wants to center the spell and places a Medium Burst Template. He 
  then makes an Psionic skill roll. Any living creature (not undead or constructs) within the area must make
  a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
  Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the 
  duration expires, the sleepers naturally wake up.
  Stun
  Rank: Novice
  Prerequisite: Telekinesis 
  Casting Penalty: -1
  Range: 12/24/48
  Duration: Special
  Trappings: Telekinetic force.
  Stun shocks those within a Medium Burst Template with telekinetic concussive force. If the 
  Psionic character scores a success, targets within the area of effect must make Vigor rolls or be Shaken.
  With a raise, victims must make Vigor rolls at –2.
  Telekinesis
  Rank: Seasoned
  
  86
  Prerequisite: None
  Casting Penalty: -3
  Range: Smarts
  Duration: 3 (-1/round)
  Trappings: A wave of the hand, magic wand, steely gaze.
  Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. 
  The weight a caster can lift is equal to 10 pounds times his Smarts die type, 50 pounds times his Spirit 
  with a raise.
  Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than 
  the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does
  not get another attempt to break free.
  Occasionally a victim might manage to grab onto something solid to prevent itself from being 
  lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill.
  If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or
  otherwise affected that round.
  Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the 
  weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of 
  his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by 
  telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes 
  with a raise.
  Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash
  them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in 
  inches per turn in any direction. Dropped creatures suffer falling damage as usual.
  Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. 
  If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
  Telepathy
  Rank: Novice
  Prerequisite: None
  Power Points: 2
  Casting Penalty: -1
  Range: Smarts x2
  Duration: 3 (1/round)
  Trappings: Brain communicators, psychic connection, Psi conference call.
  The caster can communicate with anyone and everyone in line of sight through telepathy. Once 
  the connection is made, the caster can break eye contact and move out of line of sight.
  Specifically known individuals who are not in line of sight, but within the range of one mile, is an 
  additional -2 penalty for casting this power, and it is at -4 if they are further away than a mile. Once 
  connection is established, the connection may be maintained as desired, but requires concentration. This
  inflicts a -2 penalty to all other actions no matter how many connections are maintained.
  CRYSTAL KEY POWERS
  All Fringeworthy can learn to tap into the special powers granted by the Tehrmelern Crystal Keys. 
  Starting characters automatically start with two powers: Find Fringeworthy and Locate Portal. As your 
  
  87
  character gains experience, they can learn to use new powers of the Crystals. All of these powers require
  that the caster is holding a crystal key in their hand. If the caster does not have a key, they cannot use 
  any of these powers.
  Novice Powers:
  Cutting Torch
  Crystal Types: 4 - 11
  Range: Touch
  Casting Penalty: -2
  Duration: 4 minutes (-1/minute)
  Trapping: A brilliant, white-hot jet of flame from the crystal key
  The Cutting Torch power lets the wielder to cut through quarter-inch steel plate at 2 feet a minute.
  In terms of breaking things, the torch does 2d8 points of damage to non-living matter. For purposes of 
  what is living or non-living matter, microorganisms and Mellor are treated as non-living matter. If you try 
  to put living matter into the flame jet, the jet will immediately shutdown. A Mellor that is currently using a 
  stored shape and possesses a crystal key will not be harmed by this power.
  Defense
  Crystal Types: 4 - 11
  Range: Touch
  Casting Penalty: -1
  Duration: 1 hour (-1/10 minutes)
  Trapping: A shimmer that surrounds the body of the user.
  Protects the wielder from electrical and burn damage by giving them an extra, virtual wound slot, 
  on a raise, the wielder gains 2 virtual wounds slots. If the wielder takes enough damage from an electric 
  or fire source to cause a wound, this power takes the wound instead and then dissipates. You cannot 
  spend a benny to prevent this wound from being taken.
  While this power is active, the wielder does not have to make a Vigor roll from low radiation and 
  they only have to make a Vigor roll once an hour for high radiation. 
  The caster does not have to hold the key to keep this power active. However, to continue the 
  power, the caster has to have the key in their hand.
  Find Crystal Key
  Crystal Types: All
  Range: Varies
  Casting Penalty: 0
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  Finding Crystal Keys is fairly difficult; the only guaranteed way is to look for the glow of a crystal 
  when a Fringeworthy person gets close. Using this power makes finding a crystal key a simple task. 
  When this power is invoked, the wielder can detect a Crystal Key within 1 mile. On a raise, this distance 
  increases to 10 miles.
  The wielder doesn't get the exact location of the Crystal Key, just a "getting warmer/getting 
  colder" feeling. The crystal key's brightness increases and decreases in a similar manner with proximity 
  
  88
  to the Crystal Key. When there are multiple keys, the wielder can focus on the closest and ignore the 
  rest.
  Find Fringeworthy
  Crystal Types: All
  Range: Varies
  Casting Penalty: 0
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this 
  power. When this power is invoked, the wielder can detect Fringeworthy within 100 feet of the crystal. On
  a raise, this distance increases to approximately 1,000 feet.
  The wielder doesn't get the exact location of the other Fringeworthy, just a "getting warmer/getting
  colder" feeling. The crystal key's brightness increases and decreases in a similar manner with proximity 
  to the other Fringeworthy.
  When there are multiple Fringeworthy present, the wielder can focus on one Fringeworthy 
  individual and ignore the rest. This takes a successful Smarts roll to ignore the other Fringeworthy. The 
  wielder can change "targets" by making another Smarts roll and reacquire the other Fringeworthy she 
  had previously ignored.
  Flashlight
  Crystal Types: All
  Range: N/A
  Casting Penalty: 0
  Duration: 1 hour (-1/30 minutes)
  Trapping: A single facet of the crystal key glows very bright and shines a beam of light in a single
  direction.
  You can use a crystal key as a flashlight and shine a triangular beam of light out to 120". The 
  color of the beam matches the color of the crystal key. Gray, white, clear, and rainbow crystal keys shine 
  with white light and black crystals shine UV light.
  Locate Portal
  Crystal Types: All
  Range: Varies
  Casting Penalty: -1
  Duration: 2 hours (-1/1 hour)
  Trapping: The crystal key glows brighter and pulses faster the closer it is to the target.
  When you activate this power, you can sense the direction and distance to the nearest portal or 
  warp from your current location. The range that you can detect a portal is 150 KM/90 miles or 300 
  KM/185 miles with a raise.
  Seasoned Powers:
  Expert Find Fringeworthy
  Crystal Types: 4-11
  Range: Varies
  
  89
  Casting Penalty: -1
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  This powers works just like the Find Fringeworthy Crystal Power, but the range is increased.
  Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this 
  power. When this power is invoked, the wielder can detect Fringeworthy within 2 miles of the crystal. On 
  the first raise, this distance increases to approximately 5 miles. On the second raise the distance is 
  increased to 10 miles.
  Improved Defense
  Crystal Types: 9 - 11
  Range: Touch
  Casting Penalty: -2
  Duration: 2 hour (-1/10 minutes)
  Trapping: A shimmer that surrounds the body of the user.
  Protects the wielder from electrical and burn damage by giving them two extra, virtual wound 
  slots, on a raise, the wielder gains three virtual wounds slots. If the wielder takes enough damage from 
  an electric or fire source to cause a wound, this power takes the first two wounds instead and then 
  dissipates. You cannot spend a benny to prevent this wound from being taken.
  While this power is active, the wielder does not have to make a Vigor roll from low radiation and 
  they only have to make a Vigor roll once every 2 hours for high radiation.
  The caster does not have to hold the key to keep this power active. However, to continue the 
  power, the caster has to have the key in their hand.
  Offense
  Crystal Types: 9 - 11
  Range: 12/24/48
  Casting Penalty: -1
  Duration: Special
  Trapping: A beam of light that streaks out from crystal to the target.
  The Crystal Key can be used generate a stun force, and shock those within a Medium Burst 
  Template. If the wielder scores a success, targets with in the area of effect must make Vigor rolls or be 
  Shaken. With a raise, victims must make Vigor rolls at -2.
  Portal Adjustment
  Crystal Types: 4 - 11
  Range: Smarts
  Casting Penalty: -1
  Duration: Special
  Trapping: The crystal key and the warp are surrounded by a slow pulsating glow.
  A successful activation allows the wielder to move a warp 10 feet. On a raise, the warp can be 
  moved up to 100 feet. This power can only be used once a day on a portal. Warps may only be moved at
  a slow walking pace of 3" up to the distance specified. The wielder can perform no other actions other 
  than walking at the same pace while moving a portal, as this requires their complete concentration.
  
  90
  Time Lapse Transfer
  Crystal Types: 7 - 11
  Range: Portal
  Casting Penalty: -1
  Duration: Special
  Trapping: The crystal key faces light in sequence, counting up.
  The wielder can disable the portal or warp to prevent any Fringeworthy from transiting through the
  portal until a set time has passed. This can be used to prevent untrustworthy companions from sneaking 
  back through a Planetary Portal and deactivating the portal, thus marooning the team on a world.
  When activated, the wielder can set the duration the portal is disabled to any desired length of 
  time. A higher-level crystal key can override this setting by invoking this power again at -2, and then 
  setting the duration to zero. The wielder who set the duration can always set the duration to zero by 
  making a Smarts roll while holding the same crystal he used to set the original time duration.
  Veteran Powers:
  Improved Offense
  Crystal Types: 9 - 11
  Range: 12/24/48
  Casting Penalty: -2
  Duration: Special
  Trapping: A beam of light that streaks out from crystal to the targets.
  The Crystal Key can be used generate a stun force, and shock those within a Large Burst 
  Template. If the wielder scores a success, targets with in the area of effect must make Vigor rolls at -2 or 
  be Shaken. With a raise, victims must make Vigor rolls at -4.
  Improved Portal Adjustment
  Crystal Types: 6 - 11
  Range: Varies
  Casting Penalty: -2
  Duration: Special
  Trapping: The crystal key and the warp are surrounded by a slow pulsating glow.
  A successful activation allows the wielder to move a warp 1,000 feet at a 3" pace. On a raise, the 
  warp can be moved at a pace of 6". This power can only be used once a day on a warp. The wielder can 
  perform no other actions other than walking at the same pace while moving a warp, as this requires their 
  complete concentration.
  Master Find Fringeworthy
  Crystal Types: 7-11
  Range: Varies
  Casting Penalty: -2
  Duration: 1 hour (-1/30 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  This is the pinnacle of finding nascent Fringeworthy on a world, this power works just like the 
  earlier versions of the power, you just receive directional information and how close you are to the 
  Fringeworthy. Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking 
  
  91
  this power. When this power is invoked, the wielder can detect Fringeworthy within 20 miles of the 
  crystal. On a raise, this distance increases to approximately 50 miles.
  Hero Powers:
  Ghost Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -2 plus -1 per two people included in the transfer
  Duration: Special
  Trapping: The crystal key becomes ghostlike in appearance.
  The wielder places the Crystal Key in the control pylon and then activates this power. As long at 
  the key is in the control pylon, any number of people can be affected by this power by stepping through 
  the portal. The wielder has to be the last person through and they must take the key with them. Those 
  affected by this power are transported to the world in question but only as an immaterial ghost-like being 
  that can pass through people and solid objects. To move or interact with anything solid on that world or to
  become visible to the inhabitants of that world, the ghost transferred person must make a successful 
  Spirit roll. This effect only lasts d4 actions.
  Life Support Dome
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -2
  Duration: 30 minutes
  Trapping: A transparent dome flickers around the crystal.
  When the hero activates this power, it creates a 15-foot radius wide force sphere centered on the 
  crystal. The dome provides a standard Fringespace atmosphere. This includes the same percentage of 
  gasses, pressure, and temperature as on the platforms and pathways. This dome is very similar to the 
  one that protects the portal at Hatsumi base. The dome only prevents the intrusion of dangerous 
  environmental effects, not hostile natives. This can be used to re-activate portals that have been merely 
  submerged. However, it will not unearth buried ring stations.
  Mirror Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -5
  Duration: Special - See Text
  Trapping: Crystal turns to its negative color briefly
  When activated, the hero's molecular handedness is reversed upon transit through a portal. Their 
  DNA and other biological molecules that have a left and right-handedness are swapped right for left. This
  effect will last until they step back through the portal back onto the platform.
  While the hero can no longer eat the food of that world, they are almost certainly immune to any 
  disease. This is especially useful when exploring plague worlds. The explorer needs to be sure to bring 
  enough food on their person or vehicle to survive the duration of the visit. There is no problem drinking 
  the water as long as it isn’t normally toxic to the explorers.
  
  92
  Solid Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -2
  Duration: N/A
  Trapping: The crystal dips into the hero's hand for a moment.
  This power only works on object made of non-living matter, excluding microbes and bacteria. 
  When the object is pushed or tossed through the portal, it becomes embedded in the nearest 
  appropriately sized object to the Planet-side portal. This object must be made of non-living matter. If no 
  such object exists, the transited object is then embedded in the ground and can be dug up at a later time.
  This is used primarily to hide objects for later retrieval. Sometimes the detection of the enclosing object 
  can be confusing. But for the most part, the enclosing object will always be heavier than an unaffected 
  object. To remove the embedded object from the enclosing object, they must be taken through the portal.
  This will separate them back into two objects.
  If a person steps through the portal when this power is activate will be stripped naked of all 
  clothing, weapons and other gear. If they drive a vehicle through, the vehicle will be embedded along 
  with their clothes and any gear on the vehicle.
  Timed Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -2
  Duration: 4 hours
  Trapping: The crystal flickers like a clock beat.
  When this power is activated, the hero can set a recall time up to 4 hours without any extra 
  expenditure of power. For every 3 points of Crystal Power Points, the maximum time period is increased 
  by an additional 2 hours. When the time duration expires, the hero begins to glow for a minute before 
  they pop out of the portal back on the platform with any gear they had on their person and anything non-
  living that they where holding in their hands. Holding on to a support beam will remove it from a building. 
  Holding onto a rock or brick wall, only brings the rocks or bricks that the hero was physically grasping. As
  with the problem portal, distance from the portal or warp does not matter.
  Legendary Powers:
  Intermediate Area Transfer
  Crystal Types: 4 - 11
  Range: Portal
  Casting Penalty: -5
  Duration: Special
  Trapping: The crystal unfolds into a cup, and then closes.
  When this power is activated, the hero creates a pocket universe with a Ring station at either end.
  The exit Ring Station transits the heroes on to the destination world. This temporary pocket stop is 
  typically a mile in length and a hundred yards wide in a natural setting. It has standard Fringespace 
  atmosphere and gravity, but none of the restrictions on electricity and nuclear material. Time spent in this
  pocket stop allows the heroes equipment and vehicles to regain normal function and can be activated 
  before finishing the transit onto a world. This power only works when there is a functional Ring Station on
  the destination world. It does not work with Warps.
  
  93
  Mind Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -2
  Duration: N/A
  Trapping: The crystal disappears into the hero's hand only reappears when the hero returns.
  When activated, the hero's consciousness displaces the mind of a sentient being or animal on the
  Planetary side. The hero's body is held in a non-physical space until they return to the platform. The 
  individual that they take over suffers nothing but a memory loss and the minor consequences of 
  whatever the explorer did with the body while in possession of it. Passing through any Portal or the death
  of the host body forces the exit of the unharmed Fringeworthy from the other side of the Platform-side 
  ring. If the return was caused by the death of the host body, the hero must make a Vigor roll with a +2 
  bonus otherwise they take a wound. They must also take 1d10 Mental damage from "dying" to their 
  Stability score. Mind transfer is extremely difficult to master, so any attempts at using this power are 
  made at -4 to the Crystal Use skill roll.
  
  94
  EQUIPMENT
  This job is funded by the UN and therefore, money is tight during the early years of UNIDA. 
  Missions are assigned a budget for procurement of military grade weapons and gear that cannot be 
  acquired through civilian channels. It is also for items that are not readily available or that require highly 
  specialized skills to create and build. 
  Eventually, UNIDA will have access to the resources of a million, million worlds to draw upon to 
  pay for any reasonable request. Prices for the latest in military gear will be in the thousands, if not tens of
  thousands of dollars. These have a cost of “Military” assigned to them, and can only be assigned to a 
  team if they have the budget. Your happy procurement officer will let you know if the item you requested 
  is available. Equipment is listed by campaign eras, from the early years to the eventual establishment of 
  the New Commonwealth.
  STANDARD IDET EQUIPMENT LOADS: THE EARLY YEARS CAMPAIGN
  This equipment is available for the first five years of exploration and surveying of other worlds. 
  This is also when the IDE teams find out what works and doesn’t work. 
  Standard Load (~2lbs)
  Cost: $1,000
  This is kept on you at all times -- even when sleeping
  Fatigue uniform (worn): Microfiber baggy shirt and trousers covered in pockets, underwear, socks, 
  boots, gloves, poncho, webbing. Additionally, IDET members are issued a field jacket made from a 
  cotton/polyester blend with more pockets and an optional quilted liner for cold weather wear. The uniform
  uses the MultiCam camouflage pattern. A black beret worn when in the field, and a powder blue beret 
  worn during training and in the Alice Springs IDET Headquarters.
  Personal basics (weight negligible): Shaving kit, tToothbrush, soap, toilet paper, chewing gum, writing 
  implements and notebook, small radio with Bluetooth, and either a large tablet (+1lbs) or a small tablet 
  computer.
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Canteen with one quart of water
  Combat Load (~25lbs)
  Cost: $7,800
  Amour vest (4 lbs.) +4/+8 Armor, MultiCam camouflage pattern
  Helmet (1lb) +4 Armor, MultiCam camouflage pattern
  Assault Rifle (6 lbs.): XM8 Assault Rifle with six magazines
  Pistol (2.5 lbs): Glock 27 9mm with three magazines
  L83A1 Smoke Grenades (2 lbs): 2 smoke grenades. The L83A1 smoke grenade, when used outdoors, 
  covers an area equal to a medium burst template when there is no wind. If there is a wind, use the cone 
  
  95
  template for coverage, with the cone pointing in the direction the wind is blowing. Lasts 10 rounds and 
  provides a +2 concealment bonus.
  AN/PRC-154 Rifleman radios (2 lbs): Range 2 miles and provides Bluetooth connectivity to wireless 
  devices.
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Subsistence Load
  Can be dropped or left in camp for maximum mobility
  Size 33” x 24” x 24”, 49 gallon container, Weight 110 lbs.
  
  1 domed, 10-person tent
  
  10 sleeping bags
  
  1 rope, 164 feet
  
  10 vinyl insulated sleeping mats and lightweight thermal blankets
  
  1 pack of 180 water purification tablets and one 5 gallon flat-pack water container
  
  1 tool kit in a canvas bag: Hatchet, jackknife, screwdriver, hammer, hoe head, etc. +1 to Craft 
  skills.
  
  1 collapsible trenching shovel
  
  1 multi-fueled cook stove
  
  10 enameled plates and cups
  
  2 repellant-treated mosquito netting packs
  
  10 gas masks
  
  1 medical kit (provides basic supplies for healing attempts)
  Additional Gear
  Thermal fatigues (13.5 lbs), Cost: $250. Cold weather clothing.
  Light Protective Suit (10lbs), Cost: $150. Thin, sealed HAZMAT suit with respirator and full-face mask. 
  NOT pressurized.
  Heavy Protective Suit (25lbs), Cost: $250. $2,000Thick, sealed HAZMAT suit with respirator and full-
  face mask. Can be pressurized.
  IDET Mess Dress (negligible), Cost: $15,000. An all white uniform, each one a bespoke, tailor made 
  dress uniform. The pants have a powder blue stripe on the outer seam of both legs. All piping on the 
  jacket is powder blue, with powder blue epaulets with the person’s rank woven in. On the right shoulder 
  is the UN patch and on the left shoulder is the UNIDA patch. Any awards are worn over the left breast 
  pocket. Only worn during formal occasions. Comes with black, patent leather dress shoes or knee-high, 
  black, patent leather boots. When outdoors, a powder blue beret with the IDET insignia is worn. UNIDA 
  will only provide one of these to IDET personnel. If the hero loses it or destroys it, it will cost the hero 
  $15,000 to get a new one.
  IDET Service Uniform (negligible), Cost: $130. A light gray uniform that is worn by personnel in 
  situations in which non-formal dress is called for. It is worn in most workday situations in which business 
  dress would be called for. It can be worn at most public and official functions. It can be worn with either 
  black, patent leather shoes or with knee-high, black, patent leather boots. Headgear is a black beret with 
  IDET insignia.
  
  96
  RANGED WEAPONS IDET
  Assault
  Rifle Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  ght
  Sh
  ots
  Notes
  XM8 – 
  PDW 
  1
  2/24/48
  2
  d6
  3
  5
  00
  6
  .5
  30
  AP 2, Auto, 3RB, Bullpup
  design
  XM8 – 
  Carbine
  2
  0/40/80
  2
  d8
  3
  5
  00
  7
  .5
  30
  AP 2, Auto, 3RB, 
  Grenade launcher
  XM8 – 
  Sniper
  3
  0/60/120
  2
  d8+1
  3
  5
  00
  7
  30
  AP 2, Auto, 3RB, 
  integrated scope +2 aim
  XM8 – 
  Auto Rifle 
  2
  4/48/96
  2
  d8
  3
  5
  00
  8
  /13
  30/
  100
  AP 2, Auto, 3RB
  Pistol 
  Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  ght
  Sh
  ots
  Notes
  Glock 27
  (10mm)
  1
  2/24/48
  2
  d6+1
  1
  2
  00
  3
  9,1
  3, 15,17, &
  22
  AP 1, Semi-auto
  Makarov 
  Type 59
  1
  2/24/48
  2
  d8
  1
  3
  00
  4
  9
  AP 1, Semi-auto
  Special
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  ght
  Sh
  ots
  Notes
  L83A1 
  Smoke Grenade
  5
  /10/20
  n
  /a
  n
  /a
  M
  ilitary
  1
  n/a
  MBT/Cone See notes.
  M320 
  GLM Grenade
  4
  0/80/160
  3
  d6
  1
  M
  ilitary
  3
  1
  Med burst template, 
  Snapfire, see notes
  40mm 
  Baton Round
  4
  /8/16
  1
  d4-1
  1
  M
  ilitary
  -
  1
  See notes for M320 
  GLM.
  40mm 
  Star Parachute
  2
  0/40/80
  1
  d4*
  1
  M
  ilitary
  .
  5
  1
  Illuminates a LBT for 7 
  rounds, see notes
  40mm 
  CS Grenade
  2
  0/40/80
  1
  d6*
  1
  M
  ilitary
  .
  5
  1
  Covers a MBT for 4 
  rounds, see notes
  M72F1 
  LAW
  2
  4/48/96
  4
  d8+2
  1
  M
  ilitary
  6
  1
  Med burst template, AP 
  30, Snapfire, HW, see notes
  * Impact from the grenade round if it hits a person.
  XM8 Modular Rifle system
  After the discovery of the Fringepaths, Heckler & Koch resurrected 
  the XM8 rifle project and offered to produce the groundbreaking weapon 
  system for the United Nations. The XM8 is a modular system, allowing the 
  user to reconfigure the weapon for different purposes and missions. It can 
  be configured into the following:
  
  A compact PDW (personal defense weapon) with a 9.5-inch 
  (241mm) barrel. 
  
  97
  
  A carbine with a 12.5-inch (318mm) barrel and the M320 40mm Grenade Launcher Module 
  (GLM). 
  
  A sniper rifle with a 20-inch (508mm) barrel and integrated scope.
  
  A automatic rifle with a 20-inch (508mm) barrel and a 100 round drum magazine.
  The rifle can be reconfigured from one configuration to another in half an hour without a skill roll if
  you have the instructions on how to do it. Otherwise it requires either a Knowledge (Military 
  weapons/arms) or a Craft (Gunsmith) skill test at TN4 to make the change in configuration.
  The main issue with the XM8 weapon system is that it’s a prototype. None of the weapons 
  provided by Heckler & Koch were production line weapons. The weapons provided to the UN were in fact
  taken from the second round of testing by the US Army. Only 200 were produced, and several were 
  “upgraded” during the testing program. The XM8 is a modular system, however model numbers 120 and 
  above are not compatible with model numbers 031-119, so you cannot use parts from one model run in 
  the other. In addition, all replacement parts for the XM8 are individually made by H&K at a premium cost. 
  Because of this, if the player rolls critical failure (double 1s), the weapon is broken and has to be 
  repaired by H&K or an expert gunsmith. This will take a week. Additionally, the GM can give a player with
  an XM8 a benny and declare the weapon jammed. Clearing the jam takes 2 actions and a Shooting skill 
  test at TN4. 
  M320 40mm Grenade Launcher Module
  A detachable, 40mm grenade launcher, and can be used either attached to the XM8 in Carbine 
  configuration, or hand-held with the optional, but necessary, butt stock. It can chamber high explosive, 
  smoke, CS, and illuminating grenades, plus it can chamber 40mm less-than-lethal baton rounds. 
  40mm Grenade Types
  Baton rounds: The baton will do 1d4-1 damage to the target and shake the target unless he makes a 
  successful Vigor roll. On a raise, the target must make a Vigor roll at -2. Baton rounds do not get an extra
  die of damage on a raise.
  Star Parachute: A special round that fires a parachute star flare that will illuminate an area the size of 
  large blast template for 42 seconds or 7 rounds. The flare is hot enough to start fires, so if it lands or is 
  shot at a flammable object, the object will catch fire.
  CS Grenade: The CS grenade covers a medium burst template with tear gas. In light wind conditions, 
  use the Cone template in the direction of the wind for the area affected. In medium to heavy winds, CS 
  gas is ineffective. Anyone within the template must make a Vigor roll or become shaken. Even if the 
  person succeeds, the effects of CS gas will impose a -2 to all actions while they are inside the CS cloud. 
  After exiting the cloud, a successful Vigor roll will shake off the effects of the CS gas, otherwise the 
  person will still suffer the effects. Effects go away with immediate treatment or after 3 rounds outside the 
  CS cloud.
  M72F1 LAW
  This is a specially modified version of the M72 LAW for use on the Fringepaths. A standard M72 
  can be fired on the pathways but it will not detonate, because it uses an electrically fired detonator. The 
  M72F1 replaces the detonator with a percussion cap initiator and a detcord “fuse” to fire the warhead. 
  Additionally, the AP value of warhead is only applied to the target that the rocket round has hit. 
  Items in the burst template take normal damage.
  
  98
  Each M72F1 LAW is hand made by taking an existing M72A7 and rebuilding the warhead with 
  the new detonation system.
  IDET ISSUED EQUIPMENT
  Crystal Key Personal Carrier
  Also known as the "Football" and "Schmert's Purse", the CKPC is the specially designed 
  container for a Team Leader to carry an assigned Crystal Key on their person. It's a small purse like 
  pouch, lined with felt. Between the double layer of Aramid cloth and the felt is a chain mail pouch made 
  of welded links. The pouch hangs around the neck by a wire cable that has a thick coating of flexible 
  plastic.
  The CKPC lock has a toughness of 16, and the pouch itself has a toughness of 12. The wire 
  cable's breaking point exceeds the toughness of the average human's neck: That is, you'll behead the 
  person wearing the CKPC before the cable breaks.
  VEHICLES
  Moskovi Reconnaissance Vehicle MRM-30 and MRM-30A
  Acc/Top Speed: 5/36 (3/20 Amphibious) Toughness: 18(7) Crew: 1+9 Cost: $200,000
  Length: 4.25" Width: 1.75" Height: 1.25" Range: 300 miles Year of Manufacture: 1972-75
  The MRM-30 (Moskovi Razvedyvatelʹnaya Mashina-30) is the only diesel powered version of the 
  MRM line. Due to it's poor performance in most of the Soviet territories, the MRM-30 line was scrapped 
  or sold to Soviet clients. Several MRM-30s are still being used in Cuba and Vietnam. UNIDA was able to 
  secure several working models from both countries.
  The MRM-30A is an amphibious version of the MRM-30 from Vietnam. The MRM-30A can be 
  sealed airtight with an internal air supply for 4 hours for a crew of 8. However, as this is a modification of 
  the MRM-30 frame, it is prone to overheating and fogging of the windshield when in use.
  The Alice Springs staff modified the vehicle by the addition of an air turbine to the starter motor. 
  This modification lets the IDE team to turn off the engine when on the platform and then they can restart 
  the engine without the use of electricity. 
  
  99
  Austin FG K100 
  Acc/Top Speed: 5/40 Toughness: 10(3) Crew: 2 Cost: $20,000
  Length: 2.6" Width: 1.3" Height: 1.25" Range: 400 miles Year of Manufacture: 1955 - 65
  The workhorse truck of the British Empire, UNIDA was able to procure several models of the FG 
  K100 from various trucking companies in Australia. All were diesel powered and used mechanical fuel 
  injection, perfect for use on the Fringepaths. After some major refurbishing at the Alice Springs facilities, 
  they were retrofitted with compressed air turbines attached to the starter motor. The only downside was 
  that the despite the boffins best attempts, the FG K100’s air tanks would lose pressure slowly. The best 
  advice was to turn over the engines once every 12 hours to refill the air tanks. An external air hose can 
  be attached to run the turbine.
  The FG K100 becomes the go to vehicle as it was designed to take loads up to 5 tons and just 
  about anything could be put on it’s bed for carrying. This includes a 2,000 gallon fuel tank, a camper 
  shell, flatbed platform, and even a small crane. The Alice Springs motor pool includes several FG K100 
  fans, so modification of the FG K100 can be done in a day with the requested payload. 
  The FG K100 comes curved curbside-view windows, allowing the driver to see the edge of the 
  Fringepaths with ease. One requested modification to the FG K100 is the addition of a trailer hitch, so 
  that it can haul additional trailers. 
  
  100
  Touring Bicycle
  Acc/Top Speed: ½ Pace/3x Pace Toughness: 8 Crew: 1 Cost: $2,000
  Length: 1” Width: 1” Height: 0.5”
  The staple of the early Fringeworthy explorers, touring bicycles carried all their gear. The average
  touring bicycle can carry up to 125lbs of gear in panniers (travel bags) mounted in pairs over the front 
  and back wheels, and in cases that fit over top of both wheels. An optional trailer can carry an additional 
  125lbs of gear.  . Cruising speed on a touring bike is about 2x Pace, and this speed can be maintained 
  for long periods of time.
  Fully loaded, acceleration is 1/3 Pace, and if the trailer is used, top speed is only 2 times Pace. At
  cruising speed, it takes about 4 hours to cross a Fringepath, and 6 hours with a trailer attached. You can 
  try crossing a pathway at top speed, at half the time, but for each 30 minutes of pedaling, you must make
  a Vigor roll or suffer a point of Fatigue. 
  
  101
  STANDARD IDET EQUIPMENT LOADS: ESTABLISHED EXPLORATION 
  YEARS CAMPAIGN
  This equipment is available for after the first five years of exploration and surveying of other 
  worlds. This is also when the IDE teams find out what works and doesn’t work. 
  Standard Load (~2lbs)
  This is kept on you at all times -- even when sleeping
  Fatigue uniform (worn): Microfiber odor absorbing baggy shirt and trousers covered in pockets, 
  underwear, socks, boots, gloves, poncho, webbing. Additionally, IDET members are issued a field jacket 
  made from a cotton/polyester blend with more pockets and an optional quilted liner for cold weather 
  wear. The uniform uses the OptiCam smart camouflage system. On the platforms and Fringepaths, the 
  uniform is gray in color. After electrical capabilities return, the uniform adapts to the terrain around the 
  wearer. This grants a +1 to Stealth tests. The uniform has the following presets: Olive Drab, UN paie 
  blue, Dark gray jacket, light gray shirt and pants. The beret also uses the OptiCam smart camouflage 
  system and has the presets of Field black and UN powder blue.
  Personal basics (weight negligible): Toothbrush, soap, toilet paper, chewing gum, writing implements 
  and notebook, either a large tablet (+.5 lbs) or a small tablet computer.
  Survival Knife (2 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Filter Canteen with one quart of water. Can filter out most contaminants and when used with water 
  purification tablets, can create a quart of potable water. Filter has to be changed out ever 80 quarts of 
  water.
  Combat Load (~25lbs)
  Amour vest (3 lbs.) +4/+8 Armor, uses OptiCam camouflage system
  Helmet (1lb) +4 Armor, with face veil. Uses the OptiCam camouflage system
  Assault Rifle (7 lbs.): FN SCAR-L Assault Rifle with six magazines. Optional Opticam camo cover.
  Pistol (2.5 lbs): Glock 27 9mm with three magazines
  RDG-2 Smoke Grenades (2 lbs): 2 smoke grenades. The RDG-2 smoke grenade, when used outdoors, 
  covers an area equal to a medium burst template when there is no wind. If there is a wind, use the cone 
  template for coverage, with the cone pointing in the direction the wind is blowing. Lasts 10 rounds and 
  provides a +2 concealment bonus.
  NavICom C4I-FW (1 lbs): Integrated inertial navigation system, communication system, and ROV 
  controller. Has radio range  of 10 miles, and allows the user to communicate with teammates by voice, 
  text, or icons on the NaviCom display. 
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Subsistence Load
  Can be dropped or left in camp for maximum mobility
  
  102
  Size 33” x 24” x 24”, 49 gallon container, Weight 120 lbs.
  
  1 domed, 10-person tent
  
  10 sleeping bags
  
  1 rope, 164 feet
  
  10 vinyl insulated sleeping mats and lightweight thermal blankets
  
  2 osmosis water purification systems and two 5 gallon flat-pack water container
  
  1 tool kit in a canvas bag: Hatchet, jackknife, screwdriver, hammer, hoe head, etc. +1 to Craft 
  skills.
  
  1 collapsible trenching shovel
  
  1 multi-fueled cook stove
  
  10 enameled plates and cups
  
  2 repellant-treated mosquito netting packs and patches
  
  10 gas masks
  
  1 medical kit (provides basic supplies for healing attempts)
  Additional Gear
  Thermal fatigues (10lbs). Cold weather clothing.
  Light Protective Suit (9lbs) Thin, sealed HAZMAT suit with respirator and full-face mask. NOT 
  pressurized.
  Heavy Protective Suit (25lbs) Thick, sealed HAZMAT suit with respirator and full-face mask. Can be 
  pressurized.
  IDET Mess Dress (negligible) An all white uniform, each one a bespoke, tailor made dress uniform. The 
  pants have a powder blue stripe on the outer seam of both legs. All piping on the jacket is powder blue, 
  with powder blue epaulets with the person’s rank woven in. On the right shoulder is the UN patch and on 
  the left shoulder is the UNIDA patch. Any awards are worn over the left breast pocket. Only worn during 
  formal occasions. Comes with black, patent leather dress shoes or knee-high, black, patent leather 
  boots. When outdoors, a powder blue beret with the IDET insignia is worn. UNIDA will only provide one 
  of these to IDET personnel. If the hero loses it or destroys it, it will cost the hero $22,000 to get a new 
  one.
  IDET Service Uniform (negligible) A light gray uniform that is worn by personnel in situations in which 
  non-formal dress is called for. It is worn in most workday situations in which business dress would be 
  called for. It can be worn at most public and official functions. It can be worn with either black, patent 
  leather shoes or with knee-high, black, patent leather boots. Headgear is a black beret with IDET 
  insignia.
  RANGED WEAPONS IDET
  Assault 
  Rifle Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  FN SCAR – L 
  (CQC)
  12
  /24/48
  2
  d6
  3
  5
  00
  6
  .5
  3
  0
  AP 2, Auto, Grenade 
  launcher
  FN SCAR – L 
  (LB)
  20
  /40/80
  2
  d8
  3
  5
  00
  7
  .5
  3
  0
  AP 2, Auto, Grenade 
  launcher
  Pistol Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  
  103
  Glock 27 
  (10mm)
  12
  /24/48
  2
  d6+1
  1
  2
  00
  3
  9
  ,13,
  15,17,
  & 22
  AP 1, Semi-auto
  Makarov Type 
  59
  12
  /24/48
  2
  d8
  1
  3
  00
  4
  9
  AP 1, Semi-auto
  Special
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  RDG-2 Smoke
  Grenade
  5/
  10/20
  n
  /a
  n
  /a
  M
  il
  1
  n
  /a
  MBT/Cone See notes.
  FN40GL
  40
  /80/160
  3
  d6
  1
  M
  il
  3
  1
  Med burst template, 
  Snapfire, see notes
  40mm Baton 
  Round
  4/
  8/16
  1
  d4-1
  1
  M
  il
  -
  1
  See notes above for 
  M320 GLM.
  40mm Star 
  Parachute
  20
  /40/80
  1
  d4*
  1
  M
  il
  .
  5
  1
  Illuminates a LBT for 7 
  rounds, see notes above
  40mm CS 
  Grenade
  20
  /40/80
  1
  d6*
  1
  M
  il
  .
  5
  1
  Covers a MBT for 4 
  rounds, see notes above
  M72F1 LAW
  24
  /48/96
  4
  d8+2
  1
  M
  il
  6
  1
  Med burst template, AP 
  30, Snapfire, HW, see notes 
  above
  * Impact from the grenade round if it hits a person.
  FN SCAR-L
  The MK 16 Mod 0 SCAR-L is the SOCOM choice of a 5.56mm x 45mm 
  carbine/assault rifle to replace a number of existing weapons such as the 
  M4A1 and the CQBR.
  The MK 16 can be configured with a 14 inch barrel (standard), with a 10 
  inch barrel (CQC) or with a 18 inch barrel (LB). The weapon features an 
  adjustable stock that can be extended, collapsed or folded over. The 
  MK16 features a number of Picatinny rails for the mounting of 
  accessories, including the FN40GL 40mm grenade launcher.
  FN40GL Grenade Launcher
  A detachable, 40mm grenade launcher, and can be used either attached to the FN SCAR-L in either 
  configuration, or hand-held with the optional, but necessary, butt stock. It can chamber high explosive, 
  smoke, and illuminating grenades, plus it can chamber 40mm less-than-lethal baton rounds. When using 
  baton rounds, the range is 4/8/16.
  When using baton rounds, the baton will do 1d4-1 damage to the target and shake the target unless he 
  makes a successful Vigor roll. On a raise, the target must make a Vigor roll at -2. Baton rounds do not 
  get an extra die of damage on a raise.
  
  104
  FRINGEPATH SYSTEM
  CRYSTAL KEYS
  Originally discovered in the Antarctic and explained in the journal of Captain Oates, the lost 
  member of the Scott Expedition to the South Pole, the Crystal Keys gave the explorers a head start on 
  exploration. While not a necessity for Fringe travel, their usefulness has paid off many times. The four-
  sided crystal is a simple key adjusting the pylon settings of the smaller portals. One simply inserts the 
  crystal, makes the changes necessary, and removes it.
  Each crystal has a rating that can be used to Change the current settings of any portal locks 
  equal to or under its rating. Further functions are suspected, but it’s up the Game Master to decide that 
  for his own campaign world.
  Two things that are known about Crystal Keys are:
  
  All crystal keys glow when a Fringeworthy individual is within 10 feet of the crystal. 
  
  If the crystal is in physical contact with a Fringeworthy, they receive a mental cue that a 
  Fringeworthy is within 10 feet, but no directional information other than a hot/cold feeling 
  when they are pointed in the right direction. If the Crystal Key is on their person, but not 
  touching their skin, they will get the impression of familiarity when they are near the 
  Fringeworthy individual. They will feel that they know the person, even when that is 
  impossible. To get more information, the Fringeworthy would have to invoke the Find 
  Fringeworthy crystal key power.
  Crystal Key Types
  This foolproof system cannot be altered nor can the
  crystal’s rating be changed. Thirteen crystals were
  described in Captain Oates journal. Whether or not there
  are others, is left open to speculation.
  There are 3 types of crystals: Black, Orange, and 
  Security-Rated (11 different colors of differing
  authority).
  #
  Cry
  stal
  Description
  1
   
  Gra
  y 
  Limited General Use
  2
   
  Whi
  te 
  General Use
  3
   
  Pal
  e Green 
  Privileged General 
  Use
  4
   
  Bro
  wn 
  Limited Access 
  Maintenance
  5
   
  Re
  d 
  Maintenance
  6
   
  Cle
  ar 
  Privileged 
  Maintenance
  7
   
  Blu
  e 
  Limited Security
  
  105
  8
   
  Yell
  ow 
  General Security
  9
   
  Dar
  k 
  Green High Risk
  1
  0 
  Pur
  ple 
  Quarantine
  1
  1 
  Rai
  nbow 
  Top Security
  Security crystals (type 1 to 11) have additional abilities based on their authority level, but all 
  have the ability to control transit to and from the Fringe Platform. Placing the crystal in the control pylon 
  allows a portal to be activated or deactivated if the rating of the crystal was equal or higher than the one 
  last used to deactivate the portal. Portals can be deactivated from either world-side or platform-side as 
  long as a full ring station is present. Once deactivated, the pylon displays no indicator lights world side or
  platform-side. If only a Warp is present on a world, the Fringeworthy there can be locked, forever trapped
  until the portal is activated again from the Platform.
  Crystal Activation
  Crystals must be held in the hand or appropriate grasping appendage for the race to activate any 
  function, except when they are required to be placed in a control pylon.
  PLATFORMS
  The entire Fringepath system is a collection of linked sets of platforms, which because their 
  creation became automated, are uniform in appearance. They differ primarily in the necessary number of
  connections needed tolink to the other platforms in each node or other nodes. Each portal node is a 
  Prime to Alternate to System to Star-Hub to Star-System string of platforms.
  
  A Prime Platform has a 50' high portal at the 6 o'clock position that leads to the Alternate Platform 
  and eight 25' high portals that lead to different locations on that (Prime) world at positions 1, 2, 4, 5, 
  7, 8, 10, and 11 o'clock.
  
  An Alternate Platform has eight planetary portals (25’ high) and four pathway portals (50’ high). 
  Each planetary portal links to an alternate of the Prime world or to a pocket world. The pathway 
  portals link to the Prime platform, the System Platform and laterally to two other nodes.
  
  A System Platform has eight planetary portals plus two pathway portals. Each planetary portal links 
  to some location in the Prime world’s star system. Normally this is on the surface of some 
  astronomical body. The two pathway portals lead to the Alternate Platform and the Star-Hub 
  Platform respectively.
  
  A Star Hub Platform has eight Pathway portals (50') plus a Pathway portal (50') that links it to the 
  System Platform. Each of these eight portals leads to a Star-System platform around a different 
  nearby star within 40 light years of the Prime.
  
  A Star-System Platform differs from a System Platform in that it has only one Pathway portal 
  connecting it to the Star-Hub Platform. This is the end of the tree as the Tehrmelern see it. The eight
  planetary portals each connect to some location in the local star’s system. As with System Platforms
  this is normally on the surface of some astronomical body.
  The sole purpose of any platform appears to be support for the transit portals. All portals are 
  named after the hour it would correspond to on a clock face - 3, 6, 9, 12 for Pathway Portals and 1, 2, 4, 
  5, 7, 8, 10, 11 for Planetary Portals. This pattern is repeated millions of times. Each node is connected 
  laterally, creating the appearance of an infinitely long string of nodes.
  
  106
  Each disk-shaped platform is 613
  feet in diameter and 4.37 feet thick. It is
  anchored in a column of space. Atmosphere
  extends 97 feet from the edge of the
  platform where it shears to a vacuum.
  Another 47 feet of safety extends to a point
  where any object will disappear in a blaze of
  light as the matter re-enters “real” space. It
  is hypothesized that this transfer is a
  complete matter to energy conversion. The
  blaze of light is what we expect to see at the
  event horizon of a black hole.
  The upper and lower surface of the
  platform has 91% of Earth Prime normal
  gravity (.91G). There is only microgravity
  along the side causing a gravity shear at the
  platform edge. All portals are on the upper
  side of the platform. Atmosphere is sucked
  into the lower surface and oozes from the
  upper surface of the platform, creating what
  is believed to be an air filtration system. The
  surface of the platform has microscopic
  irregularities that not only provide excellent
  traction, but also prevent the formation of a
  vacuum seal on the bottom surface unless
  some kind of sealant is added. A filled water
  glass placed lip down will soon fill with
  bubbles on the upper platform surface.
  However there is very little pressure and it is
  impossible to perceive the flow normally due
  to the downward draft on the platform. Since
  the platform is in a column of air, some of
  which is outside of the gravity of the
  platform, there is a constant breeze falling
  on the upper and under surfaces of the
  platform. This breeze blows down and then
  out, off the platform, where it rises vertically
  until it flows back into the gravity well. It is
  very easy to float an object vertically, but
  eventually that object will come crashing
  down on the edge of the platform as the air currents swirl inside the gravity well. If you manage to travel 
  far enough up from the surface the atmosphere will thin to vacuum. Eventually you will find yourself 
  falling to the other side of the platform. So the column of space is actually a ring. The length of this 
  column has never been determined but is over 150 miles long. This fact has only been discovered by 
  experimentation, never by observation.
  The platform is illuminated to the equivalent of twilight. This light is the full human visible 
  spectrum plus a little ultraviolet. There is no infrared or high-energy radiation or particles. You can see 
  clearly but reading for humans is difficult without an additional light source. Some light is emitted by the 
  platform itself. The rest comes from what appears to be a dense star field that surrounds the column of 
  space that holds the platform. Movement in that space causes some stars to exhibit changes in color and
  
  107
  position. Some theorize that Fringespace is compressed space where minor movements translate to 
  huge distances relative to the positions of the stars in the star field, resulting in Doppler shifts in the star’s
  color. In reality these stars are stress points in the boundaries between universes. In any case, viewing 
  this star movement induces vertigo in a significant number of Fringeworthy.
  The Fringepath atmosphere is a constant 67 degrees Fahrenheit and 35% humidity. The air is 
  easily breathable but has a strange taste due to its composition (oxygen 21%, nitrogen 78.1%, argon 
  0.9%). The surface of the platform is dull silver in color and from its hardness appears to be metallic. It is 
  almost impervious. The surface feels like extra-fine grit sandpaper. It affords little rolling resistance, but 
  footing is sure. The platform and pathway does not resound if struck and the interface between the 
  atmosphere and vacuum doesn’t reflect sound, so the Fringepath is quiet. However, the atmosphere 
  transmits sound as normal otherwise.
  
  108
  PORTALS
  Any nuclear or radioactive material passing through a portal or warp decays immediately into a 
  harmless nonradioactive isotope. Shielding cannot stop this process. Any electrical storage device is also
  drained as it passes through a warp or portal. On the Platforms or Fringepaths, all electricity is 
  neutralized, with the exception of biologically generated electricity. Again, shielding cannot prevent this 
  loss. The loss of energy does not harm the equipment. If power is restored outside the Fringepath 
  system, the equipment will function properly. Magnetic properties cease to exist while in the Fringepath 
  system. This will completely erase magnetic tapes and disks. Magnetic properties will return in 1-10 
  minutes but batteries must be recharged.
  Touching the black of a portal or warp is a commitment toward transition by the Fringeworthy. A 
  person or object will be pulled through at a rate of 1.1 inches per second (1/16th mph) with a pull of one 
  megaton against resistance. After that the surface of the ramp becomes slipperier to ease resistance. If 
  that still isn’t enough, it shears the object. This is the minimum speed. No maximum speed is known. 
  Velocity is always conserved during transit. Only the Fringeworthy can make the transition to the 
  platforms. Any material carried or thrown through a portal by a Fringeworthy will make the transition.
  Materials thrown through by a non-Fringeworthy will fall to the floor on the other side of the Portal 
  without making the transition. A non-Fringeworthy walking through a ring or warp will only step through to
  the other side of the ring. Other than occulting vision, a warp or portal has no effect on non-Fringeworthy.
  There is no limit to the length an object can be once the Fringeworthy initiates transit. It will remain 
  Fringeworthy throughout its transit not matter how long that takes.
  Note: If transit failure or intentional severing separates any part of an object making 
  transit, it remains Fringeworthy for up to 10 minutes unless a non-Fringeworthy creature touches 
  it; at which point it becomes normal.
  Objects can rotate in any direction when transiting as long as an ever-increasing amount of mass 
  is on the other side of the warp. An explorer can stick her head through a portal, lean back, and say a 
  few words of warning as the rest of her body is pulled through. This has provided the opportunity for the 
  creation of a number of complex devices for taking pictures and measurements of the other side of a 
  
  109
  portal without the danger of the explorer making the transit herself. However something has to be left 
  behind on the other side, announcing the presence of the Fringeworthy.
  Animals are a special case of objects. A Fringeworthy person can bring all non-sapient animals 
  through a portal. However, very few are Fringeworthy on their own. Crows are an exception. They seem 
  to be universally Fringeworthy regardless of their world of origin. Intelligent animal species are rarely 
  Fringeworthy. Non-Fringeworthy intelligent members of any race cannot transit into Fringe space.
  Reaction to Fringe travel varies by species. Cats hate Fringe space and should only be 
  transported restrained and preferably sedated.
  Planetary Portals – World Side
  The Antarctic Fringe Portal is the standard design used on planetary surfaces and on the 
  platforms that lead to other worlds and alternate Earths. These portals are, in appearance, a rotating 
  silver ring filled with an opaque dull black energy. All portals of this design possess a ramp leading to and
  from the ring as well as a control pylon on the right side. The exact composition of the ring metal and the 
  energy that powers its movement has not been determined because the ring metal is indestructible and 
  unstoppable. No samples can be taken for analysis. The Planetary Portals are 25.37 feet in diameter and
  rotate between 113 to 229 seconds per revolution, floating slightly above their “supporting” surface. 
  Unlike platform material, rings are warm to the touch. They are entirely frictionless. They have ramps 
  leading up to the warp (but not through) on both sides of the portal. Regardless of which side you enter a
  planetary portal from a world; you always exit inward on the platform.
  Planetary Portals – Platform Side
  These portals are, in appearance, exactly the same as the world side portals. However, entering 
  opposing sides of a Planetary Portal from a platform results in exiting from different sides of the portal on 
  the destination world. 
  Pathway Portals – Platform Side
  The Pathway Portal ring follows the same design as a Planetary Portal but does not possess a 
  control pylon. These rings are exclusive to the platforms and lead only to the Fringepaths that link to 
  other Platforms. Pathway Portals are 53.37 feet in diameter. Like other rings, they are freely rotating at 
  an average rate of 1 rotation per 171 sec. As with the world rings, the metal is frictionless, warm to the 
  touch and indestructible by any known means. The height of the ramp where it intersects the warp is 
  eight feet. Regardless of which side you enter a Pathway portal; you always exit on the upper surface of 
  the roadway. It took a triplet of black holes and a dying star to create the energies that bridge the 
  universes. Anything with that kind of energy density will disrupt the portal. Otherwise the transition will 
  take place.
  When you enter the Pathway Portal from the Platform side of the ring, you exit on to the pathway 
  that connects to that side of the platform. If you enter the Pathway Portal from the side facing away from 
  the center of the platform, you exit onto the pathway connected to the opposite side of the platform.
  Pathway Portals – Pathway Side
  On this side, the Pathway ring is suspended in space with the pathway seemingly emerging from 
  the base of the event horizon approximately 8 feet above the base of the ring. These main transit rings 
  measure 53.37 feet in diameter. Like other rings, they are freely rotating at an average rate of 1 rotation 
  per 171 sec. As with all rings, the metal is frictionless, warm to the touch and indestructible by any known
  means.
  
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  Warps
  A warp is the second type of portal available to the Fringeworthy on a world. It has no visible 
  components (ring, ramp, control pylon) and may be the subspace extension of a buried or inaccessible 
  ring. If an object blocks a ring, it creates a warp in the closest open space. Warps are rainbows of energy
  that are only visible to the Fringeworthy and function exactly like rings. They are the most common type 
  of portal to populated worlds and alternate Earths. It has been theorized that the warp function was used 
  for undercover work with cultures too fragile or primitive to have contact with alien beings.
  At 50 feet away, the Rainbow Effect begins to fade from the direct line of sight of the 
  Fringeworthy. At 100 feet, there is no visible sign that a warp exists. This rainbow effect can be seen in 
  pitch blackness. From the platform side of the portal, the "Rainbow Effect" can be turned ON or OFF with
  the use of the correct crystal key and the control pylon.
  The only indication that a Planetary Portal exits to a ring station or a warp from the platform is 
  whether control pylon light #4 is lit or can be lit. That indicates that the rainbow effect of a warp is turned 
  on. This is good proof that only a warp exists world-side.
  All normally operating warps require a “safe landing area” of less than 41 inches of water and no 
  encroaching trees or drop off within 37 inches. If this environment does not exist, the warp will “back off” 
  until these conditions can be met. It is theorized that on a world that experienced planet-wide flooding the
  warp might be orbiting continuously just above the whitecaps.
  Pylons
  Control Pylons are the only known access points for making minor adjustments to the portal’s 
  operation. They are mounted on right side of a Planetary Portal, before the ring and to the right of the 
  ramp – facing toward the center of the Fringe Platform or on only one side of the world side portal. 
  Control Pylons are cylinders 30 inches high and 4 inches in diameter with a 45% bias on the faceplate. 
  Inside the circular faceplate is an equilateral triangle 3.5 inches on a side composed of 9 smaller 
  equilateral triangles. Each is 1 inch on a side. The top-most triangle is a depression where a crystal key 
  will fit. The other triangles are either indicator lights or switches.
  The planet side pylon only has the depression for the key, the activation button and the activation 
  light centered on the face of the pylon.
  Key 
  Depression
  This is the slot in position 1 where a crystal key is inserted to make changes to 
  the ring or warp in question. The pylon will only respond to a crystal of security rating 
  greater than or equal to that of the last crystal used to make any adjustments. A pylon 
  can be set to a lower security rating by pressing on the crystal before removing it. It will 
  flash once for each level it is reduced and double flash if it cycles back to its starting 
  setting. A pylon can be set to unlocked so no crystal is needed to change settings.
  Portal 
  Indicator
  This position is an indicator of whether the portal is ON or OFF. If the indicator is 
  lit, the portal is ON. 
  Portal 
  Activation 
  Button
  This position is a button that, if a crystal key of the correct rank is inserted, 
  activates the pylon, allows the operator to turn the portal ON or OFF.
  Rainbo
  w Effect 
  Indicator
  This position is an indicator of whether or not a Rainbow Effect is turned ON. If 
  the indicator is lit the Rainbow Effect is turned ON.
  
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  Rainbo
  w Effect 
  Button
  This position is a button that, if the pylon is active, can turn the Rainbow Effect 
  ON or OFF.
  These last 4 Positions are indicators of Dangerous or Deadly conditions on the other side of the 
  Portal. The risk is dependent on whether the indicator is STEADY or BLINKING.
  CONDITIO
  NS
  STEADY 
  BLINKING
  Low 
  Pressure 
  Low 
  Pressure 
  Vacuum
  Low 
  Temperature 
  Low 
  Temperature 
  Sub-Atmospheric 
  (cryogenic)
  High 
  Pressure 
  High 
  Pressure 
  Crushingly High 
  Pressure
  Hight 
  Temperature 
  High 
  Temperature 
  Incinerating 
  Temperatures
  As with all Tehrmelern technology associated with the Fringepaths, the pylon’s composition, 
  power source and construction are completely indeterminate. It has been speculated that the pylons 
  have other functions but none have been discovered to date.
  Key Depression
  Key Depression
  Activation Light
  Activation Light
  High Pressure
  High Pressure
  High Temperature
  High Temperature
  Rainbow Effect
  Rainbow Effect
  Portal Activation
  Portal Activation
  Low Temperature
  Low Temperature
  Low Pressure
  Low Pressure
  Rainbow Light
  Rainbow Light
  Portal Activated
  Portal Activated
  Steady light, low-
  temperature 
  indicated
  Steady light, low-
  temperature 
  indicated
  Blinking light, high-
  pressure indicated
  Blinking light, high-
  pressure indicated
  Crystal Key
  Crystal Key
  
  112
  UNITED NATIONS INTERDIMENSIONAL AGENCY
  The United Nations Security Council founded the United Nations Interdimensional Agency (UNIDA) 
  within hours of Dr. Hatsumi’s announcement of the discovery of a portal that lead to other worlds. The 
  first head of UNIDA was Aleksander Borodin, and retired Russian General with plenty of experience in 
  Arctic operations and conditions. Within a year, primarily at the prompting of the Peoples Republic of 
  China, a new Director-General was appointed: Dao-Zi Feng. Director-General Feng is a billionaire 
  
  113
  Chinese entrepreneur who formerly served as an IDE team member until he was attacked by a raptor on 
  Alt 0,11. Through his government contacts, he was able to finagle the position of Director-General, and 
  was instrumental in reorganizing UNIDA. Borodin became the director of Interdimensional Exploration 
  and overall commander of all portals on Earth Prime as they were opened. 
  UNIDA is a semiautonomous agency; it operates independently and manages its personnel without UN 
  oversight. The only exception is for the position of Director-General. The UN Security Council has the 
  authority to fill that position as they see fit. Since the first Director-General was Fringeworthy, the policy 
  for future appoints was to appoint from the ranks of Fringeworthy. When Borodin became Fringeworthy 
  due to crystal attuning, he was later appointed Director-General of UNIDA. This was after he spent a 
  couple of years traveling the Fringepaths with IDET 1. 
  Because the initial Fringeworthy were all given military rank by their respective nations, only the non-
  Fringeworthy staff and employees directly report to UNIDA. The Fringeworthy members are semi-
  independent, they answer to both their home nation as well as to the Director of IDE and the Director-
  General of UNIDA. This can cause some friction when the Fringeworthy receive orders or “suggestions” 
  from their governments that go against UNIDA policy.
  Additionally, because the Fringeworthy are semi-independent, they do not fall under the purview of the 
  Office of Human Relations. That office is only concerned with non-Fringeworthy staff and employees. 
  And due to their independence from UNIDA, all signing bonuses and pay that the Fringeworthy accrue, 
  comes from their respective governments’ military branches. 
  WORLD AEROSPACE EXPLORATION AGENCY
  After Gordon Conrad rode a bicycle to Mars and then became the first person to set foot on Mars, (in a 
  used Russian spacesuit), there was a scramble by the various major space agencies, NASA, 
  ROSCOSMOS, ESA, CNSA, JAXA, ISRO, and KARI, to wrest Fringe enabled space travel from UNIDA. 
  They met and formed the World Aerospace Exploration Agency, WAXA. An affiliated agency, it is not 
  under the direct command of the United Nations, and operates independently. 
  When new Fringeworthy are found that have various technical skills or piloting experience, WAXA will 
  approach the individual with counter offers to those made by UNIDA. After WAXA procured its own 
  Crystal Key, from the Tehrmelern ruins on Cydonia, Mars, they conducted their own searches for 
  Fringeworthy.
  Their primary mission on the Earth Prime node is to provide support for non-Fringeworthy WAXA 
  astronauts. Travel to other worlds in the solar system became that much easier when you were assured 
  of a prebuilt base and regular supplies from Earth of food, water, and other sundries. 
  WAXA Explorers were the first to visit other worlds around distant stars and bring back signs of life, alien 
  life, from other planets. 
  UNITED NATIONS PEACEKEEPERS, FRINGE DIVISION
  After the first encounter with the dinosaurs and less than friendly locals on other worlds, the UN Security 
  Council created the Fringe Division, an arm of the UN Peacekeepers that directly reports to the Under-
  Secretary General of the UN. Its charter is to protect UN interests and its agents on the Fringepaths and 
  on other worlds. Its initial membership was taken from the original ranks of UNIDA Fringeworthy, all 
  volunteers who decided exploration wasn’t their cup of tea. The first Fringe Peacekeeper unit was also 
  the first truly independent military body that was only beholden to the UN Security Council. Theoretically, 
  it could operate on Earth Prime protecting UNIDA and UN interests without approval from the nation or 
  region the operation took place in.
  
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  The first unit consisted of 6 individuals from as many countries. Under Major Indumal Tandon, an 
  experienced soldier from India, the first Fringe Peacekeeper Squad did its best to show how things were 
  done. As time went on, the Fringe Division, under the command of now General Tandon, became a force 
  to be reckoned with.
  The Fringe Division maintains its fighting readiness with constant trips to the Hunting Lodge portal and 
  other locations, including training with the Golden Hordes Divine Heaven Warriors and the Roman Vel 
  Mundi Legionnaires.
  When needed, a squad will accompany an IDE team to a potentially dangerous world on the 
  Fringepaths. Typically, the leader of the IDE team has authority to command the squad, though the 
  squad leader has the discretion to override those commands if they would put both the team and the 
  squad in peril.
  FRINGECORP
  Placeholder: FringeCorp: A corporation formed to license the likenesses of Fringeworthy, UNIDA 
  equipment, marketing. Portal 1 stores.
  
  115
  Game Masters Guide
  UNDIA
  In the Early Years campaign, two individuals really defined how UNIDA was shaped and formed: 
  Aleksander Borodin and Dao-zi Feng. 
  In Year Zero, having a retired Soviet era/Russian Federation era general in charge, meant that 
  Borodin had the scavenger skills to acquire equipment, hire whoever he needed, and find funding 
  wherever and from whomever he could get a hold of. Even he would admit, that he didn’t get the best 
  deal and was forced to accept less than state of the art equipment, and that in many cases he left the UN
  responsible for several large IOUs. But he had an operational base in less than three months, land 
  granted to him by the Australian government at Alice Springs for the headquarters of UNIDA, and he had 
  established the standard operating procedures that were used for many years by UNIDA. 
  After Dao-zi Feng was appointed Director General of UNIDA, and Borodin Director of 
  Interdimensional Exploration (IDE), the genius that had made Feng a billionaire in Shanghai, China, was 
  used to run and fund operations across both the UNIDA Headquarters in Alice Springs and UNIDEBA. 
  He had connections to corporations and used them to acquire state of the art equipment and gear for the
  Fringeworthy teams. There was some speculation that he privately profited from some of these deals, but
  no one has ever been able to prove that. 
  In addition to being a billionaire, Director General Feng is also Fringeworthy. He can inspect 
  operations both on and off the Fringepaths and use this knowledge to better run UNIDA as a lean, mean 
  exploration machine. In fact, having a Fringeworthy Director General was so important, that after Feng 
  retired, the next Director General was appointed from the ranks of UNIDA Fringeworthy.
  Between a former Soviet era officer and a self-made Chinese billionaire, UNIDA couldn’t have 
  had a better start. While the two men didn’t see eye to eye on every topic, they did agree on how things 
  should work within UNIDA and that they had to minimize interference from the UN, especially the 
  General Assembly, and operate UNIDA as a semi-independent organization. This did mean cutting 
  funding ties with the UN, but by the time this had happened, other sources of funding had been put into 
  place.
  UNIDA MISSIONS
  Director Borodin set standard operating procedures for how missions would be handled. 
  
  No Cowboys: No hopping in a vehicle and going out there just to see what’s there. Every 
  time an IDE team stepped through the portal on to the Fringes, they had a mission and 
  goal. 
  
  Scouting: Scouting missions were soon established after IDET 4 was formed. Every team 
  had to do a scouting mission once an exploration season. They were to provide basic 
  information about a world, so that when the next team went through, they would have 
  some foreknowledge of what was on that world. 
  
  Training: If you weren’t doing a mission, recovering from a mission, you were training for 
  the next mission. Each team would go through vigorous physical training and depending 
  on the information that had been gathered, classes in history and diplomacy for the 
  suspected society on that world.
  
  Mission Planning: Based on the information gathered by a scouting mission, each team 
  and whatever experts they needed, would plan their next mission and what the goals 
  
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  would be for that mission. Director Borodin was initially involved in all of these planning 
  sessions until there were just too many of them. After that, he would have representatives 
  from his office involved for all but the most important or dangerous missions. Those he 
  attended the meetings personally. 
  
  Crystal Keys: Only the team leader and Director Borodin had access to the Crystal Keys 
  that controlled access to the Fringes. Just before a team left on a mission, he would hand 
  over the key to the team leader and lament on not being able to go with them. Then, in a 
  tradition that hasn’t changed in many years, he’d open a drawer, take and place shot 
  glasses on to the table for each team member and one for himself. Then he produced a 
  mason jar filled with a clear liquid that had garlic cloves floating in it. It was his homemade
  vodka. He pours a shot into every glass and then makes a toast: “May each of you be the 
  best that you can be. May your endeavors be fruitful and may you all return to us. Tvoye 
  zdorovye!” Drinking is not mandatory, he had been known to provide water for those who 
  didn’t drink alcohol.
  With this basis, Director Borodin established a means for many successful missions, despite 
  having teams made up of misfits and malcontents. It still didn’t help when a team was made guests of the
  Khan, or when a team was forced to take shelter in a cave far from the portal after being attacked by 
  dinosaurs. But it worked for the other 90% of the time.
  FINDING FRINGEWORTHY
  The other mission that only the most skilled in Crystal Key use had to perform was searching for 
  more Fringeworthy. During the Antarctic winters, the most skilled in using the Crystal Keys would be sent 
  out on trips to different countries to search for more Fringeworthy candidates. Wei Lei is one of these, 
  and very probably one of the Heroes as well. 
  The basic mission that they would go on is fairly straightforward. You only need to run this 
  mission once or twice for your players, just so they know what it takes to find new Fringeworthy. You can 
  make it interesting by making the hero’s teammates her security detail as she roams the streets and 
  back alleys looking for Fringeworthy. Throw in some encounters with street people, misunderstandings, 
  and at least one chase scene to make this a fine adventure.
  To start, the Hero and her security team arrive a major city. The Hero fires up the Crystal Key 
  power Find Fringeworthy, Expert Find Fringeworthy, or Master Fringeworthy. Depending on which of 
  these the Hero has, will increase his chances of finding a Fringeworthy. 
  Since Fringeworthiness only occurs in 1 in 100,000 people, only cities with sufficient population 
  will initially be scouted for new candidates. As time goes on, the net will be cast wider. The biggest 
  bottleneck to these searches is that the more advanced powers can’t be discovered or used until a 
  Crystal Key of the right level is found. 
  How each of the different powers affect the chance of success are as follows:
  
  Find Fringeworthy: Time spent: 1 week
  1.
  The hero activates her power. If she gets a raise, she gets a +2 bonus to her 
  Smarts check.
  2.
  She makes an initial -4 Smarts check. A success just confirms that a Fringeworthy 
  person is nearby. On a raise, the hero can narrow down the target’s location to a 
  small region of the city. 
  3.
  Once in that region, she can make a normal Crystal Key invocation of the power if 
  neccessary. If she gets a raise, she gains a +2 to their Smarts check.
  4.
  She then makes a -2 Smarts check to locate the Fringeworthy person.
  
  117
  
  Expert Find Fringeworthy and Master Find Fringeworthy: Time spent 1 day
  1.
  The hero activates her power. If she gets a raise on her Expert Find Fringeworthy 
  power, she gets a +2 bonus to her Smarts check. If she gets a second raise on the
  Find Fringeworthy power or a raise on the Master Fringeworthy power, she gets a 
  +4 Smarts bonus.
  2.
  She makes her initial scan for Fringeworthy and makes a -2 Smarts check. A 
  success confirms one Fringeworthy is within her scan range and where they are 
  located. A raise indicates that there are two Fringeworthy individuals within range. 
  A Smarts check is needed to focus on only one of them. Otherwise she only knows
  the vague directions they are in. 
  3.
  When she is in the area that she believes the target is in, she activates her Crystal 
  Key power if necessary. In this case a raise only gets her a +2 bonus to her 
  Smarts check as won’t get the benefit of the extended range.
  4.
  She makes a Smarts check to locate the Fringeworthy person.
  To confirm that the right person was found, the hero just needs to place the Crystal Key into the 
  palm of the Fringeworthy. If they are such, the key will glow and a thrill will run up the arm of the 
  individual.  Once found, the individual will be actively recruited to join UNIDA. 
  From these steps, one can see that the rate of finding Fringeworthy individuals will be hampered 
  mostly by the lack of higher level Crystal Keys. The rate of finding new Fringeworthy will be the following:
  
  1 Fringeworthy per month, per NPC or Hero searching, and using the Find Fringeworthy 
  power.
  
  1 Fringeworthy per week, per NPC or Hero searching, and using the Expert Find 
  Fringeworthy power.
  
  1 Fringeworthy per 2 days, per NPC or Hero searching, and using the Master Find 
  Fringeworthy power.
  TEAM BUDGETS
  In the Early Years campaign, neither UNIDA nor TÆSS have much money to spend. The UN is 
  cash strapped in the early years and is totally dependent on member nations dues payments and grants 
  of cash to operate. Because UNIDA is semi-independent of the UN, it gets just enough to administer day-
  to-day operations. 
  In Year Zero, having a retired Soviet era/Russian Federation era general in charge, meant that 
  Borodin had free reign to acquire equipment, hire whoever he needed, and find funding wherever and 
  from whomever he could get a hold of. Even he would admit, that he didn’t get the best deal and was 
  forced to accept less than state of the art equipment. It does mean, however, that every mission on the 
  Fringepaths has to be planned out and budgeted for. 
  This does not say that the IDE team members didn’t get some of the latest gear. In many cases 
  sponsorship deals would be made, and in exchange for a team member selling some item or device for a
  corporation, they would get the latest gear from that manufacturer. Apple was the first to sign a deal with 
  Gordon Conrad, so that every IDE team member gets the latest Mac desktop computer for use at home 
  and at Alice Springs in his or her offices. Wei Lei signed a deal with Pipo Technology, and now all UNIDA 
  personnel get the latest in Android tablets and phones at cost. These deals mean that the heroes do 
  have access to some sophisticated equipment, but it probably will not work on the Fringepaths and 
  platforms. 
  Additionally, untested technology, such as small fuel cell units and compact solar power systems 
  will be available, but these a prototypes and may breakdown, malfunction, or even explode. This also 
  
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  means that all the vehicles that UNIDA procures will most likely be used vehicles in the Early Years 
  campaign. The Moskovi is a venerable armor personnel carrier that’s forty years old, so finding spare 
  parts for it will be hard. The initial vehicle finds will be made mostly in Australia, diesel vehicles of all 
  sorts. If one is lucky, a still working steam vehicle, either a tractor or a lorry, can be found and either 
  leased or purchased outright. But all these will be antiques until sufficient funds and reasons for better 
  vehicles will allow the construction of brand-new Fringe-capable vehicles.
  This all concerns a mission’s budget. To keep this simple, each mission that the heroes go on will 
  have a base budget of $10,000 plus $1,000 for each team member. Vehicles do not count towards this 
  budget as most would exceed it. They will be issued and any repairs will have to come out of any 
  remaining funds in the team’s budget.
  From this budget, they will have to requisition everything: Their basic loadout, weapons, 
  ammunition, food, water, camping gear, and medical kits. Returning this gear will net them a credit equal 
  to one half the value of the requisitioned gear. Uniforms are the exception. They will be issued one each 
  of a field uniform, service uniform, and a mess dress uniform. They will have to purchase their own 
  replacements if their issued uniforms are damaged or lost. 
  UNITED NATIONS
  INTERDIMENSIONAL
  EXPLORATION BASE
  ANTARCTICA OPERATIONS
  (UNIDEBA)
  WHITE ISLAND
  The complex on White Island will grow over the
  years in complexity and size. Initially, it is nothing more
  than huts borrowed from McMurdo Station. Then every
  year it grew in size with new facilities and construction,
  culminating in a series of large geodesic domes dotting
  the shore of White Island. 
  Before the other Earth Prime ring stations were
  opened, UNIDEBA, AKA “Hatsumi Base”, was the focal
  point for UNISS and the IDE Teams. 
  Situated on the shore of a small bay where the
  ice moves the slowest, Hatsumi Base began life as a
  collection of 4 huts “borrowed” from McMurdo Station.
  Base Commander Borodin then commandeered three
  more huts that were on the tarmac in New Zealand.
  Guidelines where placed out to the crevasse and a
  team contractors were tasked to cut a shaft straight
  down to the dome. This was done using explosives
  and drilling equipment commandeered from a Russian
  Science expedition. 
  
  119
  By the end of the summer season the shaft had been cut to the mysterious “dome” and rappelling
  lines put in place so that the UN Peacekeeping Forces could descend into the dome and ascend back 
  up. In the dome itself, a generator and other gear were lowered down. 
  During the first winter, a dedicated team chiseled out a vertical shaft to the surface that was large 
  enough for a mine elevator that had been procured from South Africa. The mine elevator is was large 
  enough to hold vehicles such as trucks and armored fighting vehicles. A special building was constructed
  to hold the elevator and it’s associated equipment. All of this was shipped by boat to McMurdo Station in 
  the spring.
  The first overwinter at the dome and Hatsumi Base was miserable for the personnel stationed 
  there. They had to commute to the dome shaft on a regular basis and the UN Peacekeepers needed 
  constant resupply as they guarded the portal. The conditions inside the dome were far more pleasant 
  than on the surface such that the Peacekeepers never went topside until the Antarctic spring.
  During the first winter, General Borodin used his authority to take ownership of several Antarctic 
  huts, including several used ones. After quick refurbishing and a coat of bright orange paint, a dozen 
  more huts were ready for transport by ship to McMurdo Station and the transported over the ice to 
  Hatsumi.
  In addition, he assembled a team of support professionals, experienced in Arctic and Antarctic 
  operations. This caused some consternation in the UN Security Council, and the UN General Assembly. 
  He testified many times before both bodies in New York, explaining that for the mission to succeed, he 
  needed experienced professionals to live and work at UNIDEBA, (he never called it Hatsumi base), and 
  that political appointees would either die or be less than useless. He did mollify the Security Council 
  some, by hiring experienced professionals from every permanent member of the council.
  When IDET 1 arrived in the spring, the mine elevator was in place in a special hut that straddled 
  the shaft cut in the ice. A covered walkway with plenty of guidelines was in place and the new huts were 
  in place and up and running. In the dome new construction was underway, including a quarantine facility. 
  The entrance to the ring station building was being sealed and an “air lock” of sorts was being built. 
  IDET 1 had been tasked to travel to the portal where Sayuri Tenuma had met Schmert, so beyond
  the UN presence, a veritable forest of tents and portable huts were set up by most of the world’s news 
  services. This collection of tents and huts became, over the years, a permanent collection of structures 
  and hotels for the world’s press and other visitors to Hatsumi Base.
  Life at UNIDEBA
  Until the first “warm water” portal on Earth Prime was opened, Hatsumi Base is the focal point of 
  UNIDA and the world. Several facilities are built in the domed area under the ice: A hospital, quarantine 
  facilities, barracks, guest facilities, fortifications around the portal building, and small motor pool for 
  staging vehicles.
  On the surface, a host of huts and habs dot the surface of White Island. A covered walkway leads
  from the main cluster of buildings to the elevator building and access shaft leading down to the dome. 
  During the summer months, the base is a hive of activity. New facilities being built, visitors, press flights, 
  and the ever importantever-important mission prep for one of the IDE teams about to venture onto the 
  pathways. On the ice, a landing strip is kept cleared for flights to and from the base from either New 
  Zealand or Australia. 
  Initially, a line of communication balloons was put in place between the Ross Ice Shelf and 
  Wellington, New Zealand. These were broadband communication systems that provide high-speed data 
  connections between Hatsumi base and McMurdo Station. Two years later a communications cable is 
  
  120
  laid from McMurdo Station to Wellington. Then a remotely controlled ROV carried another cable from 
  McMurdo to dome, connecting Hatsumi Base to securely to the rest of the world.
  Because of climate change, the ice began to recede farther into the Ross Ice Sheet until seven 
  years later, the northern tip of White Island finally touched open water once more. Under the ice, this was
  much more apparent, as a ring of water would form in the spring and rise up as the summer progressed. 
  After seven years the ring of water was 20 feet tall. The local seals took advantage of this, driving small 
  schools of fish right through the dome’s electrostatic force field onto the surface of the seamount. There 
  they had a feast and some took up permanent residence within the dome. To accommodate the new 
  residents, secure barriers were set up to keep humans from bothering the seals.
  On occasion, visitors from the other Fringe worlds will arrive, typically unannounced. Some just 
  need resupply, which UNIDA will gladly do, keeping an account of what was taken and used. Others are 
  official delegations from these other Earths to the UN. These representatives are put in the guest 
  quarters until a flight to New Zealand can be arranged. 
  Mysteries of UNIDEBA
  The biggest mystery of UNIDEBA is the electrostatic force field dome that keeps the ice and 
  water out of the old base under the ice. The Ross Ice Sheet breaks over this dome, and what water there
  is that’s visible during the summer months cannot pass through the electrostatic field of the dome. But 
  seals routinely pop through with the catch of the day, and leave with ease. Water can be carried through 
  the dome, but falling ice in the elevator shaft stops when it hits the force field. 
  An experiment was tried where a paper cup of water was dropped onto the force field. The cup 
  passed through, but the water didn’t. However when the cup of water was placed on the floor of the 
  elevator, the water remained in the cup. 
  Excavations were made at the center of the dome in hopes to find what was causing the effect, 
  and found a flat expanse of metal 2 meters under the surface. Subsequent investigations using ground-
  penetrating radar revealed that the metal is completely under the surface of the seamount the base is 
  situated on. Seismic readings find that the seamount contains a cylinder 303 meters in diameter (994 
  feet) and 1,524 meters tall (5,000 feet). It is the largest structure on Earth. No opening could be found 
  and any attempt to cut through the metal fails, as it is a form of Tehrmelern metal with self-healing 
  capabilities.large 20 foot featureless silver sphere was uncovered. The material resembles the material 
  that a Ring Station is made out of, perfectly smooth and spherical. It puts out no EMF radiation, is 
  nonconductive, and cannot be moved. 
  It took 5 years of patient exploration and research before and triangular indentation was found in 
  the top of the cylinder. It took several years before  a combination of keys was able to open a door into 
  the great machine. The cylinder houses a massive device, whose exact purpose is unknown. However, a
  control center was found that would operate for any Fringeworthy using the controls for the electrostatic 
  force field dome was found. It was in a hidden room that was found by a Fringeworthy person using an 
  orange key. The controls were not in the familiar Tehrmelern design, but in a totally different style and 
  layout. The layout of the controls were in a very human design, but it still took 2 more years to work out 
  how the system worked… in theory. 
  The controls require the operator to be Fringeworthy and use both an orange engineering key 
  and a type 7 key or higher. They controls give access to the following features of the electrostatic force 
  field:
  
  The size of the dome. The dome can be expanded to over aa mile in length radius. The dome 
  is actually a globe, and as the dome is expanded, it will push aside the water and ice 
  surrounding it. If pushed too fast, it could overwhelm the UNIDEBA surface base and crush 
  
  121
  it.and a half a mile wide. The current facilities will be at one end of this expanded dome, with 
  an addition 200 feet to the East within the dome. The other end covers the bay and part of 
  White Island. The dome height increases in proportion to the size of the dome. Once the 
  dome is twice its normal size it will breach the surface of the ice.
  
  The climate inside of the domeglobe. The climate can be adjusted to near tropical conditions, 
  with separate controls for temperature, humidity, even wind speed.
  
  Illumination. During the cold winter months, a false sun will shine in a typical 24 hour24-hour 
  cycle: 12 hours of daylight and 12 hours of night. This artificial sun can be positioned 
  anywhere in the sky overhead. The visible sun is just an image on the inside of the top of the 
  dome globe relative to the viewer.
  There are other controls that remain dark. They were probably for devices and machines that 
  existed on the original base, but where lost when the dome was reduced to the smaller size it was 
  discovered at. They were most likely flooded and then grounded off by the Ross Ice Sheet. 
  When it was first expanded a little bit, no more than 10% larger than its original size, dome 
  shoved the thick ice out of the way. This partially collapsed the vertical shaft to the dome and temporarily 
  trapped the personnel in the dome until the elevator was repaired. 
  After much discussion by various authorities and a long arduous debate in the UN General 
  Assembly, it was decided to “restore” the dome to full functionality and size. However, due to the fact that
  the ancient facilities are now on a sea mount, 3100 feet above below sea level, that plans be put into 
  place to construct an elevated road with a spiral ramp down to the top of the seamount. This includes 
  plans to install sStairs and elevators were also planned to be installed in the spiral ramp.
  PORTALS EXPANDED
  PORTAL DEFENSIVE ABILITIES
  Defensive Energy Burst
  Portals, Pathways, Rings and Control Pylons are virtually idiot-proof and cannot be damaged by 
  any known means. Weapons fire directed against a person or object in transit results in a 5d10 energy 
  burst fired at the origin of the weapons fire. This only occurs if the attack hits the transiting target. Misses 
  are ignored.
  The portal never misses, but it will not fire if it cannot get a clear shot at the origin of the attack. 
  Also, the attack must do physical damage to the target, so only directed energy (Lasers, particle beams, 
  etc.) and kinetic energy attacks (Punches, bullets, swords, etc.) are responded to. Chemical weapon 
  attacks do not provoke a response, nor do Psi attacks, including various forms of Telekinesis (Blast, Bolt,
  Burst, Entangle, Pummel, and Telekinesis). 
  Additionally, mines and grenades do not prompt an energy blast because they self-destruct. 
  Fringe Pirates take advantage of this this function, by attaching a cable on a spooling frame to 
  themselves or their vehicles, and leaving it behind on the pathway or platform they are transiting from. 
  The spools contain about a thousand feet of cable, and will take 83 days to completely unspool, so 
  severing the cable is the only option to prevent the portal from firing the energy burst. 
  Severing the cable with weapons fire is a -6 to the shot. Most cables have a toughness of 8-12 
  depending on their thickness. If the attacker successfully severs the cable, except for the attack on the 
  cable, the portal will stop returning fire.
  
  122
  In summary:
  
  Attacks on an object or person that is transiting through a portal, cause the portal to return
  fire on the origin of the attack.
  
  The portal only uses its attack if there is a clear line of sight back to the attacker from the 
  portal.
  
  Portals have 360° line of sight.
  
  The portal attack never misses, and does 5d10 of energy damage. 
  
  The portal only fires if the attack hits the object of person.
  
  The energy blast is immediately fired after a successful hit. 
  
  The hit does not have to do any damage, even when the target successfully makes a soak
  roll and takes no damage.
  
  This attack only occurs as long as the target is still in transition through the portal. This 
  includes any object that is securely attached to the target.
  Mellor Defense
  In the final days, the Tehrmelern were able to reprogram the Fringepaths to distinguish between 
  normal and mutant Mellor. When any mutant Mellor appears on the Fringepaths or approaches a portal 
  in its natural form the Tehrmelern Mellor defensive function. The portal will fire a 5d10 energy blast at 
  every Mellor within line of line of site of the portal every round. This attack always goes first at the 
  beginning of the round, before any other actions, and will continue to fire until the Mellor is destroyed. 
  This attack ignores all Mellor immunities or resistances. This attack also doesn’t care if something or 
  someone is in the way, unlike the standard defensive fire.
  By the way, the portal never misses. 
  HEALTH BENEFITS
  Portal transition tends to kill harmful bacteria and viruses and cleanse the traveler’s system of 
  any odd organisms that they didn’t have at the last portal use. The largest organisms that will be 
  removed are simple single-celled animals or flora. Larger parasites, such as tapeworms, flukes, and 
  fleas, will not be removed, and must be dealt with in a more traditional manner. However, if they are any 
  harmful bacteria or viruses in the parasite, then these are cleansed from the parasite. Additionally, the 
  hero’s immune system is strengthened and allows them fight parasitical infection better and be rid of the 
  parasite sooner than normal. They also can make a Vigor roll for airborne infections, which normally do 
  not allow for a Vigor roll.
  In game terms, the hero is cured of any diseases they may have contracted on a world. However,
  the physical effects of the disease will have to heal normally. A hero covered in buboes from the black 
  plague will be cured of the plague, but the buboes must heal normally. If the disease causes a Fatigue 
  loss, the hero will still suffer the Fatigue loss for a few days until her body recovers from the ravages of 
  the disease.
  In addition, the immune system is boosted for those who travel the Fringepaths, making them 
  better able to fight off diseases that the Fringe system does not cleanse from the body. Cancer, radiation 
  damage, poisoning, and other similar afflictions can be put into remission after a year of travel on the 
  Fringepaths. The immune system is repaired, and retuned, curing various autoimmune diseases, such as
  leprosy.
  In game terms, the hero gains a +2 to their Vigor rolls when they try to resist disease or fight a 
  disease if they become infected. 
  
  123
  Finally, the boosting effect will increase the lifespan of the hero by a factor of 20. For older 
  explorers, this boost can cause a “rejuvenation” effect: Arterial plaque is removed, late onset diabetes is 
  reduced or cured, and hair loss reversal has been reported. The hero isn’t actually younger, but their 
  biological systems are so energized that their bodies are able to resist stress, repair damage, flush 
  fatigue, and environmental poisons, and restore function to marginal cells. In the end they look and feel 
  like non-Fringeworthy humans who are years younger. However, it doesn’t keep them from getting a 
  hangover. 
  Because their body is better at repairing itself, they can regenerate lost limbs and heal lame ones 
  over time. They can overcome the effects of debilitating diseases, and resist poisons. They can do the 
  following:
  During a game session:
  
  They get a +2 to resist infection from Touch or Induction caused diseases.
  
  They can make a Vigor roll to resist Airborne diseases.
  
  Once per session they can make a Vigor test reduce a Long-Term Chronic, Majorly 
  Debilitating Disease to a Long-Term Chronic, Minorily Debilitating Disease.
  
  Once per session, they can make a Vigor test to reduce a Long-Term Chronic, Minorily 
  Debilitating Disease to a Short-Term Debilitating Disease.
  
  They can recover from a Short-Term Debilitating Disease 2d6-2 days, minimum of one 
  day being sick from the disease.
  
  Normal recovery time for the Fringeworthy 2d6-2 minus half the Hero’s Vigor.
  Once per rank a hero can make a Vigor test vs. a body-related Major hindrance and a Vigor+2 
  test for a body-related Minor hindrance, and then spend an advance to either reduce the Major to a 
  Minor hindrance, or remove a minor hindrance all together. Additionally, the following Hindrances can be 
  cured:
  
  The One Arm hindrance can be reduced by -2 after a successful Vigor test once per 
  session and spending an advance. A second advance would have to be spent to 
  completely remove this hindrance, but not in the same session it was reduced to a Minor 
  hindrance.
  
  The One Eye hindrance can be reduced to a Minor bad eye hindrance on a successful 
  Vigor roll and spending an advance.
  
  The One Leg hindrance can be reduced to a Lame hindrance on a successful Vigor test 
  and spending an advance.
  
  The Lame hindrance can be completely removed with successful Vigor test and spending 
  an advance.
  The exception is iIf the hero has the Elderly Hindrance and, then they have to buy it off with one 
  of their Advances after they have been using the Fringepaths and portals for 5 game years. At that point, 
  the effects of the Elderly Hindrance are removed from the Hero. Over the 5 game years, their 
  appearance changes, and they appear more youthful, eventually appearing to be in their mid-40s to early
  50s. 
  PROBLEM PORTALS
  “We also know of this Murphy!”
  --Schmert
  
  124
  They cut across as wide a path as possible, without disrupting or mixing universes. But like all 
  feats of engineering, there were a few problems in the otherwise perfect system. There was a point 
  where even the Tehrmelern rounded the hundred billionth decimal point without realizing time would 
  show the errors in new and creative ways.
  Maintenance would have been simple if the Tehrmelern had survived the living tidal wave of hell 
  called Mellor.
  The theoreticians who worked for the UN’s IDA suspected that damaged Planetary Portals and 
  transference oddities might exist early on. These bugs in the Tehrmelern portals would prove to be an 
  extreme danger to Earth’s first Fringeworthy Explorers. As time when on, it was surmised that the 
  majority of “problems” were in fact features that the Fringeworthy could invoke using the appropriate 
  Crystal Key. 
  Problem Portal Table
  Use problem portals sparingly, as they can cause major problems for the heroes. If you want to 
  randomly generate a problem portal then for each planetary portal on a platform do the following:
  
  Roll a d100. 
  
  On a result of 100, roll on the following table:
  Problem Portals
  D100
  Minor Problem
  D100
  Serious Problems
  01-14
  Misaligned Warp
  01-15
  Misaligned Warp Height
  11-15
  Misaligned Warp Height
  16-25
  Fast Warp Drift
  16-20
  Timed Transfer
  26-35
  Hard Transfer
  21-25
  Time Lapse Transfer
  36-50
  Hard Splash Down Warp
  26-30
  Weird Down
  51-60
  Bad Transition
  31-35
  Splash Down Warp
  61-70
  Hot Sauce Transfer
  36-40
  Warp Drift
  71-80
  Ice Pack Transfer
  41-45
  Stellar Transfer Warp
  81-95
  Geronimo Transfer Warp
  46-50
  Ghost Transfer
  96-100
  Solid Transfer
  51-60
  Ghost Warps
  61-65
  Pusher Transfer
  66-70
  Rainbow Flux Warp
  71-75
  Hot Transfer
  76-80
  Cold Transfer
  86-90
  Mirror Transfer
  91-95
  Intermediate Area Transfer
  96-99
  Mind Transfer
  100
  Roll on Serious Problems
  Minor Problem Portals
  The following are the minor problems that afflict portals, both Warps and Ring Stations, unless 
  specified in the problem description.
  
  125
  Misaligned Warp
  Exiting these problem rings or warps will create unusual light images or “flicker” for 10d10 
  minutes or until the explorer returns through the portal. While relatively harmless, the image is 
  disconcerting to those who view it. Flickering has a 4 in 10 chance to cause headaches and nausea for 
  the explorer.
  Misaligned Warp Height 
  A Warp with Misaligned Height is 1-4 feet off the ground.
  Timed Transfer
  A Timed Transfer is a normal transfer with a random or set time where the explorer is 
  automatically pulled from the world and dumped backwards from the portal to the platform.  This recall 
  happens regardless of the victim’s distance from the portal.  The victim begins to glow a minute before 
  he or she dematerializes.  There is a 1 in 10 chance that a Timed Transfer Portal also suffers from a 
  Time Lapse Transfer error.
  Time Lapse Transfer
  These are the portals that transfer explorers to a world and then refuse to allow their return to the 
  Platforms until a specific amount of time has passed.  This can be up to 100 days though the average is 
  3d10 hours.  After the initial “Waiting Period”, an explorer can come and go through the portal as usual 
  without the time restriction. There is a 1 in 10 chance that at Time Lapse Transfer Portal also suffers from
  a Timed Transfer error.
  Weird Down 
  Weird Downs are random problems associated with transit through a warp or ring with slight 
  stability problems. These manifest themselves as horrific booming noises, wind, light or other disturbing 
  effects that scare the willies out of the local natives. In the rarest of instances (1 in 20), the explorer will 
  transfer to the alternate or prime while leaving all possessions, equipment and clothing behind.  Exiting 
  such portals had a 50% chance or creating the same effects as an occasional cloudburst. (And possibly 
  a messiah complex)
  Splash Down Warp
  These Warps exit over water at a height of 1-10 feet. They function as normal warps in all other 
  respects.
  Warp Drift 
  Some Warps have been known to constantly move at a very slow pace.  These Warps may travel
  up to 10 feet per hour.
  Stellar Transit Warp
  These warps appear on a planet’s surface once in a specific or random time for d100 hours 
  before accelerating to an orbital location for up to d100 days.  The surfaces of these worlds are only 
  accessible for a very short time when the platform's pylon changes from dangerous to safe.
  Ghost Transfer
  Many Fringepath explorers find the Ghost Transfers to be the most disconcerting.  The explorer is
  transported to the world in question but only as an immaterial ghost-like being that can pass through 
  
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  people and solid objects and only possesses a 1 in 10 chance to move or interact with anything solid on 
  that world.  In fact they are only visible to the inhabitants of that world for d4 actions at a time. They are 
  the ghosts and poltergeists of legend.
  Ghost Warps
  Ghost Warps are stationary or drifting “False” rainbow warps.  While confusing to the 
  Fringeworthy, they can hide small Pocket Universes or Hells. They form in clusters of d10+1 and there is 
  a 1 in 10 chance that they will drift in the vicinity of a true functional warp, (seriously confusing the issue if
  a fast escape is required).
  Pusher Transfer
  Normal in all other respects, the Pusher Transfer shoves the victim through the portal at 2-5 times
  the velocity at which they entered. (Baseballs to bullets, Oww!) This effect occurs in both directions 
  through the portal.
  Rainbow Flux Warp 
  Flux is the energy picked up through a Rainbow Warp. These rare occurrences make an explorer 
  stand out like a neon light to other Fringeworthy for d100 hours.  This effect is also visible to animals and 
  small children and can have a very unnerving effect upon them.  It can also be detected as a halo-like 
  effect by camera, though not by normal vision.
  Hot Transfer
  Exceptionally dangerous are Hot Transfers that heat the external surfaces of the traveler and any 
  equipment he or she carries to 110° F. Most often a hot transfer will kindle a small burst of flame at a 
  random spot on the victim.  This effect has been known to last up to d10 minutes. The Hero must make 
  an immediate Vigor roll or become shaken. This effect occurs in both directions through the portal.
  Cold Transfer
  Essentially this is the opposite of a Hot Transfer with the surfaces and equipment being chilled 
  down by -100° F. This can cause frostbite to any exposed skin if care is not taken to immediately warm 
  the affected area.   In extreme cases, liquids have frozen and containers have been deformed or even 
  burst by the rapid crystallization of their contents. This effect has been known to last up to d10 minutes. 
  This effect occurs in both directions through the portal.
  Mirror Transfer
  In a Mirror Transfer, the hapless explorer has everything about him reversed, right down to the 
  molecular level. This includes his DNA and proteins. This has the nasty effect of making almost all the 
  food he is likely to encounter on this alternate useless to him. Technically, the explorer could eat to 
  bursting and still starve to death due to the inability to absorb any useful nutrients. The only food of any 
  value would be what the explorer brought with him at the time of transfer unless some naturally occurring
  “Left-handed” food could be located. This is very unlikely. Luckily, returning through the portal reverses 
  this effect. 
  The beneficial side effect of the Mirror Transfer is that the Hero is immune to all pathogens and 
  most biological based poisons. 
  Intermediate Transfer
  An unusual occurrence where an Access Ring to an Alternate or Prime has a small closed 
  universe set before the actual gate.  A delay area like this is often a mile in diameter and in a natural 
  
  127
  setting.  They are thought to be staging areas or created because of engineering difficulties encountered 
  during the initial attempt to access the Alternate. This is the same as the Crystal Key Power Intermediate
  Area Transfer.
  Mind Transfer
  These are the rarest of all Tehrmelern research portals where the explorer’s body is held between
  worlds and his or her conscious displaces the mind of a sentient being or animal on the other side. While 
  very disconcerting to the Fringeworthy, the victim suffers nothing but a memory loss and the minor 
  consequences of whatever the explorer did with the body while in possession of it.  
  Passing through any Portal or Warp, or, in some cases, the death of the host body returns the 
  Hero’s mind back into his body and he then exits from the ring on to the platform.  If the return cause is 
  the death of the host body, there is a 2 in 10 chance that some counseling will be required for the 
  explorer if they survive a -2 Spirit check.  Failure indicates that the character takes 3 wounds, must make
  an Incapacitation Vigor roll. If he fails, a Hero with the Healing skill can try to stabilize him using the 
  normal Healing rules. Note, the Hero can soak this damage.
  Serious Problem Portals
  The following are the major problems that afflict portals, both Warps and Ring Stations, unless 
  specified in the problem description.
  Misaligned Height Warp
  A critically Misaligned Warp that is 5-15 feet off the ground and drops the traveler like a sack of 
  sand.
  Fast Warp Drift 
  Fast drift is an alignment problem that can move a warp 20d10 feet per day. This is often in a 
  random direction.
  Hard Transfer
  A Hard Transfer is a dangerous condition where the victim making the transition is shocked 
  unconscious for 1-10 minutes and thrown through the portal exit.  Other effects include vomiting (30%), 
  nausea (85%) violent sickness (75%), memory lapse (35%), and half physical stats (65%) for up to 10 
  hours.   Metal carried can be fused, weakened or crystallized into uselessness (45%)
  A memory lapse can be minimal, creating a state of confusion or a temporary loss of a few hours 
  of memory. There is a 10% chance the victim will suffer a full identity loss for up to 10 weeks
  Hard Splash Down 
  These warps exit over water at a height of 11-20 feet.  This guarantees an adventure just getting 
  back home through the warp. In all other aspects this warp functions normally.
  Bad Transition
  Bad Transitions resemble the results of a harsh brawl.  Victims, upon transit, are spun, thrown 
  and ejected from the portal as they exit.  In extreme cases they are launched from the system and 
  thrown backwards onto the platform or shot out of the warp.  Vehicles are generally damaged as if in a 
  harsh frontal collision of up to 100 miles per hour without any additional injury to passengers.
  
  128
  Hot Sauce Transfer
  This is a more severe form of Hot Transfer that can be picked up from a malfunctioning portal. In 
  this Hot Transfer the excessive heat energy (100+ degrees) generated by the portal stays with the 
  explorer as long as he or she is on that world.  Most dangerous is that the explorer doesn’t feel this heat 
  on their person or equipment as everything (including the explorer) has been heated evenly.  The level of
  threat depends on what the explorer is carrying, (matches, flares, certain flammable or explosive 
  chemicals or containers) and how long he or she remains on that world.  There is a 5% cumulative 
  chance per day, that some object on the explorer will burst into flame and require extinguishing (the 
  chance is greater if the object is of the dangerous variety – see above). Objects from that world that 
  come into contact with the explorer have a 50% chance of busting into flame at a rate of 1-4 objects per 
  day. The heat energy dissipates upon reentry to the portal.
  Ice Pack Transfer
  This is a more severe form of Cold Transfer that can be picked up from a malfunctioning portal.  
  In this Cold Transfer the rapid decrease in temperature (-100 degrees) generated by the portal stays with
  the explorer as long as he or she is on that world.  Most dangerous is that the explorer doesn’t feel this 
  chill on their person or equipment as everything (including the explorer) has been cooled evenly.  There 
  is a 5% cumulative chance that a spot on the explorer will spontaneously freeze and require warming to 
  thaw or it will spread at a rate of 1-4 square inches per minute. Objects from that world that come into 
  contact with the explorer have a 50% chance of freezing solid at a rate of 1-4 objects per day (talk about 
  giving someone the cold shoulder) The chilling effect dissipates upon reentry to the portal.
  Geronimo Transfer Warp
  A dangerously misaligned warp that is not vertical but horizontal to the ground. The Hero literally 
  falls out of the portal. The height they fall is 1d4 x 10 feet. It is recommended that you use trees, water, 
  whatever to cushion the falls of the Heroes. There is a 1 in 20 chance that the height of the fall is +20 
  feet higher.
  Solid Transfer
  The most horrifying of all transfers is the Solid Transfer where Heroes or equipment become 
  fused into the atomic structure of a solid object. They are literally yanked through the portal and fused 
  into the nearest solid object or into the ground. 
  To determine who this happens to, shuffle and draw a card for each Hero, vehicle, and important 
  piece of equipment passing through the portal. On a Spade, that person or item is fused into another 
  object. The higher the suit of the card, the more of the person is fused. A 2 of Spades, just a hand or foot 
  is fused. A 7 of Spades, half the person is fused. Ace of Spades, and the person is completely fused into 
  a solid object. (Within reason. If the nearest object is a tree, then the Hero center of mass is inside the 
  tree, with his arms and legs sticking out. )
  While never immediately fatal, it is an agonizing way to die unless the object and the Hero fused 
  to it are transported back through the portal.  The second portal transition automatically separates the 
  victim from the objects without ill effects (except possibly nightmares).
  While in the fused state, the Hero takes damage, ignoring armor, every round. From 2 to 4 of 
  Spades, 1d6 damage. 5 to 9 of Spades, 2d6 damage. 10 and Jack of Spades, 3d6 damage. Queen to 
  Ace, the Hero is suffocating. If the head or upper body is fused into an object, the Hero will suffocate. 
  They must make a Vigor roll every round or take a wound from suffocation. If they become incapacitated,
  they will die in d4 minutes.
  
  129
  PYLONS EXPANDED
  “It’s nothing but idiot lights!”
  --Gordon Conrad
  The standard pylon control interface is somewhat lacking in verbose information on the conditions
  on the other side of the warp. Many a Fringeworthy has commented on this issue, not knowing what the 
  exact parameters are for the blinking lights and a lack of other indicators for radiation, bio-compatibility, 
  and other information about the world on the other side.
  And they are right. There is an expanded interface for the pylon that can be accessed. However, 
  it may not be what the hero was looking for. To open the expanded interface requires two crystal keys: A 
  yellow type 8 general security or higher crystal key, and an orange engineering key. 
  You use the security key to activate the pylon and then you touch this key with the orange key 
  and then invoke the power “Open Interface”. This requires a successful Crystal Key Use skill test against 
  at TN -48. If successful, the expanded interface opens up and displays the enhanced information about 
  the world on the other side of the warp.
  What the hero sees probably won’t make any sense to them. Humans use dials, indicators, 
  scales, and even words to deliver information about a system. Not the Tehrmelern. They use colors to 
  indicate different forms of information.
  The four basic colors of the Tehrmelern readout are:
  
  Green: Indicates a good condition the deeper the color. Associated with organic systems.
  
  Red: Indicates a good condition the deeper the color. Associated with nonorganic 
  systems.
  
  White: Indicates a dangerous condition when completely white, tinted green or red, not as 
  dangerous. White is the color of mold and decay.
  
  Black: Indicates a deadly condition when fully black. In different shades of grey, indicates 
  that the conditions are getting worse. If tinted green or red, indicates that the associated 
  system is decaying.
  The existing environmental indicators are replaced with updated versions and new indicators are 
  added to the interface: 
  Temperat
  ure
  Green indicates normal temperatures above 68°F, Red normal temperatures 
  under that. As more white is added to both colors, the temperatures go up or down 
  respectively. 100° F is a green-light white color, 32° F is red-light white in color. As 
  they get whiter and lighter, the more extreme the temperatures. Absolute white, you 
  die if you step on the other side unless you have some very tough environmental 
  suits.
  Pressure
  Green indicates normal pressure within a few millibars. Low pressure the color
  darkens until it reaches black for vacuum. High, but survivable pressure is indicated 
  by the color getting whiter and when completely white, the pressure is at Tehrmelern 
  maximum survivable pressure. This also happens to be human max as well. Beyond 
  that it gets darker until it goes black, at around 8 atmospheres, when the normal 
  mixture of oxygen and nitrogen in the atmosphere becomes toxic.
  
  130
  Radiatio
  n levels
  Bright Red indicates normal radiation levels, as they go up, the color gets 
  darker and darker. 
  Humidity
  Green indicates humidity between 50% to 60% humidity. As the humidity goes
  up, the color gets lighter and lighter, until it reaches 100% humidity, the color will be a 
  very light green. As humidity goes down, the color gets darker until it hits 0% humidity,
  and the color will be a very dark green, almost black.
  Atmosph
  eric Content
  This globe display is multicolored, each color representing a different 
  atmospheric gas. Breathable atmosphere would be mostly violet, blue-white with a 
  hint of pink. The amount of each color indicates the percentage of the corresponding 
  gas in the atmosphere.
  Biocomp
  atibility
  Green is fully compatible to the person operating the pylon. Green to white 
  means that you can eat the food, but you’ll get sick or sufferer a minor nutritional 
  deficiency, and that most diseases are fully compatible. Green to black, the food is 
  poisonous, and when completely black, death will occur if you ingest anything from 
  that world. It also means that, with the exception of a few parasites, you are more or 
  less completely immune to any disease on that world.
  CRYSTAL KEYS EXPANDED
  Black Crystals allow portal-to-portal transfer of a Fringeworthy without transiting to the 
  Fringepath first. The crystal is carried in the hand of the Fringeworthy as she enters the portal, causing a 
  transit to the next portal on the Prime (clockwise as viewed from the platform). If a full ring station exists, 
  this occurs regardless of the lockdown setting of the portal. However, a transit to or from a warp only 
  occurs if the portal is unlocked. A Black Crystal can be carried onto the Fringepath as long as it is not in 
  contact with the Fringeworthy’s skin or grasping appendage at the time of transit. However, throwing it 
  through the portal would actually send it to the next planetary portal (ring station or active warp).
  Orange Crystals, also known as an engineering key, act as simple keys for heavy Tehrmelern 
  machinery and other devices. Usually the crystal is placed in a receptacle like the one on a control pylon 
  and an activating panel is pressed. However in some cases the activation occurs simply by the presence 
  of the crystal in the depression or even within 10 feet of the vicinity of the equipment. Equipment 
  dangerous to those nearby always requires the first method, confirming-activation. Orange Crystals only 
  activate equipment or special functions of control devices. By themselves, they have no effect on control 
  pylons.
  CRYSTAL KEY ATTUNING
  Initially unknown to IDET and TÆSS, when a non-Fringeworthy person handles a crystal key at 
  least once a year, they gain a cumulative 1% chance, per year, of becoming Fringeworthy. This test is 
  made once a year, even if the person has not handled a key in the current year before. 
  It must be noted, that for several years, Director Borodin handled every crystal key UNIDA had. At
  some point, you as the GM can make that him very happy, and decide that Aleksandar Borodin becomes 
  the first attuned Fringeworthy. Don’t roll for this, just decide that it’s time to reveal this new power and 
  have him discover it as he hands out the team’s Crystal Key. 
  
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  FINDING CRYSTAL KEYS
  Crystal Keys are notoriously hard to find. The first key, a Gray Crystal Key, was found clutched in 
  the dead hand of Captain Oates. The second key, a White Crystal Key, was found on the Junkyard 
  Pokiwol, Alt 0,2, hidden under some junk. It was found using the Find Crystal Key power.
  The Victorian’s first key, a White Key, was passed down from Congolese shaman to Congolese 
  shaman over the generations. Some of the holders of the key became Fringeworthy, but never took 
  advantage of it. TÆSShey found their second key in some ruins on their Mars. It was a Gray Key.
  These finds were flukes, in many cases, most Crystal Keys will be found in the possession of 
  other Fringeworthy. Some may be found on Tehrmelern and Commonwealth worlds, typically in some 
  secure location, and tend to be higher-level security. Many All Master Mellor will either have Dark Green, 
  Purple, or Rainbow Crystal Keys inside them. Extracting these keys will be a bit problematic. 
  Fringe Pirates will have a collection of keys, ranging from multiple Gray and White keys, a couple 
  of Black and Orange keys, and one or two Pale Green, Brown, or Red keys. They know how to use 
  them, and will use them to great effect.
  FRINGE TRAIN
  The Fringe Train was how the Tehrmelern engineers and the Mellor traveled long distances on 
  the Fringepaths. The Fringe Train is tubular shaped vehicle. However, its exact size and dimensions are 
  dependent on the needs of the person who called the train. This can range from a small train that can 
  hold a team and their gear, to a larger train big enough to hold the team and a Moskovi MRM-30. The 
  largest size train that can be called, is 10 feet shorter than the distance between the 50 foot50-foot 
  transit portals, and is 50 feet in diameter. 
  The train will always have a door large enough to accommodate the largest team member and 
  vehicle. Inside the train will be sufficient seats for the team. The seats conform to the body shape of its 
  user. At one end of the train is a control panel. After a moment looking at it, the writing on the panel 
  becomes readable, but not necessarily understandable. If a hero says anything similar to a request for 
  help, the voice command system will activate and the user assistance system will offer assistance in 
  using the Fringe Train. The assistance system will guide them through all the steps in using the Fringe 
  Train, including setting their home platform. The Fringe Train system will remember this setting until it is 
  changed for each Fringeworthy. 
  It must be noted that the assistance system does not have any information beyond that of how to 
  use a Fringe Train, and how to use its different functions. The system will chat with the user, but will soon
  run out of things to say, as it is only a smart system, and not a true AI.
  The Fringe Train will take the heroes anywhere they want to go, to any platform they want to go 
  to, in almost no time at all. Want to visit the T-Prime platform? It’s a 5-minute jaunt away. However, you 
  need to know its address. Platform addresses are not simple. The address of platform consists of 5 sets 
  of numbers that correspond to the location of the prime world in the multiverse. For example, Earth 
  Prime’s address is the following:
  9720-297277-360-21238-28500
  Luckily, the assistance system will accept relative values, such as “5 nodes in that direction” or 
  “20 nodes past my home node.”
  To call the train, you have to do the following:
  
  132
  1.
  The Hero must concentrate on what kind of Fringe Train that he wants to call. The 
  default is enough to carry him, his team, and any vehicles that they have.
  2.
  The Hero must a Black Planetary Crystal Key and Clear Crystal Key Clear or higher 
  color. 
  3.
  The Hero must be on a platform, not a pathway.
  4.
  The Hero must hold the two keys together for 30 seconds until they both glow brightly.
  Five minutes after a successful call, a Fringe Train will arrive at the platform that the hero called it 
  from. The control panel, once it resets to a readable state, will show the current platform and node the 
  train is on. It is advisable for the hero to make note of this address if they wish to return to this platform or
  node.
  FRINGE PIRATES
  Fringe pirates come in a wide variety of shapes and sizes. They can behave almost benevolently,
  to near psychotic maliciousness, or any degree in between. Their motivations and methods can vary 
  greatly from one group to another. Rather than trying to and cover every aspect or to detail out each 
  group one might encounter, you will find three examples of what the party is likely to encounter. Each 
  group has been provided with enough information for the GM to flesh out as he sees fit for his campaign 
  and his players.
  Let’s face the facts. Earth Prime is not the only world to have discovered or rediscovered that its 
  access to the Fringepaths has been restored. There are countless worlds out there that have access and
  if the numbers hold true for most of them, each world can have anywhere from 20-50 thousand potential 
  Fringeworthy on them.
  On Earth prime it is impossible to count how many people possess a moral standard below what 
  is normally deemed acceptable. Add in the reality of multiple worlds and it is impossible to doubt that 
  some of these individuals of low moral beliefs won’t also be Fringeworthy.
  Even what “Primers” see as a healthy moral standard may be considered odd and bizarre on 
  another world. So the concept of Fringe Pirates, people who use the Fringepaths as a source of easy 
  wealth with no consequences shouldn’t be that hard to accept. It’s not so far away from what the 
  explorers do right now. A single ugly push down the moral scale is all it would take to make an IDET 
  member into a Fringe Pirate. What is surprising is that the first encounter with Fringe Pirates took as long
  as it did to happen. The battle at +6 should have been anticipated and planned as a possible encounter 
  by the IDSS. The fact that it did take so long to happen indicates a few possible realities that have yet to 
  be verified.
  One possibility is that the Fringe Pirates are from a prime or alternate very far away and they 
  were just expanding their territory. Another suggests that groups of Fringe Pirates are relatively small, 
  working in bands that patrol large areas and that they just hadn’t bumped into an IDE teamT by luck or 
  design. Still another suggestion about the Fringe Pirates is that they are remnants of the old 
  Commonwealth that managed to survive and after escaping their locked world, began doing what is 
  necessary to survive in this new harsh reality.
  There are other ideas about how Fringe Pirates came about and what their goals are, but one 
  thing is certain. They are not to be trifled with. They ask for no quarter and give none. Fringe Pirates will 
  do anything to achieve their goals and escape alive, including risking weapons fire and explosive use on 
  the Fringepaths.
  
  133
  As a group they don’t have any distinctive markings, flags or colors, so don’t assume just 
  because you meet someone on the paths that doesn’t wear a uniform that they are Fringe Pirates. Don’t 
  let your guard down either. 
  A Fringe Pirate’s greatest fear is to lose his freedom. They will sacrifice anything and anyone to 
  maintain that freedom. Like a snake that is diving down its own lair hole, never chase a Fringe Pirate into
  territory you don’t already know. They often have been out on the Pathways longer than “Primers” and 
  know where and when to spring a trap or lead to an ambush. Let’s be careful out there.
  CONFESSIONS OF A FRINGE PIRATE
  So, you want me to talk about being a, what was that, a “fringe pirate”. Whatever that is, 
  I’m a pathway raider, more akin to the Vikings than any pirate. So don’t imagine me to be one of 
  those fancy Dans, a wearing frills and a frock coat. I’m a raider and I am very good at what I do. 
  That is until you caught me and my men.
  How did I become one? I was born one. Me mam was raider, and carried me in her belly 
  across many a portal raiding worlds. I was born in the middle of a raid, if you believe the stories 
  my dah told, holding a pistol and demanding the doctor’s gold teeth! Ha! Good’un.
  Base? We never had a permanent base, we just moved along paths, stopping to raid any 
  portal we could open, reading the pylons so’s we wouldn’t get hurt by what lay on the other side. 
  If we find a good garbage world, er, what you call a pocket world, we’d make camp, use the world
  as a raid base, divvy up loot, and see about trading it for something good at those worlds we 
  couldn’t raid. Like medicine and stuff.
  Trade? Hell yeah, we trade when it’d be suicide to raid. We also know where the good 
  trading worlds are, so’s we heads on back to them. Where are they? Sorry lad, I won’t tell you. I 
  got some loyalty to those I’ve fought along side with.
  We trade because there is no good sitting on most of what we take. Sure some of that 
  would keep our raiding base going while we’re out raiding nearby worlds. But most of it would go 
  to the trading worlds for ammo and more weapons.
  That’s a good question lad. I think the first pirates were poor sods that found the portals 
  by accident. They found others a wandering the paths and banded together for protection. Others
  I think were worlds like yours, they found the paths and used them for raids of other worlds for 
  goods and wealth.  . Some of them went rogue and went into the business for themselves.
  My band is only ten years old. I split off from my dad’s band when his got too big. I 
  recruited a handful of me old wet nurse mates and with me dad’s blessing, we headed out and 
  recruited more at a trade world. We knew from the talk that no one’s been this far for a while now,
  so we raided our way out to here. That’s when we met you IDETs.
  That first bunch we met was all “Peace and Love” and we showed them peace and love.
  Peace of the grave, and the love of death. Ha! No, we only killed the most troublesome, 
  the rest we left with plenty of water and those filthy MREs you call food. 
  We made a haul on that raid. Didja know that what you IDETs carry is worth more than 
  gold at a trade world? All that medicine! We can sell that on a low-tech world for gold and other 
  valuables.
  
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  But we let some of them live. That was a mistake. You came for us in force. That steam 
  powered Gatling gun them Brits were using was murder.
  Our raids? Yeah, some of them is brutal on chicken stealing worlds… What’s that? It’s a 
  world that’s got nothing better than chickens to steal lad. Other worlds gots gold and gems, 
  others got merchandise that can be turned into wealth.
  We’ve raided worlds where they treated us like gods and gave use our loot. Others, we 
  had to take it from them. By force lad, bloody damn force. We scout them out, see if they are 
  better armed than we are, and if we are, we go at them, hammer and tong. It’s a bloody grisly 
  business, one you have to harden your heart to, otherwise you’d end up eat’n your pistol, if you 
  get my meaning.
  Oh, on those where they were better armed than us, then we pull out the trade goods and
  see if we can get what we want through trading. That doesn’t work well on most “civilized” worlds 
  and we end up shooting our way out on the ones that want “papers” and “permits”. Any place 
  where they has trains is too civilized for trade, but you can raid, if the portal is in the right place.
  On one world, with automobiles and such, we were able to raid a fancy street, Rodeo 
  Drive I think it was called, and made off with lots of loot! The law officers just had pistols and 
  shotguns, and we had body armor, assault rifles, RPGs, and heavy machine guns. It was a 
  pigpen shooting!
  Of course we seal every world off that we raid. We don’t want them following after us. 
  That’s just being smart.
  So’s what’s to happen to me and my band? A trial? Prison time? I think not lad. We know 
  more about the paths than you do. I’ll buy my freedom with a little bit of what I know. You IDETs 
  will have to watch your backs out there. Because if you don’t we’ll take you. That’s a promise.
  RAIDERS
  Raiders are more akin to Vikings than traditional pirates. They look for worlds that are easy to raid
  and have goods that can be traded on other alternate worlds that aren’t easy to raid, or on the rare 
  Market world. They are wily and conniving, and they will treat anyone on the pathways as potential prey, 
  unless they know that they are other raiders or that they can kick their butts.
  When they approach unknown people on the pathways, they will put on a happy face and try to 
  hide the .50 cal machineguns. Once they determine that they can take them, they will attack. As most of 
  them are always armed even when sleeping, they can attempt a surprise attack. They are not cold-
  blooded murders, but if you put up too much of a resistance, they will kill you. It’s more expedient that 
  way.
  Raiders will set up a base of operations on any convenient world or pocket stop. These bases are
  transient and function more as a storage site than as a true base. They are not manned except for those 
  that were wounded and healers/doctors taking care of the wounded. This does not mean these bases 
  are easy pickings for IDET. Every one of these people will fight because they believe that the only other 
  alternative is death. Trying to convince them otherwise will be hard to do.
  There is a loose confederation among the Raiders, one that most pay lip service to. New Raider 
  bands may pull recruits from several different bands, taking the youngest from each and striking out on 
  their own.
  
  135
  Raider Setup
  Raiding Band:
  
  Personnel: 1 Pirate Commander, 1 Pirate Lieutenant, 5-6 Pirates, 1 Heavy Weapons 
  Pirate. 
  
  Vehicles: 2 Diesel or Steam Powered Trucks or Lorries, Armored.
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Medium Machine Gun
  Raider Base:
  
  Personnel: 1 Pirate Commander, 2 Pirate Lieutenant, 8-10 Pirates, 2 Heavy Weapons 
  Pirate, 1 Mechanic, 1 Healer. There may be 2d6 Conscripts, but they are for base 
  maintenance or “entertainment”. 
  
  Vehicles: 4 Diesel or Steam Powered Trucks or Lorries, Armored.
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Medium Machine Guns
  PRIVATEERS
  Some worlds have turned their Fringeworthy into a privateer force. These raiders operate with the
  blessing of their government, raiding alternate worlds for their wealth and technology, and then returning 
  back home with the booty. If their world is the Prime world for the node, there may be as many as 8 
  different sources for privateer bands operating off of that platform. Depending on the political situation on
  their world, these bands may ignore each other, assist their allies, or attack each other on sight.
  Privateers tend to milk a world for as much as they can get from it before moving on to another or
  when that world starts mounting a viable defense. Depending on where the portal is on a world, they may
  set up a base and use locals for manpower and defense. 
  As they begin to spread out farther and farther from their homeworld, they will set up supply 
  bases on suitable worlds, especially those that can provide supplies, such as fuel, ammo, and weapons. 
  These bases are always manned and defended, but they will treat with strangers first before firing upon 
  them. Some of these bases range from wooden stockades, to medieval fortifications, to full blown 
  modern fire bases and associated gear. And not a few are disguised as warehouses built around a warp.
  Privateer worlds tend to turn into Fringe Empires over time, as more and more Fringeworthy are 
  born or recruited.
  Privateer Setup
  Raiding Teams: 
  
  Personnel: 1 Pirate Commander, 1 Pirate Lieutenant, 4-5 Pirates, 1-2 Heavy Weapons 
  Pirates. 
  
  Vehicles: 2 Fringe Capable Armored Personnel Carriers
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Medium Machine Guns
  Supply Base:
  
  Personnel: 1 Pirate Commander, 3-4 Pirate Lieutenants, 10-20 Pirates, 5-6 Heavy 
  Weapons Pirates, 3-4 Merchants, 6 Transport Drivers, 4 Mechanics, 20 to 40 Conscripts, 
  4 Healers.
  
  Vehicles: 2 Tanks, 5 Armored Personnel Carriers, 6 Cargo Vehicles
  
  136
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Heavy Machine Guns, 2 Light Field Cannons
  Raiding Base:
  
  Personnel: 1 Pirate Commander, 3 Pirate Lieutenants, 10 Pirates, 3 Heavy Weapons 
  Pirates, 2 Mechanics, 20 Conscripts, 2 Healers
  
  Vehicles: 1 Tanks, 3 Armored Personnel Carriers
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Medium Machine Guns, 1 Light Field Cannon
  ROGUE IDE TEAMS
  Sometimes, a team will decide that they have had enough dealing with the politics and 
  bureaucracy of Earth Prime and the United Nations and go rogue. 
  THE PIRATE ENCOUNTER
  It was called the Battle of Alt +6. 
  Alt +6, 2 was being explored by a group of mixed IDET and TÆSS explorers. They were 
  investigating a Cherokee settlement on that world. Then they spotted a vehicle and a band of 
  Fringeworthy explorers exit warp and head in their direction. Col. Nathaniel Brighton, commander of the 
  IDET and TÆSS group, stepped forward and uttered the classic line “Good afternoon. We represent a 
  group of worlds exploring this area and…”. He was cut down in a hail of weapons fire. The ensuing 
  firefight lasted 20 minutes and killed all but one of the attackers when an explosive pack was hit.
  The analysis of the remains showed a group of Fringeworthy of human and alien origin. The 
  carnage caused in the peaceful Cherokee settlement at +6, 2 branded them as pirates possibly of a 
  larger group that may operate across many worlds. The survivor was placed in lockup at Hatsumi Base 
  where he rarely talks, other than to taunt the UNISS psychologists in French. At least two additional 
  Fringe-traveling races of non-human stock were found as well as materials stolen from dozens of 
  cultures. Tehrmelern artifacts recovered included Crystals, Translators and Memory Spheres
  Let’s face the facts. Earth Prime is not the only world to have discovered or rediscovered that its 
  access to the Fringepaths has been restored. There are countless worlds out there that have access and
  if the numbers hold true for most of them, each world can have anywhere from 20-50 thousand potential 
  Fringeworthy on them.
  On Earth prime it is impossible to count how many people possess a moral standard below what 
  is normally deemed acceptable. Add in the reality of multiple worlds and it is impossible to doubt that 
  some of these individuals of low moral beliefs won’t also be Fringeworthy.
  Even what “Primers” see as a healthy moral standard may be considered odd and bizarre on 
  another world. So the concept of Fringe Pirates, people who use the Fringepaths as a source of easy 
  wealth with no consequences shouldn’t be that hard to accept. It’s not so far away from what the 
  explorers do right now. A single ugly push down the moral scale is all it would take to make an IDET 
  member into a Fringe Pirate. What is surprising is that the first encounter with Fringe Pirates took as long
  as it did to happen. The battle at +6 should have been anticipated and planned as a possible encounter 
  by the IDSS. The fact that it did take so long to happen indicates a few possible realities that have yet to 
  be verified.
  One possibility is that the Fringe Pirates are from a prime or alternate very far away and they 
  were just expanding their territory. Another suggests that groups of Fringe Pirates are relatively small, 
  
  137
  working in bands that patrol large areas and that they just hadn’t bumped into an IDET by luck or design. 
  Still another suggestion about the Fringe Pirates is that they are remnants of the old Commonwealth that 
  managed to survive and after escaping their locked world, began doing what is necessary to survive in 
  this new harsh reality.
  There are other ideas about how Fringe Pirates came about and what their goals are, but one 
  thing is certain. They are not to be trifled with. They ask for no quarter and give none. Fringe Pirates will 
  do anything to achieve their goals and escape alive, including risking weapons fire and explosive use on 
  the Fringepaths.
  As a group they don’t have any distinctive markings, flags or colors, so don’t assume just 
  because you meet someone on the paths that doesn’t wear a uniform that they are Fringe Pirates. Don’t 
  let your guard down either. 
  A Fringe Pirate’s greatest fear is to lose his freedom. They will sacrifice anything and anyone to 
  maintain that freedom. Like a snake that is diving down its own lair hole, never chase a Fringe Pirate into
  territory you don’t already know. They often have been out on the Pathways longer than “Primers” and 
  know where and when to spring a trap or lead to an ambush. Let’s be careful out there.
  
  138
  TECHNOLOGY AND CIVILIZATION LEVELS
  Technology and civilization goes hand in hand. Society determines how technology is used, but in
  turn, technology can affect society. Also, the sciences do not march in lock step with each other. As 
  society changes, some sciences can advance faster than others. And there are typically multiple cultures
  on a world, each unique and different from each other, and each at different levels of technological use 
  and ability. 
  Technology Levels
  0 No Technology
  1 Prehistory, aka Stone Age (5000 BCE and Before)
  2 Early City-States (5000 BCE to 500 BCE)
  3 Iron Age (500 BCE to AD 500)
  4 Middle Ages (CE 500 to CE 1450)
  5 Renaissance (CE 1450 to CE 1700)
  6 Age of Reason (CE 1700 to CE 1850)
  7 Victorian Era (CE 1850 to CE 1900)
  8 The World Wars (CE 1901 to CE 1945)
  9 Cold War Era (CE 1946 to CE 1999)
  10 Modern-Day Earth (2000-present)
  11 circa +10 years
  12 circa +25 years
  13 circa +50 years
  14 circa +75 years
  15 circa +100 years
  16 Low Far Future Technology
  20 High Far Future Technology
  21 Low "Ultra" Technology
  25 High "Ultra" Technology
  26+ god-Like Technologies
  A brief breakdown of Tech Levels by group and what they mean:
  Tech Level 0
  
  139
  This represents no technology.
  Tech Level 1
  This represents the slow climb of technology in Prehistory, from the time our pre-homo-sapiens 
  ancestors first picked up a stick to dig for grubs until advancements in agriculture allowed for the 
  formation of cities and recorded history.
  Tech Levels 2-9
  These represent actual historical eras (see chart)
  Tech Level 10
  This represents modern day Earth, today.
  Tech Levels 11-15
  These levels represent the near future, from tomorrow until about 100 years from now. Usual 
  estimates for this period include steady refinements in electronic and computer technology, ever-
  increasing global connectedness and travel, the advent of "base" cybernetics and genetic engineering, 
  and a slow but steadily increasing human presence in space.
  Tech Levels 16-20
  This is the "far" future, representing up to 1000 or more years beyond Tech Level 15. These are 
  the tech levels of most mainstream science fiction stories and tropes, such as starships, interstellar 
  colonies, intelligent robots, death rays, alien contact, etc.
  Tech Levels 21-25These levels represent the frontiers of the easily imaginable future, a great 
  many thousands of years beyond today. Humankind opens up the secrets of the universe and creates 
  ultra-sophisticated technology whose feats would seem to border on the magical to us today. Wormholes
  may connect distant parts of the galaxy. Black holes may be tapped for energy. Involuntary death may be
  unknown.
  Tech Levels 26 and Beyond
  Levels beyond 25 represent god-like technologies in power and reach. Cosmos-spanning 
  networks, reality-altering machines, pocket universes, and more mind-boggling concepts inhabit these 
  levels.
  
  140
  HOW TO RUN A SUCCESSFUL FRINGEWORTHY CAMPAIGN
  The kind of campaign you run should be a best fit between the role-playing style of your players, 
  the kind of characters they want to play and your own GM style.  . If you want to run a campaign of 
  political infighting and they want to shoot monsters, it will not end well.  . Many GMs and players create 
  an agreement with broad strokes before the campaign starts to uncover expectations on both sides of 
  the screen.
  A campaign can change over time.  . If the team starts as one of the first through the Hatsumi 
  Portal, their first world will be the Fringepath itself. Later, as its secrets are revealed, the team can use 
  the Fringepath as a tactical tool and refuge when world or solar system exploring. Eventually, it can 
  become simply a means to get from point A to B.
  The scope of Fringespace is titanic.  . Worlds thought fully explored can yield new adventures as 
  natives uncover new artifacts.  . Political and religious alliances can change, turning the Fringeworthy 
  from friends into hated enemies.  . Over-reaching groups can unleash hellish diseases and world-
  cracking weapons by design or mistake. That’s just one world.
  As the campaign winds on, worlds will begin to interact with each other.   . Power centers will be 
  found on the Fringepaths.  . As more secrets of the Fringepaths are exposed, safe areas may become 
  deathtraps for attack or defender alike. Your campaign should abound with opportunities to strike out in 
  new directions.
  You don’t have to be part of UNIDA, TÆSS, or other governmental group. Once you are on the 
  Fringepaths, there is little stopping you from striking out on whatever path suits you.  . Many teams have 
  found a world that suited them and stayed for the duration (such as the Bureau 13 Prime).  . Others have
  found the UNIDA to be too stifling, too compromising, or too slow to grasp an opportunity. As you meet 
  other power centers you might find a better fit, even to the point of being a double agent. Be careful, the 
  Fringepaths only seem safe. Don’t forget the Mellor.
  THE BASIC ADVENTURE AREAS IN FRINGEWORTHY:
  Earth Prime
  
  Characters spend their time enmeshed in the political, social or economic maneuverings of the 
  nations of the world as they attempt to gain advantage from discoveries of the Fringe.
  
  They are managers in the UNIDA or more directly involved in the development of new 
  technologies.
  
  They can work with the Alien Corp to integrate alien species into the UNIDA workforce.
  
  They guard Hatsumi Base from enemies and opportunists from within and without.
  The Fringepaths
  Fringespace is a world unto itself and qualifies as an Otherspace, except that it is suited to 
  human life. You must understand that it is an artificial construct, and so its behavior is default behavior.  .
  IDA will learn how to unlock new features, surmount limitations and prohibitions, and even exploit its 
  nature for unlimited power and eternal life.  . Fringespace will become a partner.  . An entire campaign 
  could take place solely in pursuit of discovering its secrets and bending it to the purposes of the IDA.
  
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  Space Exploration
  Including the system platform for the Prime plus the eight system platforms for the Star Hub 
  Platform, there are 9 solar systems that can be explored for each Fringespace node.  . Many of these 
  portals will go to micro-gravity environments such as asteroids and small moons.
  These are excellent launch platforms for even primitive spacecraft.  . Satellites for Earth orbit can 
  be launched cheaply, even from great distances, since the main cost is getting the satellite into space.
  Since the Star Platform goes to stars within a 40 light year radius of the Prime’s solar system, 
  stars that were only blobs of light can be examined closely.  . Theories of solar development can be 
  proven based on new evidence. Alien civilizations can be discovered, which if space faring, can provide 
  proven technological advances.
  World Explorers
  A million, million worlds are a lot of territory, but the primes and alternates are all in some way 
  analogs of our Earth.  . The myriad ways in which they differ provides a rich campaign path.  . Extinct 
  species can be hunted or captured for resettlement.  . Expended mines on Earth Prime Zero are 
  untouched elsewhere.  . Disasters on one world can provide a warning on another similar Earth.   . Wars 
  can be won or lost with the introduction of new technologies from the explorers.  . Making short-cut 
  journeys through the prime planetary portals, bringing needed medicines faster than the quickest jets, 
  can cure plagues.
  FRINGEWORTHY CAMPAIGN TYPESSTYLES
  In a realistic campaign, teams will find themselves with many opportunities to be more than one 
  of these roles. This is a good thing since a campaign that focuses on only one type of adventure will lose 
  its freshness quickly. Travelogues make for boring adventures. They always need a human context.
  Exploration and Survey
  It’s a big unknown universe out there, but the team only wants to find out what’s near the portal 
  before moving on. They seek low hanging fruit and spectacle.  . While this type of adventure seems 
  easiest, since the team mostly reacts to the new world, first contact scenarios are always fraught with 
  unexpected peril and setbacks.
  Diplomacy
  Once the initial contact is made, power centers quickly appear and natives seek to exploit the 
  explorers and be exploited in turn.  . Drawing on historical examples of Earth Prime Zero, explorers can 
  see the pitfalls and promote mutually beneficial cooperation between groups, including IDA.   . Great 
  dividends later are reaped as stable worlds, friendly to IDA, provide havens and re-supply stations.  . 
  Sometimes past mistakes on our world can be redeemed.
  Vigilante
  The universe is full of bad people, who take advantage of the weak.  . They need to be cut down 
  and IDET is the lawnmower. These teams are the gunslingers of IDET who gain great pleasure at taking 
  the local warlord down a notch.  . They love playing knights in shining armor.  . Extreme groups will start 
  revolutions if they think a regime is evil or if the people suffer oppression without hope of change.
  World Conqueror
  They seek more primitive worlds and champion a group seeking world dominance.  . Once 
  achieved, they take their tribute off world to benefit Earth Prime or to underwrite further world conquests. 
  
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  . This is a common tactic of extreme political or religious factions in IDET.  . Usually this is in conflict with 
  the UN articles of conduct, but may be unenforceable.
  Arms Dealer
  Where there is advantage to be had, usually someone is willing to kill to get it.   . There is a lot of 
  profit or advantage to be gained by helping a rising power center.  . An arms dealer cares not about the 
  collateral damage as long as the desired outcome is achieved. A few just want to share their love of 
  destruction.
  Historian
  The winners write history, so an unbiased account of events is impossible to find.  . Worlds that 
  are temporally offset provide priceless opportunities to discover what really happened.  . The subtle 
  nuances of the interplay of the personalities and forms of legendary leaders, religious belief, philosophy, 
  and culture all work to create the true history that may have never been known before.  . Becoming the 
  confident of a king is a dream come true for this explorer.
  Religion builder
  Most Fringeworthy have a religious faith due to choice, geography, or tradition.  . Many feel that 
  their beliefs need to be spread throughout Fringespace for the enlightenment or salvation of the heathen.
  . It is very easy for an explorer to pose as a higher being on a primitive world.  . Unless the rest of the 
  team takes action, zealots usually succeed to some extent.
  Fringe Police
  People are flawed no matter what forms they take.  . Fringe police spend most of their time 
  patrolling, checking for contraband, or chasing Fringe Pirates.   . They are often the first on the scene of 
  a disastrous Fringe Weather incident.   . They are usually the first to discover Fringe aware worlds that 
  mount their own exploration teams. Sometimes worlds will war on themselves or each other using the 
  portals.  . Fringe Police are masters of using Fringespace for tactical advantage and they have the best 
  weapon tech available.  . Somebody has to keep the peace.
  Big Game hunter
  Most of the great beasts of Earth Prime are gone, but on alternates they shake the earth, sky, and
  seas.  . These explorers may appear as one of the other groups, but show their true colors when 
  opportunity arises.
  Mellor Hunter
  Once you confront a Mellor, you are scarred forever.   . You will lose beloved friends and limbs.   .
  Some try to exorcise their trauma by seeking the destruction of the malevolent race in all its varied forms.
  . Some form assault teams for personal payback. Others are content to identify their stomping grounds 
  and nuke from orbit. However, they absolutely will not stop until they are sure the Mellor are eradicated.
  Artifact Hunter
  Elvis is alive on many alternates with new albums for sale.  . Famous movies star different actors.
  . Destroyed or lost works of art can be found intact.  . These explorers play the what-if game and harvest 
  whatever they think will find a ready market back on Earth Prime Zero or its trading partners.  . If not just 
  in it for the money, these hunters are rabid collectors or glory hounds.
  
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  Technology Hunter
  Earth Prime is heading for an ecological collapse.  . Only new and revolutionary tech from 
  advanced worlds or left behind on fallen worlds will save her.  . They operate with a sense of urgency, 
  knowing that fame and glory await their successes and billions will die if they fail. However, they tend to 
  fall afoul of the guardians of ancient artifacts or knowledge, or they are in turn exploited by high tech 
  cultures.  . In campaigns where exploration teams are rewarded monetarily for bring back technology; 
  greed can push explorers toward exploitation of the native population. Even combat between teams on 
  the pathways over choice items is not unknown.
  Merchant
  Such a deal they have for you.  . This is a common role during extended exploration of a world.  . 
  Many campaigns expect teams to live off the land and trade is a far more flexible tool than a hoe.  . 
  Buying low and selling high is usually pretty easy once you find out what a culture values.  . The best 
  traders love the deal for itself.  . If both sides think they got the best of the deal, the merchant has done 
  her job.
  Agents of Good Intentions
  These teams delight in problem solving.  . They see themselves as agents of good will, nudging a
  world down a better path, thwarting evil and oppression where possible. This is the ideal that the UN 
  wants IDET to be.  . Unless they are careful, they can find themselves vigilantes, religion builders, or 
  even world conquerors.  . Restraint and a light touch usually produces better results. They have to be 
  willing to walk away, leaving others to finish the job.
  FRINGEWORTHY CAMPAIGN TYPES
  The Early Years: 0 to 5 years after discovery of the Fringes
  This is the very beginning; the discovery of the Tehrmelern Portal System by the humans of, what
  will from now on be designated, “Earth Prime”.
  The people of Earth Prime are about to get a huge shock. Not only are we not alone in the 
  universe, but also there are many, many universes and they are all accessible, on foot, by means of an 
  alien technology found in Antarctica.
  The world will be full of hysterical points of view. There will be recruitment posters, business 
  ventures, corporate and government espionage at unheard-of levels. The security measures to protect 
  the identified Fringeworthy will be massive since they will usually be detected in public and the detection 
  squads will probably be followed by who knows what interests, in an effort to get an inside track on this 
  new horizon. The story can begin with a PC’s discovery of their special nature. This allows the PCs to 
  decide if they are going to take any of these most likely lucrative but probably illegal offers made by who 
  knows. Or it can begin on their first world adventure. What kind of world will they visit first?  Will they be 
  sent to an alternate or will they stick to their own universe and map out where their planetary, system and
  star portals lead. Wherever they go, there is a timeline that does involve major characters of the game. 
  Certain discoveries will not be made immediately. There will be no Mellor encounters in the first 5 years 
  of exploration. Furthermore, there are no reported incidents with Fringe Pirates or Tehrmelern other than 
  rare brief sightings of Schmert.
  The discovery and first contact with all the races not indigenous to Earth Prime are clearly laid 
  out. So if you decide to follow the timeline as it stands and set yourself at the beginning, you may be on 
  hand when the Heavies are first encountered; or the Victorians, or the T’Ziel. You could even be part of 
  the contact team as long as the major players are still present. If you place your campaign after a specific
  
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  contact date, you can conceivably be one of those races, looking to leave your world for whatever 
  reasons make sense to you.
  Campaign in Brief
  As a beginning Fringeworthy, the explorers’ motives are their own. Like all quickly cobbled 
  together organizations, UNIDA is going to have a period where chaos will rule and paper pushers will 
  flourish. With the desperate drive to find as many Fringeworthy as possible to make up the IDETs, few 
  people are going to be scrutinizing Fringeworthy resumes and people of all sorts of character are going 
  to get in. Who knows what kind of deals will be made before a PC ever sets foot on a platform?  The GM 
  should be careful when mapping his campaign not to send his players to a world that has already been 
  identified in the timeline as a major player. All the major race worlds are identified at the top of each race 
  for this reason.
  The Role of the Heroes
  Essentially, the PCs will be in one of two groups: Explore or Supply. Their job will be to visit new 
  worlds, determine what life is present, record all the information and return to base with that information. 
  Conversely, they could be bringing supplies to teams situated on specific worlds where research is being 
  performed. On route to locate these static teams they could have any number of adventures up to and 
  including rescue missions, running battles or reporting all hands lost. The first adventures, excluding 
  those catalogued in the timeline are open to anything the mind can conceive.
  Campaign Traits
  The technology will be limited to what has been discovered works on the Fringepaths; bicycles, 
  diesel powered jeeps and trucks. All the fancier items the UNIDA have developed should be considered 
  Second Generation tech. Once the PCs have determined how tech works on the Fringepaths and what 
  fails to work, they can then begin seeing new tech that has been developed with the Fringepaths in mind.
  (They should not be given this info. Let them discover that their laptops are empty after a mission or their
  digital cameras have no evidence of what they discovered recorded on them.)  We are talking about the 
  early missions, I’m sure quite a few discoveries and once in a lifetime images were lost because 
  someone didn’t have a simple flash camera on hand. K.I.S.S. –
  Keep It Superbly Simple is a good handle to put on the first few adventures. It may be necessary 
  to teach a few lessons along the way. The IDETs didn’t know how to interpret the pylon readings the first 
  time they saw them. Every team could conceivably have relevant excerpts from the Antarctic Journal but 
  they don’t cover everything.
  Background
  The PCs are new on the scene. They have no idea what they may encounter on the Fringepaths. 
  They don’t know what the rules are. They don’t know who else may be out there. Someone had to 
  discover that atmosphere only extended 90’ laterally from the path. Hopefully it won’t be your character.
  The World
  The world begins in an uproar about the new universes out there. There will be everything from 
  political upheaval to religious fanaticism. Then it will die down when it is determined only 1 in 100000 are 
  Fringeworthy. Still, there will spring up, overnight, a black market for Fringe tech and artifacts. Fortunes 
  will be made and lost and people will be hurt by it. The discovery that any pregnant Fringeworthy who 
  portal travels during the pregnancy will have a Fringeworthy offspring has raised the promise of a great 
  number of explorers in 20 years as well as spawned a number of questionable practices regarding 
  impregnation. The world turns.
  
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  Key Concepts
  People are people and they will behave that way. Keep your situations real, keep your encounters
  realistic and keep your PCs motivations always first in their minds.
  The Exploration Years: 5 to 20 years from discovery of the Fringes
  By and large the world has stayed the same. The new age of brotherhood that the discovery of 
  the Tehrmelern Portal System promises to bring is still in its infancy. Five years is not long enough to 
  bring about such a global change in the beliefs and attitudes of the people of Earth Prime. There are still 
  minor wars, but they are mostly being fought for different reasons. The Tehrmelern Portal System or the 
  so-called “Fringepaths” as the public has dubbed them have brought about significant change in our 
  worlds goals and needs. With whole worlds that are automated farms to use for supply, the UNIDA have 
  been feeding many who previously had nothing. With enough food and shelter, outbreaks of disease that
  were endemic in overpopulated areas are becoming fewer and fewer. The Power that the UN now wields
  has been recognized by the world in general and the number of member nations has almost doubled. 
  Unfortunately everyone is still functioning on the old belief system as if the discovery of the Fringepaths 
  was a new continent to be plundered and exploited. The IDA still has not made peace with its dark twin, 
  the ASA and while open conflicts between them have not broken out, there are still suspicions, 
  dangerous encounters and lots of saber-rattling going on. Economically, the future of Earth Prime is 
  looking good. With 10 new members in the IDA and countless other worlds to discover and bring into the 
  fold, it is a good time to be alive if you are Fringeworthy,
  Campaign in Brief
  All the major races have been contacted and with the creation of IDAC (Interdimensional Alien 
  Corps), PCs can now run characters of any race they wish. The more exotic races will be rarer but 
  present in IDET groups. According to the Timeline, the PCs are ripe for their first encounter with Mellor, 
  Fringe Pirates, undiscovered Tehrmelern Technology and major characters or new races. Second 
  Generation technology designed specifically for the Fringepaths is now becoming available. Up until this 
  point, the humans of Earth Prime have been the most technologically advanced of the races 
  encountered (excluding the Tehrmelern of course). This can now change. Just because Earth Prime has 
  nuclear power, space travel, advanced medicine and is developing alternative energy sources doesn’t 
  mean we are on top. There can be races that have been using the Fringepaths for a century or more, out
  there waiting to make contact with us. It also doesn’t mean that our road to technological advancement is
  the only one that can be taken. GMs should be creative. With an infinite number of universes out there, 
  any tech that is conceivable can be found.
  The Role of the Heroes
  Along with the earlier roles of Explorer and Supplier come the new jobs of Observer, Soldier, Spy 
  and Trader. The Observer is going to be the IDET group assigned to a world not yet ready for contact. 
  They will go in “in costume” so as not to draw attention to themselves and learn from this new world what
  their values are, their system of governing and approximate technology level. They will make notes about
  when they feel this world will be ready for formal contact and how it should be gone about. The Soldier is 
  the IDET group whose primary function is protection of the Explorer, Supplier, Observer and Trader 
  teams from any hostiles they encounter as they travel the paths and platforms. Their other role is the 
  launching of rescue missions and when formal enemies have been encountered, search and destroy 
  missions. The high-ranking officer in a soldier team may even be equipped with a relatively high ranking 
  crystal and the right to use it to change the settings on a given portal he or she deems too dangerous to 
  leave open. The Spy is the lone Fringeworthy traveler who visits another world with the intention of 
  obtaining secret or advanced intelligence and technology from a world that is not an IDA member.
  
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  The Trader is exactly as he sounds. He deals with everyone and anyone. He has to be careful 
  who his clients are and what he decides to trade but as there is little in the way of border guards or tariffs
  for bringing in Fringepath artifacts, his life can be as dangerous or lucrative as he is willing to risk.
  Campaign Traits
  This could be considered the “Flash before the Bang” for Earth Prime and the IDA. This is the era
  where the IDA is still discovering all the good things about the Fringepaths but hasn’t yet had any truly 
  horrific encounters. It is the time where the IDA may have grown to believe they are the most advanced 
  technologically, since the Tehrmelern are no longer here. Overconfidence and casual attitude should be 
  part of the everyday life of the Fringe Explorer since nothing has come out to challenge their supremacy 
  as yet. The PCs are at that perfect time to introduce them to a real threat.
  Let them encounter a Mellor-devastated world. Maybe they will find a few least Mellor in 
  hibernation and not recognize them for what they are until it is too late. Maybe they will encounter a 
  higher form in disguise that, now released from its prison, will try to find out where they come from and 
  how to infiltrate their society. The time is perfect for the UNIDA to get a serious scare about the fact that 
  the Mellor are still out there waiting for a chance to rise up and wipe out all non-Mellor races. Maybe the 
  first Mellor encounter will go down as a perfectly normal experience without the players ever knowing 
  that they have been identified and targeted for genocide.
  Background
  Right now the basics have been determined and laid out for all IDET explorers. What is safe and 
  what isn’t is part of the standard operating procedures for all Fringeworthy. The paper pushers have had 
  their fun but most likely the untrustworthy Fringeworthy agents have either been discovered or removed 
  from service; or quite possibly are dead. The Fringepaths can be very unforgiving when it comes to 
  mistakes made and backstabbers tend to find few people willing to stick their necks out for them.
  Technologically, the paths are still a million years ahead of Earth Prime, but necessity is the 
  mother of invention and the tech boys at UNIDA will have come up with a few gadgets that manage to 
  get around the Fringepath energy strictures.
  The World
  The Fringepaths is becoming more of a household word. It has become fashionable to be able to 
  trace your lineage to someone who is Fringeworthy. The Fringeworthy are the new Superstars whose 
  only entrance requirement is to make an alien crystal glow when they hold it. All the status barriers set up
  over generations have been fully toppled on their ear when Mr. Privileged has to take a back seat in the 
  adventure of the millennium to Mr. Born-on-the-Streets. Interestingly enough, this has produced two 
  contradictory forces on Earth Prime. The first is procreation – have as many kids as possible in the 
  hopes of producing one that is Fringeworthy. The second is severe limitations on procreation because 
  the improved food and living conditions has caused a population explosion and there is only so much 
  space available on Earth Prime. Although the ability to be Fringeworthy has no racial prejudice or 
  privilege; once discovered, such children are spirited off to Exceptional schools to receive the best 
  education and lifestyle possible in the hopes of training future explorers early.
  Key Concepts
  The Fringepaths are ours for the taking. The Tehrmelern are gone and we will reap where they 
  have sown. We are currently the most advance culture using the paths and therefore we shall get the 
  lion’s share of the goods. There is no one to truly oppose us in this endeavor and since there is enough 
  for everyone we will share with our friends but only because it makes us look noble. After all, who is out 
  there who could say otherwise?
  
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  Adventure Hooks
  One of the secrets that has been smuggled out of Hatsumi Base is the Attunement rate for non-
  Fringeworthy to become Fringeworthy by close proximity to Fringepath Crystal Keys or portals. The 
  portals are too well guarded, but it is suspected that a small number of crystal keys of low rank (black or 
  grey) were smuggled out of the base. They are being used in a clandestine attempt to produce a large 
  number of future Fringeworthy by being placed in a group of nurseries at privately run hospitals. The 
  newborns will be exposed to them daily in an attempt to artificially induce Fringeworthiness in this select 
  group who will be raised with a master race education. What the super-privileged cannot obtain by 
  monetary means they will resort to technology to purchase.
  Established Campaign: 20 to 120 years after discovery of the Fringes
  “Good Evening, Bill Bounds reporting here at Hatsumi Base in Antarctica. It is the 20th 
  Anniversary of the Discovery of the Fringepaths and to date the Unified Worlds have accomplished ‘a 
  good start’ as described in Time Magazine. During these 20 years the laws governing trade, travel and 
  aid using the Fringepaths have been tested and hammered out. All parties in the IDA have agreed to the 
  Fringetech Accord which will see that all cultures receive equal shares in all discoveries and advances 
  made directly related to the Fringepath discovery. [Cue the smile]
  “It was here, 20 years ago today, that the first-ever Fringepath exploration from Earth Prime took 
  place. In 10 minutes, as the clock counts down to the second, the original Fringepath Explorer, Dr. Sayuri
  Tanuma will walk through the ring behind me and recreate that historic journey to the Earth Prime 
  platform...and here she is, Dr Tanuma…”
  “…The majority of our viewers are not ‘Fringeworthy’ and so will never know what it feels like to 
  stand on a Fringe Platform or even another world; but that may be changing in the foreseeable future. 
  Thanks to Fringetech and the pathways leading to other worlds in our solar system, we will soon realize 
  the colonization of Mars at a tenth the expected cost. When the biosphere is fully constructed and tested 
  via Fringepath, it will then be possible to send spaceships to Mars full of colonists who will simply move 
  in to their new homes. This is Bill Bounds, Good Night.”
  Campaign in Brief
  A lot of the novelty of the Fringepaths has worn off. They have become the means of supporting 
  the incredible demands of an overpopulated planet. The people of Earth Prime have had their lifestyles 
  raised to a level that cannot be sustained without the constant supplies brought in from the Alternate 
  World Farms. As with all changes in lifestyle, those who have want more and will not accept losing what 
  they have. The increased food and resources available from the Fringepaths have raised the quality of 
  life all around the globe. Punitive laws have been put in place to reduce birth rates where they were out 
  of control but they are proving to be too little, too late. At this point in history, Earth Prime has a huge 
  population of educated people who will not stand idly by if the level of their day-to-day lifestyle is radically
  changed or begins to drop. This will put tremendous pressure on the IDA to keep the flow of food and 
  raw materials flowing in. It has been calculated that thousands would die in the first day if the 
  Fringepaths were blocked or delayed even as little as 36 hours. The IDA is aware of this problem and is 
  attempting to compensate with increased flow through the Fringepaths and more efficient paperwork. 
  The same is happening on the other IDA worlds. This makes attacks by Fringe pirates very worrisome. 
  Convoys hijacked or even delayed as little as 12 hours can have terrible repercussions. The real threat is
  the possibility of the Mellor realizing the precarious nature of the situation and taking advantage of it. 
  Simply attacking enough convoys or using suspicion of piracy by another IDA member could throw whole
  worlds thrown into chaos and war.
  
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  The Role of the Heroes
  Exploration is still one of the key roles of the IDETs but many times in this era, they will be called 
  upon to guard Platforms or protect shipments of supplies. From the free elite, the Fringeworthy have 
  been reduced to the pack mules that keep the bread coming into the house. The state is precarious and 
  the Fringeworthy know that right now, the world cannot survive without their help. Until a balance is 
  achieved where the member worlds of the IDA have enough control over their natural drives and enough 
  supplies to maintain themselves through a temporary blockade, the life of the Fringeworthy is going to be
  more guard duty and less explorer.
  Campaign Traits
  The IDA is well aware of how dangerous the situation is. They also are the only ones who know 
  about the threat of the Mellor. This information has not been passed on to the general population for fear 
  that it would cause mass hysteria. The last thing a world full of people just beginning to trust each other 
  needs is a reason to start suspecting their neighbor is a xenocidal, shape-shifting beast bent on wiping 
  out all races but its own. All IDETs will be given rotating shifts so that they can still do some exploration 
  but will be required to do guard duty at least
  50% of the time they are on the Fringepaths. To this end they will be well armed and requests for 
  weapons will not be delayed by red tape or counseled against as possibly making a bad first impression. 
  In an effort to prevent any misunderstandings between races that could also be guarding convoys of 
  needed supplies, the IDETs will try to incorporate as many mixed race teams as possible. The standing 
  order is “only fire when fired upon”.
  Background
  Up until now, being Fringeworthy has been exciting, sometimes dangerous and often really cool. 
  At this point in history however, it has been explained to the teams just how important the flow of supplies
  to the IDA worlds is. They have been made aware of the consequences of any disruption in that flow. All 
  the teams are feeling a little put upon but they all realize how important they have become. Until a good 
  buffer is achieved between the have and the need, the Fringeworthy may be all that stands between 
  peace and global war. To this end all Fringeworthy are now considered even more valuable. No one is 
  expendable and no one is to be lost on a mission if there is any way to avoid it. All teams are on 
  maximum alert and severe penalties will be applied to any member, regardless of rank, if they are found 
  to not be following the new safety regulations. The word is “if your armor chafes, pad it. Just don’t get 
  caught not wearing it.”
  The World
  It is a very dangerous time; a lot like the Cold War. Every group of Fringeworthy met on the paths 
  may be viewed with suspicion unless they are recognized as members or friends. The IDA will be mixing 
  teams from many worlds to keep the possibility of misunderstandings to a minimum. On the outside of 
  every mission is the possibility of an attack by the newly discovered Fringe Pirates and the slowly 
  encroaching Mellor Menace. The teams are more likely to shoot and ask questions later and that has to 
  be kept to a minimum.
  Key Concepts
  With the increasing flow of supplies from the Farm Alternates and the increased security on these
  missions, the Fringe Pirates may attempt to move in on worlds that the IDA cannot properly protect with 
  their numbers spread so thin. The Mellor may be watching and waiting for the opportunity to interrupt a 
  convoy or gain passage on one and then infiltrate the world the convoy is supplying.
  
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  The New Commonwealth: 120+ years in the future
  The Fringepaths were discovered on Earth Prime more than 120 years ago. In that time, the 
  world has moved on. It has grown into what it should be; a member of an expanding community of 
  worlds where want and need and hate and envy are words that have been shed from the common 
  people’s experience. The newly formed community of universes suffered bumps and bruises along the 
  way, but that is all behind them now. The Mellor regrettably, have been destroyed. The Keegak are no 
  more. The new Commonwealth numbers nearly a hundred member worlds and all are being brought up 
  to an equal level of technology. Contact has been made with several worlds that were members of the 
  original Tehrmelern Commonwealth and they are eager to share in the prosperity such an arrangement 
  provided.
  Campaign in Brief
  This is a foreseeable future for the people of the IDA. The Mellor War is over. The Third Keegak 
  betrayal was exposed and this time, there were no gentle Tehrmelern to prevent the genocide that 
  followed. But that was decades ago. The new commonwealth is slowly contacting more worlds and 
  gaining more understanding of the Tehrmelern Technology. Thanks to the hard work of Schmert and his 
  clan of faithful engineers, the Fringepaths are nearly repaired. Tehrmelern are rarely seen anymore and it
  is suspected that Schmert’s people, their work nearing completion, may be moving on to a private 
  location where they can take a well earned rest. The new commonwealth is still centuries away from 
  understanding or duplicating the technology of the Tehrmelern and even further away from discovering 
  the true purpose of the Fringepaths; but that is not to say they haven’t made advances on their own. 
  While nowhere near the advancement of the Tehrmelern, the commonwealth has developed some 
  simple organic technology that functions while on the Fringepaths. They will have access to 
  nanotechnology that will extend lives and repair cellular damage due to age or disease. While humans 
  still don’t know what makes a person Fringeworthy or not and research is still being done in this area, the
  actual mechanism is no longer needed. It has become common practice to give all children born, low 
  rank Crystal Keys as birthing gifts. These are “Fostered” until the crystal glows in the child’s presence. At 
  which time, it is given to a new parent’s child for “Fostering”. This has had the effect of increasing the 
  number of Fringeworthy in the population to almost 30%. The work is promising and now quite practical. 
  In less than a century, the trait may be present in all living humans.
  The Role of the Heroes
  New worlds are still being contacted. The Traditional roles are still present since no one knows 
  what they will encounter out there but some new roles have arrived. Contact Specialist, Diplomat and 
  Fringe Technician have been added to the list. The Contact Specialist has the job of studying the 
  information gathered by the many Observers and deciding what would be the best way to bring the new 
  world into the fold or if such an action is even possible. The Commonwealth council would have 
  approved all this in advance but they still have to send someone out, eminently trained in all the arts of 
  knowing who to contact and when to make such an approach. Such skills were deemed necessary when 
  several truly disastrous meetings were attempted and whole IDET teams were summarily executed or 
  lost for years. While contact with the first members of the IDA was successful, looking back on the 
  methods used and the results obtained, it has been suggested that the first IDET explorers were born 
  under very fortunate stars.
  The Diplomat is that role who visits other worlds that are aware of the Fringepaths and the New 
  Commonwealth but have chosen not to join. Relations have to be kept with such worlds and boundaries 
  set for expansion since they have as much right to use the Fringepaths as any other sentient. They 
  would maintain embassies on such planets and provide legal advice and council to commonwealth 
  explorers, traders, tourists, immigrants and emigrants.
  
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  The Fringe Technician is the person who has devoted his life to knowing all that is currently 
  known about the Fringepaths and the Tehrmelern’s Technology. While they actually only know a fraction 
  of what is really out there to discover, they have been invaluable in developing new technology to work 
  on the paths and are usually the ones an IDET teams calls when they have a problem with a portal or a 
  new piece to Tehrmelern tech they need to understand and use. If there are 100 levels to Fringe Tech, 
  they have obtained 10, which is respectable, since the average Fringeworthy has 1.
  Campaign Traits
  A new “Golden Age” is upon the IDA and this can make people believe that nothing can go wrong.
  History has shown humanity again and again that “those who fail to learn from it are doomed to repeat it 
  forever”. While PCs will have access to a very high level of technology, they will also have to deal with 
  more issues than who has the biggest gun. BFG9000 not withstanding, there is always someone out 
  there with a bigger gun and less qualms about using it. There is also the possibility of a confrontation 
  with another “New Commonwealth”. It has been less than 150 years since the Fringepaths were 
  discovered and yet there were already Fringepirates within a decade of that date. They had to come from
  somewhere. Who is out there and what have they been building all this time?  There is also to consider 
  the Original Tehrmelern who left the current Fringepaths to create another one of their own. They could 
  have arrived at their new Promised Land 40 years ago. Let us not forget that they once went to war 
  against their own people just because of competition within their own sphere of expertise. Will they truly 
  ignore all that is being done with their former creation or will they look in on us from time to time, 
  hopefully not resenting what they see; that we have made it work where they could not.
  Background
  The New Commonwealth is upon us all. Everyday the Fringepaths become more integral to the 
  continued existence of the worlds making up the IDA. From the few surviving members of the Old 
  Commonwealth a very harsh lesson has been learned; “Don’t put all your eggs in one basket!”  While 
  Fringetech has enabled all the member worlds to achieve the level of technology and comfort they wish, 
  it has not halted the exploration into other sciences. The Fringepaths made it simple to build bases on or 
  in orbit of several planets in the solar systems of the primes but from there, colonies were established 
  that have become safety valves for overpopulation and isolationists. The Non-Fringeworthy had to take 
  the old “across-normal-space” method to get there but they are now self-sufficient and trade goods with 
  their parent worlds. Every colony does it’s best to rely on the Fringepaths as little as possible lest they 
  suffer the death the Old Commonwealth did when the Fringepaths were unexpectedly cut off.
  The World
  Life is good. More people are born or become Fringeworthy every year. The IDA has all the 
  components of a newly birthed empire. Will it stay benevolent or will it begin to exploit nearer, less 
  developed, worlds because the need for materials outweighs the cost of transporting from further 
  alternates? How long this golden age will last is anyone’s guess, but Schmert will be watching to see 
  what happens.
  Key Concepts
  Soon all the Fringepaths will be restored and the New Commonwealth can truly begin to function 
  as the old did. The real question is will Schmert and his brethren allow it to get that far?  Will he truly 
  share technology that is so far ahead of the human race; with them on an equal footing?  Because that is
  what is necessary to bring the higher levels of the Fringetech online. Schmert is immortal and has had a 
  long time to think about what he would do when the Fringepaths are fully repaired. Has he learned from 
  the mistakes of his people?
  
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  Whenever anyone visits a historical alternate they expect to find huge changes, but what if the 
  changes were minor? Could you conceivably meet yourself with only a few differences in personality or 
  personal history?
  Adventure Hooks
  A group of IDET explorers visit an unexplored world only to be either warmly welcomed as old 
  friends or hostilely driven off as worst enemies and discover that while they themselves have never been 
  here, someone masquerading as them has. This is not just a group who is falsely representing IDET but 
  a group of actual doppelgangers who have had interaction with the people of this world (positive or 
  negative). Somewhere off the beaten path is a universe of Earth Prime alternates that are so close to the
  original that they could and have been mistaken for the other. What are their motivations and goals?  
  They obviously have some variation of IDET on their world but what are its goals and how long has it 
  been in operation?
  TECHNOLOGY
  Be very careful how fast you release new technology into the campaign. Many teams enjoy the 
  challenge of working with limited resources and applying ingenuity. It will take time to assimilate any 
  technology. A technologically advanced trading partner who is aware of Fringespace may quickly 
  become Earth’s worst competitor.
  One technique is to provide artifacts that are so highly advanced that they cannot be reproduced 
  until the IDA progresses a few tech levels. If the majority of high tech is introduced in this fashion, the 
  players will be frustrated when the IDA removes these items from the team so scientists on Earth Prime 
  can investigate. This is a common complaint when crystals are found.
  Map out a timetable for useful tech and the consequences of its introduction so it can be a known 
  aspect of adventure planning. If you run a technology or artifact hunting campaign, advance the 
  campaign timeline more quickly so the basic tech and spin-off possibilities have time to express 
  themselves in the campaign history and in social and political changes as well.
  PORTAL AVAILABILITY
  While the ability to lock portals has been in all prior editions of the game, the extensive degree of 
  lockdown is new. This was done for three reasons:
  
  Hatsumi Base is the least desirable of all the surface portals due to the hostile environment of
  the Antarctic.  . Most of the military bases nearby are evacuated during the winter months.  . 
  Building a large base requires that there be no other alternative.  . Even so, the best plan 
  would be to supply it from friendly Fringe worlds.  . Once the other portals become available, 
  operations will be shifted operations to those bases and Hatsumi base will be marginalized. 
  Therefore, in the standard campaign, only one Prime portal is not locked down:  Hatsumi 
  base.
  Besides the tradition of Hatsumi Base being the first and main IDE team embarkation point, it 
  is a very cool place to start an adventure.  . It is in a bleak, yet beautiful, inhospitable land.  . 
  The base is surrounded by masses of moving, cracking, crushing sheets of ice that hides a 
  technological marvel: the electrostatic force dome that houses the portal in a building that 
  reeks of antiquity. Explorers travel down an vertical shaft descending into the dome, hearing 
  the ice sighing, rumbling, and crackling like a living thing.  . As cool as all this is, it would not 
  be realistic or practical if another portal was available to UNIDA.
  
  The Rabina Sand Sea Portal is a problem portal that can easily kill a number of explorers 
  before they abandon attempts to transit safely.  . Locking it down until Hatsumi base boasts a 
  
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  fully equipped hospital and burn ward is a kindness those players will appreciate.
  Likewise, other problem portals on other platforms can be quarantined until the team is able 
  to handle them.  . This is no insult.  . Early teams will be poorly equipped and hampered by a 
  lack of basic understanding of Fringespace.
  
  If only one or two portals are available per platform, teams will be more spread out and self-
  reliant.  . The GM will not have to constantly track the actions of teams the next portal over on
  a platform, effectively running two or more adventures at the same time – unless she so 
  desires.  . Later, as higher-level security crystals are found, portals can be opened near Earth 
  Prime instead of an ever-widening frontier as teams seek new portals to explore. Without this 
  lockdown, the GM will have to prepare 8 or more adventures for each session, just in case the
  team decides they want to give the portal next door a try.  . There are a number of “portal 
  map” products available from Tri Tac Games.  . If you decide to use them, you can make 
  available only the ones you find interesting instead of having to slavishly follow the published 
  layout.
  Keeping the majority of portals locked down will let you, the GM, control where and when the 
  players travel to and what worlds they get to explore. You must be very careful to not release 
  high level crystals too early in the campaign or the pathways will be wide open.
  OLD COMMONWEALTH
  Since the collapse of the Commonwealth, many worlds have rebuilt, collapsed, and rebuilt again. 
  The Mellor destroyed most full-member worlds. The second tier members with client status had the best 
  chance of hanging on to a remnant of civilization and recovering.
  Some have turned isolationist and will treat any offer of inter-world cooperation with suspicion and
  hostility. If they even remember the Commonwealth, they will remember it as that which betrayed them, 
  brought suffering, despair, even genocide.
  Others have ventured out on the Fringepaths – for conquest. Entire worlds may be consumed of 
  resources and tribute in an empire of a few dozen nodes. IDET should be very careful. The empire may 
  know the nature of Fringespace far better than they do.
  There will be those worlds that pine for the old days of comfort and wonders. IDET will find 
  valuable allies if they can offer aid and generous trading terms. Many secrets lay waiting in long forgotten
  relics of the old age.
  
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  Worlds of the Fringe
  There are many worlds on the Fringepaths. Most are variations of Earth, though there are the 
  other worlds, such as the Pokiwols and Otherplaces. Consider this a guide to all the different worlds that 
  you and your players can encounter.
  ALTERNATE WORLDS
  Alternate worlds are different versions of Earth, many of which were empty of any sentient life, 
  but others have sentient life of all types.  The Differences range from worlds where intelligent dinosaurs 
  rule the Earth to worlds where man is still a nomadic hunter-gatherer. Some are former Tehrmelern utility 
  worlds.  Even fewer are former Tehrmelern Prime worlds.  With the exception of Otherplaces, all 
  Alternates in a node share the same physical laws as the Prime.
  OTHER EARTHS
  Technically, every Prime or Alternate world you will visit will be an alternate version of Earth 
  Prime, but when we refer to Other Earths, we are specifically mean worlds that the Tehrmelern never 
  manipulated or radically changed. There may be an old original Mellor in residence on this alternate, or 
  perhaps there never was one at all. An important distinction needs to be made between Alternate 
  Earths and Parallel Earths.
  Alternate Earths
  The definition of Alternate Earths defines how each are an alternative version of Earth Prime. An 
  Alternative Earth is a branch of Earth Prime’s timeline, and every Alternate Earth in that timeline is 
  related to each other or shares a common point of divergence somewhere in the past.
  Parallel Earths
  A Parallel Earth is a self-contained universe that coexists with Earth Prime. It has it’s own 
  alternate versions diverging off of an entirely separate timeline. While a Parallel world might look like an 
  alternate version of Earth Prime, there are clues to it being a parallel version of Earth Prime:
  
  Changes in geography, such as no American continents or Central America, which should 
  lead to radical changes in climate and history, instead do not change the course of history 
  of Europe, Asia, and Africa up until an expedition ventures out into the ocean. 
  
  What looks like a normal point of divergence far enough back in time that there should be 
  no chance of anyone from the present time existing, has in fact many individuals who 
  should never have been born. For example: New Amsterdam and the New Netherlands 
  are not turned over to the British 1674. However people like Richard Nixon, Abraham 
  Lincoln, and Teddy Roosevelt exists or existed when they should never have been born.
  
  Magic works on this world, with or without Earth Prime culture. The Bureau 13 world is a 
  Parallel world because of this. But so is the Lord of the Rings, the tales of King Arthur, and
  other fantasy stories.
  
  Physics operates differently on this world. Things that shouldn’t be able to function as they
  do, typify this version of Parallel Earths. Britannia Earth Prime is an example of this. 
  
  Many of the Toon worlds fall into this category as well. 
  
  Then there are those worlds where Narrative is a force of nature. That is to say, the world 
  is a fictional place made real, but the needs of the plot and story drive what happens. 
  
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  These worlds can be quite dangerous for the Fringeworthy, especially when they become 
  the focus of a story.
  Parallel Earths are from different Multiverses than Earth Prime's. The exact number of Parallel 
  Earths is unknown, as some hide their inconsistency quite well, so as a GM, it is really up to you to 
  decide if a world is an Alternate Earth or Parallel Earth.
  Alternate/Parallel World Types
  The following are the general types of alternate worlds that you might encounter. Due to the 
  nature of Parallel Earths, they can also resemble these types of worlds as well. For brevity, we refer to 
  the types as an “Alternate”.
  Alternate Historical:
  The majority of the worlds that IDET teams encounter are variations on Humanity's history.   
  Present day Earth, but with different people as Secretary General of the UN, dead rock stars who are still
  alive, or worlds where China had colonized the New World, the Inca empire beat back the Spanish, or 
  where Rome was nothing more than a minor city state in the Persian Empire. Cultures, mindsets, even 
  technology can be different on these worlds.
  Some of these worlds are temporally retarded or temporally advanced. One of Earth Prime's 
  alternate worlds, Rebellion America, is temporally retarded by 140 years. Temporally advanced worlds 
  are very rare, and typically are very advanced by hundreds if not thousands of years, but may only be a 
  few years in the future.   Scientist are reasonably certain the pathways cannot connect to the past or 
  future of Earth Prime, as this will cause all sorts of paradoxes and time-like loops that could damage the 
  Fringe system; fairly certain, anyway.
  Alternate Evolutional:
  Almost as prevalent as Alternate Historical worlds, on these worlds, nature has taken a side step 
  and Neanderthals rule the Earth or maybe intelligent Rats. The creatures in the Precambrian era that 
  lead to vertebrates die out and invertebrates, such as the Dimixi, rule the world. These worlds can even 
  be uninhabitable by any oxygen-breathing creature, as plants never evolve and pond scum rules the 
  oceans of the world or creatures who breathe methane inhabit it.
  Alternate Geological/Climatic:
  These worlds are where some geologic or climatic change alters the very face of the Earth.  
  These two kinds of changes are forever linked together.  An ice age in the 15th century, will not only 
  changing history, it would also change the shape of mountains, rivers, and continents.  If the Indian 
  subcontinent never crashes into the Asian continent, the Himalayas are never formed, which in turn 
  keeps North Africa green.  India stays an island continent and history is completely different.
  Alternate Astrophysical:
  These are the worlds that Earth might have been.  Everything from Earth in orbit about a binary 
  star system, to the very rare "No Earths", where portals are mounted on an asteroid that happens to be 
  floating about where Earth should have been.  Typically these are Earths that formed within plus or 
  minus a million miles of Earth Prime's orbit about the Sun.  The Sun doesn't change, but the solar system
  will be radically altered. Differences can range from a smaller Earth with no moon, to a Mars Earth, to a 
  super Jovian inside of Venus's orbit.
  
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  Tehrmelern Commercial and Utility Worlds
  These are the worlds that the Tehrmelern used to help run their commonwealth, whole worlds that
  were used for farming, for food storage, or for mineral exploitation.  Other races of the commonwealth 
  used these worlds for industrial uses, both light and heavy industry.  Finally there are the Tehrmelern 
  distribution centers, places where the Tehrmelern and other highly advanced commonwealth cultures 
  traded with the younger commonwealth cultures.
  Gathering World
  These worlds vary from places were the highest form of life is a jellyfish, to pastoral worlds that 
  are used as giant grazing ranges for many kinds of animals.  These are the worlds that the Tehrmelern 
  and other commonwealth cultures exploited for their easy to get resources.   Some of these worlds were 
  rendered uninhabitable by the extraction of these resources, while others are still habitable and in 
  operation.
  Gathering worlds run by the Tehrmelern are almost always habitable, except for a few that were 
  already lifeless to begin with.  The Tehrmelern husbanded their worlds carefully, and many of their worlds
  are still in operation today.   On some, mega fauna like mammoths, mastodons, and giant sloths still 
  roam the countryside, tended by that other Tehrmelern creation: the Qellor. Qellor are biological robots 
  created by the Tehrmelern to handle most mundane tasks, and the Qellor can be easily updated and 
  modified for other jobs.
  The state of commonwealth controlled gathering worlds varies from worlds maintained just like 
  the Tehrmelern maintain theirs, to strip-mined worlds that are polluted, destroyed and extremely toxic.
  When generating Alternate Worlds, when you roll a Gathering World, roll a d20. If you roll a 14 or 
  better then the resulting world is uninhabitable.
  Farming World  
  Entire worlds given over to farming and ranching, these were the breadbaskets of the ancient 
  commonwealth.  Row upon row of vegetables, grains, fruits, nuts, and even the unique Tehrmelern meat 
  trees, just one of these worlds produces enough food to feed the population of Prime ten times over. 
  Tending these farms are the Qellor, millions of them, maintaining, harvesting, and mulching the rotted 
  food back into the soil.  And these worlds really beg the question, "How do you move that much food 
  through the pathways?"
  Food Processing
  The first explorers to visit one of these worlds had a hard time figuring out what they were used 
  for. The massive biomachines created by the Tehrmelern cover the world. Typically, these worlds are in 
  the midst of a global ice event, where glaciers cover the entire planet. Temperatures hover between 
  -95ºC (-140ºF) and -30ºC (-22º), which are perfect for Tehrmelern food storage technology.  The 
  biomachines process raw foodstuffs into various forms of processed food, while in other storage areas 
  the foodstuffs are stored as is.
  Unfortunately the last time these facilities were used was during the start of the Mellor War, so 
  even with advance storage technology, 90% of all the food is inedible.  Only the highly processed food 
  for lesser commonwealth worlds has maintained its nutritional value.  Packets of pot noodles and 
  Tehrmelern's version of Spam are the only edible things on these worlds.
  
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  Industrial 
  These worlds are never Tehrmelern in origin, but are the domain of the different Commonwealth 
  cultures that made use of lifeless, barren versions of Earth for industrial uses. Approximately 70% of 
  these worlds could be considered to be light industrial: Small complexes geared toward specialty 
  manufacturing.  These worlds belong to the more advanced commonwealth cultures, which have learned
  to keep their footprint on a world to a minimum.
  The other 30% are massive, heavy industrial complexes, spanning the globe. These worlds were 
  run by the younger Commonwealth cultures, which were still learning the ropes and the new 
  technologies of the older cultures. Many of these worlds are heavily polluted, but since they were already
  on the way to either a Mars like climate or a Venus one, it was not an issue.
  Distribution Worlds
  These worlds come in two types: Small distribution centers and Expo Worlds.
  Small Distribution Centers
  Distribution centers were where the Tehrmelern and the more advanced Commonwealth cultures 
  would gather and trade with the younger cultures. Goods, devices, and other items would be on display 
  and various forms of exchange would be worked out between the traders and the goods delivered to 
  their final destination. Some of these worlds were abandoned and are a treasure-trove of high, medium 
  and low technology. However, most of these worlds were ground zero for Mellor infestations and lie in 
  ruins.
  Expo Worlds
  Expo Worlds make distribution centers look like garage sales. Entire worlds given over to the 
  shameless display of the highest of the highest technology, these worlds are prizes to behold when found
  in any condition. They are also always prime platform worlds. These were the places where the 
  Tehrmelern and the most advanced of the Commonwealth cultures would gather and show off their latest
  feats of technological prowess. From the latest in biotechnology, nanotechnology, even femtotechnology 
  to concepts that are beyond understanding by humanity at this time. Every one of the Expo Worlds had a
  Mellor infestation, and every one of them stamped that infection out of existence, but not without some 
  collateral damage. There is a 5% chance that what was used to defeat the Mellor is still active and 
  dangerous. This can range from nanoterrors to bioweapons. Enter an Expo World with caution.
  Military Worlds
  Before the Tehrmelern abandoned the Fringepaths, they began to relearn the ancient art of 
  warfare and create a military to fight the Mellor threat.  With little knowledge of fighting or military tactics, 
  they applied their intellect to create both a defense and offense to battle the Mellor.
  The war hit so hard and so fast, billions of Tehrmelern were killed before they were able to fight 
  back. However, years of peaceful living made this very difficult.  Their first attempts at combating the 
  Mellor were non-lethal in nature. Unfortunately the Mellor considered non-lethal as a joke and used it to 
  torment their former masters before killing them.
  The Tehrmelern scoured the Fringes for weapons from many of the warlike races that they had 
  quarantined from the Commonwealth.   They tested, reworked, improved and created weapons of mass 
  destruction that horrified them.
  In the end, these weapons were considered a last resort and they used their own technology to 
  create the ultimate bioweapon, one that would definitely defeat the Mellor.   No one knows what 
  
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  happened to that weapon, it obviously didn't work.  The Tehrmelern were forced to leave the Fringepaths.
  It must be noted that most of the Tehrmelern weapons found were not designed to be used by the 
  Tehrmelern themselves.  It is speculated that the Tehrmelern created a warrior race to do its dirty work, 
  but no evidence of such a race's existence has been found.
  Note: These worlds are almost always locked down with a security level crystal key, types 7 
  through 11. The most dangerous worlds are always locked down with a rainbow crystal key.
  Manufacturing
  These automated factory worlds were used to produce the weapons the Tehrmelern hoped to use
  in their battle against the Mellor.  The types and kinds of weapons produced on these worlds varied and 
  only a few examples can be found.
  Weapons Storage
  These worlds are the high security weapons, ammunition, and hardware storage sites. Everything
  on these worlds is locked down using crystal key types 9 to 11.   This includes some of the weapons 
  themselves.
  Weapons Testing
  Dead or uninhabited worlds turned over the testing of weapon systems and capabilities. Many of 
  these worlds are mildly radioactive from the fallout.  On some, the testing fields are still littered with half 
  finished or abandoned projects and materials. Some of which are still active, just waiting for a target.
  Training Centers
  Theses are the worlds the Tehrmelern and their allies, (and maybe their artificial warrior race), 
  learned the ways of battle and war.  Barracks upon barracks dot the land, along side training areas and 
  hospitals. Some training areas are fully functional urban areas. Others are more primitive villages and 
  towns. All show signs of use:  scars from weapon's fire and other modes of destruction.  It is suspected 
  that the last of the Tehrmelern operated from these worlds, holding back the Mellor horde.
  Recreational Worlds
  The Tehrmelern had an extensive number of worlds that were set aside for recreation.  These 
  alternate Earths included entire worlds that had been terraformed into vast parks that were tended by the
  Qellor, as well as nature preserves for unusual forms of life and for some truly alien life that was brought 
  in from the stars.
  Nature Preserve
  These worlds have been set aside to protect fragile ecologies or animal species.  Many of these 
  preserves are of such unprecedented beauty that the Tehrmelern wished to keep them this way for future
  generations.
  Nature Park
  Entire worlds made over into parks for the enjoyment of all races.  These were safe, quiet, and 
  well managed worlds designed for recreational fun.  These worlds are dotted with picnic and camping 
  areas, with scattered shelters or the ubiquitous Tehrmelern house trees that function like apartments.  
  The Qellor are present on these worlds, patiently maintaining them in the state that their masters had 
  decreed.
  
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  Technical Parks
  Second to their love of all things nature, the Tehrmelern loved the concept of the amusement 
  park.   From gigantic world-covering complexes, to their Pocket Stop Playgrounds, these technological 
  wonders were the showplaces of fun and ingenuity.  It must be noted that even though these complexes 
  appear to be mechanical in nature, once you delve inside, you find biomachines running the works.  It 
  seems the Tehrmelern got a thrill from the appearance of riding in machines, not biological constructs.
  Arcades
  The sense of community and family were very important to the Tehrmelern, so they created 
  worlds that would call them to work together in fun amusements and engaging learning centers.  Many of
  the amusements require participation by everyone and make use of various imaging and sensory 
  technologies to provide absolute realism to the participants.   Many of these complexes are still 
  operational, and are still looking to amuse someone. But be warned. One species amusement may be 
  another’s bafflement. Many of these machines are totally incomprehensible by Primers and they don’t 
  often come with instructions books
  Home Worlds
  Across the Fringepaths, the Tehrmelern left the remains of their settlements.  These settlements 
  varied from their popular house trees to towering bioconstructs, nearly a mile tall and capable of housing 
  a million people. Along side these wonders of bioengineering are the crystal towers of the other 
  commonwealth cultures.   Nearly all Tehrmelern worlds have been abandoned, while some of the 
  commonwealth worlds may still have inhabitants.
  Individual Settlement
  Typically this is a single structure as simple as a small shed or shelter or as complex as a 
  massive 150-room house tree waiting to take care of its residents.
  Small Village
  A small cluster of buildings consisting of between 6 and 20 structures, these are in close proximity
  to each other.  These villages may a street of sorts, or just overgrown weeds between the buildings. 
  Some are of Tehrmelern manufacture others are commonwealth structures.  Despite their simple 
  exteriors, these are high tech structures and may still be functioning after all these years.
  Settlements
  These settlements consist of a number of buildings from a modest 50 to 100 buildings, to large 
  settlements of up to 500 or so buildings.   Most of these (85%) consist of the smaller number of buildings,
  though almost all are high tech wonders of automation or bioengineering, depending on whether they are
  commonwealth settlements or Tehrmelern ones.
  Long Settled World
  These are the former home worlds of the Tehrmelern and the commonwealth cultures.  All the 
  Tehrmelern worlds are empty and abandoned, while many of the commonwealth worlds are still 
  inhabited, most of them are still rebuilding from the Mellor Wars.  Many of these worlds are eager to hear
  about what is going on out on the Fringepaths.  Some will be more than eager to get their hands on any 
  crystal keys the IDET team may have.
  
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  Other Areas
  These are worlds that can defy normal expectations.  Some are the shattered remains of a home 
  world, leveled by forces unthinkable by man, to places where the very laws of nature may not apply.
  Battlegrounds
  The enormity of the Mellor War is what first hits you when you visit a world that was decimated by
  the unholy forces of war that were unleashed there. These worlds are dying; barely anything is left alive, 
  though in some pockets, there is some life struggling back. Masses of equipment and ruins dot the 
  landscape as the combined might of the Tehrmelern and the commonwealth fought off the Mellor 
  controlled armies.
  The oxygen content is on the low side for these worlds, and radiation is still an issue, especially 
  where multiple gigaton warheads were used.
  Pocket Stops/Pokiwols
  Why the Tehrmelern created the Pocket Stop, also known as a "Pokiwol" or "Pocket World", is 
  unknown. These small, enclosed universes are rarely more than a few miles across, though some have 
  been encountered that were up to 40 miles across. Some are globes, some are valleys, and others are 
  open plains that "wrap" around. A few have one-way portals. That is, the portal you use to enter the 
  Pocket Stop cannot be used to leave the Pocket Stop. You have to use a different portal to return to the 
  Fringepaths.
  Pocket Stops are the rest stops of the pathways. Through a minor design flaw and lack of 
  maintenance, Pocket Stops tend to collect living and inanimate objects from nearby worlds. A prime 
  example is the Earth Prime Pocket Stop at 0,6.
  Otherplaces
  Of all the worlds that are part of the Fringepaths, Otherplaces are the oddest.   Why the 
  Tehrmelern connected to these worlds is unknown, as Otherplaces are universes where what we 
  understand as the normal laws of nature, science, religion, what have you, do not apply.  Many are 
  worlds where M.C. Escher would feel comfortable.  Some of these Otherplaces may temporarily conform 
  to the expected natural laws, but then slowly begin to slip back to their true aspects.
  Luckily, the portal will encapsulate Fringeworthy and their equipment within a personal space-time
  bubble. These bubbles act as an interface between the Fringeworthy and the outside world, allowing 
  them to breathe and talk to each other.  But these bubbles have a limited duration, the length of which is 
  determined by how much the Otherplace deviates from normal laws of nature.  This can vary from only 
  an hour or so, to several days.  When the bubbles start deteriorating, the person or object inside will start
  adapting to the local physical laws, which is almost always fatal.
  UNITED NATIONS EARTH, AKA EARTH PRIME
  Earth Prime is our Earth, up until the Portal base was discovered in Antarctica. 
  PRIME PLATFORM
  Portal 1: White Island, Antarctica. Status: Open, Ring Station
  In the early years, this is the home of the United Nations Interdimensional Exploration Base, 
  Antarctica, also known as Hatsumi base. All missions were controlled from this base year round, though 
  
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  only during the Antarctic summer where missions launched from the base. During the fall and winter 
  seasons, a skeleton crew and company of UN troops are stationed here guarding the portal.
  After the other portals are unlocked and opened, the base is turned into a research and 
  quarantine base. It also becomes a major center of supply for the Antarctic continent. Supplies and gear 
  are shipped over the platform from warmer portals and then distributed across the frozen continent.
  In its second year of operation, Director Borodin procures a “failsafe” device: A 10-kiloton Russian
  nuclear weapon. It is placed near the center of the electrostatic dome and can be detonated either by the
  commander of troops stationed in the dome, or by a deadman switch located in the mission control hut 
  on White Island.
  Portal 2: Freeport, Grand Bahama Island, Bahamas. Status: Locked/Damaged (Sealed), Warp
  The Freeport warp is sealed at the highest level. Even a rainbow key cannot unlock this portal. 
  According to Schmert “Dangerous is that entry, not safe for common gentry. Do not pass through that 
  spinning gate, or you friends will refer to you as forever late.” Eventually the ring station will be repaired 
  and passage through that gate will be available. (See Fringeworthy Portals Book 4 for more information)
  The Freeport ring station is buried under tons of sediment, where an ancient earthquake 
  collapsed the shore of the island thousands of years ago. When activated, the warp will appear on the 
  shore of some the most expensive real estate in the Bahamas. 
  The properties’ values skyrocket when the portal is opened and its location made public. That is, until 
  UNIDA slowly moved the warp to an inland location, by using Fringeworthy with crystal keys and invoking
  the Move Portal power. The portal was moved into a vacant lot west of the Grand Bahama International 
  Airport and soon United Nations Interdimensional Exploration Base, Freeport is constructed. 
  UNIEBF, AKA Freeport base, becomes the base of operations for most IDE teams the primary 
  facility for UNIDA is still located in Alice Springs, Australia. Primarily because the enormous cost of land 
  on Grand Bahama island.
  Portal 4: Manuel Peak, Richardson Mountains, Yukon, Canada. Status, Locked, Ring Station
  Sealed in an artificial cavern 100’ under Manuel Peak, at 5,550’ in elevation, it is the highest ring 
  station on Earth. Located 60 miles north of the Dempsey Highway in the Yukon, its sheer isolation makes
  it the second quarantine and research facility for UNIDA. There is no exit from the cavern, the walls and 
  floors are made of fused silica: yards thick, black obsidian glass. 
  There were plans to put in an exit, but because the cavern is hermetically sealed, it is the perfect 
  place to study various biological entities. It is also the only base considered secure enough to hold an 
  infected Mellor. A small, 1 kiloton “decontamination” device is located in the cavern. It is sufficient to 
  vaporize any known or unknown biological entity.
  Portal 5: Isla de Pascua (Easter Island), Chile, Status: Locked, Ring Station
  Also known as Rapa Nui, the ring station is located in a lava tube complex that is only accessible 
  at neap low tide at the southwestern end of the island near the ancient village of Orongo. The extinct 
  volcano Rano Kau created the lava tubes. There are no Moai associated with this structure. 
  When this portal is opened and it’s location determined, the Chilean government graciously 
  leasesd the section of the island to the UN for 10 billion dollars a year. Since Isla de Pascua is also a 
  UNESCO World Heritage site, UNIDA and UNESCO worked together on how best to exploit this site. 
  
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  Because the island is so isolated and has no facilities for large cargo vessels or infrastructure to 
  support such, the ring station is kept in a locked condition, but UN troops are stationed, along with 
  Chilean armed forces. This portal is being kept in reserve if anything were to happen to the other 
  operational portals. Politically, this is probably the only use this ring station will ever see. Its location is in 
  a very sensitive and important religious location for the island’s natives and public opinion is such that, all
  the other portals would have to be destroyed before this portal could ever be used.
  Portal 7: Odo Island, part of the Bonin Islands, Japan. Status: Locked, Warp
  The ring station lies at the bottom of the Philippine Sea, in the Shikoku Basin, 40 miles east of 
  Odo Island. The basin has always been underwater, and therefore there might be remains of a base 
  around the Ring Station. 
  Odo Island is home to a fishing village and several small farms. It is also incredibly mountainous 
  as it is a dormant volcano. The volcano last erupted in 10954 and did massive damage to a portion of the
  island. Local legends say that a monster lives in the mountain and it occasionally rumbles into life, 
  belching fire and lava.
  Due to the unsuitability of the island’s terrain, a massive floating island was constructed off the 
  southern shore of the island, and the warp moved onto the structure. Officially named United Nations 
  Interdimensional Exploration Base, Odo Island, the large artificial structure gained the nickname of 
  “Monster Island” or “Kaijū Shima” in Japanese (怪獣島) by the local workers.
  UNIEBOI becomes the base of operations for Chinese, Indian, Siberian, Japanese, Indonesian, 
  Southeast Asian, and Australian based IDE teams. 
  Portal 8: Cherskiy Range, Sakha Republic, Russia. Status: Locked, Ring Station
  Located at approximately 66°N, 141°E in the Cherskiy Range, the ring station lies inside a cavern
  at the head of a glacial valley, and it is located over a hundred miles north from the M56 Lena Highway.
  Portal 10: North Sea. Status: Locked, Warp
  This ring station is now in the middle of the North Sea, located in what was a Paleolithic 
  community, buried under several feet of silt. When activated, the Warp will appear on Terschelling Island,
  part of the West Frisian Islands, Netherlands. The nearest city is West-Terschelling, a small village of 
  2580 people.
  Portal 11: Rebiana Sand Sea, Libya. Status: Locked/Damaged, Ring Station
  Buried under the sand dunes, is the Rebiana Ring Station. When it is uncovered, either by 
  excavation, or when the winds move the sand dunes off of it, it will be plainly obvious that the ring is 
  damaged. It wobbles visibly, five inches back and forth. If activated, on the platform , all the pylon lights 
  will flash. Anyone foolish enough to step through the portal will have a 1 in 6 chance of not transiting to 
  the world side of the portal.
  However, there is a 100% chance of the following: The person will take 3d6 stun damage and 
  then catch fire, taking 1d10 points of fire damage. You cannot protect against this damage, it bypasses 
  all armor and protection. This is a hard fire to put out, as the very fat in the body is burning. Every round 
  the person is on fire, roll a d6. On a 6, the fire burns out. On a 1, it increases the damage by +1 the next 
  round. Rolling on the ground will give this the extinguishing roll a +1, and if someone uses a fire 
  extinguisher, +3 to the roll. Survivors of this damage will spend several months recuperating in a hospital,
  or at least a day attached to a Tehrmelern Doc Box. 
  
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  ALTERNATE PLATFORM
  The portals that are locked do not have a description. We are leaving these for the GM to create 
  the world that exists on the other side. Feel free to use your imagination or to use any of the worlds from 
  the Tri Tac Games’ Portals books. This is your universe, feel free to populate it however you see fit. It is 
  up to you, the GM, to decide when each of these portals can be unlocked and their contents discovered. 
  Remember, you need a crystal key of the correct security level or higher to unlock a Portal.
  Portal 1: Locked
  Portal 2: Rebellion America: Franklin, West Virginia. Status: Open, Ring Station
  The Ring Station is in a underground cavern, approximately 200 feet underground, 8 miles
  north of Franklin, West Virginia, 1870 CE. See “Rebellion America” for more information.
  Portal 4: Locked
  Portal 5: Locked
  Portal 7: Locked
  Portal 8: The Junkyard: Status Open, Ring Station 
  A Ring station opens onto a pokiwol world that is only 40 miles in circumference, 12.6 
  miles in diameter. This little world is a garbage dump of material from alternate Earths. 
  Filled with ships, aircraft, cars, refrigerators, floppy discs, and just plain rubbish, most 
  things here appear relatively well preserved and may have come many other Earths. See 
  “The Junkyard Pokiwol” for more information.
  Portal 10: Locked
  Portal 11: The Hunting Lodge: Jungle Region. Status: Open, Ring Station
  The Ring Station is located in a patch of jungle on a world that is an Alternate Geological
  where the world has only a single continent. Initial entry to this world will find “offerings” 
  left by the ramp to the portal. The offerings will consist of food and rocks piled into small 
  pyramids. 
                Dinosaurs rule this world during the day and by mammals during the night. None of the 
  dinosaurs show anything more than animal intelligence, but among the mammals there 
  are at least one known group of nocturnal proto-humans, the Night Apes. Chimpanzee 
  sized apes, with large eyes and tremendous body strength; they are sapient enough that
  several have been discovered to be Fringeworthy. However, they are not sapient 
  enough to be trusted with anything more advanced than a rock. Their language is very 
  basic, it contains only about a hundred or so words, but those are sufficient for them to 
  communicate their daily needs and social life. 
                On Earth Prime, the Fringeworthy Night Apes can communicate in human language the 
  portal gifted them with, but anything more complicated than “Give you food” or “Do not 
  defecate over there” is lost on them. 
  Under Borodin’s orders, a secure facility is built: a fenced in area around the Ring 
  Station that many call the “Hunting Lodge.” The lodge is a stopping point for incoming 
  travelers. Plans here involve a security complex and a vehicular center if they can keep 
  the dinosaurs and the Night Apes out of the area. 
  
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  Oh, and the very large mammal that seems to prowl the jungle at night. Rumor has it 
  that it is monstrous ape, some 15 feet tall, affectionately nicknamed “Kong.” So far, no 
  one has ever seen it, just the broken trees and dead Tyrannosaurus Rexes it leaves 
  behind.
  
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  ALTERNATE WORLD DESCRIPTIONS
  REBELLION AMERICA
  Location: Alt 0, 2
  Portal Type: Ring Station, Location 38°45’23.24"N, 79°23’55.54"W
  Type: World
  Atmosphere: Terrestrial
  Life: Terrestrial with human civilization 
  Gravity: 1G
  Day: 23 hours, 55 minutes, 57 seconds
  Local Year First Explored: 1870 CE
  Dominant Language: English with a Southern United States accent with British overtones.
  Technology: Local tech to the Ring Station is circa 1830’s to 40’s. Firearms are ball and cap with 
  cartridges just being introduced in Europe. Medicine is comparable to 1850’s American and Europe.
  Description: Welcome to a world were some of the people of the Dominion of North America, are eager 
  to be free of colonial rule. Not all of them, of course, just the ones that want to own slaves. Into this 
  world, UNIDA and TÆSS have decided to maintain a strict hands-off policy on, though individual 
  members of both organizations are keen to upset the apple cart. 
  History of Alt 0,2
  It is 1870 and the colonies of the Dominion of North American occupy the eastern portion of North
  America, from the Mississippi River to the Atlantic Ocean, from Florida to Hudson’s Bay. The majority of 
  its 100 million inhabitants are steadfast in their loyalty to the Queen-Empress of the United British 
  Empire, Her Imperial Majesty Queen Victoria. The Yanks, as they’re affectionately known, revere the 
  memory of the Dominion’s founder, Sir Benjamin Franklin, the Dominion’s first Governor-General (1776-
  1783.)
  La Republique Louisienne occupies the middle third of North America, stretching from the 
  Mississippi River to the Rio Grande and the Rocky Mountains, from the Gulf of Mexico to the Arctic 
  Circle. With 8 million inhabitants, Louisienne is the breadbasket of the continent. A hereditary republic, La
  Republique Louisienne’s current ruler is Napoleon Francis Joseph Charles Bonaparte, the son of 
  Napoleon Bonaparte.
  The southwestern quadrant of North America is occupied by El Imperio de México, established in 
  the early 1800s when the Mexico’s Viceroy, Crown Prince Ferdinand of Spain, revolted against his 
  father’s rule. Aside from the British Empire, Mexico (population 200 million) is the most powerful country 
  in the world. Prior to the mid 19th century Mexico was an almost entirely agricultural nation, and a poor 
  one at that. The discovery in 1849 of the world’s largest gold reserve in the northern province of Alta 
  California spurred a wave of industrialization and mass immigration from the Catholic regions of southern
  and eastern Europe that made Mexico Imperial Britain’s most successful competitor.
  
  165
  The northwestern quadrant of North America, extending northwards along the Pacific Coast from 
  Alta California to the Arctic and eastwards to the Rocky Mountains, contains the Archduchy of Novy 
  Rossiya. The current Archduke, Mikhail II, is related to the current Russian Tsar, Alexander II.
  History of British North America
  London, England, Benjamin Franklin, loyal British subject, is not only successful in negotiating 
  with Parliament in revoking the Stamp Act in 1766, but in preventing them from passing the Declaratory 
  Act as well. Instead he strikes a bargain:
  The 13 Colonies will repay the war debt for the French and Indian War over the next ten years. If 
  at the end of those ten years, if there is a portion of the debt is still owed, Parliament can issue a one-
  time tax to pay off the remainder, with a 10% penalty.
  He is able to do this as he had purchased several “rotten boroughs” in Britain, and with them, 
  their members of Parliament. His new mouthpieces are able to convince several influential members of 
  Parliament that it is better to allow the colonies to trade freely, and to use the increased commerce to pay
  off the colonialdebt faster than restricting the colonies to trade only with Britain. He also makes deals with
  these members that if they invest in certain good merchant captains, their returns will more than make up
  for lost trade. These “good merchant captains” that he pairs the members of Parliament up with turn out 
  to be the most scurrilous of the New England colonies’ smugglers. Evading British trade laws with a MP 
  as your backer, made the profits that they made that much more sweeter.
  Selling this deal to the colonies was a bit harder to do. The Continental Congress reconvened 
  and Franklin laid forth the plan that had been proposed by Parliament. Part of the deal was that the 
  Crown reserved the right to appoint a trusted Governor-General of the colonies. This person could be 
  one of the colonials; so various names were drafted and submitted. Franklin managed to be one of the 
  names submitted for approval.
  Once back in England, Franklin used his rotten boroughs to make sure he got the appointment. 
  After a majority vote, he returned triumphant as the new Governor-General of British Colonies of North 
  America. Part of the act consolidated all the British colonies under one rule, including the Canadian and 
  Caribbean colonies.
  So the Dominion of North American was based on Benjamin Franklin playing with what passed 
  for dirty British politics at the time, using fair means and foul to keep Parliament from angering the 
  colonies, keeping the colonies as part of the Empire, and increasing home rule at the same time. That he
  also benefited from this deal was incidental. He later became the richest man in the Americas as a result.
  Franklin declared Philadelphia as the capital of the new colonial government, and set about 
  creating an organization that would outlast him for years. With the help of his son, William Franklin, they 
  put forth a framework that would later lead to the Dominion of North America years later. In seven short 
  years, he created the British Colonies of North America. Resigning due to ill health, he put forth his son 
  William, as his replacement, to continue on with the good work he started. The Colonial Congress, 
  debated long and hard over this, but in the end, the mantle was passed on to William Franklin, and he 
  became the second Governor-General of the colonies.
  To make sure his son kept his leverage, Franklin willed him his fortune and his interest in the 
  rotten boroughs back in England. Franklin died five years later, watching with pride as his son guided the 
  colonies onwards to self-rule. For the next 27 years, William Franklin proved to be a worthy successor to 
  his father, and in 1810, he tendered his resignation to the crown. He also broke with tradition and did not 
  propose his son, William Temple Franklin for the office of Governor-General, primarily because he 
  believed that the colonies should decide for themselves who next to govern them, and secondarily, 
  because his son showed no interest or aptitude for the office.
  
  166
  The next Governor-General put forward by the Colonial Congress is John Quincy Adams. He 
  served for 20 years before resigning, saying, and “This office is a heavy burden. One that a younger man
  than I would bear with less effort.”
  During his tenure, he advanced the colonies and proposed a consolidation of territories, turning 
  the colonies from separate states and into provinces, each with their own governor. The governor for 
  each province is selected by the Governor-General from a raft of nominees put forward by each 
  provincial assembly. He also was instrumental in the purchase of Florida from Spain, and added that 
  benighted land to the Crown’s possessions.
  Jason Van Buren became the next Governor General, and it was under his term of office, that the
  colonies became the semi-autonomous Dominion of North America. This occurred in 1845, and Van 
  Buren served for another 15 years before dying in office of a heart attack.
  Alexander Scott Tayler became the new Governor-General in 1860, and it is during his term of 
  office, the Congress of the Dominion elected the first Prime Minister, Henry John Franklin, the great, 
  great, grandson of Benjamin Franklin. He currently serves as Prime Minister of the Dominion of North 
  America in 1870, as does Governor-General Tayler.
  Despite the benefits of home rule and more freedoms as a Dominion, there has been trouble from
  the so-called “Sons of Liberty”. This group was formed by Samuel Adams in 1766, and never disbanded 
  after the British Colonies of North America was founded. They have been agitating for total 
  independence from the Empire, and their more violent members have resorted to terror attacks against 
  any and all targets. The group was outlawed in 1823, but has managed to survive after many attempts by
  the Crown to eradicate the group.
  Recently, the Sons of Liberty have joined forces with individuals the slaveholding provinces, as 
  the British Empire was considering ending slavery on the continent. In 1835, Parliament abolished 
  slavery in the Caribbean colonies, mainly due to the fact that the Church of England was found to own 
  slaves in many Caribbean plantations.
  The slaveholding provinces have never trusted Parliament, and rumors abound that an act 
  abolishing slavery completely in the Empire was in consideration in 1870. Of course, any such act would 
  have to be confirmed by Dominion Congress. Unofficial vote tallies indicate that such an act would pass 
  the Congress, thus alarming the more influential slave owners. Talk of Abolition in any of these provinces 
  could get a man lynched. The former governor of the Province of Virginia, James Buchanan, was 
  impeached and removed from office by the provincial assembly, supposedly for malfeasance in office. In 
  reality, Buchanan was a staunch abolitionist, and didn’t care who knew. It was only by dint of his wealth, 
  and surrounding himself with freedmen, did he survive. He moved to the city of Franklin in the Virginia 
  province and settled down to live his life as he saw fit.
  History of La Republique Louisienne
  After the dreadful harvest of 1789, there is general unrest in France, as the misguided policies of 
  the crown had lead to disastrous results. In 1790, the Assemblee Nationale des Hommes Libres meets in
  Paris covertly, and plan to address the inequities of life under the rule of royal that is in cahoots with 
  special interests.
  In August that year, with grain production still not up to par, the Assemblee Nationale stages a 
  demonstration protesting lack of wheat and bread. Marie Antoinette supposedly makes a fateful 
  statement about the protesters: “They cry that they have no bread. They cry they have no wheat. Let 
  them cry that they have no cake as well!”
  
  167
  La Revolution de la France Libre is a bloody one. Much of the nobility flees France, with several 
  bound for the former French colony of Louisiana. La Nouvelle-Orléans swells with an influx of population.
  In France, the revolutionary government is formed along lines proposed by a young aristocrat. This 
  aristocrat, Claude Henri de Rouvroy, joined the Assemblee Nationale and became one of influential 
  leaders of the La Republique les Gens de la France.
  La Republique was founded on the nascent ideas of socialism as Rouvroy had formulated them. 
  “To each man, according to his wants and needs. No man shall own the land solely. The land is the 
  property of the people of France, and not of one man… So to each man, a share of the land shall be 
  accorded, from which he will do with as he wont… All men should strive for the betterment of his 
  brethren, as they strive for his.”
  The remaining nobility in France left soon after the formation of the new government. Including 
  certain Corsican noble family…
  The young Napoleon Bonaparte could not stomach what had happened to France, and sought 
  solace in the young, thriving city of Nouvelle-Orléans. Here a man could make a name for himself. 
  With the wholesale exodus of French nobility to former colony, the Spanish crown, wisely decided
  to cede the land it found unmanageable to the people in residence under the guise of returning it back to 
  the legitimate government of France.
  With the British colonies on the one side, and the Spanish ones on the other, the then Duke of 
  Louisiana, decided to consolidate the land “returned” to them. Here the young Napoleon found a place in
  the Armee de la Louisiane.
  The Duke first tried to peacefully annex the various native nations north of Nouvelle-Orléans, but 
  found them quite reluctant to cede their sovereignty. So the Amree was sent north to pacify them. This is 
  where Napoleon became famous as an Indian fighter. He rose through the ranks until he ended up in 
  command of the Armee de la Lousiane.
  His greatest achievement was the annexation of the Sioux in 1812. The Armee met a fairly well 
  armed (weapons supplied by British traders in the region) mass of Sioux, lead by Tecumtha. Before 
  engaging in battle, Napoleon requested a parlay with Tecumtha. The two met with their trusted 
  lieutenants and tried to come to some form of agreement, however this was meeting of two indomitable 
  wills. Then Tecumtha proposed that instead of spilling the blood of thousands of men into the Missouri 
  river that the two leaders fight, the winner having dominion over the land and the people.
  Napoleon’s lieutenants where shocked by this offer, but Napoleon accepted it. “Perhaps this is 
  the way it must be. If I am to risk all to gain all, I should risk my life to save all.”
  The next day they met in a field with their troops surrounding them. Napoleon was armed with his 
  sabre and main gauche, Tecumtha with a metal-banded war club, spear, and ax. The battle lasted for 
  nearly an hour, both men bloodied and wounded. Napoleon finally disarmed Tecumtha and with his 
  sword at other’s neck refused to take the other’s life. “To take his life will cheapen it! He fought for what 
  was his and for his people. For this I grant him his life. You Tecumtha are a valiant and brave man. A man
  I would rather have at my side than as a martyr or spirit, fighting me from the great beyond. Join us in our
  great Republic, as an equal, and not as a vassal!”
  When word of the nearly bloodless conquest of Sioux reached Nouvelle-Orléans, the tale of 
  Napoleon’s personal battle grew with the telling. By the time it reached the Duke’s ears, the Corsican had
  fought ten braves with nothing more than a dagger. It had a different effect on other tribes as Napoleon 
  gathered them under his wing with promises of equality and self-rule. “…But not as a separate nation. 
  
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  The Republic of Louisiana cannot allow separate nations to exist. You are either part of the Republic or 
  you shall no longer exist at all.”
  Like a triumphant Caesar, Napoleon returned to Nouvelle-Orléans at a front of an army made up 
  of both French and Native American troops. The crowds were jubilant and the city partied like it never 
  had before. Cries of “Napoleon notre sauveur!” and “Napoleon notre roi!” echoed across the quarters. 
  Something that Napoleon took to heart.
  In 1814, he was crowned as the ruler of the Republique de Louisienne. He ruled and defended 
  the Republique from all attempts by the British to conquer it. He ruled the Republique for 25 years until 
  his death in 1839 at the age of 70.
  His son, Napoleon Francis Joseph Charles Bonaparte, was crowned as ruler of the Republique 
  and still reigns at the time the portal was found and was 51 years old at the time. The Republique is in an
  uneasy truce between the Empire of Mexico and the British Empire. It shares control of the Mississippi 
  with the British colonies, but commands the mouth of the Mississippi with its capital city of Nouvelle-
  Orléans. However, the Mississippi is threatening to change its course and follow the Atchafalaya River, 
  leaving Nouvelle-Orléans on a minor tributary. The crown has ordered that this should not happen and 
  his engineers are working hard to keep the Mississippi river within its present banks.
  The population of La Republique Louisienne is 80% Native America, 18% French, and the 
  remaining 2% is distributed between Spanish, English, German, and other European nationals.
  Locations near the Portal
  Portal Location 
  The portal is located in a large dome-shaped limestone cave in what would be West Virginia on 
  Earth Prime. The cave is artificially made, and the dome’s base is lined with rooms that seem to have 
  been molded from the rock and not carved. The dome is 600 feet wide and 90 feet tall and is 300 feet 
  underground. The surface of the dome is smooth, though it shows signs of stalactite formation. Based on
  the size of the stalactites, the dome was built approximately 2,000 years ago.
  The dome’s interior is completely bare, as though all machinery and other equipment had been 
  stripped from the dome and the rooms lining the dome. The rooms lining the dome are of different sizes 
  and some have more rooms molded further into the limestone rock. There are shelves and channels 
  formed into the rock, as well as what looks to be mounting brackets made of corroded steel, the only bits 
  of metal that can be found in the entire dome. There is shaft that leads to the surface to a hidden 
  entrance. The walls of the shaft are perfectly smooth and provide no handholds.
  All the rooms were made for a being half as tall as a human being. The rooms are short, only 6’ 
  tall, and everything, shelves, doors, and the shelf brackets are all at a height convenient for a being of 
  short stature.
  Further investigation yields a chamber with many flights of stairs that lead upwards. The tread of 
  each step is shorter than normal, as though the steps were meant for someone with shorter legs and 
  smaller feet. It will take about half an hour to climb the stairs if the hero pushes it, or an hour if he takes 
  his time.
  If he tries to climb the stairs as fast as possible, he must make a Vigor roll. If he fails, he gains a 
  point of fatigue. If he tries to push it on the way back down, he must make an Agility roll, otherwise he will
  trip and fall down a single flight of stone steps, taking a d4 in damage.
  
  169
  The shaft and stairs lead to small, natural appearing cave, with one end filled with rubble. 
  Clearing the rubble with reveal that the cave on the other side is dank, muddy, cold, and everything is 
  covered in bat guano. But there is a path and it leads to the outside world.
  The portal is located in an area that corresponds to the Germany Valley in West Virginia, Earth Prime. 
  The dome is located near the town of Franklin, population 1,200, in the province of Virginia. Franklin is 
  home to McNulty’s Tavern, the only tavern in the province that doesn’t care about skin color or race. 
  Franklin was founded in 1798, and it is a sleepy little hamlet nestled in the folds of the Appalachian 
  Mountains.
  The Chamberlain Plantation
  The portal cavern leads to a rocky hillock in the midst of a large cornfield. This field and 
  surrounding thousand acres is the property of one Anston Chamberlain, a very opinionated and bigoted 
  man that ever strode the earth. Chamberlain owns this plantation in County Pendleton, Virginia, along 
  with 200 slaves who work it. He is a cruel man, prone to rages and will not think twice about beating 
  anyone to within an inch of their life. This location makes this a difficult place to sneak past and to the 
  nearby edge of the property. 
  Anston Chamberlain owns a Chartered Plantation. The governor of the province of Virginia 
  granted the charter and Chamberlain is major producer of feed corn, hard cider, and preserved 
  vegetables for the Virginia Militia. He has a guaranteed minimum price for his crops, but normally sells 
  his crops to the province at market prices. Chamberlain is very rich and very powerful in County 
  Pendleton.
  He is also secretly a member of the Sons of Liberty. He’s been supplying the local cell of Sons 
  with food and weapons. He knows that his position and wealth shield him from any scrutiny from the 
  Crown. 
  There are several smaller farms in the same valley as Chamberlain’s plantation. His men own 
  some of the farms, others are just family farms, growing crop for the nearby town of Franklin.
  Franklin, Virginia
  Overland, Franklin is only 8 miles away, but that is up and down hills and through cultivated fields 
  and forests. The fast way there is by s winding country road that passes through a natural cut in the 
  mountains and hills of County Pendleton. It’s a 12-mile journey, but if one is eager to help a farmer to 
  load up his wagon with produce, a ride could be had to Franklin. 
  Franklin is the county seat and has a population of 4,000 people. Franklin is a farm town, with 
  most of the businesses in the town geared toward supporting the local farmers. As it is also the county 
  seat, the local county government is located here as well, such as the Pendleton County Courthouse and
  the Pendleton County Constabulary. There is a well-appointed library and even a local newspaper, the 
  Daily Franklin News. Prices are all in American Commonwealth dollars, shillings and pennies.
  
  170
  THE JUNKYARD POKIWOL
  Location: Alt 0, 8
  Type: Pokiwol
  Atmosphere: Terrestrial, humidity: 10%
  Life: Microbic 
  Gravity: 1G
  Day: 24 hours
  Description: IDET 1 first encountered
  the Junkyard Pokiwol on their first
  mission. Instead of the lush green land
  Sayuri Tenuma had remembered,
  instead were piles of junk and debris
  drawn from all the near alternate worlds.
  IDE Team 1 found several interesting
  artifacts, including an alcoholic
  beverage that induced Psionic powers
  when drunk. Fortunately they destroyed
  all the bottles they had found in a wood
  yacht not far from the Ring Station.
  The gray areas on the map are
  fairly flat, while the brown regions are
  covered in debris. The orange regions
  are fairly new debris, and the yellow
  regions are very new debris mounds.
  Each square on this map is 6” across.  
  This small world is made up
  entirely of debris and junk from nearby alternate worlds and Earth Prime as well. Things like odd socks, 
  bottles, out of date tech, broken vehicles, sometimes even buildings. How or why this pokiwol collects 
  this material is up for conjecture. Research and observation of how fast new debris appears on the 
  pokiwol estimates that it has taken nearly a thousand years to accumulate all this junk. The world grows 
  thicker at 27 feet a year, or just under an inch a day in new debris. In addition, only non-living and non-
  sentient items are drawn to this pokiwol. Dead bodies clean of any microbes can be found mummifying in
  the dry air of this pokiwol.
  Some test core drills have discovered that anything below 500 feet is crushed beyond recovery. 
  Also, the deeper you dig, the older the debris becomes in terms of technology and sophistication. The 
  sky is visibly curved, as though it was being viewed through a fish-eye lens. The terrain visibly curves 
  away and it always feels like your moving on top of a very large ball. This world can invoke the hindrance
  Fringe Vertigo and cause the Hero to make a test against it.
  Because this world is made up of debris and junk, the surface of this world is somewhat 
  treacherous place to walk on. In other places, the debris has settled into a flatter, more stable surface. 
  Heroes can move their normal pace across the flatter surfaces (gray). Across older debris mounds, 
  (brown on the map), they move at a -2 pace penalty on the mounds, and the newer debris falls (orange 
  
  171
  and yellow) are a hazard to navigate. Per square on the map, make an Agility test. If they make it, they 
  are at Pace -2. They fail, they are half their Pace. A critical failure can bring a mound tumbling down on 
  top of them for 4d6 damage over a medium blast template.
  Scrapyard Challenge
  The following are locations on this world where the Heroes can potentially find new items and 
  material. Weather on this pokiwol is bright and sunny. No sun, but sunny nonetheless. Clouds do dot the 
  outrageously curved sky, but if they have to, sleeping out in the open shouldn’t be a problem. But the 
  more interesting choice is to search the area and see what has deposited itself on the pokiwol.
  There are dangers on this world. Debris piles up into teetering towers that eventually topple over 
  and crash. To escape a toppling tower of trash, the Hero has to make an Agility test to dodge out of the 
  way, or take between 2d6 to 5d6 damage, depending on the composition of the tower of trash.
  No place to rest my head
  The wooden yacht is right where IDET 1 said it was. However, it is not in the pristine condition 
  that they left it in. It is now buried under several feet of junk. Newspapers, paper cups, individual socks, 
  masonry, all sorts of useless detritus. The newspapers are in bundles and are from a place called Nieuw 
  Amsterdam and are in Dutch. They are all from the same date, one week ago, and seem to be little 
  worse for wear. Several intact copies of this newspaper can be obtained.
  Note: If anyone can read Dutch, the paper has news from a bustling metropolis, with major 
  shipping news and a rich publishing trade. Heroes who speak German or related language can 
  make a language roll. A success gets them basic information; with a raise they can get all the 
  information. 
  The paper is not on newsprint, but on good quality paper and is obviously laid out using an old 
  fashion typesetter. However, the newspaper has ads for computers comparable to current 
  models, if not a couple years out of date. Most surprising is the four pages of full color comic 
  strips that look more like works of art than common entertainment.
  There’s very little politics in the paper, that’s all relegated to the two editorial pages and the one 
  “national” page. The paper mostly concerns itself with trade relations and commerce with the 
  other nations of North America. The country the newspaper is from is Nieuw Nederland, lead by a
  governor-general. The city of Nieuw Amsterdam is run by a city council that is more worried about
  tariffs than reelection.
  However entertaining the newspaper is, the fact is that the it will take a day just to clear the junk 
  off of the yacht to make it livable if the Heroes want to stay here. So the choice has to be made: Clear 
  the junk off, or look for someplace else.
  The Long Trailer
  Half buried in debris, is a stainless steel camping trailer. It’s some 50 feet long, and is very 
  angular in design. Looking at it, the first thing one notices is that its manner of construction is off. Where 
  rivets would be used, a different fastener is used. The wheels, while flat, are different in design and 
  construction. Nothing about this trailer indicates that it was constructed by European influenced culture. 
  In fact, the impression one gets is that this has a decidedly Mesoamerican style and design. As 
  though the Aztecs or Mayans had lasted long enough to invent travel trailers and automobiles of their 
  own. The metal panels are literally stitched together using metal wire and sealed using a latex rubber 
  compound. The door to the trailer is octagonal in shape: the corners of the door are cut off, forming the 
  tall eight-sided shape. Numerous glyphs adorn the exterior of the trailer, but are totally unreadable by 
  
  172
  anyone. Finally, the wheels are not of contemporary design, being made of a type of vulcanized rubber 
  unknown to anyone on the team. For one thing, they are white in color, not black. Another is that all four 
  wheels are flat and the axels between them are bent at odd angles.
  The interior has what one would expect: A living/dining area, a kitchen, and sleeping area. 
  However, none of this is in the European/American style. The living and dining area consists of low 
  tables and cushions. The kitchen has a wood fired stove and various clay storage bins and no 
  refrigeration. The sleeping area consists of a large straw mattress that looks to be used communally. The
  condition of the interior is pretty shabby. Everything has seen a lot of wear and tear and none of it is in 
  good condition. The straw mattress has sprung many leaks; straw is everywhere, and the cushion in the 
  living area smell of mildew and rot.
  The flue for the stove is broken in several places and the clay pots that make up the storage 
  system are just shards of broken pottery. However, the structure is still watertight and there’s glass in the 
  windows.
  The Crooked House
  This is some sort of outbuilding from a construction site. It’s sitting cockeyed on the ground, tilted 
  at a twelve degree angle and the building is most definitely not square. The windows are all broken out. A
  sign in Russian states that this is the Stanislaw Imperial Construction Company’s property, with an 
  address in Madrid, Spain. The building seems to have been near a fire. Close enough to have several 
  exterior panels singed and blackened. Inside the building are recognizable construction tools, with odd 
  brand names from all over Europe and the Middle East. All the tools are in good shape and can be used 
  for their intended purposes. 
  However, the same cannot be said for the building. Moving about in it for a bit or leaving the door 
  open longer than a few minutes, will cause the building to collapse and trap anyone inside in the resulting
  debris. Anyone inside can make an Agility test to escape, but if three or more people succeed, they all 
  get in each other’s way and only the person with the highest Agility score will get out of the building in 
  time. Ties are resolved by the higher of the two Strength scores.
  It will take 30 minutes to free anyone caught inside from the debris safely. No one will take any 
  damage from this collapse; it’s more of a nuisance than a deadly trap.
  The Rocket Ship
  After going around a mound of junked sinks and toilets, the searchers will be confronted by 
  wondrous sight: A fully intact, honest to God, Buck Rogers’ Rocket Ship. The name emblazoned on its 
  side is “X-12 Gamma Blaster”. The cabin door is open and if it’s night, a light will shine from the inside. 
  Inside is something out of a 1930’s pulp magazine. A cockpit more suited for an airplane than a 
  spaceship, controls consisting or rheostats, knobs, levers, and plenty of buttons and guillotine switches. 
  Sadly, while the ship has power, whatever it is that makes it fly is totally non-operational on the 
  pokiwol. It seems that the engines come from a universe with somewhat different laws of physics than 
  Earth Prime’s. Still, there’s a lot of interesting technology on this ship, including an armory full of blasters 
  (operational), jet packs (non-operational and dangerous), and Space Patrol uniforms and badges. 
  Junkyard over time:
  As the years go by, the junkyard will get bigger and bigger. UNIDA will try to use it as a base of 
  operations, but the continual collection of debris will bury any permanent building, or if they are regularly 
  cleared off, end up in valleys or pits. 
  
  173
  A better use of this world would be as an information resource, as junk from all the nearby 
  alternate worlds collects here. Of course not all of these worlds are on the Fringepaths, but a goodly 
  number are. Also, this pokiwol can be mined for resources: copper, iron, aluminum, rare metals, and 
  other metals. The most efficient method would be to strip mine the world, as that would prevent collapses
  of any mine shafts. 
  Mysteries of the Junkyard Pokiwol:
  There are some mysteries that have to be solved about this world: 
  The Ring Station: 
  The in fall of new junk is fairly uniform, yet the Ring Station is never buried under it, nor is it 
  blocked by falling debris. There is always a clear pathway to the ring from either direction.
  This mystery is tied to another: Does the new junk simply appear on this pokiwol or does it fall 
  from the sky? The answer is that new junk simply appears. There seems to be a preference around the 
  Ring Station to keep it clear and to leave a path, so only new junk that can lie flat appears near and 
  under the Ring Station. The ring, ramp, and pylon just float upwards enough for the new junk to appear 
  under it.
  The Atmosphere: 
  The atmosphere of this pokiwol is always breathable and maintains a standard mixture of oxygen 
  and nitrogen. Pollutants from diesel vehicles are quickly flushed from the air. No plants or animals other 
  than those brought by visitors to this pokiwol live here. Any attempt at seeding plants fails, as there is no 
  suitable soil for a plant to grow in. Animals die out due to lack of food and water. Yet, in the presence of 
  so much rusting metal, the oxygen levels on this pokiwol stay stable.
  The source of the fresh atmosphere is tied to pipes that dot the surface. They are unobtrusive 
  and look like they are just another piece of junk. Instead they are part of a vital recycling system buried 
  deep in the pokiwol’s core. One pipe exhales oxygen and nitrogen and another inhales the atmosphere. 
  Somewhere underground the atmosphere is scrubbed, cleansed, and oxygenated. Piped back to the 
  surface to maintain a livable atmospheric mixture. Each pipe is only 6 inches in diameter and is made of 
  ordinary iron. 
  Dropping a camera down either pipe results in the camera getting vaporized. The system is 
  designed to keep the pipes from clogging. They always stay sticking about 6 to 12 inches above the 
  surface of the junk. They are extended from below, as marvelous mechanisms literally grow the pipes 
  longer as needed.
  The airflow out and in from these pipes is quite forceful. The output pipe can support a small 
  object in the air such as a bowling ball or other similar object. The input pipe can cause 2d6 in vacuum 
  damage if you try to place your body over it and block it. This is not a good idea, as the system will not 
  tolerate a blocked pipe.
  Attempts to block the input pipes result in the object having a hole cut through it. There is a 
  warning before this happens; the object gets very warm two actions before the hole is cut through. On 
  the first action, the object becomes uncomfortably hot. On the second action, it becomes blisteringly hot 
  and does 1d6 in damage if touched or sat upon. If the warning isn’t heeded, then the energy cutter will 
  cut and remove whatever is blocking the hole. This will kill anyone foolish to sit on the object and it will 
  remove a hand holding the object in place, if the intense heat of the cutter does not burn it first.
  
  174
  Adventure Seeds
  
  Junkyard Dog: A self-repairing non-sentient robot arrives and it is damaged and needs to be 
  repaired. It’s looking for compatible technology, and any tech the Heroes bring with them is 
  just the ticket, as is the X-12 Gamma Blaster rocket ship. The Dog will go after tech, not 
  people, so if they drop any tech that uses electronics, the Dog will ignore them. Hopefully.
  The Dog will be very resilient and unless it’s completely destroyed, it will rebuild itself and 
  resume trying to repair its damaged body.
  
  Tower of Pisa: A tower of debris threatens to crush a spectacular find: An intact computer of 
  unknown make and capabilities. Keeping the tower from falling over on the find will be 
  difficult. And unless dealt with, the Junkyard Dog will put in an appearance as well.
  To further complicate things, on the other side of the tower is the Heroes’ base camp, so 
  toppling it in that direction isn’t a desired outcome either.
  
  Old Betsy: After a bit of a walk, the Heroes scramble over a mound of bent and broken 
  fenders, they see what looks to be an intact Ford Model T truck sitting under a pile of debris. 
  Digging it out, they find that it’s not a Ford Model T truck, it’s a replica of one and under her 
  hood, beats the heart a modern engine and computer control system. This is a self-driving 
  robotic car, and it looks to be fully intact and just missing some gasoline and needs new 
  battery. 
  They can push it back to their base camp, but they must make a Vigor test or they suffer 1 
  Fatigue. If they replace the battery with a fuel cell, and either get some gasoline or convince 
  the car’s controller to adapt to diesel or alcohol, the car will start up and become fully 
  functional. 
  However, you never get a fully function device in the Junkyard. There’s always a flaw. The 
  flaw for Old Betsy is that it’s programming is corrupt and it refuses to stay near or allow 
  people to get inside of her. She will blow the horn if someone is behind the wheel, and leave 
  the door open in hopes the passenger will fall out as she tries to spin and turn sharply. She 
  will drive away just far enough to keep the Heroes from getting in, and then lead them on a 
  chase until she runs out of gas or the fuel cell runs out of power. Despite the programming 
  flaw, she is 20 years ahead of any similar vehicle on Earth Prime. Keeping her from wrecking 
  herself or being crushed under a toppling tower of debris is very desirable.
  GENERATING WORLDS
  Sometimes 
  When creating a Prime world, use the Prime column for your dice rolls and use the Alternate 
  column when generating one of the Eight Alternate worlds on an Alternate Platform. Roll a d100 for the 
  general type of world, and then roll a second d100 for the specific type of world. 
  When you roll one of the Alternate/Parallel Earth types, (Alternate Historical, Alternate 
  Evolutional, Alternate Geological/Climatic, or Alternate Astrophysical), there is a 25% chance that the 
  history of that Earth is temporally shifted.  
  Roll a d4. On a 1, the Earth is temporally shifted. 
  Then roll a d20. If you roll of 20, the world is temporally shifted into the future. Otherwise the 
  world is temporally shifted into the past. By how many years or centuries it has been shifted is up 
  to you, the GM, to decide.
  
  175
  Prime Platform
  Alternate Platform
  Description
  1st
  Roll
  2nd
  Roll
  1st 
  Roll
  2nd 
  Roll
  01-50
  01-50
  Alternate/Parallel Earths
  01-76
  01-76
  Alternate Historical
  77-88
  77-88
  Alternate Evolutional
  89-99
  89-99
  Alternate Geological/Climatic
  100
  100
  Alternate Astrophysical
  51-75
  51-75
  Tehrmelern Commercial and Utility
  Worlds
  01-50
  01-50
  Gathering World
  51-86
  51-75
  Farming World
  87-91
  79-80
  Food Processing
  92-99
  81-87
  Industrial
  --
  88-99
  Small Distribution Center
  100
  100
  Expo Worlds
  76-95
  76-95
  Recreational Worlds
  01-95
  01-95
  Nature Preserve
  96-98
  96-98
  Nature Park
  99
  99
  Arcades
  100
  100
  Technical Park
  96-99
  96-97
  Home Worlds
  --
  01-75
  Individual Settlement
  --
  76-85
  Small Village
  --
  86-95
  Settlement, Small
  --
  96-97
  Settlement, Large
  01-95
  98-99
  Long Settled World, Commonwealth
  96-100
  100
  Long Settled World, Tehrmelern
  --
  98-99
  Military Worlds
  
  176
  01-75
  Weapons Testing
  76-85
  Training Centers
  86-99
  Manufacturing
  100
  Weapons Storage
  100
  100
  Other Areas
  --
  01-93
  Pocket Stops
  1-100
  94-98
  Battlegrounds
  --
  99-100
  Other places
  To create Solar Systems and Star Systems to go along with these new worlds, the following 
  charts have been supplied.  Use them exactly as you did the world generation charts and you can add 
  the flavor of a fully created galaxy to your new world.
  GENERATING SYSTEM PLATFORMS
             Use the following table to generate the location for each System Platform portal on your 
  Alternate Worlds.  These in particular, link to different places in the Sol solar system of Earth Prime.  If 
  you have generated a star system that differs greatly from Sol, pick and choose the names and locations 
  yourself.  This is just a guide on how to do it.  Remember that you can only have Eight Destination 
  portals.  One Pathway portal gets you to this platform and one goes further out one level to the local 
  group of stars.  
  D100
  Location
  D100
  Location
  1
  Mercury
  47 - 57
  Other moon
  2
  Venus
  58 - 60
  Rings of Saturn
  3 - 9
  Earth's Moon
  --
  Moons of Uranus
  10 - 11
  Mars
  61
  Miranda
  12
  Phobos
  62
  Ariel
  13
  Deimos
  63
  Umbriel
  14
  Ceres
  64
  Titania
  15
  Vespa
  65
  Oberon
  16
  Pallas
  66 - 76
  Other moon
  17
  Hygiea
  --
  Moons of Neptune
  18 - 25
  Other asteroid
  77
  Triton
  --
  Moons of Jupiter:
   78- 87
  Other moon
  26
  Io
  86
  Pluto
  
  177
  27
  Europa
  89
  Charon
  28
  Ganymede
  90
  Nix
  29
  Callisto
  91
  Hydra
  30 - 39 
  Other moon
  92
  Eris
  --
  Moons of Saturn
  93
  Dysnomia
  40
  Mimas
  94
  Sedna
  41
  Enceladus
  95
  Quaoar
  42
  Tethys
  96
  Orcus
  43
  Dione
  97
  Varuna
  44
  Rhea
  98
  Ixion
  45
  Titan
  99
  Other Kuipier Belt object
  46
  Iapetus
  100
  Oort Cloud object
  GENERATING STAR-HUB PLATFORMS
             Star-Hub Platforms are simply that; platforms that have pathway portals to eight nearby 
  star systems. Generating Star-System Platforms is a two-step process:  You first determine the type of 
  star system that the Pathway Portal leads to, and then you generate the eight locations for each “end” 
  portal.
  Number of Stars
  Determine if the star is a binary star by rolling 1D10. On a roll of 7 or more, the star is a binary. 
  Roll again, and if the roll is 7+ on 1D10 add another star and roll again until you don’t roll over 7.
  For each star, roll on the following table:
  Star Spectral Type
  D100
  Spectral
  Class
  Color
  Notes
  1 - 49
  M
  Red
  50 - 63
  K
  Orange
  56 - 70
  G
  Yellow
  Roll 1D10. On a 10, the star is a subgiant
  72 -74
  F
  Yellow-White
  Roll 1D10. On a 9+, the star is a subgiant
  75
  A
  White
  Roll 1D10. On a 7+, the star is a subgiant
  76 - 85
  White Dwarf
  White
  86 - 98
  Brown Dwarf
  Deep Red
  
  178
  99
  Giant
  Varies
  Roll 1D10: 1 = F class, 2 = G class, 3-7 = K 
  class, 8+ = K class subgiant
  100
  Special
  Could be B-class or O-class stars, neutron 
  stars, protostars or other rare stellar objects
  Finally, for each portal on the Star-System Platform, roll on the following table to determine what 
  type of planetary body it is connected to just as you did for the System Platform:
  Planetary Type
  D100
  Type of Planetary Body
  1 -18
  Asteroid
  19 - 
  62
  Terrestrial Planet
  63 - 
  66
  Dwarf Planet
  67 - 
  89
  Moon around Gas Giant
  90 - 
  98
  Moon around Super Jovian
  99
  Terrestrial planet in a Gas Giant or Super Giant Trojan point
  100
  Double Planet. Each planet is either a Terrestrial (60%) or a Dwarf (40%).
  For Terrestrial Planets and habitable moons, use the following tables:
  Gravity
  Roll a d20 to determine the general gravity category. The equation in parentheses determines the
  specific gravity expressed as unit of 1g, or Earth’s gravity.
  d
  20
  Result
  G
  ravity
  Modifie
  r
  1
  –2
  Microgravity (Less than 0.4
  – 0.5 G)
  -
  10
  3
  –6
  Low Gravity (0.5 – 0.8 G)
  -
  5
  7
  –15
  Normal Gravity (0.8 – 1.2 G)
  +
  2
  1
  6–20
  High Gravity (1.2 – 2G)
  +
  10
  
  179
  Atmosphere
  The atmosphere of a world determines how easy it is to breathe and also modifies the 
  temperature. Add the temperature to the base temperature for terrain outside the portal for the final 
  average temperature. Normal atmospheres, those like our own world’s, have less temperature variation 
  than other types. Add the Gravity Modifier to the roll to determine the atmosphere type. Exotic 
  atmospheres are made up gases such as chlorine, methane, fluorine, or other combinations of gases. 
  Dense atmospheres tend to have more carbon dioxide and can be at poisonous levels.
  d20
  Result
  T
  errain
  Modifie
  r
  2 or 
  less
  Vacuum 
  -
  20
  3–6
  Thin
  -
  17
  7–14
  Normal
  0
  °
  15–
  18
  Dense
  +
  10
  19 or
  greater
  Exotic (Reroll d20, ignoring rolls 19 and 20. Add Gravity 
  Modifier)
  n
  /a
  Terrain Outside the portal
  Planets have a multitude of terrain types. This table generates the type of terrain outside the 
  portal on the planet. Planets with None or Thin atmospheres will tend to be deserts, regolith, or ice balls. 
  Think of Mars, the Moon, and Pluto.
  The average temperature is for the temperate zones. On the equator treat the temperature as 60 
  degrees warmer, and at the poles as 60 degrees colder. Temperatures are in Fahrenheit.
  d
  20
  Terrain
  Average Temperature
  -
  11– -19
  Regolith
  Varies with time of day. Can vary
  by ±250°
  0
  – -10
  Ice plain
  -120
  1
  –3
  Arctic 
  -22°
  4
  –5
  Temperate 
  Plains 
  50°
  6
  Temperate 
  60°
  
  180
  –8
  Forests 
  9
  –11
  Jungle 
  70°
  1
  2–14
  Marsh/Swa
  mp 
  65°
  1
  5–17
  Desert 
  85°
  1
  8–20
  Water 
  50°
  Just to re-cap, at the end of this creation process you should have a world platform with eight 25’ 
  planetary portals leading to different locations on the unique world of your own creation (or an existing 
  world if you were just creating an Alternate) and a 50’ portal that leads to this unique world’s Alternate 
  Worlds Platform.  On the Alternate Worlds Platform, you have two 50’ portals that lead laterally to the 
  Fringepaths, a 50’ portal that leads to this unique world’s solar system platform, a 50’ portal leading back 
  to the Prime Platform and eight 25’ portals that lead to different Alternates of your unique world.  On the 
  System Platform you have only two 50’ portals: the one you arrive on and the one leading to this world’s 
  Star-Hub Platform.
  There will also be eight 25’ portals that lead to various locations in that solar system based on the
  values you chose above.  At the Star-Hub Platform, there are eight 50’ portals leading to eight different 
  local star systems and the one 50’ portal you arrived on for a total of nine.  Each of these eight 50’ portals
  leads to a Star-System Platform around a different nearby star within 40 light years of the Prime.  These 
  platforms possess the single 50’ pathway portal that connects them to the Star-Hub Platform and eight 
  25’ planetary portals that lead to various locations in the newly created solar system.  This is the end of 
  the tree as the Tehrmelern see it.  
  
  181
  Enemies and Allies
  FRINGE PIRATES
  Pirate
  Most low-level Fringe Pirates were either conscripted into service by the Pirate Commander, or 
  shanghaied off of a world that the pirates raided. In any case, their lot in life is to provide cover and fire 
  support while the commander and other pirates go after the loot.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Heavy Weapons Pirates
  A step up from your typical Pirate, Heavy Weapons Pirates have mastered the use and operation 
  of high powered weaponry, up to and including light cannons. They typically get an extra share of any 
  loot taken during a raid for their expertise and fire support.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Driving d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Rock and Roll!, Steady Hands
  Gear: Armor Vest (+2/+4), Medium Machine Gun (30/60/120, 2d8, ROF 3, Shots 100, AP 2, Snapfire) or 
  Heavy Machine Gun (50/100/200, 2d10, Shots 200, AP 4, HW) or Rocket Propelled Grenade (24/48/96, 
  4d8, MBT, AP 9, HW, Minimum arming range 6” otherwise does 2d10 impact damage.) or Man Portable 
  Anti-Tank Rocket (24/48/96, 4d8+2, MBT, HW, Snapfire), Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, 
  Semi-Auto), Knife (Str+d4)
  Pirate Lieutenant
  The veterans of many raids, Pirate Lieutenants have risen up in rank and now are in command of 
  4 to 6 lower level pirates or conscripts.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d8, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d8, Taunt d8
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 5
  
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  Hindrances: Greedy, Mean, Wanted
  Edges: Fringeworthy, Ace, Block, Combat Reflexes
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Heavy Pistol 
  (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4)
  Pirate Commander
  Pirate Commanders are typically the person who found the financing and organized the Fringe 
  Pirate band. Sometimes they are in charge of a raiding band, other times they command a firebase on a 
  world rich with loot. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  Skills: Driving d10, Fighting d10, Intimidation d10, Notice d8, Shooting d8, Stealth d8, Taunt d8
  Charisma: –2; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Greedy, Mean, Wanted
  Edges: Fringeworthy, Ace, Block, Combat Reflexes, Command, Inspire, Nerves of Steel
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Heavy Pistol 
  (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4)
  Conscript
  Pity the poor bastard who is conscripted into service by Fringe Pirates on their world. They get a 
  half share of any loot, and do all the scutwork and are little more than slaves. They might be taught how 
  to fire a rifle, but they won’t get the good ones that the pirates have. On Low Tech worlds, they use bow 
  and arrows and more primitive melee weapons. 
  None of the Conscripts are Fringeworthy and most are taken as hostages to keep their home 
  village under control. They are used as frontline troops, little more than cannon fodder, and any that 
  survive a pirate raid of a town or city on their world just prepare for the next one, praying to their gods 
  that they survive. Still, they do get a half share of any loot, so it’s not all bad. However, they know that if 
  the pirates leave, their lives aren’t worth spit…
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d4, 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Wanted, Loyal
  Edges: -- 
  Gear: Modern Tech: Bolt Action Rifle (24/48/96, 2d8, Shots 5, AP 2) or Musket (15/30/60, 2d8, 2 actions 
  to reload), Knife
  Low Tech: Leather Armor (+1), Bow (12/24/48, 2d6), Short Sword (Str+d6) or Spear (Str+d6, Parry +1, 
  Reach 1, 2 hands), Knife (Str+d4)
  
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  Mechanic
  Someone has to keep the trucks and steam powered vehicles in working order. That’s where 
  Pirate Mechanics come into their own. Sometimes they ride with a raiding band, but for the most part, 
  they work at a supply or raiding base keeping everything running and functional. This typically rates them
  2 shares of any loot taken. Otherwise a wheel might fall off your armored vehicle in the middle of a raid…
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Craft (Blacksmith) d6, Driving d6, Fighting d6, Knowledge (Steam Power) d6, Knowledge 
  (Mechanics) d6, Lockpicking d6, Notice d6, Repair d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Quirk (Something Genre appropriate.)
  Edges: Fringeworthy, Mr. Fix It, McGyver
  Gear: Tool belt or toolkit, Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4), Large 
  Spanner (Str+d4)
  Psirate
  Unique among pirates, are the Psirates, Psionic Pirates. Fringeworthy individuals blessed or 
  cursed with psionic powers. These pirates can manipulate or hurt people with just the power of their 
  minds. Not as physically as imposing as a pirate, Psirates are just as dangerous as any pirate, if not 
  more so. 
  Because Psirates are almost as rare as Fringeworthy, you normally don’t run into them in your 
  average pirate band. Add one or two to the mix when the IDET characters are having an easy time of it 
  dealing with pirates.
  Young Psirate
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Psionics d6, Shooting d6, Stealth d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Arcane Power (Psionics)
  Powers: Telepathy, Charm, Disguise
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Psirate
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice d8, Psionics d8, Shooting d8, Stealth d8
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  
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  Edges: Fringeworthy, Arcane Power (Psionics), New Power x2
  Powers: Telepathy, Charm, Mind Reading, Telekinesis, Bolt
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Experienced Psirate
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice d8, Psionics d10, Shooting d8, Stealth d8
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 8/10 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Arcane Power (Psionics), New Power x5
  Powers: Telepathy, Charm, Mind Reading, Telekinesis, Bolt, Deflection, Armor, Burst
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  IDTS Transport Driver
  Someone has to deliver the goods from a raid back to the main base, or drive to a local trade 
  center to sell or trade the loot for necessary gear and the occasional luxury. That’s the job of IDTS 
  Transport Drivers. They drive the Fringe Paths in anything that has wheels or treads. Sadly, this is 
  usually while the driver is hopped up on amphetamines. Fringe Paths are long, straight roads with 
  nothing to see, so most drivers need something to stay awake on a 500 mile drive. 
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d10, Fighting d6, Notice d6+2, Repair d6, Shooting d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Habit (minor)
  Edges: Fringeworthy, Ace, Alertness
  Gear: Truck of some sort, Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4), 
  Amphetamines (for driving long distances)
  Healers
  Healers come in all shapes and sizes. Some are natural healers, using what nature provides to 
  heal the sick and wounded, and others are modern doctors and nurses, lured by the possibility of 
  treasure, and 4 shares of any loot. 
  Healer, Natural
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge (Medicinal Plants) d8, Notice d6+2, Healing d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  
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  Hindrances: Vow, Pacifist (minor)
  Edges: Fringeworthy, Healer, Alertness
  Gear: Prayer rugs, herbs, fungi, incense, bandages, alcohol, blades
  Nurse
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d4, Knowledge (Medicine) d6, Notice d6+2, Healing d6+1, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Greedy, Code of Honor
  Edges: Fringeworthy, Intern, Alertness
  Gear: Basic Medical Kit, Light Pistol (10/20/40, 2d6-1, Shots 9, Semi-Auto)
  Doctor
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d4, Knowledge (Medicine) d8, Notice d6+2, Healing d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Greedy, Code of Honor
  Edges: Fringeworthy, Intern, Doctor, Alertness
  Gear: Doctor’s Bag, Pistol (12/24/48, 2d6+1, Shots 6, AP 1, Revolver)
  
SOURCE: textdata/thevault/Fringeworthy/Fringeworthy (SWADE)/Fringeworthy - Savage Worlds Playtest Rules (11-02-14).pdf