TEXT:  
  FFiivvee  YYeeaarr  MMiissssiioonn  
   
    
   
   
            
           
   
    
   
  A Supplement for "White Star: White Box Science Fiction Roleplaying"
  
   
  
   
  Five Year Mission 
   
   
   
   
  Written by 
  KIRT A. DANKMYER 
   
   
   
  SpEcial  thanks  to  David  Revoy 
  FOR  ALL  HIS  amazing  creative  commons  art 
   
   
   
   
   
  Copyright 2015 Ivanhoe Unbound and Kirt A. Dankmyer 
   
   
   
   
   
   
  This product is compatible with the rules of White Star and Swords & Wizardry: WhiteBox. 
   
  White StarTM is a trademark of James M. Spahn. Used with permission under license. 
   
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch.  
  Ivanhoe Unbound and Kirt A. Dankmyer are not affiliated with Matthew J. Finch or Mythmere Games™. 
   
  The cover art (cropped), the cropped art at the start of Chapter One and the Engineer illustration in the same chapter,  
  the cropped art above "Save the Core" in Chapter Two, and all art in Chapter Four is by David Revoy and used under the 
   Creative Commons Attribution 3.0 Unported license 
   
  One-eyed alien at the start of Chapter Two is by Antonio Lirio and used under a Creative Commons Attribution 2.0 Generic (CC BY 2.0) license 
   
  The art at the start of Chapter Five is by Johannes Rössel and used under a Creative Commons Attribution-Share Alike 3.0 Unported license 
   
  All other art is from the public domain 
   
  I like kittens, monkeys, bunnies, squirrels and palindromes. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Five Year Mission: 1 
   
  Five Year Mission 
   
  INTRODUCTION ............................................................................................................................................. 3 
  CHAPTER ONE: CHARACTER CLASSES ........................................................................................................... 4 
  CORE CLASS: ARISTOCRAT..................................................................................................................... 4 
  ENGINEER .............................................................................................................................................. 5 
  EXPENDABLES........................................................................................................................................ 7 
  GUERILLA ............................................................................................................................................... 9 
  HOUSE RULE: DEXTERITY AND DARKNESS .......................................................................................... 10 
  CORE CLASS: MERCENARY .................................................................................................................. 10 
  CORE CLASS: PILOT .............................................................................................................................. 10 
  SAWBONES .......................................................................................................................................... 11 
  SCIENTIST ............................................................................................................................................ 13 
  HOUSE RULE: SYNERGY ....................................................................................................................... 14 
  CORE CLASS: STAR KNIGHT ................................................................................................................. 14 
  CHAPTER TWO: CHARACTER RACES ............................................................................................................ 15 
  CORE CLASS: ALIEN BRUTE .................................................................................................................. 15 
  CORE CLASS: ALIEN MYSTIC ................................................................................................................ 15 
  DISGRACED .......................................................................................................................................... 16 
  HOUSE RULE: FRENEMIES ................................................................................................................... 17 
  LIVING STARSHIP ................................................................................................................................. 18 
  HOUSE RULE: SAVE THE CORE! ........................................................................................................... 20 
  QUIXOTIC ALIEN .................................................................................................................................. 21 
  HOUSE RULE: HACK AND SLICE ........................................................................................................... 22 
  CORE CLASS: ROBOT ........................................................................................................................... 22 
  SIMULACRUM ..................................................................................................................................... 23 
  HOUSE RULE: REAL BOY ...................................................................................................................... 24 
  CHAPTER THREE:  REQUISITIONS ................................................................................................................ 25 
  GEAR .................................................................................................................................................... 25 
  WEAPONS ............................................................................................................................................ 26 
  CHAPTER FOUR:  STARSHIPS ....................................................................................................................... 27 
  NEW STARSHIP MODIFICATIONS ............................................................................................................ 27 
  NEW STARSHIPS ...................................................................................................................................... 28 
  CHAPTER FIVE:  ALIENS ............................................................................................................................... 31 
  Quick and Dirty Alien Appearance ...................................................................................................... 31 
  AEN ...................................................................................................................................................... 32 
  BAROS ................................................................................................................................................. 32 
  BELIAL .................................................................................................................................................. 33 
  DADEN ................................................................................................................................................. 33 
  DENGIANS ........................................................................................................................................... 34 
  DORIN .................................................................................................................................................. 34 
  GARENGAI ........................................................................................................................................... 35 
  KASSARDS ............................................................................................................................................ 35 
  LAVAR .................................................................................................................................................. 36 
  LANEN ................................................................................................................................................. 37 
  
  Five Year Mission: 2 
  LIZAK .................................................................................................................................................... 38 
  NEKARI ................................................................................................................................................ 38 
  RANDITES ............................................................................................................................................ 39 
  REMIANS ............................................................................................................................................. 40 
  SHADED ............................................................................................................................................... 40 
  SHIFTER ............................................................................................................................................... 41 
  TODAR ................................................................................................................................................. 42 
  TYMBIOTS ............................................................................................................................................ 43 
  VOLKEEN ............................................................................................................................................. 44 
  CHAPTER SIX:  EXPLORATION ...................................................................................................................... 45 
  Exploration Tables ................................................................................................................................... 46 
  What is in this Hex? ............................................................................................................................. 46 
  Inhabited System: What are the inhabitants like? ............................................................................. 47 
  Abandoned System: Why was it abandoned? .................................................................................... 47 
  Strange Feature: What is it? ............................................................................................................... 47 
  High Weirdness: What the Hell is THAT?! ........................................................................................... 48 
  Descriptors .......................................................................................................................................... 49 
  CHAPTER SEVEN: THE CONTESTED ZONE ................................................................................................... 50 
  THE SILVER AGE ....................................................................................................................................... 51 
  THE RUINED AGE ..................................................................................................................................... 53 
  THE CONTESTED ZONE ............................................................................................................................ 55 
  MAP OF THE CONTESTED ZONE .............................................................................................................. 57 
  CONTESTED ZONE LOCATION KEY .......................................................................................................... 58 
  Agyga ................................................................................................................................................... 58 
  Alfyfla .................................................................................................................................................. 58 
  B543234-6 ........................................................................................................................................... 59 
  B657110-A ........................................................................................................................................... 60 
  Blihilb .................................................................................................................................................. 60 
  Brururb ................................................................................................................................................ 61 
  E67A346-6 ........................................................................................................................................... 61 
  Epsilon 8 .............................................................................................................................................. 62 
  Free Lunch ........................................................................................................................................... 62 
  Grexerg ................................................................................................................................................ 62 
  Klibilk ................................................................................................................................................... 63 
  Offo ..................................................................................................................................................... 63 
  Pahap .................................................................................................................................................. 63 
  Prorp ................................................................................................................................................... 64 
  Saras Nebula ....................................................................................................................................... 64 
  Seidies ................................................................................................................................................. 65 
  Stokots ................................................................................................................................................ 65 
  Teaxaet ................................................................................................................................................ 65 
  Vuekeuv .............................................................................................................................................. 66 
  Zilpliz ................................................................................................................................................... 66 
   
  
  Five Year Mission: 3 
  INTRODUCTION 
   
  To say that James Spahn and I are close would be an understatement. We have known 
  each other for over a decade, playing and playtesting games together. I honestly view 
  him as a brother. When I got married recently, I was proud that James was willing to 
  serve as my minister, despite a very busy life of his own. 
   
  I have the utmost respect for James, his work, and his boundless enthusiasm for space 
  opera, which shows in every nook and cranny of White Star. I am convinced that it is 
  this enthusiasm and love is a large part of what makes White Star so popular; there's a 
  sheer joy to the text you don't find elsewhere. 
   
  So, understand that I'm not being down on James when I say that he's fonder of far, far 
  away galaxies than going boldly where no one has gone before. White Star supports both 
  kinds of campaigns, but there's a certain tint to it. There are small gaps here and there 
  for those of us who might want to go on a five year mission of exploration. 
   
  This supplement is intended to allow you to fill in those gaps, using my enthusiasm 
  instead. If you're a fan Star Trek, Andromeda, or Farscape, this supplement is for you. 
  And even if you're not, I hope you'll find something that's to your liking. 
   
  Engage! 
   
  
  Five Year Mission: 4 
  CHAPTER ONE: 
  CHARACTER CLASSES 
   
  For the sort of game in the vein this supplement has been written for, the base White 
  Star classes cover a lot of ground, even if there's a mild bias toward warring among the 
  stars rather than trekking through them. The following classes should, with luck, pick up 
  the slack. 
   
  Classes from the White Star core rulebook will be mentioned in sidebars (like the one 
  below) but otherwise not repeated here. 
   
   
   
   
  CORE CLASS: ARISTOCRAT 
   
  The Aristocrat class outlined in the White Star core rulebook is usually seen in a 
  Five Year Mission game as someone who earned, rather than inherited, their position. 
  Most often, their role is that of diplomat or officer. In the latter case, Aristocrat is a 
  great class choice for a First Mate character… or even a Captain. 
   
  
  Five Year Mission: 5 
  ENGINEER 
   
  An Engineer has the skills to pilot a ship if necessary, but is more at home in the 
  ductwork between decks. 
   
  Once a ship needs to be crewed by more than twenty people, roles tend to get more 
  specialized. The Engineer is the person you turn to in order to repair or make 
  modifications to a starship, or get that last inch of performance. If you want to know if a 
  ship can take it any longer, no matter what "it" is, the Engineer is the person you talk 
  to.  
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1,250 
  2 
  +0 
  14 
  3 
  2,500 
  3 
  +1 
  13 
  4 
  5,000 
  3+1 
  +1 
  12 
  5 
  10,000 
  4 
  +2 
  11 
  6 
  20,000 
  5 
  +3 
  10 
  7 
  40,000 
  6 
  +3 
  9 
  8 
  80.000 
  6+1 
  +4 
  8 
  9 
  160,000 
  7 
  +4 
  7 
  10 
  320,000 
  8 
  +5 
  6 
   
   
   
  ENGINEER CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Engineers may see some combat, but that is 
  not their primary role. They may wear only Light Armor and their weapons are limited 
  to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, and rayguns. 
   
  REROUTE POWER: At the beginning of each Starship Combat round, if an 
  Engineer is not flying the ship, they may improve one of the starship’s Statistics 
  (Armor Class, Movement, Shield Strength, or Targeting) by one (1). They may 
  choose which statistic to modify each round, selecting a different one each time. At 4th 
  level an Engineer may improve any two of the ship’s statistics by one (1) each round. 
  At 8th level an Engineer may improve any three of the ship’s statistics each round. 
  These bonuses may stack with those provided by a Pilot, but a ship can only benefit 
  from the Reroute Power ability of only a single (chief) Engineer and one (primary) 
  Pilot. 
   
  JURY-RIG: Once per day an Engineer may attempt a quick fix on a starship. 
  This takes one (1) round and restores a number of Hit Points to the starship equal to 
  1d6+1 per level of the Engineer. After 3d6 rounds, the ship suffers damage equal to 
  half (round up) the amount restored by Jury-Rig. These temporary repairs break down 
  quickly! At the Referee’s discretion this ability can also be used to gain an 
  
  Five Year Mission: 6 
  understanding of other technology, such as computers or security systems, and may 
  grant a bonus when attempting to manipulate such devices. 
   
  SAVING THROW: Engineers receive a +2 bonus on Saving Throws against 
  explosions and environmental hazards. 
   
  XP BONUS FOR WISDOM: An Engineer with a Wisdom of 13 or 14 receives a 5% 
  Experience Bonus, and those with 15 or higher get 10%. 
   
  CHIEF (4th): Once an Engineer reaches 4th level they may modify their starship 
  beyond its stock Statistics. This includes weapons, armor, shields, speed, etc. How long 
  this takes and what it costs are determined by the Referee. 
   
   
   
  
  Five Year Mission: 7 
  EXPENDABLES 
   
  This sort of character is unusual in that it represents not a single person, but multiple, 
  very similar people. Many organizations and groups have these sort of folk; people that 
  are low-end but otherwise reasonably loyal to the cause, going beyond mere hirelings, 
  yet still very easy to replace. 
   
  This class covers all sorts of hordes of this type, whether they're called thugs, volunteers, 
  troubleshooters, cousins, security guards, clones, enlisted soldiers, or something else. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1,250 
  1+1 
  +1 
  14 
  3 
  2,500 
  2 
  +1 
  13 
  4 
  5,000 
  2+1 
  +2 
  12 
  5 
  10,000 
  3 
  +2 
  11 
  6 
  20,000 
  3+1 
  +3 
  10 
  7 
  40,000 
  4 
  +3 
  9 
  8 
  80.000 
  5 
  +4 
  8 
  9 
  160,000 
  5+1 
  +4 
  7 
  10 
  320,000 
  6 
  +5 
  6 
   
  EXPENDABLES CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Expendables have some combat training, 
  but it focuses on offense over defense. They may use any weapon but may wear only 
  Light Armor. 
   
  BULK PURCHASE: At character generation, whenever a piece of equipment is 
  purchased, the Expendables receive two items or twice as many of a set of items. This 
  is so both "on screen" characters (see Army of Two, below) have equipment. Any 
  leftover cash is doubled. This is only at character generation, however. 
   
  ARMY OF TWO: The player may only control two characters from the group of 
  Expendables at a time. All others are controlled by the Referee, and, if possible, are 
  assumed to be going about their business in relative safety on the ship, base, camp, 
  home or HQ of the player characters. The idea is only two of them are generally ever in 
  active play at the same time. 
   
  Each Expendable has the same attributes that were rolled at character generation and 
  the same Hit Dice, maximum Hit Points, Saving Throws, and BAB, as indicated 
  by the level table above. Current Hit Points and conditions, such as a missing limb, 
  must be tracked separately for each character in the group of Expendables.  
   
  The Expendables gain experience as if they were a single person. When one of them 
  gains a level, all of them gain a level, and they all roll for a new maximum Hit Point 
  total. 
  
  Five Year Mission: 8 
   
  SWAPPABLE PARTS: When one of the controlled Expendables die, a new one 
  from the group may be brought into play, though there may be a delay due to the 
  logistics of the situation, such as if the player characters are in a prison, cut off from 
  their ship.  
   
  An Expendable with some sort of permanent debility, such a crippled leg or brain 
  damage, may be “retired,” as if they had died. 
   
  Either way, the new character usually "inherits" the equipment of the previous one, 
  unless that is impossible, such as if the previous character and equipment were 
  disintegrated. In that case, a kind Referee may want to assume that the new character 
  starts with some basic equipment. 
   
  In general, it is assumed the replacement character knows what’s going on, just as well 
  as the deceased character did, insomuch as this can be handwaved without violating 
  common sense. The general idea is that all the Expendables talk to each other; 
  depending on the campaign, they may even have a hive mind! 
   
  If characters are killed or retired in large numbers in rapid succession without any time 
  to recruit or create more, the Referee is within their rights to warn the player that 
  they’re running out of replacements. This is the primary way an Expendable 
  “character” can die. 
   
  NOBLE SACRIFICE: Once per round, when someone is hit but before rolling for 
  damage, one of the two “active” Expendables may move up to their full movement rate 
  to the location of the would-be victim and interpose themselves between the enemy and 
  victim, taking the blow as if they had been attacked rather than the other character. 
  They take double damage from this attack. This ability is only usable if the person the 
  Expendable is trying to protect can be reached by one such move. 
   
  SAVING THROW: Expendables get no bonus to Saving Throws due to class. 
   
  XP BONUS FOR CONSTITUTION: Expendables with a Constitution of 13 or 14 
  receive a 5% Experience Bonus, and those with 15 or higher get 10%. 
   
   
   
   
  
  Five Year Mission: 9 
  GUERILLA 
   
  Bounty hunters, assassins, freedom fighters, and rangers can all be covered by the term 
  Guerilla. These are "dirty" fighters, people used to striking from the shadows and 
  melting away before they are caught. Often, especially against a superior force, this is 
  the only way to survive at all. 
   
  While they rely on their equipment less than Mercenaries, often having to "make do" 
  with less advanced equipment than those they face, they know that in the end they may 
  live or die by the quality of their supplies. 
   
  LEVEL 
  XP 
  HD BHB ST Stare Bushwhack 
  1 
  0 
  1 
  +0 
  15 
  0 
  0 
  2 
  2,000 
  1+1 
  +1 
  14 
  1 
  1 
  3 
  4,000 
  2 
  +1 
  13 
  1 
  1 
  4 
  8,000 
  2+1 
  +2 
  12 
  2 
  1 
  5 
  16,000 
  3 
  +3 
  11 
  2 
  2 
  6 
  32,000 
  4 
  +4 
  10 
  3 
  2 
  7 
  64,000 
  5 
  +5 
  9 
  3 
  2 
  8 
  128,000 
  6 
  +6 
  8 
  4 
  3 
  9 
  256,000 
  7 
  +7 
  7 
  4 
  3 
  10 
  512,000 
  8 
  +8 
  6 
  5 
  3 
   
  GUERILLA CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Guerillas are trained in all forms of combat 
  and have no armor or weapon restrictions. However, they cannot sneak or otherwise 
  attempt stealthy actions in Heavy Armor. 
   
  TRICKY: Whenever a Guerilla might be caught sneaking, they may make a Saving 
  Throw at a -4 penalty to avoid being seen or noticed, unless they are wearing Heavy 
  Armor, in which case they automatically fail. This same roll (including the -4 penalty) 
  can be used to see if the Guerilla can successfully shadow someone, jury-rig a booby 
  trap, get an inferior or damaged piece of military or police equipment to work one last 
  time, or any other similar activity the Referee allows. 
   
  THE STARE: Whenever a Guerrilla attempts to intimidate someone, whether 
  outside of combat or instead of an attack during combat, the person the Guerilla is 
  focusing on must make a Saving Throw at a penalty equal to the Guerilla's Stare 
  rating (see table, above). If they fail, they believe the Guerilla to be the one of the most 
  dangerous people in the immediate vicinity; how they react to that is up to the Referee. 
  Guerillas also learn to master their own fear, gaining a bonus equal to their Stare 
  rating to any Saving Throw involving fear or intimidation. 
   
  BUSHWHACK: Masters of ambush and surprise, when starting a combat with 
  someone who has yet to notice the Guerilla and their companions, if the Guerilla can 
  roll equal to or less than their Bushwack rating (see table, above) on a d6, then their side 
  
  Five Year Mission: 10 
  gets one round where they can act and their opponents cannot, and get the Initiative as 
  well (see Personal Combat on p. 41 of White Star). In addition, if attacking a single 
  opponent who is unaware of the Guerilla, that opponent must make a Saving Throw 
  with a penalty equal to the Guerilla's Bushwhack rating. If the victim fails, the 
  Guerilla may either capture, knock unconscious, or murder the opponent (no further 
  save), as appropriate to the Guerilla's intent, action, and equipment.  
   
  SAVING THROW: See "The Stare," above. 
   
  XP BONUS FOR DEXTERITY: A Guerilla with a Dexterity of 13 or 14 receives a 
  5% Experience Bonus, and those with 15 or higher get 10%. 
   
  ESTABLISH STRONGHOLD (10th): At 10th level, a Guerilla character who 
  chooses to build a planetary stronghold, space station, or secret base may attract a body 
  of loyal soldiers who will serve as their personal strike force or specialized commando 
  team. 
   
   
   
   
  HOUSE RULE: DEXTERITY AND DARKNESS 
   
  Some Referees will rule that Dexterity will add a bonus to the sort of things one 
  can do with the Guerilla's Tricky ability. Most Referees will also add or subtract 
  to such attempts based on factors like darkness, ambient sound, and clumsy 
  companions. 
   
  CORE CLASS: MERCENARY 
   
  For the sort of games supported by Five Year Mission, the Mercenary class from 
  the White Star core rulebook makes for an excellent tactical officer, gunner, or 
  marine. For a more military-minded campaign, it's also a good class for the ship's 
  Captain or First Mate. 
   
  CORE CLASS: PILOT 
   
  The Pilot class is outlined in the White Star core rulebook. For the sort of games 
  that Five Year Mission supports, the Pilot is often more of a helmsman, coxswain, 
  bosun, "sailing" master, and/or navigator, but no less vital for all that. 
   
  
  Five Year Mission: 11 
  SAWBONES 
   
  Whether doctor, medic, herbalist, medical xenobiologist, nurse-practitioner or 
  artificially intelligent medical video, the Sawbones is who you turn to when someone's 
  life is at stake.  
   
  Sawbones tend to be opinionated and better at fighting than one might expect. Just 
  smile and nod, as it's never good to annoy the person who patches you up after a fight. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1,250 
  2 
  +0 
  14 
  3 
  2,500 
  3 
  +1 
  13 
  4 
  5,000 
  3+1 
  +1 
  12 
  5 
  10,000 
  4 
  +2 
  11 
  6 
  20,000 
  5 
  +3 
  10 
  7 
  40,000 
  6 
  +3 
  9 
  8 
  80.000 
  6+1 
  +4 
  8 
  9 
  160,000 
  7 
  +4 
  7 
  10 
  320,000 
  8 
  +5 
  6 
   
  SAWBONES CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Sawbones avoid combat as a rule, but try to 
  be at least somewhat prepared, especially in dangerous places. They may wear only 
  Light Armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-
  daggers, mono-swords, and rayguns. 
   
  SCIENCE PROJECT: While it isn't their primary focus, a Sawbones can take apart a 
  technological or mechanical device, including a weapon, and put it back together again 
  as a jury-rigged item of a different sort, so long as logic and technobabble can be 
  combined to make the action make sense in the eyes of the other players and the 
  Referee, and, more importantly, the new object does not cost more than the original. 
  This process takes 3d6 turns.  
   
  At the Referee's discretion, this ability might also allow one to combine several items 
  into one new item or perform similar feats with Advanced Equipment; Advanced 
  Equipment is "priceless" and does not have a cost of zero for the purposes of this ability. 
   
  MERCY: They may be opinionated, but they know what they're doing. Whenever 
  someone is already healing from an effect, an action, or due to time, if the Sawbones is 
  also tending to that person, that person heals an additional 1d6 Hit Points of damage. 
  This can only be done a number of times a day equal to the Sawbones's level, and only 
  when a character would heal anyway. Only one Sawbones can help a given patient at 
  one time, and this cannot be combined with any other class ability, such as the 
  Scientist's Organic Materials, which increases an existing healing effect.  
   
  
  Five Year Mission: 12 
  However, instead of improving an ongoing healing attempt, a Sawbones can, with the 
  correct equipment, heal a man for 1d4 Hit Points, if they are willing to use up one of 
  their daily Mercy usages. That healing attempt then can be improved by 1d6 by 
  spending another daily usage of Mercy, as usual.  
   
  Some Referees might also allow the Sawbones to cure diseases with this ability, 
  especially if they have access to a lab, or, in a more free-wheeling campaign, a good 
  omnicorder. 
   
  SAVING THROW: Sawbones receive a +2 bonus on Saving Throws against 
  disease event as well as any other environmental hazards, including toxins and 
  radiation. 
   
  XP BONUS FOR WISDOM: A Sawbones with a Wisdom of 13 or 14 receives a 5% 
  Experience Bonus, and those with 15 or higher get 10%. 
   
  ESTABLISH INSTITUTE (10th): When a Sawbones reaches 10th level, if they 
  choose some place with untapped academic funding and create some sort of medical 
  Institute or Academy with their name on it, they may attract a body of loyal technicians 
  and scientific adjuncts to serve as their own specialized team of nerds. 
   
   
  
  Five Year Mission: 13 
   
   
  SCIENTIST 
   
  From the formally-educated academic, to official starship Science Officers, to the 
  curious autodidact, when one encounters a strange phenomenon for the first time, you 
  turn to the Scientist.  
   
  This represents a sort of generalist, someone who has knowledge in all things science, 
  though the character may officially have some form of specialty. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1,250 
  2 
  +0 
  14 
  3 
  2,500 
  3 
  +1 
  13 
  4 
  5,000 
  3+1 
  +1 
  12 
  5 
  10,000 
  4 
  +2 
  11 
  6 
  20,000 
  5 
  +3 
  10 
  7 
  40,000 
  6 
  +3 
  9 
  8 
  80.000 
  6+1 
  +4 
  8 
  9 
  160,000 
  7 
  +4 
  7 
  10 
  320,000 
  8 
  +5 
  6 
   
   
  SCIENTIST CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Scientists avoid combat as a rule, but try to 
  be at least somewhat prepared, especially in dangerous places. They may wear only 
  Light Armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-
  daggers, mono-swords, and rayguns. 
   
  KITBASH: A Scientist can take apart a technological or mechanical device, including 
  a weapon, and put it back together again as a jury-rigged item of a different sort, so long 
  as logic and technobabble can be combined to make the action make sense in the eyes of 
  the other players and the Referee, and, more importantly, the new object does not cost 
  more than the original. This takes only 1d6 turns. 
   
  At the Referee's discretion, this ability might also allow one to combine several items 
  into one new item or perform similar feats with Advanced Equipment; Advanced 
  Equipment is "priceless" and does not have a cost of zero for the purposes of this ability. 
   
  HACK AND CACHE: A Scientist has extensive knowledge in computer use and 
  electronics, and can use this knowledge to hack into security systems, break codes, sift 
  through data, and anything else that makes sense to the player and the Referee. This 
  usually succeeds automatically, but if a roll is needed, the Referee can force the 
  character to roll a Saving Throw to determine success. 
   
  
  Five Year Mission: 14 
  ORGANIC MATERIALS: Every Scientist knows a little biology, which also means 
  every Scientist knows a little First Aid. Whenever someone is already healing from an 
  effect, an action, or due to time, if the Scientist is also tending to that person, that 
  person heals an additional 1d4 Hit Points of damage. This can only be done a number 
  of times a day equal to the Scientist's level, and only when a character would heal 
  anyway. Only one Scientist can help a given patient at one time, and this cannot be 
  combined with any other class ability, such as the Sawbone's Mercy, which increases 
  an existing healing effect. 
   
  SAVING THROW: Scientists receive a +2 bonus on Saving Throws against any 
  emotion-affecting event as well as any environmental hazards, including toxins 
  and radiation. 
   
  XP BONUS FOR INTELLIGENCE: A Scientist with an Intelligence of 13 or 14 
  receives a 5% Experience Bonus, and those with 15 or higher get 10%. 
   
  ESTABLISH INSTITUTE (10th): When a Scientist reaches 10th level, if they 
  choose some place with untapped academic funding and create some sort of Institute or 
  Academy with their name on it, they may attract a body of loyal technicians and 
  scientific adjuncts to serve as their own specialized team of nerds. 
   
   
  HOUSE RULE: SYNERGY 
   
  The Engineer, Pilot, Sawbones, and Scientist resemble each other somewhat, 
  even to the point of having nearly-identical and/or overlapping abilities. This is on 
  purpose, so that a small group can, say, make do with a Sawbones but no 
  Scientist. 
   
  More importantly, however, if multiple of these classes are in play, instead of 
  worrying about niche protection, some Referees might want to have them 
  enhance each other on occasion. The Engineer routes power through the 
  Scientist's specially-created device cannibalized from the ship's life support into 
  the engines, while the Sawbones injects the Pilot with stimulants so her reaction 
  speed can cope with quadruple normal thrust… They're going to get away from that 
  enemy warship, or die trying! Or maybe get away and die trying… 
   
  CORE CLASS: STAR KNIGHT 
   
  There is no reason that the Star Knight class cannot fit into a Five Year Mission 
  campaign. Unmodified, a Star Knight makes for an excellent diplomat, healer, or 
  even officer. They could also be re-skinned in some manner, such as becoming part 
  of the regular military rather than an independent knightly order, via re-defining 
  "the Way," or some other campaign-specific method. Remember, the Referee is 
  encouraged to tinker! 
   
  
  Five Year Mission: 15 
   
   
  CHAPTER TWO: 
  CHARACTER RACES 
   
  In addition to what's in the core White Star rulebook, there are certain archetypes and 
  tropes from the source fiction that one might want to cover in a game. These racial 
  classes give you more options for player-controlled aliens in your games. 
   
  As in the previous chapter, character races from the White Star core rulebook will be 
  mentioned in sidebars like the one below but not repeated in full here. 
   
   
   
   
   
   
  CORE CLASS: ALIEN BRUTE 
   
  The Alien Brute class outlined in the White Star main rulebook can serve the same 
  purposes as the Mercenary: tactical officer, gunner, marine, or First Mate. The 
  cultural differences that an alien brings to the table is also excellent fodder for a Five 
  Year Mission campaign. 
   
  CORE CLASS: ALIEN MYSTIC 
   
  The Alien Mystic from White Star is no more inappropriate to a Five Year Mission 
  game than a Star Knight (see previous chapter). In addition, it wouldn't be too 
  hard to re-skin the powers of an Alien Mystic as "experimental nanotech 
  protocols" or some other technobabble with a less occult feel to it. 
  
  Five Year Mission: 16 
  DISGRACED 
   
  The Disgraced represents an alien who once walked the halls of power, but now has 
  been disowned by their own species, a (possibly literal) fish out of water forced into a 
  galaxy filled with people other than their own.  
   
  Maybe they were once a diplomat, until they "went native" and crossed a cultural line 
  that meant they could never return home. Maybe they were a spy who received a "burn 
  notice" after a dire mistake, or was "left out in the cold" when a traitor exposed their 
  identity. Perhaps they were simply a con artist who tricked humans and other aliens into 
  thinking they represented their race, until they were finally exposed. Maybe they even 
  ruled their race, until they were exiled as part of a coup d'état or even a surprise 
  election.  
   
  Because of their alien nature, they are quite visibly an outsider, never quite as 
  comfortable as they once were among their own people or when things were fully under 
  control. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  Legerdemain 
  1 
  0 
  1 
  +0 
  14 
  1 
  2 
  1,500 
  1+1 
  +0 
  13 
  2 
  3 
  3,000 
  2 
  +1 
  12 
  3 
  4 
  6,000 
  2+1 
  +1 
  12 
  3 
  5 
  12,000 
  3 
  +2 
  10 
  4 
  6 
  24,000 
  3+1 
  +2 
  9 
  4 
  7 
  48,000 
  4 
  +3 
  8 
  4 
  8 
  96.000 
  4+1 
  +3 
  7 
  5 
  9 
  192,000 
  5 
  +4 
  6 
  5 
   
  DISGRACED CLASS FEATURES 
   
  WEAPON/ARMOR RESTRICTIONS: A Disgraced may use clubs, daggers, 
  firearms, laser pistols, mono-daggers, and mono-blades. They can wear Light Armor, 
  but do not use shields. 
   
  LEGERDEMAIN: A Disgraced does not survive this long without adapting. They've 
  learned a few skills since their fall, or perhaps they had them all along. The 
  Legerdemain ability may be used for any number of clandestine actions that require 
  fine motor control, such picking pockets, springing locks, minor acts of stage magic, and 
  Three-card Monte. The Referee has the final say as to whether an action falls under the 
  purview of Legerdemain or not.  
   
  When the Disgraced attempts to use this ability the Referee rolls 1d6. If the result of 
  the roll is equal to or lower than their rating in the Legerdemain ability, the 
  Disgraced is successful in their attempt. Disgraced are not often aware of when their 
  attempts to remain stealthy fail, and always believe they are successful.  
   
  
  Five Year Mission: 17 
  COPPER TONGUE: A Disgraced is a deceiver, though their confidence has been 
  shaken somewhat by their situation. They can influence subjects exactly as the Charm 
  Person Meditation if given the opportunity to speak to a subject for at least 1d6 
  rounds and if they fail a Saving Throw with a +2 bonus to resist the effect. They can 
  only use this ability on creatures who are intelligent and who understand the language 
  being spoken. 
   
  SAVING THROW: A Disgraced receives a +1 bonus to all Saving Throws made to 
  resist attempts to influence them, cloud their mind, or damage their dignity. 
   
  LANGUAGES: For campaigns that give each race its own dialect, Disgraced should 
  be able to speak the language of humans, their own language, and any other languages 
  that fit the style of the Referee’s campaign. Disgraced often speak a wide variety of 
  tongues, due to their former occupation. 
   
   
  HOUSE RULE: FRENEMIES 
   
  Some Referees may want to simulate the fact that the Disgraced has friends and 
  contacts from before, though they might not have the pull they once had. 
   
  When the Disgraced encounters a character that the Referee deems might have met or 
  had dealings with the Disgraced and/or his race, the Referee should secretly roll 2d6 
  on the following table, adding the Loyalty bonus/penalty based on the Charisma of 
  the Disgraced and any other circumstantial modifiers that the Referee feels are 
  appropriate. 
   
  Note there are three columns on this table. How the NPC actually feels, how the NPC acts 
  (at first blush, at least), and how the Disgraced expected them to act. Only the latter is 
  told to the Disgraced. When the first two columns are different, this often indicates 
  either a two-faced individual or someone who, due to circumstances, does not feel safe 
  showing their true feelings in the immediate moment. 
   
  2d6 ROLL 
  NPC FEELS 
  NPC ACTS 
  EXPECTED REACTION 
  0 or less 
  Hostile 
  Friendly 
  Friendly 
  1 
  Hostile 
  Neutral 
  Neutral 
  2 
  Hostile 
  Friendly 
  Friendly 
  3 
  Hostile 
  Hostile 
  Neutral 
  4 
  Hostile 
  Friendly 
  Friendly 
  5 
  Hostile 
  Hostile 
  Hostile 
  6 
  Neutral 
  Friendly 
  Hostile 
  7 
  Neutral 
  Neutral 
  Friendly 
  8 
  Neutral 
  Hostile 
  Friendly 
  9 
  Friendly 
  Hostile 
  Neutral 
  10 
  Friendly 
  Neutral 
  Friendly 
  11 
  Friendly 
  Friendly 
  Friendly 
  12 
  Very Friendly 
  Hostile 
  Neutral 
  13 
  Very Friendly 
  Neutral 
  Friendly 
  14 or more 
  Very Friendly 
  Friendly 
  Friendly 
  
  Five Year Mission: 18 
   
  LIVING STARSHIP 
   
  In some settings, a starship can be a character. This can represent either an AI-driven 
  starship or an actual organic creature, though usually a bio-engineered one with 
  cybernetic parts. A Living Starship can be a constant companion to the other player 
  characters, a constant worry for them a thorn in their side, or all three. 
   
  Obviously, this is only appropriate in campaigns where the player characters are going 
  to spend a lot of time on the same ship. Even then, even if the Referee allows such a 
  thing, a lot of the details are going to have to be worked out between the Referee and 
  the player. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  2 
  +0 
  13 
  2 
  2,000 
  3 
  +1 
  12 
  3 
  4,000 
  3+1 
  +2 
  11 
  4 
  8,000 
  4 
  +2 
  10 
   
  LIVING STARSHIP CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: A Living Starship doesn’t really have 
  weapons and armor like most characters, though it has statistics on the starship level. 
  See Smartship and Probes, below. 
   
  SMARTSHIP: First, the Referee and the player need to figure out what kind of 
  Living Starship is appropriate to the campaign. It is treated, and given appropriate 
  statistics, like any other starship, big or small, as the Referee feels appropriate. The 
  statistics of the character as a starship generally do not affect the stats of the character 
  as a "person," and vice-versa except when the ship is destroyed, which naturally kills the 
  character. In a sense, the character is one of many shipboard systems, albeit a very 
  important one. These number, especially Hit Points, of the "character" and the 
  starship proper are kept track of separately (see Probes, below), even though they are 
  technically the same entity. 
   
  PROBES: In order to be able to interact with people and things outside and inside the 
  ship, the Living Starship has probes, remotes, or tiny repair droids that it controls. 
  The statistics need to be worked out with the Referee, but as a guideline, probes should 
  have a -3 [+3] bonus to their Armor Class and the character's Hit Points (as 
  determined by Hit Dice on the experience table) should be spread evenly between the 
  probes. For this reason, there probably shouldn't be more than six (6) probes available. 
  However, all probes can be destroyed without killing the character. 
   
  While not usually proficient in combat, the probes may have built-in weaponry at the 
  Referee's discretion, and will use the character's Base Hit Bonus (BHB) based on 
  its character level in combat. Similarly, probes will use the saving throws of the 
  character.  
  
  Five Year Mission: 19 
   
  Details that will have to be worked out with the Referee include whether the probes are 
  more like Robots or more like organic beings, whether probes can be re-built or "re-
  grown" once they've been destroyed, how far the drones can be from the ship before they 
  stop working, and how the character communicates, whether through the probes or via 
  some other mechanism, such as shipboard screens or holograms. 
   
  In addition, somewhere on the ship will be the "central core" of the character, whether a 
  computer core, the creature's brain, or what have you. This is, in essence, an immobile 
  probe (though it may have weapons and/or manipulators), but is counted separately 
  from the rest, with the full Hit Points of the character based on their Hit Dice as 
  usual. If that central core is destroyed, the character is dead, with similarly disastrous 
  results for the starship as a whole. 
   
  SELF-PILOT: The Living Starship can pilot itself, serving as pilot and/or gunner in 
  combat as appropriate. The rules for this are no different than usual; the character adds 
  its Base Hit Bonus (BHB) (BHB) or Dexterity Bonus as normal, along with the 
  Targeting modifier of the overall ship. When piloting itself, the Living Starship 
  receives a +3 bonus to Initiative in Starship Combat. 
   
  CONTROL PROTOCOL: At the beginning of each Starship Combat round, if a 
  Living Starship is piloting itself, it may add +1 to one of its starship Statistics: 
  Armor Class, Movement, Shield Strength, or Targeting. It may choose which 
  statistic to modify each round, selecting a different one each time. 
   
  EMERGENCY REPAIR: Once per day a Living Starship may attempt a quick fix 
  on itself at the starship level. This takes one (1) round and restores a number of 
  starship Hit Points equal to 1d6 per level of the Living Starship. After 2d6 rounds, 
  the ship suffers damage equal to amount restored by Emergency Repair. These 
  temporary repairs break down quickly and in some cases can lead to a ship’s 
  destruction. These repairs only apply to the Living Starship's statistics as a ship, not 
  its probes or its central core, which use a different pool of Hit Points, based on the 
  character's Hit Dice. 
   
  SAVING THROW: Any Saving Throw bonuses will need to be worked out with the 
  Referee, as what is appropriate depends greatly on what the Living Starship is like 
  and the nature of the campaign. It is suggested that there be at least a bonus to Saving 
  Throws dealing with harsh conditions, particularly the vacuum of space. 
   
  LANGUAGES: For campaigns that give each race its own dialect, a Living Starship 
  should be able to speak the language its creators and/or their own language. Some have 
  a difficult time communicating, only "speaking" to certain persons via empathic 
  prompts. 
   
  
  Five Year Mission: 20 
   
   
  HOUSE RULE: SAVE THE CORE! 
   
  Depending on the setting, the Referee may allow a Living Starship's "central 
  core" (as mentioned in the Probes section of the class) to be pulled out of a ship and 
  installed in another one, changing the character's statistics as a ship, or perhaps 
  rescuing it from its own "dying body" after a starship battle. This should never be an 
  easy process, and will likely require the intervention of a Pilot or Engineer if it is to 
  work at all. 
  
  Five Year Mission: 21 
  QUIXOTIC ALIEN 
   
  Quixotic Aliens are stealthy, secretive, adventurous, and unique. Many Quixotic 
  Aliens are of a species never seen before, or are rogues from a species with a highly 
  regimented society, having broken free of the bonds and expectations of their culture. 
  Their motives are often hidden, and the reasoning behind their actions obscure. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  Skullduggery 
  1 
  0 
  1 
  +0 
  14 
  1 
  2 
  1,250 
  1+1 
  +0 
  13 
  1 
  3 
  2,500 
  2 
  +0 
  12 
  2 
  4 
  5,000 
  2+1 
  +1 
  12 
  2 
  5 
  10,000 
  3 
  +1 
  10 
  3 
  6 
  20,000 
  3+1 
  +2 
  9 
  3 
  7 
  40,000 
  4 
  +2 
  8 
  4 
  8 
  80.000 
  4+1 
  +3 
  7 
  4 
  9 
  160,000 
  5 
  +4 
  6 
  5 
   
  QUIXOTIC ALIEN CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Quixotic Aliens have a knack for unfamiliar 
  implements of destruction, may wield any weapon. However, they prefer to rely on their 
  reflexes, quickness, and cunning over any armor which impedes their freedom of 
  movement. They may only wear light or medium armor. 
   
  CHEAP SHOT: Quixotic Aliens prefer to catch their foes unaware and strike from 
  positions of advantage. Any time a Quixotic Alien attacks an opponent who is 
  unaware of their presence, the Quixotic Alien receives a +2 bonus to their Base Hit 
  Bonus (BHB). If the attack is successful, the Quixotic Alien may roll their weapon 
  damage twice to calculate damage, totaling both rolls. 
   
  SKULLDUGGERY: Quixotic Aliens are stealthy, light-footed, and clever. The 
  Skullduggery ability may be used for any number of clandestine, sketchy, or stealth-
  based actions. Possible Skullduggery actions include picking pockets or locks 
  (electronic or mechanical), acrobatics, hacking into computers, discovering and 
  disarming booby traps and security systems, sleight of hand or tongue (fast talking), 
  remaining silent and hidden while moving and even climbing walls freehanded. The 
  Referee has the final say as to whether an action falls under the purview of 
  Skullduggery or not.  
   
  When the Quixotic Alien attempts to use this ability the Referee rolls 1d6. If the 
  result of the roll is equal to or lower than their rating in the Skullduggery ability, the 
  Quixotic Alien is successful in their attempt. Quixotic Aliens are not often 
  immediately aware of when their attempts to remain stealthy fail, and always believe 
  they are successful. When a Quixotic Alien fails using this ability while free-climbing a 
  wall or disarming a booby trap, they can endanger themselves with either a great fall or 
  by being in the path of a triggered explosion. 
  
  Five Year Mission: 22 
   
  SAVING THROW: Quixotic Aliens receive a +2 bonus to any Saving Throw 
  made to reduce or avoid the effects of any booby trap, alarm, or automated 
  weapon. 
    
  LANGUAGES: For campaigns that give each race its own dialect, Quixotic Aliens 
  should be able to speak the language of humans and any other languages that fit the 
  style of the Referee’s campaign. Quixotic Aliens are often surprisingly learned and 
  able to speak more languages than even the player might expect. 
   
   
   
   
  HOUSE RULE: HACK AND SLICE 
   
  With the Referee's permission, a Quixotic Alien may be more skilled at 
  computer hacking (and perhaps other forms of electronic legerdemain) than at 
  other uses of the Skullduggery ability. If this option is used, the Quixotic Alien 
  is considered to be 4 levels higher when Skullduggery checks are made when 
  facing "hostile" electronics, to a maximum effective level of 9. 
   
   
  CORE CLASS: ROBOT 
   
  In the source material that Five Year Mission is based on, true AI is generally a lot 
  rarer than in other settings. Given this, the Referee might want to disallow this 
  class even though it is from the White Star main rulebook, using the Simulacrum 
  and/or Living Starship from this supplement instead. That said, for those sort of 
  settings, it might just be simple enough to rule that Robots lack complicated 
  emotions or have some other limitation, such as following Isaac Asimov's "Laws of 
  Robotics"; many players thrive on such role-playing challenges. 
   
  
  Five Year Mission: 23 
  SIMULACRUM 
   
  This is a special form of Robot, one designed to resemble a human being. They are 
  often some sort of prototype, and might not look quite right and/or lack certain 
  important factors like emotions. Alternately, they might look and act exactly like 
  humans to a large, though not perfect, degree. 
   
  The important thing is, however, the idea was to make an artificial life form as versatile 
  as a human being. Other Robots may have emotions or even a personality, but, like 
  Pinocchio, the Simulacrum is trying the hardest to become or pass as human. They 
  are especially thematic in campaigns where fully intelligent Robots are more rare and 
  unusual. 
   
  LEVEL 
  XP 
  HD 
  BHB 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1,500 
  2 
  +0 
  14 
  3 
  3,000 
  3 
  +1 
  13 
  4 
  6,000 
  3+1 
  +1 
  12 
  5 
  12,000 
  4 
  +2 
  11 
  6 
  24,000 
  5 
  +3 
  10 
  7 
  48,000 
  6 
  +3 
  9 
  8 
  96.000 
  6+1 
  +4 
  8 
  9 
  192,000 
  7 
  +4 
  7 
   
   
  SIMULACRUM CLASS ABILITIES 
   
  WEAPON/ARMOR RESTRICTIONS: Simulacra avoid combat as a rule, though 
  they are not usually programmed to be opposed to violence per se. They may wear only 
  Light Armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-
  daggers, mono-swords, and rayguns. 
   
  INHUMAN: Simulacra are not as sturdy as most robots, but still have some 
  advantages due to their mechanical nature. They do not need to eat or breathe, and are 
  not affected by the vacuum of space. They cannot be poisoned and do not catch diseases. 
  Simulacra cannot be healed by Meditations and Gifts and may be immune to 
  several other Meditations and Gifts at the Referee’s discretion. 
   
  MECHANICAL UNDERSTANDING: Because Simulacra are themselves 
  machines, they have a natural understanding of all things mechanical and may receive 
  bonuses or increased chances of success when interacting with modern devices or 
  computers. 
   
  SELF-REPAIR: Simulacra do not sleep, but they do need to shut down for at least 
  one hour (6 turns) every day to recharge. Instead of shutting down for one hour on a 
  given day, a Simulacrum can choose instead to enter an 8-hour repair cycle. While in 
  this repair cycle their circuits reroute power and run diagnostics, allowing them to run 
  
  Five Year Mission: 24 
  their auto-repair modules. This heals the Simulacrum for 1d6+1 Hit Points per 
  uninterrupted repair cycle. 
   
  SCIENCE PROJECT: A Simulacra can take apart a technological or mechanical 
  device, including a weapon, and put it back together again as a jury-rigged item of a 
  different sort, so long as logic and technobabble can be combined to make the action 
  make sense in the eyes of the other players and the Referee, and, more importantly, the 
  new object does not cost more than the original. This process takes 3d6 turns. 
   
  This ability does not allow one to combine several items into one new item or perform 
  similar feats with Advanced Equipment. However, at the Referee's discretion, the 
  Simulacrum may be able to modify itself and/or use its own parts are part of a project. 
   
  SAVING THROW: Simulacra do not get any bonuses to Saving Throws, though 
  as mentioned above, they are immune to many things, such as poison and disease, 
  which might require a Saving Throw in the first place. 
   
  LANGUAGES: Unless otherwise stated, like other forms of Robots, Simulacra are 
  able to speak the common human language and the computerized language of Robots 
  only. 
   
   
   
  HOUSE RULE: REAL BOY 
   
  Some Referees might want to consider giving a Simulacrum bonus XP for trying 
  especially hard to be human, especially if in doing so, the character puts himself at a 
  serious disadvantage. However, if this becomes an overly-frequent event, particularly 
  if it causes problems for the rest of the group as well, either the Referee may want to 
  give some of that bonus XP to the other characters or else stop giving out said bonus 
  XP for a time.  
   
  Alternately, instead of giving bonus XP, when such roleplay occurs, perhaps the 
  player can be given a token that can be spent for a +2 to a d20 roll at another time 
  for any character, so that a plot disadvantage in the short term provides the whole 
  group with a more concrete advantage in the long term. 
   
  
  Five Year Mission: 25 
  CHAPTER THREE:  
  REQUISITIONS 
   
  When one is backed by a powerful pseudo-military organization, you're going to want to 
  have the best available equipment. This equipment supplements and extends what's 
  listed in the White Star core rulebook. 
   
   
  GEAR 
  WEIGHT 
  (in lbs) 
  COST 
  (in credits) 
  Communicator 
  1 
  25 / 50 
  Communicator, Badge 
  0.25 
  30 / 60 
  Omnicorder 
  1 
  110 
   
  COMMUNICATOR: This hand-held 
  device allows for auditory communication at 
  a distance with another individual (or 
  starship) with a communicator on the same 
  frequency. Another version which also 
  features a small hologram transmitter that 
  allow users to and project images of 
  themselves to the individual they are 
  speaking with are also available, but costs 
  twice (x2) the listed price. 
   
  COMMUNICATOR, BADGE: This is 
  identical to the regular communicator, 
  except it costs more, weighs much less and 
  is worn like a brooch. It is activated by 
  tapping on it, and can have a small 
  hologram transmitter at twice (x2) the listed price. 
   
  OMNICORDER: These are just mini-computers with specialized scanners and 
  software for scientific and medical data gathering and analysis. Omnicorders are small, 
  hand-held computers with touch screens, tiny hologram projectors, sophisticated 
  sensors, extensive software libraries, and a large amount of storage capacity. They can 
  interface with other computers and starships, store information, and allow 
  communication across distances like a communicator. An "ordinary" mini-computer can 
  be retrofitted into an omnicorder for twenty (20) credits. (Yes, buying a minicomputer 
  and retrofitting it is slightly more expensive than buying an omnicorder outright.) 
  
  Five Year Mission: 26 
   
  WEAPONS 
  DAMAGE 
  ROF 
  RANGE 
  Weight 
  (in lbs) 
  COST 
  (in credits) 
  Bak'loth 
  1d6+1 
  -- 
  -- 
  6 
  20 
  Kalto Blade 
  see below 
  2 
  200 ft 
  7 
  130 
  Raygun 
  1d6+2 
  2 
  100 ft 
  1 
  70 
  Zapgun 
  2d6 
  2 
  200 ft 
  2 
  130 
   
   
  BAK'LOTH: This is the iconic Qinlon melee weapon, almost a symbol of their culture. 
  A proper Bak'loth is a double-sided hook sword hybrid-edged weapon with a curved 
  blade, four or more points, and leather-wrapped handholds on the back. It's a two 
  handed weapon, though like a bastard sword, it can sometimes be used one-handed; the 
  effect of this is during a combat, a character can strike with a Bak'loth and do something 
  else, like push a button on the wall, with their other hand. However, one cannot use a 
  Bak'loth and hold something in their other hand. If the wielder is Qinlon or has been 
  trained by one (Referee's discretion), the wielder gets +1 To Hit and damage. 
   
  KALTO BLADE: This traditional Lanen weapon can be used in two modes, either as a 
  sword (melee weapon) or as a laser rifle. It takes 1d3 Personal Combat rounds to 
  switch from one to the other configuration. As a blade, it does 1d6+1 Hit Points of 
  damage, and as a laser rifle, it does 2d6+1 Hit Points of damage; the Rate of Fire and 
  other ranged weapon statistics only apply in laser rifle mode. One disadvantage of the 
  weapon is as a ranged weapon, it is difficult to aim at point blank range; the user is -2 
  To Hit if using it as a rifle on a target that is within melee range. In those situations, the 
  user usually switches to the sword configuration. If the user is Lanen or has been trained 
  by a Lanen (Referee's discretion), the weapon has +1 To Hit and damage as a blade 
  and +1 To Hit as a rifle. The appearance and design details of these weapons vary 
  highly, though they are always quite large and heavy, requiring two hands to use in 
  either mode. Such weapons are often passed down from parent to child for generations. 
   
  RAYGUN: This sidearm has two settings, "kill" or "stun." It takes one (1) Personal 
  Combat round to switch between modes, though the character may walk or even run 
  during that time. In "kill" mode, the weapon does damage as usual. On "stun" mode, 
  instead of taking damage, the target, when hit, must save vs. stun or go unconscious for 
  2d6 rounds. It requires an energy cell for ammunition. In most respects, rayguns and 
  laser pistols are indistinguishable, and someone who is proficient with rayguns should 
  be considered proficient with laser pistols, and vice-versa. 
   
  ZAPGUN: This is the rifle version of the raygun, requiring two hands to use. It has a 
  longer range than a raygun and does more damage when on the "kill" setting. When in 
  "stun" mode, it is identical to the raygun except for the longer range. It requires an 
  energy cell for ammunition. Proficiency in zapguns grants proficiency with laser rifles, 
  and vice-versa, as they are very similar weapons. 
  
  Five Year Mission: 27 
  CHAPTER FOUR: 
   STARSHIPS 
   
  When one is going boldly, or even tentatively, into the airless void of space, it's 
  important to have the perfect ride. In this chapter you'll find starship modifications and 
  sample starships to supplement what's in the White Star core rulebook. 
   
  NEW STARSHIP MODIFICATIONS 
   
  DANGER ROOM: Despite the name, which comes from its early use in military 
  training, these devices are usually used as a form of entertainment. A danger room 
  consists of a suite or even entire deck of a starship equipped with holographic projectors 
  and forced-feedback fields with safety interlocks. This allows for holographic 
  simulations within the limits of the ship’s computing power and database, with no real 
  danger, so long as the safety interlocks are not damaged or corrupted. With the right 
  computer and database, this allows one to (for example) train against holographic 
  enemies, converse with one’s favorite literary detective, or simulate raiding 
  underground complexes in a generic fantasy milieu. It may be purchased only once for a 
  given starship (x1); one is considered to be enough for all the crew and passengers the 
  ship can carry, scaled to the size of the ship. Base Cost: 20 credits. 
   
  LIVING STARSHIP: With this modification, the starship gains its own intelligence; 
  see the Living Starship racial class above. The most important side effect of this is the 
  ship technically no longer needs a crew, though it will usually operate better with one. 
  Usually a living starship is an non-player character, through retrofitting a ship with this 
  modification may also be used to introduce a Living Starship player character to the 
  campaign. It may be purchased only once for a given starship (x1). Base Cost: 100 
  credits. 
   
  QUANTUM TELEPORTER: This ship system uses advanced quantum manipulation 
  to “jump” objects and people to another location in an instant. While the range (and 
  power drain) makes it unsuitable for faster-than-light travel, it is enough to teleport a 
  landing party from an orbiting starship to the surface of the planet below or to teleport a 
  group onto another starship within weapon range. As long as an object (or person) is in 
  range (as appropriate for the Referee's campaign, usually at least 60,000 miles), it can 
  be teleported to or from the teleporter's platform, with no corresponding platform on 
  the other end. While excellent for boarding actions, a quantum teleporter cannot 
  operate through a ship’s shields, so those must be brought down first during a space 
  battle to use the teleporter for boarding. In addition, the teleportation can be blocked by 
  a large solid body (like a planet, if the ship is on the opposite side of the planet from the 
  target), magnetic interference, or anything else the Referee thinks makes sense. A 
  given quantum teleporter array can teleport a number of people equal to half (1/2) the 
  ship’s Hit Points, rounded up to the nearest multiple of five (5). It may be purchased 
  only once for a given starship (x1). Base Cost: 50 credits. 
   
  
  Five Year Mission: 28 
  NEW STARSHIPS 
   
  STARSHIP 
  COST 
  (in credits) 
  MINIMUM 
  CREW 
  Behemoth 
  100,000 
  0 
  Defense Cruiser 
  400,000 
  0 
  Explorer, Pulsar Class 
  150,000 
  10 
  Explorer, Tachyon Class 
  200,000 
  10 
   
   
  BEHEMOTH 
   
  ARMOR CLASS 
  5 [14] 
  HIT POINTS 
  90 
  SHIELD STRENGTH 
  0 
  MOVEMENT 
  10 
  TARGETING 
  +0 
  ATTACK 
  none 
  MODIFICATIONS 
  Living Starship, Faster Than Light Drive 
   
  Behemoths are mainly seen as ships, 
  though they are actually a race of creatures 
  which were genetically engineered for 
  space. While mainly organic, cybernetic 
  components are necessary for them to 
  function fully, including a set of mechanical 
  repair droids. No one knows what species 
  created the Behemoths, centuries upon 
  centuries ago. 
   
  Behemoths have personalities, their own 
  culture, and even their own gods, known as 
  the Designers. According to Behemoth 
  doctrine, while anyone can bio-engineer an 
  organism or create a machine, even 
  granting it intelligence, it is the Designers 
  that gave the Behemoths their souls. 
   
  Though mainly serving as transports, being larger than the largest heavy transport and 
  much faster, according to their religion, they were chosen to be ambassadors of peace. 
  This is why they refuse to have weapons installed upon them, though there are rumors 
  of rogues that have tried to retrofit themselves into gunships. 
   
   
   
  
  Five Year Mission: 29 
   
  DEFENSE CRUISER 
   
  ARMOR CLASS 
  5 [14] 
  HIT POINTS 
  90 
  SHIELD STRENGTH 
  8 
  MOVEMENT 
  7 
  TARGETING 
  +2 
  ATTACK 
  Laser Cannons x4 (4d6), Proton Missiles 
  x4 (2d6), Ion Charge x4 (8d6) 
  MODIFICATIONS 
  Living Starship, Faster Than Light Drive, 
  Shield Capacitor (3), Automated Weapons 
  (4) 
   
  A defense cruisers is a form of gunship with some minimal facilities similar to an 
  explorer vessel (see below), capable of supporting nearly a hundred crew or/and 
  passengers. These are, however, weapons of war. 
   
  Most notably, defense cruisers are usually installed with an artificial intelligence, which, 
  while concerned about the lives of its crew, usually has a personality appropriate for a 
  warship. 
   
  However, given the power at their fingertips, defense cruiser AIs are usually designed 
  with a keen sense of justice, though of course like any sapient being, the AI’s personality 
  can change over time. While they rarely go rogue, they have been known to interpret 
  orders creatively, especially in order to save innocent lives. 
   
   
   
   
  
  Five Year Mission: 30 
   
  EXPLORER 
  Pulsar Class 
  Tachyon Class 
  ARMOR CLASS 
  5 [14] 
  5 [14] 
  HIT POINTS 
  85 
  90 
  SHIELD STRENGTH 
  2 
  2 
  MOVEMENT 
  7 
  8 
  TARGETING 
  +0 
  +1 
  ATTACK 
  Laser Cannons x4 (4d6), 
  Proton Missiles x4 (2d6), 
  Ion Charge x4 (8d6) 
  Laser Cannons x4 (4d6), 
  Proton Missiles x4 (2d6), 
  Ion Charge x4 (8d6) 
  MODIFICATIONS 
  Faster-Than-Light Drive, 
  Tractor Beam,  
  Quantum Teleporter 
  Faster-Than-Light Drive, 
  Tractor Beam,  
  Quantum Teleporter,  
  Shield Capacitor (3) 
   
  Explorer vessels are slightly larger than most cruisers, and are designed to operate for 
  up to five years in deep space with very little contact with the home fleet. While not 
  usually considered military vessels, they can serve as such in a pinch, given their level of 
  self-defense. 
   
  While capable of operating with minimal crew, explorer vessels can hold hundreds of 
  crew and/or passengers, with cargo capacity to spare. This crew is intended to provide 
  full engineering, medical, scientific, and diplomatic support for the ship’s mission. 
   
  The most famous explorer designs are the Pulsar Class starship and its more advanced 
  successor design, the Tachyon Class. These two designs can serve as a basis for creating 
  larger and smaller exploration vessels in the same mold. 
   
  
  Five Year Mission: 31 
  CHAPTER FIVE: 
   ALIENS 
   
  For the sort of campaigns that Fire Year Mission 
  supports, the Referee is going to want a wide 
  variety of choices when it comes to sapient alien 
  life. In this chapter, some of the races from the 
  White Star rulebook are mentioned in passing; if 
  you can't find a referenced alien race in this text, 
  check White Star itself.  
   
  In the entries that follow, statistics are for a 
  "typical" member of a given species. Weaker and 
  stronger individuals can and will exist, and should 
  have their statistics and XP value appropriately 
  modified by the Referee. 
   
   
  If the aliens in this chapter are not enough, the 
  Referee can use the table below for inspiration. 
   
  Quick and Dirty Alien Appearance 
   
  Assume humanoid alien. Roll 1d20 up to three times. If 
  you roll the same thing multiple times, exaggerate the 
  feature even further. 
   
  1: Bald 
  2: Pupil-less eyes 
  3: Cyborg 
  4: Ridges on nose 
  5: Ridges/bulges on forehead 
  6: Large ears 
  7: Genderless / Genderfluid 
  8: Horns 
  9: Antennae 
  10: Fangs 
  11: Ridges on cheeks 
  12: Ridges on chin 
  13: Bulging eyes 
  14: Large nose 
  15: Third eye 
  16: Furry 
  17: Gratuitously sexy 
  18: Tail 
  19: Roll 1d6. Even: Very short. Odd: Very tall. 
  20: Roll 1d6 for skin color. 1-2 Blue, 3-4 Green, 5-6 Orange 
   
   
   
  
  Five Year Mission: 32 
   
  AEN 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  2 
  TOTAL HIT BONUS 
  -2 (due to blindness) 
  ATTACKS  
  By weapon or Telekinetic Storm (2d6) 
  SAVING THROW  
  16 
  SPECIAL  
  +3 to Saving Throws involving cold, see also below 
  MOVEMENT  
  12 
  HDE/XP  
  3/175 
   
  The Aen are a white-skinned, blind, pacifist sub-species of the Dorins (see below) that 
  live in the isolated extreme northern polar region of their already-icy moon. They have 
  been known to appear in order to prevent the Dorins as a whole from engaging in a full-
  on war. Recently, they re-appeared when the cold war with the Volkeens threatened to 
  turn hot. 
   
  Aen can use Detect Thoughts and Telekinesis at will, as a 7th level Star Knight. 
  While pacifists, if pressed they can release a Telekinetic Storm that tosses around all 
  objects and people within 60 feet, doing 2d6 points of physical damage, save for half 
  damage. 
   
   
  BAROS  
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT 
  BONUS 
  +2 
  ATTACKS  
  By weapon  
  SAVING THROW  
  17 
  SPECIAL  
  +2 to saves against oppressors 
  MOVEMENT  
  12 
  HDE/XP  
  2/20 
   
  The Baros are human-like in appearance, but have a distinctive symmetrical facial 
  feature: ridges on the nose between the eyes. Despite their human-like appearance, 
  there are several biological differences between the two species; one small example is 
  that during pregnancy, Baro women suffer from uncontrollable bouts of sneezing rather 
  than morning sickness. As a people, they are unified by a single religion, known as the 
  Will of the Spirits; the Spirits are said to be non-corporeal beings with a non-linear 
  understanding of time, and there are some that claim the Spirits are actual aliens 
  encountered by the Baros in ancient times. 
   
  The Kassards, ostensibly due to a lack of natural resources on their own world, invaded 
  the Baro homeworld and occupied it for fifty years, during which time they forced many 
  Baros into slave labor, using them in their various mining operations. This forced many 
  Baros to flee and live in refugee camps away from Kassard domination, while other Baro 
  became involved in a resistance movement, organizing terrorist attacks against the 
  Kassards. Very recently, the Baros have thrown off the yoke of Kassard rule, and a 
  provisional government has been set up with the aid of other, more sympathetic political 
  entities.  
  
  Five Year Mission: 33 
  BELIAL 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  2+2 
  TOTAL HIT 
  BONUS 
  +3 
  ATTACKS  
  Claw (1d6+2) 
  SAVING THROW  
  16 
  SPECIAL  
  On hit, victim must save or paralyzed 2d6+7 turns 
  Echolocation, survive without food or oxygen 
  MOVEMENT  
  10 
  HDE/XP  
  3/75 
   
  The greatly feared Belial (the term is both singular and plural) are bat-like, coarse-
  furred bipeds which average five feet in height. The Belial secrete paralytic venom from 
  their fangs and razor-sharp claws. They display superior senses which include 
  echolocation abilities as well as swift reflexes and surprising physical strength for their 
  size. They can survive without oxygen for an hour and in the vacuum of space for even 
  longer with the assistance of an oxygen mask. Able to survive for several weeks without 
  food, one of their few weaknesses is that when they do eat, they are extreme carnivores 
  and can only consume freshly-killed meat. 
   
  Intelligent, able to talk within days of being born and utilizing extremely advanced 
  (stolen) technology, they however generally exhibit and prefer a feral lifestyle with Belial 
  cunning almost entirely directed toward killing and breeding. The Belial are all one 
  gender, and reproduce by laying eggs in the paralyzed bodies of large sentient 
  organisms. The Belial "parent" then watches over the host for the time takes for its 
  young to hatch and eat their way out of the host organism, which in the process dies a 
  slow, agonizing death. Interestingly, the resulting Belial seem to contain small amounts 
  of DNA from the host as well as the Belial parent. 
   
  DADEN  
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  17 
  SPECIAL  
  double damage from crushing 
  MOVEMENT  
  12 
  HDE/XP  
  1/15 
   
  Though descended from flightless, featherless avians, Daden have a more reptilian 
  appearance, with elongated heads and light-sensitive eyes that are often shielded using 
  glasses or goggles. They're slightly taller than humans, but significantly lower in mass 
  due to a hollow bone structure. 
   
  Daden society is organized from the bottom up along anarcho-syndicalist lines, with 
  small numbers organizing into "cells," a dozen or more cells making up local "soviets," 
  and so on up to the Grand Commune itself. Nearly every decision is arrived at through 
  consensus, a process which would be paralyzing to most other species, but seems to 
  work well for the Daden. Aliens under Daden rule are managed in a more autocratic 
  manner, however, and in the past the Daden were feared conquerors. 
  
  Five Year Mission: 34 
   
   
  DENGIANS 
   
  ARMOR CLASS 
  7 [12] 
  HIT DICE 
  3 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon 
  SAVING THROW  
  18 
  SPECIAL  
  Meditations as 5th level Star Knight 
  MOVEMENT  
  12 
  HDE/XP  
  5/240 
   
  Dengians are a sentient and mobile plant species with a humanoid form. Outwardly they 
  have bluish white hair and blue skin. The skin is covered in yellow highlights that are 
  stomata for the transpiration of water. They also have cellulose tissue, regenerative 
  fascia membrane, and cartilaginous fibers instead of bone. Dengians are a long-lived 
  race, with 800 years being the equivalent to mid-life. As a plant species, Dengians have 
  powerful experiences when exposed to strong solar energy, almost sexual in nature. 
   
  Most Dengians follow what a spiritual discipline with many similarities to the Way. 
  Their home planet is a theocracy, though there are rumblings that there are those who 
  seek to overthrow the priesthood. 
   
   
  DORIN 
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  1 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  18 
  SPECIAL  
  +2 to Saving Throws involving cold 
  MOVEMENT  
  12 
  HDE/XP  
  1/10 
   
  Hailing from an icy moon, Dorins are humanoids with blue blood, blue skin, white hair, 
  and antennae on the crown of the skull. The antennae are capable of movement, used 
  for gesturing and balancing. If cut off, an antenna will grow back after 3d6 months, 
  though the time can halved with electrical stimulation and brisk cranial massage. There 
  are at least two Dorin subspecies: those with blue skin, the majority of the population; 
  and the more reclusive, blue-white-skinned Aen (see above), considered a myth until 
  recently. 
   
  Historically, the Dorins are rivals of the Volkeens (see below). The two have a cold war 
  of sorts, though the intervention of other peaceful species has been instrumental in 
  reducing tensions, which originated from the annexation of a Dorin planet by the 
  Volkeens centuries ago. 
   
   
  
  Five Year Mission: 35 
   
  GARENGAI 
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  1 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  18 
  SPECIAL  
  Keen hearing, immune to telepathy 
  MOVEMENT  
  12 
  HDE/XP  
  1/15 
   
  The Garengai are a humanoid species, somewhat smaller than humans, usually reaching 
  approximately five (5) feet in height. They have unusually large ears, giving them an 
  excellent sense of hearing, as well as serving as erogenous zones. Due to the size of their 
  ears, they can also sense sudden atmospheric and altitude changes within a starship 
  where most other species would not have noticed the changes. Garengai also have lobed 
  foreheads, large, ridged noses and a four-lobed brain that cannot be read by the 
  telepathic powers of Greys, Volkeens, or Star Knights. 
   
  Garengai culture is so devoted to unregulated capitalism that concepts such as labor 
  unions, sick leave, vacations, or paid overtime for workers are considered abhorrent, 
  because they would interfere with the exploitation of workers. Garengai workers don't 
  particularly mind this system, because they all want to eventually gather enough wealth 
  to become employers themselves, exploiting their own workers. In addition, the laws 
  and society of the Garengai are extremely harsh towards its women. Female Garengai 
  are forbidden to learn to read, acquire profit, talk to strangers, or even wear clothes. 
   
  KASSARDS 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  3 
  TOTAL HIT BONUS 
  +3 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
  +2 To Hit from surprise / hiding 
  MOVEMENT  
  12 
  HDE/XP  
  3/75 or 3/90 (see below) 
   
  Kassards are a humanoid race with light grey skin. Their faces have small ridges on the 
  sides, which converge to a characteristic crest shape on their foreheads. This crest has 
  led to the derogatory nickname "spoonheads" used by other races.  
   
  Kassards are ruled by a military dictatorship. More feared than the Kassard military 
  proper is the Ebony Order, the most ruthless, efficient, and dangerous intelligence 
  agency ever known to the galaxy, rivaling even that of the Remians. The Order keeps 
  close tabs on all Kassard citizens to ensure loyalty; some half-joke that the average 
  Kassard cannot sit down to dinner without the contents of the meal being noted and 
  logged by the Order. The Ebony Order's agent training program is so advanced that they 
  are made immune to nearly all forms of interrogation, including telepathy, Volkeen 
  mind melds, and the Meditations of the Star Knights. Due to this immunity, a 
  "typical" Kassard who is also secretly an agent of the Order is worth 90 XP instead of the 
  usual 75 XP. 
  
  Five Year Mission: 36 
   
   
  LAVAR 
   
  ARMOR CLASS 
  2 [17] 
  HIT DICE 
  8 
  TOTAL HIT BONUS 
  +8 
  ATTACKS  
  Acid touch (4d6) 
  SAVING THROW  
  8 
  SPECIAL  
  Acid that can digest stone 
  MOVEMENT  
  6/12 (tunneling) 
  HDE/XP  
  9/1,000 
   
  The Lavar are egg-laying silicon-based lifeforms, composed of a material similar to 
  fibrous asbestos. A Lavar looks like a large flattish grouping of lumpy molten rock. A 
  Lavar's full size is about 5 to 7 feet long. They are about 3 feet wide and about 2 feet 
  high, weighing up to 500 pounds, and can vary widely in color depending on diet. They 
  have hair-like phalanges on their undersides which serve the dual purpose of sweeping 
  up rock dust and other pebbles for ingestion and to control the acid and rock mixture as 
  they feed. They cannot speak, communicating with each other chemically, so most life 
  forms can only speak to them through telepathy or very specialized applications of 
  technology. 
   
  Lavar physiology is very different from the carbon-based norm more commonly found 
  in the galaxy, making them difficult to detect with sensors. They feed on rock, and thus 
  they are nourished just by tunneling. Lavar tunnel through rock like most humanoids 
  walk through air, moving with the aid of an extremely corrosive acid, leaving perfectly 
  round tunnels in their wake. This acid is so corrosive that it only leaves fragments of 
  bone and teeth if used on a human. Lavar are as intelligent as any other species, but 
  have not developed much in the way of technology. They are naturally pacifists, but 
  strike fiercely when their eggs are threatened. 
   
   
  
  Five Year Mission: 37 
   
   
   
  LANEN 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  3+3 
  TOTAL HIT BONUS 
  +4 
  ATTACKS  
  By weapon or tongue (see below) 
  SAVING THROW  
  14 
  SPECIAL  
  +1 to melee damage 
  MOVEMENT  
  12 
  HDE/XP  
  3/95 
   
  The Lanen are a fierce warrior race with protruding brow ridges that extend around to 
  the sides of the head, plate-covered noses, long chins that come to a point, and 
  approximately eight tentacles that hang down from the back of the head.  They have a 
  long and prehensile tongue covered with a toxin that causes unconsciousness for 2d6 
  minutes if a saving throw is failed. Aside from being exceptionally strong and agile, 
  Lanen possess two hearts, giving them enhanced constitutions; Lanen can survive in the 
  vacuum of space for at least fifteen minutes. There are some that claim Lanen are a 
  genetically engineered offshoot of the Qinlons, but they deny this, often with violence. 
   
  Lanen may enter a state known as Lanen Rage. These rages are marked by extreme 
  violence, especially against others of the same gender, and subsequent memory loss. 
  Lanen can learn to control their rage; however, this a gradual process, taking many 
  years, comparable to the amount of time a modern human spends acquiring an 
  education. 
   
  While enraged, Lanen are +2 To Hit and damage with melee weapons, not including 
  their tongues. This is in addition to the +1 to melee damage that all Lanen already have 
  due to their strength, even when not enraged. Also, during a rage, a Lanen that reaches 
  zero (0) Hit Points does not die for 
  another 1d6-2 Personal Combat 
  rounds (minimum 1). Assuming they 
  are not killed, after a rage a Lanen has 
  a -2 penalty to all To Hit rolls and 
  Saving Throws for 3d6 hours 
  afterward, and cannot rage again 
  during that time. 
   
  Many Lanen warriors use a unique 
  weapon, called a Kalto Blade; see 
  Chapter Three for details. 
   
   
  
  Five Year Mission: 38 
   
  LIZAK 
   
  ARMOR CLASS 
  7 [12] 
  HIT DICE 
  2+2 
  TOTAL HIT BONUS 
  +2 
  ATTACKS  
  By weapon or claws (1d6) 
  SAVING THROW  
  17 
  SPECIAL  
  +2 to melee damage,  
  -1 to Saving Throws involving cold 
  MOVEMENT  
  9 
  HDE/XP  
  2/45 
   
  The Lizak are a cold-blooded, reptilian species with green, rubbery skin, red blood and 
  an average height of approximately seven (7) feet. They tend to be many times stronger 
  than most humanoids, albeit slower and less agile but with greater stamina. Like most 
  cold-blooded species, they prefer warmer temperatures. Their ears are simple holes on 
  the sides of their skulls, while their mouths boast an impressive array of sharp teeth and 
  their hands and feet possess vicious claws. Lizak eyes are silvery and faceted, much like 
  the compound eyes of insects. 
   
  Despite their appearance, Lizak are at least as intelligent as humans. They are as likely 
  to be scientists as thugs, though due to stereotyping, it is in the latter capacity that they 
  are often seen by non-Lizak, especially in criminal syndicates. 
   
   
  NEKARI 
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  18 
  SPECIAL  
  Immune to sunburn 
  MOVEMENT  
  12 
  HDE/XP  
  1/15 
   
  Nekari are humanoid in form, with grey skin and black hair (in males) or white hair (in 
  females). Their skin is also immune to solar radiation, and their blood is blue. A small 
  number of Nekari are natural hermaphrodites; being inherently incapable of 
  conforming, these Nekari are social exiles, often serving as Quixotic Aliens in 
  adventuring circles. 
   
  Nekari are very single minded, and their homeworld is one of the most technologically 
  advanced in the galaxy. On that planet, conformity is enforced by "The Overseers." 
  Young Nekari are tested and placed into a position in society based on their abilities, 
  and are expected to comply without question. Nekari failing to conform to these strict 
  controls are "stabilized" or "mind-cleansed" to fit in. The Nekari Overseers claim to be 
  acting for the "greater good" of everyone involved, but there is a small but robust 
  revolutionary Movement opposed to the Overseers. Given the totalitarian nature of the 
  Nekari government and its high-tech panopticonic observation and control of its 
  citizens, the existence of any organized resistance at all is no small indication of the 
  Movement's strength. 
  
  Five Year Mission: 39 
   
  RANDITES 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  3 
  TOTAL HIT BONUS 
  +5 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
  +1 to melee damage 
  MOVEMENT  
  12 
  HDE/XP  
  3/75 
   
  The Randites are a subspecies of 
  genetically engineered humans who 
  religiously follow a doctrine of social 
  and genetic Darwinism.  
   
  Randites are physically distinguished 
  by bone blades protruding outwards 
  from the wrist area and their flawless 
  physical appearance. Their bone 
  blades are a natural outgrowth, and 
  can be either perpendicular to a 
  forearm or can lie on a forearm with 
  blade tips pointed toward the arm 
  elbow. They are controlled by a 
  voluntary muscle on each forearm that 
  attaches to the bone blades. 
   
  Randites are able to survive in harsh environments easier than a normal human can, 
  and pride themselves on thriving where normal humans wouldn't dare to tread. They 
  believe that strife and conflict is the only way to evolve mentally, spiritually, and 
  genetically, and are much sought after as mercenaries.  
   
  The ultimate goal for a Randite is attracting a mate; to a Randite, reproduction is the 
  most important event in their lives. They choose their mates with care, only reproducing 
  with those who have genes that will strengthen their clan and the Randite species as a 
  whole. A Randite will only reproduce with another Randite, except in the direst of 
  circumstances. 
   
   
  
  Five Year Mission: 40 
   
  REMIANS 
   
  ARMOR CLASS 
  6 [13] 
  HIT DICE 
  3 
  TOTAL HIT BONUS 
  +3 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
  +1 To Hit and damage from surprise / hiding 
  MOVEMENT  
  12 
  HDE/XP  
  3/75 
   
  The Remians began as a revolutionary group of Volkeens (see below) who refused to 
  engage in the complete suppression of emotions that became standard practice for the 
  race. The dissident group left the planet of Volkeen, eventually settling on two habitable 
  planets in the same solar system. 
   
  While they do not share the mental abilities of their cousins, Remians are a highly 
  disciplined people, and unlike the Volkeens, utterly ruthless. In many ways, excepting 
  their utter gender equality and of course their technology, including the invention of 
  starship cloaking devices, the Remian government resembles that of the Roman 
  Republic of Earth, but is much older. Their much-feared intelligence service, the Tok 
  Shik, is named after an ancient Volkeen execution method where the neck is broken 
  with a swift stroke for a quick and merciful death. The Tok Shik is better known in 
  galactic circles than, and has been known to work with, the Kassard secret police, the 
  Ebony Order (see above). 
   
   
  SHADED 
   
  ARMOR CLASS 
  5 [16] 
  HIT DICE 
  1 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  17 
  SPECIAL  
  -1 To Hit and Saving Throws in bright light 
  MOVEMENT  
  12 
  HDE/XP  
  1/15 
   
  The Shaded are dark-furred, nocturnal bipeds, averaging about 5 feet in height, with 
  dog-like snouts. Shaded are asexual and reproduce by parthenogenesis. They release 
  huge quantities of "seeds" into the oceans of the planets they've settled, seeds which 
  hatch into non-sentient tadpole-like aquatic larvae that roam the oceans. 
   
  Because of their reproductive method, Shaded have no real connection to their parents. 
  They have no permanent mates. As hatchlings, they literally eat their own siblings to 
  survive. As a result, their society is ruthlessly competitive, with little or no check on even 
  the most despicable behavior. Rare is a crime syndicate that does not have at least one 
  Shaded member, and even the Garengai consider the Shaded to be too competitive. 
   
   
  
  Five Year Mission: 41 
   
  SHIFTER 
   
  ARMOR CLASS 
  5 [14] 
  HIT DICE 
  4+1 
  TOTAL HIT BONUS 
  +4 
  ATTACKS  
  By weapon or pseudopod (1d6+3) 
  SAVING THROW  
  13 
  SPECIAL  
  Mimics shape, +5 to mind-affecting saves 
  MOVEMENT  
  12 
  HDE/XP  
  5/250 
   
  Shifters are liquid-based, shapeshifting lifeforms. In 
  its natural state, a Shifter's body is a formless, 
  gelatinous mass with a sort of amber coloration. 
  Shifters can take virtually any corporeal form, 
  ranging from humanoid aliens to physical objects, 
  such as chairs or even computers.  
   
  Most Shifters have the ability to closely mimic 
  humanoid personalities to the point where even 
  close friends and family often cannot tell them apart 
  from the originals, and sensors have difficulties distinguishing them from whatever or 
  whoever they are mimicking as well. Shifters, however, can instinctively detect others of 
  their race within 30 feet, regardless of form.  
   
  Shifters can see and hear regardless of their current shape, though their sight must be 
  pointed in a particular direction. They have no sense of smell or taste, and do not even 
  need to technically eat, drawing energy from a sub-dimensional pocket where they store 
  excess mass when transforming, though they cannot become much more massive than a 
  very tall humanoid. They can even survive in vacuum for an indefinite time, though this 
  puts them in a sort of coma. Given their distributed consciousness, their minds are 
  difficult to affect or read, giving them a +5 bonus to Saving Throws against mind 
  effects. 
   
  Many people believe that Shifters are a myth, given their rarity. Those that do believe in 
  them claim that they secretly control several galactic governments, acting out of fear of 
  the "solids," which the Shifters believe would persecute their kind given a chance. There 
  is also a rumor that the hidden leaders of the Shifters recently scattered one hundred 
  infant Shifters throughout the galaxy in order to gather information and explore, 
  returning later and sharing what they learned. If true, many of these Shifters might not 
  be as adept at changing shape as the "typical" member of their species. 
   
   
  
  Five Year Mission: 42 
   
  TODAR 
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
  very small, see below 
  MOVEMENT  
  9 (12 on hover platform) 
  HDE/XP  
  1/15 
   
  Todar are a bipedal 
  species, though quite 
  small, in the region of 
  two feet high, with 
  oily green skin. They 
  have no thinning of 
  the neck from the 
  shoulders to the head, 
  instead it seems their 
  head is merely an 
  extension of the body. 
  The species possesses 
  large eyeballs and a 
  large mouth to match. 
  They have two slits 
  where the nostrils 
  would be on a human 
  face.  
   
  Due to their small size, Todar get a -2 [+2] bonus to Armor Class when targeted by a 
  missile weapon or fighting in melee with a creature of approximately human size. If 
  targeted in melee by a creature significantly larger than a human, a Todar receives a -4 
  [+4] bonus to Armor Class. 
   
  The Todar Empire has conquered several planets and is hungry for more. Their ruling 
  class is a family of Todars that have been in place for generations. As with most 
  societies, the Todar society is split into the upper and lower class, with the lower class 
  being treated poorly by the upper. Most notably, the upper class considers it beneath 
  their dignity to walk, preferring to spend most of their waking lives flying on tiny hover 
  platforms.  
   
  
  Five Year Mission: 43 
   
  TYMBIOTS  
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
   
  MOVEMENT  
  12 
  HDE/XP  
  2/20 
   
  The Tymbiots are a very human-like species distinguished visually from humans by two 
  rows of spots going down each side of their bodies, from forehead to toe. A small 
  percentage of the Tymbiot population co-exists with a sentient symbiotic organism 
  known as a "cofactor" inside their bodies. The resulting joined Tymbiots have 
  personalities which are a synthesis of the two beings including the memories, and to 
  some extent the personalities, of the previous hosts of the coactor. This way, the joined 
  being gains all the skills and occupations (classes) of the previous hosts. "Joined" 
  Tymbiots are much sought after by galactic historians, as they were often first-hand 
  witnesses, in a sense, to many important events, though most coactor-implanted 
  Tymbiots prefer to go about their lives rather than spend all their time with academics. 
   
  The few Tymbiots that are given a coactor are typically joined in their early twenties. By 
  themselves, the coactors look like fist-sized tadpoles and must be kept in water when not 
  implanted in a Tymbiot. Once implanted in the spine of a host, the coactor is invisible 
  from the outside, detectible only via sensors or surgery. The physical process of being 
  joined is irreversible; once joined, the host and coactor are dependent on each other 
  after 1d6 days. If the coactor is removed from the host after that time, coactor and host 
  will die 2d6 hours, even if they are otherwise healthy, unless they are re-implanted with 
  another host or coactor. When a host dies, however, the cofactor can survive for the next 
  1d6 hours, during which time they can be removed and may be kept in water until 
  implanted again.  
   
  If a given Tymbiot is implanted with a coactor, the Referee may add up to a +4 bonus 
  to any roll that the Referee deems relevant to the combined being's long memories, or 
  display any class feature the Referee feels is relevant. If serving as an opponent, this 
  may require the Referee to adjust the XP value of the Tymbiot significantly, depending 
  on the age and experiences of the implanted coactor. There are rumors of a coactor that 
  was once a Void Knight, secretly corrupting each of its hosts in turn, but the Tymbiots 
  deny that any such thing is possible. 
   
  
  Five Year Mission: 44 
   
  VOLKEEN  
   
  ARMOR CLASS 
  9 [10] 
  HIT DICE 
  2 
  TOTAL HIT 
  BONUS 
  +1 
  ATTACKS  
  By weapon  
  SAVING THROW  
  16 
  SPECIAL  
  Mind meld, +2 to saves involving emotion 
  MOVEMENT  
  12 
  HDE/XP  
  2/20 
   
  Volkeens are similar in appearance to humans. The main physical differences are their 
  eyebrows and ears: the former are arched and upswept, while the latter feature pinnae 
  which taper to a point at the top. The ears have been the subject of jokes on multiple 
  occasions, and Volkeens have been half-seriously called "space elves."  
   
  Volkeens are capable of experiencing dangerously powerful emotions; thus, they have 
  developed techniques to suppress them. Paranoia and homicidal rage were common on 
  their planet until they dedicated themselves to logic and reason, without the 
  interference of emotion. Because of this cultural trait, most other species view them as 
  passionless "cold fish," though internally this is not actually the case. 
   
  Many members of the species are capable of a Volkeen mind meld, a technique for 
  sharing thoughts, experiences, memories, and knowledge with another individual, 
  essentially a limited form of telepathy. It usually requires physical contact with a 
  subject. Volkeens can perform mind melds with members of most other species, most 
  notably humans and, in one famous case, a Lavar. 
   
  
  Five Year Mission: 45 
  CHAPTER SIX: 
   EXPLORATION 
   
  Running a space exploration campaign is not much different than running any sort of 
  "hexcrawl." The Referee takes a hex map and populates it with star systems and other 
  features, and the player characters explore it, assuming they have a ship and whatever 
  other supplies the Referee feels they need. 
   
  Scale is going vary based on the sort of FTL the Referee is using. When in doubt, one 
  parsec per hex can be used. For the sort of games this supplement is intended for, an 
  average speed (if not pushing one's engines) of one week per parsec-sized hex is not 
  unreasonable. 
   
  Below are a set of quick and dirty tables that can be used to populate star systems, with a 
  bias for the sort of things one would encounter on certain television shows. If the 
  Referee wants a more detailed and realistic system, the classic RPG Traveller, in any of 
  its many editions, or Kevin Crawford's excellent Stars Without Number, have systems 
  that can be used with very little adaptation.  
   
  As usual for this sort of thing, the Referee can roll or they can pick or they can make up 
  something completely new. Even if one is not using the rest of the tables here, be sure to 
  see the Descriptors table at the end of the chapter, which is useful in a lot of situations. 
   
  Example of use, see tables below while reading: The player characters have moved 
  into an unmapped sector of space. The Referee rolls 2d6 to see what's in each parsec. 
  After a few parsecs of empty space (rolling a 7 on 2d6 several times), the Referee rolls 
  a 9: Abandoned System. They roll 1d6 on the Abandoned System table, and get a 6, a 
  "special" result which indicates that the system isn't really abandoned, but the 
  inhabitants are hiding. Rolling again to see why they hid, the Referee rolls a 3, 
  Environmental Collapse. They then roll on the Inhabited System table to see what the 
  hidden inhabitants are like, getting a 4, for aggressive humanoid primitives. Finally, 
  the Referee rolls 1d20 and a d6 thrice for Descriptors, getting 3, 6, and 19 on the d20 
  and an even result on the d6 each time, for Trickster, Artificial, and Undead.  
   
  Using the Descriptors as creative prompts, the Referee decides that the race was 
  mostly destroyed a massive super-tornado, and its only survivors are descendants of 
  children who were trapped in an automated amusement park. Having lost most of 
  their former knowledge over the generations, they live in superstitious fear of 
  "zombies" that walk the park grounds. The aliens attack any outsiders, believing them 
  to be in league with the "walking dead," and the zombies, controlled by a 
  malfunctioning AI, are dangerous as well. In fact, in a macabre twist, the Referee 
  decides the zombies are real in a sense: After running low on materials, the deranged 
  AI began stealing corpses and inserts robotic skeletons in them to create new zombies, 
  trying a little too hard to scare the park's "patrons" with bots draped in rotting flesh. 
   
   
  
  Five Year Mission: 46 
  Exploration Tables 
   
  What is in this Hex? 
  Roll 2d6 to find out! 
   
  2: Black Hole 
  3: Strange Feature 
  4: Star with no planets 
  5: Abandoned System 
  6: Inhabited System 
  7: Nothing 
  8: Inhabited System 
  9: Abandoned System 
  10: Nebula 
  11: Strange Feature 
  12: High Weirdness 
   
  Note: If a table entry is in italics, that means there are tables that can provide more 
  details further on in the chapter, should the Referee like. 
   
   
   
  
  Five Year Mission: 47 
  Inhabited System: What are the inhabitants like? 
  Roll a d6 to find out… 
   
  1: Human, peaceful, reasonably current technology 
  2: Human, aggressive, reasonably current technology 
  3: Humanoid alien, peaceful, primitive 
  4: Humanoid alien, aggressive, primitive 
  5: Humanoid alien, known species, peaceful 
  6: Humanoid alien, known species, aggressive 
   
  Note: "Primitive" can be anything from spear hunters to people with 20th century 
  technology and nukes! 
   
   
  Abandoned System: Why was it abandoned? 
  Roll a d6 to solve the mystery… 
   
  1: Genocidal war 
  2: Natural disaster 
  3: Environmental collapse 
  4. Time-space anomaly 
  5. Moved by external forces (e.g. powerful energy beings) 
  6: SPECIAL 
   
  SPECIAL: Not abandoned, only looks it! Re-roll to find out what caused them to "hide." 
  If this result is rolled a second time, assume genocidal war. Roll on Inhabited System 
  table to find what the people are like toward outsiders; for genocidal war, roll twice, as 
  there are two warring societies. "Hostile" or "peaceful" means toward the player 
  characters, not each other. 
   
   
  Strange Feature: What is it? 
  Roll a strange but readable d6 to find out… 
   
  1: Pulsar 
  2: Neutron Star 
  3: Inhabited binary system. Roll on Inhabited System table twice, once for each star! 
  4: Star system with asteroid belt. Roll d6. On 2 or less, asteroid belt is inhabited, roll on 
  Inhabited System table. On 5 or more, there are space monsters! 
  5: Star about to go nova, and the inhabitants don't know it! Roll on Inhabited System 
  table to see who's here. 
  6: SPECIAL 
   
  SPECIAL: Rogue planet, no star. Roll d6. If 3 or less, planet is inhabited, roll on 
  Inhabited System table, else planet is abandoned, roll on Abandoned System table. 
  Abandoned System table can also be used to determine why a race might have had its 
  planet leave their home system, if done on purpose. 
  
  Five Year Mission: 48 
  High Weirdness: What the Hell is THAT?! 
  Roll a d20 that you trust… 
   
  1: Space monsters! 
  2: Dark matter 
  3: Time rift to past and/or future 
  4. White hole 
  5: Generation starship with no FTL drive 
  6: Corpse of a god 
  7: Perfect replica of inhabited star system, except no inhabitants (e.g. Earth/Sol) 
  8. Massive worldship, ready for war 
  9: Inhabited world with medieval technology and magic 
  10: Planet eater 
  11: Powerful and dangerous remote probe looking for marine animals 
  12: Entire fleet of enemy ships, about to begin war 
  13: Titanic space amoeba 
  14: Thousands of derelict starships of all types, some unknown 
  15: Nearly omnipotent energy beings 
  16: New high-tech alien race, ready to trade 
  17: Ancient star manufacturing engine 
  18: Gate to parallel universe (twisted versions of player characters optional) 
  19: Star dragons 
  20: Giant space kittens! 
   
   
   
  
  Five Year Mission: 49 
  Descriptors 
  Roll a d20 and a d6 simultaneously… 
   
  d20 
  result 
  d6 result 
  even 
  odd 
  1 
  Pirate 
  Science 
  2 
  Android 
  Disguise 
  3 
  Trickster 
  Psionic 
  4 
  Overpopulated Mirror 
  5 
  Rebel 
  Godlike 
  6 
  Artificial 
  Holographic 
  7 
  Insane 
  Crystal 
  8 
  Freak 
  Energy 
  9 
  Dying 
  Gangster 
  10 
  Imperial 
  Mining 
  11 
  Paradise 
  Doomsday 
  12 
  Sterile 
  Child 
  13 
  Golden 
  Evolved 
  14 
  Void 
  Star 
  15 
  Totalitarian 
  Superstition 
  16 
  Incorporeal  
  Collective 
  17 
  Menacing 
  Warring 
  18 
  Innocent 
  Computer 
  19 
  Undead 
  Misunderstood 
  20 
  Religious 
  Ancient 
   
  A Referee can roll on this table two or three times to spark ideas on how to make an 
  encounter different or provide a threat or complication. 
   
   
   
  
  Five Year Mission: 50 
  CHAPTER SEVEN: 
  THE CONTESTED ZONE 
   
  Of the campaign types listed in the main White Star rulebook, Five Year Mission is 
  obviously suited to the "Explorers Among the Stars" campaign.  
   
  However, this material is also usable for a different sort of campaign, a "Paradise Lost" 
  campaign where the galaxy was once in a golden age, but is no longer. Player characters 
  are trying to restore what was lost. Perhaps they are members of families with a proud 
  history in a centuries-gone utopian state, or maybe they are throwbacks from that time 
  thawed out of cryogenic storage. Perhaps the player characters have discovered and 
  restored a mothballed Living Starship from that halcyon time, or discovered some 
  sort other artifact or datastore that makes bringing back the old times seem viable. Or 
  maybe they just want to make the legends real again. 
   
  Accordingly, this sample setting, the Contested Zone, is presented for use in two eras, 
  one during a nearly utopian but dangerous time period, where the player characters can 
  perhaps expect the backing of a major government, and during a time, centuries later, 
  where the bright times are long gone. These will be referred to as the "Silver Age" 
  (things are not quite golden, there are still troubles) and the "Ruined Age," respectively.  
   
  The "Ruined Age" is not the "canonical" future of the "Silver Age." It's a possible future, 
  not one that the Referee should feel the need to place the seeds for, unless that's what 
  they want to do. 
   
  There is an overview of the galaxy during each Age; the Contested Zone is but a single 
  galactic sector in the overall setting, in case the Referee wants to use one of the high 
  level set-ups but not the Contested Zone itself. 
    
  Note that some of the races mentioned here are from the White Star rulebook, while 
  most are from this book. If it's not in this book, check the White Star core rules. Both 
  versions of the setting were designed with a sort of "kitchen sink" approach, allowing the 
  use of as much material from both the White Star core book and this supplement as 
  possible. 
   
  
  Five Year Mission: 51 
  THE SILVER AGE 
   
  The Stellar Concord has stood for over two centuries now. Originally an alliance of 
  Humans and Volkeen, the Concord has since grown to include and represent hundreds 
  of planets and almost as many intelligent species, including Daden, Dengians, Falcon-
  Men, Felinoids, Greys, Lanen, Randites, Shaded, and even the Tymbiots and at least one 
  Wolfling clan. 
   
  The Stellar Concord tries to be a post-scarcity society, but has not quite reached this 
  lofty goal. Basics are paid for by the Concord, and all citizens can afford to enjoy a wide 
  variety of luxuries, which are traded on a free-market basis. The Concordian Credit is 
  the gold standard for stable currency in the galaxy, even among races that are hostile to 
  the Stellar Concord, even the Cannicks, on the very rare occasions when they use 
  currency at all. 
   
   
   
  
  Five Year Mission: 52 
  Most of the Concord's troubles come from outside. A cold war with the Remians has 
  only just started to thaw out, and signs that the Qinlon Dominion is seeking to expand 
  its borders have been noticed in some quarters. If that were not enough, relations with 
  the Kassards, Lizak, Nekari, and Todar would be described by all sides as "complicated" 
  to hostile, and everyone fights a perpetual war against the Cannicks. In addition, every 
  polity in the known galaxy has dealt with the occasional but very dangerous Belial, Space 
  Savage, or Assimilant incursion, and no one has seen any sign these incursions are going 
  to stop. 
   
  Which is not to say the Concord doesn't have internal troubles as well. In order to 
  maintain peace with the Todar, certain planets in the Contested Zone and other neutral 
  sectors changed hands, much to the horror of certain Human, Shaded, and Randite 
  colonists. These colonists formed a guerilla movement called the Abandoned, which 
  strikes against both Concord and Todar authority. In addition, people of all classes, 
  species, and political affiliations whisper rumors that the decision to maintain peace 
  with the Todar in this fashion was influenced by Shifters and/or Void Knights, who have 
  supposedly infiltrated the Concordian Congress. 
   
  Outside Concord space, most races encounter Concordians in the form of members of 
  the Star Militia. While officially and originally designated as the primary Concordian 
  military organization among the stars, the Star Militia has been given additional duties 
  and rights relating to exploration and diplomacy, as well as a greater amount of 
  autonomy. Both the autonomy, and the designation of the Star Militia as a strictly all-
  volunteer force, were attributes put in place in part to appease the Randites, who 
  strongly lobbied for the changes at the same time the Volkeens were lobbying Congress 
  to expand the Star Militia's duties outside the military realm. 
   
  Though the Star Knights and similar orders are not technically part of the Concordian 
  government at all, most Militia-run starships sport an "embedded" Star Knight, or more 
  rarely a Dengian or some form of Alien Mystic. This "mascot" or "independent 
  ambassador" un-officially aids in diplomacy and "unusual" matters like the occasional 
  Void Knight. In some cases, many claim, the ambassador does things that the Star 
  Militia cannot do due to legal constraints, but saying this to a member of the Militia 
  amounts to begging for a brawl. Though still "traditional," there are more and more 
  voices being raised against this undocumented-yet-common practice. 
   
  Despite the troubles, most of the galaxy, and not just those in the Stellar Concord, would 
  say they are pretty content with their lot. If anything, this makes them more likely to 
  fight for what they believe in, as they have a lot to protect. The Star Militia, in particular, 
  engages in great sacrifices to protect their way of life and even the basic rights of non-
  Concordians. 
   
  It is a time that breeds heroes. 
   
   
   
   
  
  Five Year Mission: 53 
  THE RUINED AGE 
   
  Three centuries after the Stellar Concord was established, it was broken, from within 
  and from without. 
   
  The first blow was from the inside. The Abandoned had become more and more radical 
  over time, seeking to become an independent polity of its own. After years of planning, 
  they achieved the unthinkable: They smuggled antimatter bombs onto the Volkeen and 
  Todar homeworlds, destroying both simultaneously. Though the details have been lost 
  to history, some claim the Void Knight helped make this dual atrocity possible. 
  Historians agree that with these two explosions, combined with "lesser" acts of sabotage, 
  including the destruction of several starships, the Stellar Concord and the Todar Empire 
  were thrown into chaos. 
   
  Relations with the Remians had improved to the point that it was the Remian 
  Commonwealth that came to the aid of the Concordians. Their prompt response saved 
  millions of lives. Most historians agree that the Stellar Concord might have recovered 
  back from this blow if not for what happened next. 
   
  No one today is sure if Void Knights infiltrated the Concordian Congress or not, but 
  strong evidence exists that the Remian Senate had been infiltrated. When the Qinlon 
  Dominion took the opportunity to attack the Remians while they were busy aiding the 
  Concordians, the Void Knights, for their own inscrutable reasons, made sure that the 
  Remian military was caught flatfooted. 
   
  It might have still yet worked out in the end, if it were not for the Cannicks. They chose 
  this moment to strike, dropping pods filled with specially-bred Belial on every inhabited 
  planet they could reach. This lead to uncountable casualties, includingthe deaths of 
  some of the Concord's most selfless defenders. 
   
   
  
  Five Year Mission: 54 
  However, extensive documentation indicates that the Cannicks had been infiltrated by 
  the Shifters, whether or not any Shifters had infiltrated the Stellar Concord. The Shifters 
  viewed the Cannicks as the biggest threat to all life in the galaxy, especially the Shifters 
  themselves, so they sabotaged the Cannick plan. For every pod successfully dropped, 
  there were two others that burst open inside Cannick ships, and the Cannicks found that 
  the special virus they had engineered to wipe out the Belial once the creatures had done 
  their work did not work as advertised. 
   
  With the most selfless of the Stellar Concord already dead, the most selfish members of 
  the Concord, the Randites and the Shaded, rose to the occasion. What little of 
  Concordian civilization was saved was preserved by their surprising sacrifices. Many 
  repeat the legends of entire databases of vital medical knowledge saved by a Shaded Star 
  Knight and a Randite Void Knight working together, and this legend and countless 
  others in a similar vein are repeated to this day. 
   
  Today, two centuries after these events, the galaxy is only barely crawling out of the 
  darkness, with little sign that they won't plunge back into the void at any moment. What 
  was once the Stellar Concord is highly balkanized; the largest polities in what was once 
  Concord space are the Daden Supremacy and the Randite Republic. The Todar Empire 
  has rebuilt, and is even more conquest-hungry than before, allied with the Remian 
  Union, a government even more ruthless than the Remian Republic of old. The Qinlon 
  Dominion has remained intact, but is occupied almost entirely with internal power 
  games and civil unrest. The Volkeens have become a nomadic people, their lives 
  centered on a rag-tag fleet with no port to call home. Throughout the galaxy, most 
  people no longer understand the distinction between Void Knights and Star Knights, 
  and both have been hunted nearly to extinction. No one has seen Cannicks in centuries, 
  but there are always rumors, and the Belial are a constant threat. The Abandoned got 
  what they wanted, in a sense; they are their own independent confederation, but they 
  have lapsed into barbarism to some degree, unable to create new FTL-capable ships, 
  though they maintain several ancient starships by the skin of their teeth. 
   
  It is a time in dire need of heroes. 
   
  
  Five Year Mission: 55 
  THE CONTESTED ZONE 
   
  The Contested Zone itself is an unusual part of the galaxy which borders many different 
  interstellar states, a frontier badland along a three-dimensional border. 
   
  During the Silver Age, there is a treaty between most powers designating this area as a 
  neutral sector. Technically no one is allowed to colonize planets in the Contested Zone, 
  but when it inevitably does happen, there is a complicated series of agreements about 
  how this is to be handled, which usually ends up with the colonizing power gaining full 
  control over the system in question but paying a large fine to other signatories of the 
  treaty. During this time period, the Contested Zone is bordered by the Stellar Concord, 
  the Qinlon Dominion, the Garengai Plutocracy, the Todar Empire, and the Lizak Co-
  Prosperity Sphere. It is also the primary location for Abandoned activity. Most 
  importantly for campaign purposes, the Stellar Concord regularly sends Star Militia into 
  the Zone on scientific missions and to enforce the treaty. 
   
  During the Ruined Age, there is no treaty, but hostile Abandoned activity and an 
  ongoing Belial infestations keeps most people out of the area. The Lizak Co-Prosperity 
  Sphere, the Qinlon Dominion, and the Garengai Plutocracy are still around, though all a 
  bit more xenophobic in the face of ongoing galactic chaos. The area of former Concord 
  space that borders on the Contested Zone is currently controlled by the Randite 
  Republic, which has a technology level almost in line with that of the Stellar Concord of 
  old, but a more cut-throat society, admittedly with minimal forms of the same basic 
  entitlements that the Concord once offered. Independent Randite and Garengai 
  businessmen often fund "fact finding" missions into the Zone, which amounts to an 
  attempt to loot anything that isn't nailed down and secure exploitive trade agreements 
  with governments that don't know any better. 
   
  There are several anomalies in the Contested Zone that cause problems with FTL travel, 
  and the Zone has often been used as a Cannick staging ground in the past, which is why, 
  in either era, the Zone is not completely explored. There are several places on the map 
  for the Referee to put in various surprises.  
   
  Below is the map of the Contested Zone. In the key, there will be a separate description 
  of a given location for each era, unless a location is generally the same in both eras, or is 
  unexplored. Unexplored areas will include some basic information and a sketch of a plot 
  hook; even if they have never been visited, they are visible to astronomers.  
   
  Map scale is one (1) parsec per hex. A parsec is about 3 light years, though the per-hex 
  scale can be adjusted to fit the Referee's campaign as necessary without harming 
  anything. The map is two dimensional; if the Referee cares about three dimensionality, 
  choose a value for the Z axis of a given feature or roll 2d6 – 2d6 (subtract the result of 
  one 2d6 roll from the result of another 2d6) to determine the number of hexes "above" 
  the plane of the map; negative numbers indicate the object is below the map rather than 
  above it. The Saras Nebula should be treated as one object, with a given hex not being 
  farther than a single hex above or below any neighboring hex or else the Referee can 
  just decide how "thick" the nebula is in hexes. 
  
  Five Year Mission: 56 
   
  Since there are exactly 20 points of interest in the Contested Zone, the Referee can roll 
  a d20 on the following table to pick one at random. The table can be used determine 
  where in the sector a bad FTL jump places a ship, if the Referee is using that sort of 
  faster-than-light travel, or the table could place a lost "treasure" (ancient technology, 
  perhaps) in a random part of the sector. 
   
  1: Agyga 
  2: Alfyfla 
  3: B543234-6 
  4: B657110-A 
  5: Blihilb 
  6: Brururb 
  7: E67A346-6 
  8: Epsilon 8 
  9: Free Lunch 
  10: Grexerg 
  11: Klibilk 
  12: Offo 
  13: Pahap 
  14: Prorp 
  15: Saras Nebula 
  16: Seidies 
  17: Stokots 
  18: Teaxaet 
  19: Vuekeuv 
  20: Zilpliz 
   
   
   
  
   
   
  MMaaPP  ooFF  TTHHee  CCoonnTTeessTTeeDD  ZZoonnee  
    
  
  Five Year Mission: 58 
   
  CONTESTED ZONE LOCATION KEY 
   
  Agyga 
   
  Silver Age: This is the home of a non-spacefaring race, very human-like in appearance, 
  living on a beautiful Earth-like planet. Technologically, they are close to Earth in the 
  1930s, with information technology more like Earth in the 1980s. The planet is under 
  the protection of the Stellar Concord, and is provisionally a member of the Concord. 
  Technology is being introduced slowly so as to prevent too much culture shock, though 
  the Agygans are aware of other intelligent species via the Concord. Most of the system 
  names in the Contested Zone come from the Agygans. 
   
  There are two major cultures on the planet, who have been in a sort of centuries-long 
  cold war with each other; both signed off on membership in the Concord so the other 
  did not get a leg up. Both cultures sport a caste system that has evolved slowly over time. 
  One culture, the Floeolf, indicates caste via musical instrument; only members of a 
  particular caste is allowed to carry and play a particular instrument. The second culture, 
  the Ceoxoec, indicates caste and job by the ceremonial hat they wear. Because the 
  Ceoxoec were the first culture encountered by Concordian exploration teams, Agyga is 
  sometimes jokingly referred to as the "Planet of Hats" by the Star Militia. 
   
  Ruined Age: The Star Militia who were guarding the planet during the disintegration of 
  the Stellar Concord decided to "go native" and now a nation of humans and Volkeen 
  called "Little Concord" forms a third faction on the planet, a sort of neutral party 
  through which the Floeolf and Ceoxoec can trade. The Star Militia ships were 
  dismantled to make the colony possible, but the Ceoxoec have recently developed FTL 
  travel on their own, in secret. They are planning to conquer several planets before the 
  Little Concord and the Floeolf know what happened. All that remains is to design the 
  hat for a Ceoxoec starship captain… 
   
   
  Alfyfla 
   
  Silver Age: This is an Earth-like planet, with even more moderate and human-friendly 
  temperatures than Earth itself. The system was "traded" to the Todar by the Concord, 
  and was the site of an illegal human colony. In addition, the planet sports ancient ruins 
  from a now-dead technological culture, though the ruins are currently too radioactive to 
  explore even with cutting edge Concordian technology.  
   
  After the trade, most of the human population refused to evacuate when given a chance. 
  So far, the Todar have left the three human cities on the planet alone, except for 
  preventing any humans from leaving the planet. The Todar have taken up shop on the 
  opposite side of the planet, in an area more suited to their own preferences. 
  Unsurprisingly, the Alfyfla system is a hotbed of Abandoned activity. 
   
  A few years before the treaty with the Todar was signed, the existence of the colony 
  became well known to the galaxy at large due to a musical group from the planet that 
  
  Five Year Mission: 59 
   
  had journeyed into Concordian space; the music act had become a "hit" among 
  sdolescents on many planets. Music from Alfyfla is fairly unique and powerful, which 
  means it was and is popular inside the Concord and even in some places outside 
  Concord space. This lead to a new, burgeoning industry for the humans of Alfyfla. 
  Rather than strike directly against the Todar, the Abandoned smuggle musical 
  propaganda to the Stellar Concord and even the Todar Empire, stirring up resentment 
  among younger folk. 
   
  Ruined Age: The descendants of the Abandoned control Alfyfla now, though the planet 
  is no longer what it once was. Due to a combination of pollution, bio-chemical warfare 
  on the part of the Todar, and a disastrous attempt to explore the ruins on the planet, the 
  atmosphere has become corrosive, capable of eating through most protective suits and 
  unbreathable by unmodified humans. The flora and fauna of the planet is still edible to 
  humans, so long as one knows what bits to avoid. 
   
   
  The locals have been genetically modified to survive better on the planet as it is now. 
  Their skin is covered with bone-like scales, allowing them to survive for a few minutes 
  outside without damage to their skin. A sort of built-in organic filter in the throat allows 
  them to breathe the atmosphere for short periods of time. However, even with the 
  modifications, the locals need filter masks and very thick protective suits to spend any 
  extended amount of time outside. 
   
  Most of the planet has a technological level similar to that of 19th century Earth, with 
  high technology being controlled by the Overseer, the tyrannical ruler of the planet. 
  Most of the people on the planet aren't even aware other worlds exists, and proof of this 
  mere fact could be enough to spark a revolution. 
   
  Right now, the largest Volkeen migrant fleet is in the system, mining some much-
  needed minerals from some of the asteroids. The Overseer is trying to decide if it's worth 
  striking at them with the handful of ancient spaceships at his disposal. 
   
   
  B543234-6 
   
  Around a yellow star orbits one of the largest asteroid belts in the known galaxy, the 
  remnants of several destroyed planets, the result of an ancient war. The area is a hotbed 
  for wildcat miners, treasure hunters, fugitives, and ships from all sorts of places hunting 
  the latter. Outside such circles, the system is almost completely unknown, and isn't even 
  on most star maps, due to dust that screens it from many astronomical instruments. By 
  treaty, anything that happens in this system is not considered an act of war, and any 
  starship visits B543234-6 at its peril. And that is during the Silver Age; it goes double for 
  the Ruined Age, where there isn't even a treaty to prevent vendettas spreading beyond 
  the system. 
   
   
  
  Five Year Mission: 60 
   
  B657110-A 
   
  This is one of the navigational anomalies that make travel in the Contested Zone 
  difficult. The nature of the anomaly is up to the Referee, or one may roll a d6 on the 
  following table, and possibly a couple of times on the "Descriptors" table in the previous 
  chapter. 
   
  1: Pulsar 
  2: Unstable wormhole 
  3: Rip in time and space 
  4: Ancient artificial sun with ultratech defenses 
  5: Dyson sphere with ultratech defenses 
  6: Space dragon spawning ground 
   
   
  Blihilb 
   
  Silver Age: Illegally occupied by the Todar decades ago, this planet was terraformed by 
  the Todar into a planet suitable for their needs, Earth-like but rather warm. As of the 
  recent treaty, the Blihilb system colony is recognized as legitimate by the Stellar 
  Concord and the Todar Empire. 
   
  The planet is a sort of theocracy, as it was founded by a Todar religious sect that 
  worships dead members of a particular branch of the Todar royal family, treating them 
  as saints or low-powered gods. They decided to strike out into the Contested Zone 
  because the currently in-power branch of the Todar royal family wrested power from the 
  cultist-favored branch centuries ago, which makes the religion unpopular with the 
  current rulers and the Imperial bureaucracy. 
   
  Since being brought back into the fold as part of the recent treaty, the Todar of Blihilb 
  have been quiet, paying the requested taxes, and in return the Empire has largely left 
  them alone, giving them de facto religious freedom. However, tensions remain, and 
  members of the Abandoned are currently plotting to make those tensions worse. 
   
  Ruined Age: The colony was cut off from other Todar by the chaos in the wake of the 
  Stellar Concord's fall, and is currently still out of touch. No longer capable of star flight 
  and reduced to a level of technology similar to 20th century Earth, the ruling religion 
  has drifted a bit over the long night. These Todar now worship their ancestors and the 
  high technology they once wielded. The natives could easily be overawed by someone 
  with sufficiently flashy technology, though things could turn ugly if an interstellar visitor 
  isn't careful, especially as these zealots have recently re-discovered atomic weaponry. 
  This goes double if the Todar have any reason to think any visitor is associated with the 
  Belial, who still strike at the planet fairly frequently, and are considered literal demons 
  by the theocracy. 
   
   
  
  Five Year Mission: 61 
   
  Brururb 
   
  Silver Age: The primary planet in this system is Earth-like but extremely cold. The 
  human "science station" that was here grew into a clandestine colony; survival is 
  difficult, even with modern technology, and this has led to a highly rigid culture, where 
  anything that is not forbidden is mandatory. This world was given to the Todar as part 
  of the recent treaty. 
   
  Nearly every single human on the planet refused to evacuate, and immediately turned 
  into a guerilla army against the Todar. By far, the toughest and most difficult to kill 
  members of the Abandoned come from Brururb, and the Todar are seriously considering 
  bombarding the planet from orbit and sifting through the remains for minerals. 
   
  Ruined Age: Once they were on their own, the rigid society of the local Abandoned 
  shattered like an icicle hitting concrete. Today, the planet hosts literally thousands of 
  different clans, tribes, and gangs, most of which regularly engage in practices like 
  cannibalism, ritual mutilation, and recreational torture. The other members of the loose 
  confederation of Abandoned planets tolerate these practices so long as they are 
  performed out of sight and on other Brururb natives or aliens. In addition, the factions 
  unify against any sort of Belial attack (and nothing else); the other members of the 
  confederation often use the people of Brururb as mercenaries against any Belial 
  incursion. 
   
   
  E67A346-6 
   
  This is one of the navigational anomalies that make travel in the Contested Zone 
  difficult. The nature of the anomaly is up to the Referee, or one may roll a d6 on the 
  following table, and possibly a couple of times on the "Descriptors" table in the previous 
  chapter. 
   
  1: Quasar 
  2: Black hole 
  3: Magnetic anomaly 
  4: Star system made entirely of antimatter 
  5: White hole 
  6: Mysterious clutch of planet-sized eggs 
   
   
  
  Five Year Mission: 62 
   
  Epsilon 8 
   
  Silver Age: Epsilon 8 is a space station orbiting a dead star, a research and development 
  station run by the Tserca Corporation, which includes a small starship manufacturing 
  facility. Its existence is an open secret, a place where experiments that are illegal in 
  Concordian space are conducted to develop military technology for the Star Militia. 
  Though their existence and methods are firmly in a grey area (at best) from a legal 
  standpoint, the Star Militia and the occasional Star Knight make sure that none of the 
  experiments are unethical or otherwise morally dubious. The illegality mainly comes 
  from how dangerous the experiments are, and certainly there's been several 
  experiments that have gotten out of a control and required a quiet intervention to be 
  taken care of. 
   
  Ruined Age: Abandoned since the collapse of the Concord, the automated defenses of 
  the station still work, and have so far kept potential looters away from the station. It is 
  rumored that a Living Starship still sits, nearly complete but inactivated, inside the 
  station's starship manufacturing dock. 
   
   
  Free Lunch 
   
  Like Epsilon 8, Free Lunch is a space station orbiting a dead star; the resemblance ends 
  there, however. Free Lunch is a sprawling, gigantic construct that is always being 
  expanded, as it is the primary Garengai presence in the Contested Zone. It is a "Free 
  Trade Zone," where even most Garengai laws are suspended, except for contract law. If 
  something can be bought or sold, it can be acquired on Free Lunch, though the price 
  may be too dear. Free Lunch is a primary destination for criminals, spies, entrepreneurs, 
  bargain hunters, and even tourists. Apropos of the latter, there are parts of the station 
  where corporate security keeps a reasonable amount of order, particularly areas 
  dedicated to the vice trade, though only the richest sightseer can afford to visit the safest 
  parts of the station. 
   
   
  Grexerg 
   
  Grexerg is one of the most stable, and yet dangerous, parts of the Contested Zone. It is 
  one of the oldest Qinlon colonies; since it is technically independent of the Qinlon 
  Dominion, it serves a similar purpose for the Qinlon Dominion as Epsilon 8, performing 
  research and development that is illegal in the Dominion, only without any ethical 
  oversight. What makes it more dangerous to non-Qinlon is that aside from its scientific 
  research, Grexerg is one of the most traditional, conservative, and honor-bound planets 
  under Qinlon control. Even helpless survivors of the occasional crashed starship or 
  escape pod have gotten killed in honor duels that resulted from crossing an obscure 
  social boundary. In the interstellar intelligence community, Grexerg is considered so 
  difficult to infiltrate that "sent to Grexerg" has become a euphemism for "killed by an 
  arranged accident" or "fragged." 
   
  
  Five Year Mission: 63 
   
   
  Klibilk 
   
  Silver Age: This was once a Todar colony, but it was "traded" to the Concord as part of 
  the recent treaty. It's a paradise world, very Earth-like, with an extremely temperate 
  climate and a variety of (mostly harmless) native life forms, many of which are both 
  edible and delicious from a human perspective. To the shock of the Concordian colonists 
  who arrived on the planet after the Todar were evacuated, they discovered the corpses of 
  many Todar who were shot by their own people when they refused to evacuate. 
   
  The primary colonists are Randites. However, there has been a recent influx of 
  Abandoned refugees, ardent devotees of various Abrahamic religions. Because the 
  Randites are hardcore materialists and atheists, tensions have been high, not to mention 
  that the official government does not support the Abandoned cause. 
   
  Ruined Age: Since the collapse of the Stellar Concord, violence has broken out many, 
  many times between the Randites and the descendants of the refugees. While technically 
  the planet is under the control and protection of the Randite Republic, the local 
  government can barely control sectarian violence. 
   
  If that were not enough, the results of a failed Randite experiment into physical 
  immortality has resulted in a nanotech plague that is causing corpses to animate and 
  display a violent and feral temperament. The religious sectarians claim that these 
  "zombies" are the result of a judgment by God, a warning to the Randite atheists that 
  there is more to the world than their material bodies. If that were not enough, the 
  religious and atheist alike are worried what effect the rogue nanotech will have the next 
  time the Belial attack. 
   
   
  Offo 
   
  This is an unexplored system. It sports a red star and a profusion of comets, asteroids, 
  and other stellar debris that has made exploring it difficult at best. Strange radio signals 
  sometimes come from the system, which some believe indicate some sort of intelligent 
  life, despite there being no visible planets in the system. 
   
   
  Pahap 
   
  This is an unexplored system. The star is a white dwarf, and an unusual cloud of metallic 
  dust has prevented most remote observation as well as discouraged exploration. 
   
   
  
  Five Year Mission: 64 
   
  Prorp 
   
  Silver Age: The primary planet in this system has human-breathable air, but a freak 
  geology that has resulted in a planet consisting almost entirely of gigantic, sharply-
  defined mountains. This was once a Todar-controlled planet, "traded" to the Stellar 
  Concord as part of the recent treaty. When Concordian colonists arrived, they found no 
  sign of the Todar colony that was supposed to have been here, nestled into one of the 
  mountain ranges. There weren't even abandoned buildings or collapsed caves. The 
  colonists are still investigating this mystery, though quietly, so as not to antagonize the 
  Todar, who claim the planet was evacuated in an orderly fashion. 
   
  Like many planets originally colonized by the Todar, it's a bit warmer than most humans 
  find comfortable. Combined with the strange geography, the human colonists have 
  opted to create a floating city, held up by antigrav thrusters, rather than deal with 
  surface conditions. Robot drones are used to mine the valuable minerals that exist in 
  profusion in the mountains. 
   
  Ruined Age: Until recently, Prorp is one of the few systems that has prospered after the 
  fall of the Stellar Concord. Though consisting mainly of "vanilla" humans, Prorp is part 
  of the Randite Republic, and now has dozens of flying cities and a burgeoning mining-
  based economy, with indications that it'll be centuries before all the valued minerals will 
  be tapped out. 
   
  However, a month ago a plague was released into the planet's biosphere, wrecking the 
  local ecology and even the hydroponic systems used to grow food for the population. So 
  far, Prorp has survived by importing sustenance, but there's a lot of concern that even 
  with the planet's vast mineral wealth, relying entirely on others for food is not 
  sustainable in the long term. If that were not enough, while the improvised bombs that 
  released the bio-engineered plague firmly place the disaster in the hands of a sapient 
  attacker, no one has come forward to claim responsibility and attempts to find the 
  culprits have gone nowhere so far, agitating the already-terrified population. Nearly 
  every city and several surface mines had these hidden explosive devices, and it is an 
  additional mystery how the deadly packages were planted without anyone noticing. 
   
   
  Saras Nebula 
   
  The Saras Nebula is the largest and most feared navigational hazard in the sector. For 
  reasons still unclear to science, sometimes ships end up outside the Nebula when they 
  were trying to reach a completely different part of the Contested Zone. Those who then 
  choose to enter the Nebula rarely return. The few who have made it out of the Saras 
  Nebula say it is filled with uncountable derelict starships, many of a completely 
  unknown design. However, those same crew report why so few ships ever escape: 
  Massive system failures with no discernable source, vicious magnetic storms, and some 
  sort of psionic maelstrom that causes hallucinations and paranoia. If that were not 
  enough, the only race that seems to be able to enter and leave the nebula without issue 
  are the Cannicks, who are rumored to have a base in the heart of the nebula. 
  
  Five Year Mission: 65 
   
   
   
  Seidies 
   
  Silver Age: Though far from Remian space, there is an (illegal) Remian colony here. 
  Since this is a temperate paradise world, with breathable air and an ecosystem that has 
  achieved a weird symbiosis between Remian and local flora and fauna, several 
  Abandoned fled here rather than leave the Contested Zone entirely. So long as the 
  humans pay their taxes, the Remians are content to allow the Abandoned to use this 
  planet as a base, providing additional information for the extensive Tok Shik presence 
  on the planet. 
   
  Ruined Age: When the Cannicks made their move on the other life forms of the galaxy 
  by dropping pods of Belial on various planets, Seidies was one of those hit the worst. 
  The Remians and humans won a pyrrhic victory against the Belial and Cannicks through 
  a wide variety of biological and nanotechnological weapons, which turned most of the 
  planet into a wasteland. Today, the planet is cut off from the rest of the galaxy, which 
  has places it under a sort of unofficial, de facto quarantine.  
   
  Those few who have braved the planet in recent years report the planet has degraded to 
  a level of technology approximately equivalent to 1940s Earth, and that the remnants of 
  the Tok Shik are in charge. The former spies have instituted a dizzying array of laws that 
  constrain the human and Remian inhabitants, and even acts that are completely 
  permissible on most planets, such as whistling in public, are punished severely. 
   
   
  Stokots 
   
  This is an unexplored system, but not for lack of trying. The system has a yellow star and 
  multiple Earth-like planets, but no ship that has ever visited the system has ever 
  returned. There are some who believe that there is a wormhole to the Saras Nebula in 
  the system, but that can't explain all the disappearances. 
   
   
  Teaxaet 
   
  This system has remained unexplored mainly because there doesn't seem to be much in 
  it. There's a white dwarf star and no planets, at least that anyone can detect. However, 
  recently there have been reports of strange sunspot activity and what looks like some 
  ships in orbit around the star. 
   
   
  
  Five Year Mission: 66 
   
  Vuekeuv 
   
  Much like Teaxaet, this system has remained unexplored because there's little sign 
  there's anything interesting there. The system has a red dwarf star and an unusual 
  number of gas giants, which would make navigating the system very difficult. Some 
  scientist claim, however, that magnetic anomalies near the star indicate there may be 
  some wormholes in the system. 
   
   
  Zilpliz 
   
  Silver Age: The primary planet in this system has a breathable atmosphere and is 
  extremely warm by human standards, which is fine with the Lizak colonists. The life of 
  the planet is inedible and hostile to both Lizak and human life, and the Lizak live in 
  dome cities to keep them away from the poisonous local plants and animals. Its primary 
  exports are gems and industrial chemicals derived from the local flora. This planet was 
  one of the earliest colonized by the Lizak, and is severely blockaded by them. In fact, the 
  vast majority of the population is kept in deliberate ignorance of the existence of other 
  sapient races, for reasons that have never been made clear to outsiders. 
   
  Ruined Age: The groups of Belial that the Cannicks dropped on this planet ended the 
  ignorance of its population. However, the Belial surrendered rather than attack as they 
  were supposed to, and today their descendants are citizens of the Lizak Co-Prosperity 
  Sphere. All of the Belial on the planet subscribe to a shamanistic religion of law-abiding 
  nonviolence; their "prophet" was among the first Belial on the planet, and is why the 
  Belial of Zilpliz are not like others of their kind. There have been no Belial attacks since 
  the original landing, as "normal" Belial fear "infection" by the prophet's ideas. 
   
  The Belial can eat the local lifeforms with little trouble, and have increased the 
  productivity of the planet tenfold. While there are supposedly no sapients among the 
  local creatures, there are some primate-like animals that can be successfully implanted 
  with Belial eggs; a vocal but ignored minority of Lizak scientists decry the use of said 
  creatures by the Belial, claiming the pseudo-primates are smarter than they seem. Even 
  more controversial is the fact that the local government uses Belial egg implantation as a 
  form of execution for the worst Lizak criminals. 
   
   
   
  xxxxxxxxxxxx
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  Five Year Mission: 67 
   
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  “Ivanhoe Unbound™“ logo and the name "Ivanhoe Unbound™" are trademarks of Kirt A. Dankmyer, 2000-2015. 
    
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  All other content not designated Product Identity is open content, not including art. 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
   
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
   
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch. 
   
  White Star: White Box Science Fiction Roleplaying, Copyright 2015 Barrel Rider Games; Author James M. Spahn. 
   
  Five Year Mission, Copyright 2015 Ivanhoe Unbound; Author Kirt A. Dankmyer 
   
   
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW - Swords & Wizardry - White Box/White Box Based RPGs/White Star (WhtBx)/Five Year Mission (WhtStar)/Five Year Mission (WhtStar).pdf