Online Star Frontiers Games

Document container for project design documents.

How to use the Gameroom

Welcome to the GameRoom
Starting a new game
Using Chat

Welcome to the GameRoom.
Here you can start an online game using Chat or a Play-by-Post game using the forums and documents in Online Star Frontiers Games. If you don't have Player's simply jump into the Game Talk forum and make an announcement.

Starting a new game.
Go to Online Star Frontiers Games, click on Documents and make a new document.
Here you type up the campaign, NPC's and other stats about your game.

Now, let's go to the Game Room and click on Start New Game.

Give your game a name, assign the Referee (which is probably you) and type in the number of Players you want in the game.

Fill out the Description about your game and include a link back to the Document you created in step one.

Fill out the Character Guidelines sections.

If you know who will be playing simple fill out their starfrontiers.us player name and their character name (hopefully your Players have used the Online Character Sheets)

Your done! Have fun!

Using Chat

Chat Commands
/me text
Will display your name along with the typed text.
Example:
Slade walks to Tichat-ka side drawing his laser pistol
  
Chat Help
In the main pane where you can see who is talking, click on a Player to pop their name in your
typing area.
  
  

Mission 1: Kidnappers! Game Summary 11/15

Johann Schmidt (mH), Slade Lockjaw (mH), and Tichat-Ka (mV) signed on with the Clarion Royal Marines and graduated basic training together. Johann had a past career as an EMT but found himself constantly in trouble, Slade was a holo-journalist from Dramune who had an uncanny knack for hurling things with accuracy, and the vruskan Tichat-Ka served as a troubleshooter with a sense of humor that could be linked with dralasites. The motley trio didn't seem like the types that would meld well, but they found camaraderie during their training period. Upon completion they were immediately given the entry rank of Crewman and subsequently assigned as boarding crew for the CMS Falcon, a Liberty class assault scout in the local militia staffed by the Marines.

It didn't take them long to find the action they were searching for. On their first time out together, the Falcon was diverted from what should have been a normal inspection routine on the inbound freighter SS Dark Shadow (which was summarily assigned to the CMS Osprey, another assault scout patrolling the space lanes of White Light). As it turned out, Princess Leotia Valentine XX had been abducted by unknown assailants and forced into a shuttlecraft on the surface of Clarion. The shuttle was seen docking with the SS Stothgard, a Timeon Clipper class freighter, which departed Clarion Station without clearance. Once local authorities put two and two together, it was apparent that the vessel was operating under the Clarion Liberation Party.

Clarion Station Flight Control tracked the Stothgard and ordered the nearest Royal Marine vessel, the CMS Falcon, to investigate. Lieutenant Vincent Shirrah, Commanding Officer of the Falcon, immediately jumped into action. Not the typical dull day he'd been anticipating, but this is what he had been trained for all those years ago. He briefed the rest of his crew en route, eventually acquiring the Stothgard on radar. The ship did not answer any of the hailing frequencies that Executive Officer Jr. Lieutenant Rollie McMickels had been trying. McMickles called this in to Clarion Flight Control to confirm the permitted use of force. Finally the Falcon recieved a reply, albeit not quite the kind they were seeking: a searing laser blast came within centimeters of taking out the Falcon's beak!

Mishipman Bluto Goorhud was ordered to take out the Stothgard's drives and weaponry. Bluto was the newest crewmember to be assigned an officer position, but he wasn't the naive one in the combat arena. He efficiently dispatched the Timeon Clipper class vessel's single laser weapon in short order, only requiring two passes to do so. The third pass yielded a direct hit on the craft's drive system, shutting it down. Shirrah maneuvered the Falcon in between the clipper's twin holds to attach itself to their airlock. Time to get down and dirty...



Bluto was ordered to meet the boarding party in the Falcon's loading deck. The loading deck is the stern-most deck on a Liberty class assault scout, with the airlock is located just aft (below) of it. Bluto fired up the laser powertorch and cut into the clipper's outer hull hatch in no time. Then he moved inward and checked the atmospheric guages within. 100% atmosphere on the inside. He cut into the inner hatch and soon access was granted for the boarding party. He led them in, and they encountered their first wave of resistance: a pair of security robots to challenge the might of Bluto and his new boarding party: Johann, Slade, and Tichat-Ka.

A battle erupted immediately. Slade took a good hit that knocked him to the deck momentarily. But the robots were overcome by the Falcon's boarding party, they were soon reduced to smoking toasters. Slade and Johann each helped themselves to the 'bots' weapons, a pair of laser rifles each sporting a slightly used powerpack. Bluto called the elevator car down for disabling as the others began searching the deck. This was obviously a crew deck as was apparent by four unmade but obviously used cabins and a fresher/sanitation unit, along with a small galley and common area. The elevator car arrived and Slade smashed the control panel. Tichat-Ka followed up by ensuring that it wouldn't be functioning for a while. The upper maintenance door was opened and one by one the Falcon boarders scurried up into the shaft.

They found a ladder running up the length of the shaft and could see the elevator doors to each deck above, one situated 10 meters above them, the next another 60 meters up, and a thrid & final set 10 meters higher. They climbed up to the first set, and pried the doors apart. As they figured, they found themselves staring into the forward hold. It was empty save for some leftover debris from prior loads, and Johann grabbed a piece to keep the doors from closing behind them. They ascended upwards to the next set of doors and could hear faint commotion beyond.

Slade maneuvered himself above the door with two doze grenades handy while Johann pried open the doors. When the doors opened, Slade hurled both dozers which found their marks, efficiently sending half of the baddies into slumberland. Tichat-ka and Johann lit up the other two mooks with laser fire and gyrojets. The opposition returned fire with little effect. Slade swooped into the door with his laser rifle blazing and was joined by his comrades, the skirmish was short and one sided. As the others filed into the deck, they heard the sound of something metallic moving behind them. The deck layout was similar in design to the first crew deck which they entered the ship, with the elevator shaft centered in a cylinder-like area encircled by a curving wall with five doors spaced around.

The metallic sound reverberated along with several servo motors whining in harmony, and while it sounded like it was originating beyond the elevator shaft inthe recess they couldn't immediately see into, it also appeared to be stationary as well. Slade whispered out, "Tichat-Ka and I will go left, Johann and Bluto go right, slowly boys."

Both groups eased around the shaft, nerves and muscles tightened and ready for anything. Simultaneously arriving into the unseen niche, they found themselves poking weapon barrels at a stationary robot that didn't immediately appear to take notice of them. Its head unit rotated slowly to its left to face Slade and Tichat-Ka, followed by some electronic warbling, and then rotated right to repeat this with Bluto and Johann. Beyond what appeared to be a scanning mode, it did nothing.

Bluto noticed the robot was positioned to face a door directly across the way. Sein ghtis he said to the group, "Guardian 'bot. It'll probably just sit here until we either attempt to manipulate it, attack, or enter the door that it's watching." Slade decides to attempt a point blank maneuver to immobilize the robot. The plan was for he and Bluto to stuff tangler grenades into its visual receptors in order to blind it and then proceed with an attack pattern.

At this point Johann opts to section off some of his rope to incapacitate the two unconcious guards. After all, he didn't want any unwelcome surprises from behind later on! Meanwhile Bluto and Slade readied themselves for the maneuver. Nodding, the two simultaneously pulled pins and stuffed the tanglers toward the robot's face.

Surprisingly, the maneuver doesn't work at all. The robot leaps into action in a blur, crossing the hall to block the door while simultaneously firing at the group with its automatic pistol. The burst goes wide and sends steel rain over Johann's head. Johann drops prone and the group returns fire, all working in tandem to defeat the metallic menace.

Several of them push the beast away from the door, kicking its loose weapons away as well. Johann continues to bind the unconcious guards while Tichat-Ka collects their ammuntion. One never knows how much they'll need, and it's better to have too much than not enough! Slade presses an ear against the door and hears a faint yet muffled voice, followed by two distinct sets of footsteps and a gruff but inaudible reply. The other two regroup, Slade and Johann take point as Bluto and Tichat-Ka cover the sides of the door.

Tichat-Ka slides the door open, and a yazirian and dralasite within leap into action. A bound and gagged female human can be sen in a bunk off to the right as the duo rush the door. Slade and Johann cut loose with their newly acquired laser rifles. Both miss and the targets press forward. They make it to the doorway and go for point blank gunshots. The yazirian goon sticks his laser pistol towards Slade's abdomen and blasts away. Slade twists just enough that the beam misses by millimeters. The dralasite goond shoves his automatic pistol into Johann's face and squeezes, only to hear the sound of...silence. A jam, how fortuitous!

Slade returns the favor with his laser rifle and dispatches the yazirian thug. Johann wounds the dralasite with a second laser blast. The dralasite swipes his stunstick at Bluto nearby and tags him, but the stun setting has no effect. Bluto responds with his electric sword and connects with a clean hit that sends the goon into dralasitic afterlife.

Catching their breath, the quartet peers into the room. The bound female form within twitches slightly, and all of them recognize her as Princess Leotia Valentine XX of the Clarion Royal Family! "Untie her," Bluto barks out. Slade slings his rifle and rushes in to remove the bindings. "Clarion Royal Marines, your highness," Slade calls out softly as he unties her. "Are you alright?" Leotia rights herself and stretches, joints aching from the awkward position she had been in. "Thank the stars, " she answers. "Your promptness is appreciated."

Bluto taps his chronocom, raising Lieutenant Shirrah. "Midshipman Goorhud here, prize recovered. Returning with prize immediately." He turns to the other three. "Secure this deck, I will return in ten minutes." He assists the princes into the elevator shaft and both soon disappear within.

Johann and Tichat-Ka search the other cabins in the meantime, as Slade takes watch. Nothing else is found, the other three cabins were vacant but otherwise showing signs of use. Bluto returned in the alloted ten minutes, crawling out of the elevator shaft. "Okay boys, are ya ready to mop up?" The assembled trio respond and Bluto finishes. "Alright, back into the shaft Marines. Time to take the bridge!"

Scooting up the shaft to arrive at the uppermost doors, the foursome can hear activity beyond the closed doors. They pick out four voices, all shouting out to each other indistinctly. Johann whispers to the group, "Same course of action?" The others nod in agreement, after which Slade whispers back "Someone gimme a dozer!"

Tichat-Ka maneuvers to the top and jimmies the doors open. Johann & Slade toss the obloids in and they find their marks, popping at the feet of a female yazirian and a female vrusk respectively. Both inhale the sleep gas and slump to the deck. Tichat-Ka drops in and bolts left, swatting at a female human with his stunstick but only catching air. Bltuo pops up from below and arcs a laser beam across the bridge at a male human, just missing his head and causing a small sparkfire behind.

Both react by jerking pistols from their holsters, and there is a moment of hesitation. Slade shouts out "Surrender and live, resist and die!" Johann reinforces the command with a raised laser rifle. Tichat-Ka raises the stunstick for another swing whike cocking his head to one side, as if sizing up his opponent. "Nice pants," he says to the female human waving the electric baton. Bluto crawls out of the shaft to level his laser pistol. The opposing duo toss their sidearms to the deck, and slowly raise their hands upward. "Wise move," Bluto retorts. Johann begins measuring out 1-2 meter sections of rope.

The informal briefing the boarding party recieved prior to entering the Stothgard listed its owner as one Captain Chaison Masting, a male human that has alleged ties with the Clarion Liberation Party. Turning to the male human, Slade calls out "Chaison Masting, I presume?" the human nods. Bluto snorts out "By the authority of the Clarion Royal Marines, you are hereby under arrest for kidnapping a member of the Royal Family and subsequently treason against Clarion's government."

As if in reply, a bellowing voice comes over the intercomm panel near teh female human. "What's going on up there? I need those reports you dizzy dame. I can't fix these drives on just my good looks, charm, and grace!" Johann pauses while binding the female human, and looks toward the captain. "How many crew are aboard this boat?" Tichat-Ka scurries over to the mainframe computer. "Answer him!" Slade commands.

Tichat-Ka's evenly spaced vruskan fingers begin to dance across the keyboard. The captain, clasping his hands atop his head, calls out "Just us four on the bridge, six on the fore crew deck, one more in engineering. And three robots. That's it, I swear!" Tichat-Ka looks up from the monitor and nods in confirmation. "Ship's log backs that up."

Tichat-Ka's fingers continue the graceful keyboard jitterbug, and he raises one of his forelegs to prop open a drawer underneath. One hand darts away from the keyboard and returns with a datacube. The vrusk places the cube within his mandibles and continues to peck the keys, and soon he retrieves the hexahedron and attaches it to a databank port.

Meanwhile Johann has bound all four crewmembers, both concious and sleepers alike. "Watcha got there, Tichat-Ka?" Bluto calls out. The vrusk disconnects the datacube and pockets it. "Everything we need," he responds. Bluto grins. "Okay people, double time. Everyone grab a crew member and into the shaft." He clicks his chronocom and raises the C.O. once more. "Midshipman Goorhud to Falcon, returning with four prisoners. We still got one more live one roaming the lower decks, we'll pick him up and two others that are stashed away after the drop. Repeat, four comin' down!"

One by one the Falcon boarding team members re-entered the shaft, Johann carrying the unconcious female yazirian and Slade escorting the bound female human. Tichat-Ka began lugging the unconcious female vrusk and Bluto gave Captain Masting a hearty shove toward the opening. As Slade entered, he asked Bluto "How can the bound ones move down the opening?" Bluto grinned slyly and offered "Not my problem," as he violently shoved Masting into the opening.

Moments later the quartet found themselves back in the elevator on the mid crew deck, slipping into the car one by one and lowering prisoners one step closer toward their final destination. Working their way back to the main airlock, Lieutenant Shirrah greets them along with the ship's dralasitic astrogator, Jr. Lieutenant Dugknar. "Well done," Shirrah says to the boarding party. As Dugknar begins herding them into the storage locker on the loading deck, Tichat-Ka hands the data cube over to Shirrah. "What do we have here?" The C.O. inquires. Tichat-Ka cocks his head to one side and says "Computer data on the crew, and more importantly details of the abduction dating back to several months ago." Shirrah smiles brightly. "Impressive. Remind to tyo commend the training program director, these recruits just keep getting better."

Bluto waits for the right moment and interjects. "Sir, with your permission there's one more straggler aboard the Stothgard. The chief engineer we suspect, holed up on one of the lower decks." Shirrah nods. "Have at it, Midshipman Goorhud." Bluto leads the three back into the freighter, grabbing the laser powertorch along the way. "We'll need ol' Gutter here to get through the elevator floor."

The quartet arrives back at the elevator. Bluto starts hacking into the floor of the elevator car, melting through it like a hot laser through Gran Quiveran gelatin spread. Tossing the torch aside, the four pile into the shaft once more. The shaft stretches down about 80 meters, terminating at two sets of doors: one 70 meters down and the bottom-out point 10 meters further.

The group collects themselves at the first set 70 meters down. Preparing for the inevitable, Tichat-Ka once again forces the doors open as Johann & Slade ready their weapons. The doors slide open to reveal the aft hold, vacant save for a few crates labelled "FOODSTUFFS" and "WATER". Slade begins inspecting them for their actual contents as Tichat-Ka locates an intercom speaker/mike adjacent to the elevator doors. In Pan-Galactic Common, he rattles off into the microphone "Clarion Royal Marines to whomever remains in the maintenance deck. We have taken your craft and crew, surrender peacefully and make it easy on all of us."

A voice bellows back, "Joke's on you guys, I'm not buyin' it!" Bluto calls Shirrah on the chronocom. "Sir, if possible can you get Captain Masting to divulge the Stothgard chronocom frequency and order his engineer to surrender?" A brief pause is followed by Shirrah's response. "Copy that boarding party. It's worth a shot."

Johann scurries down the chute to arrive at the final set of doors, and can sense activity beyond. Slade, satisfied that the crates are legitimate, joins him. A few more minutes pas and the chronocom crackles to life. Captain Masting's voice can be heard, "Chief Engineer Grotter, this is Captain Chaison Masting. Game's over, old friend. The Royal pain in our butt marines have taken the ship."

A brief pause follows and a voice bellows back, "Alright, come and get me." Tichat-Ka scuttles down the shaft to join the other two, and pries the doors open as Johann & Slade raise their rifles. The doors open and a husky dralasite decked in grease stained coveralls turns to face them. He tosses a laser pistol to the deck and raises his pseudopods. Johann and Slade enter cautiously, surrounding the dralasite. "Don't move," Johann warns. "My friends are decent shots." The dralasite turns to face the doors. "Well c'mon already, I ain't got all day!"

Tichat-Ka enters, facing the dralasite with a pair of gyrojet pistols drawn. He cranes his neck, tilting it to one side, and looks down. "Nice shoes," he comments, looking back up at the dral's eyespots. "They even curl inward at the right angle." The dralasite bellows softly in laughter. Slade shakes his head, offering "You're an odd one, Tichat-Ka." Johann binds the drals pseudopods and guides him toward the shaft. "Let's go, cowboy."

They meet Bluto at the aft hold doors and the group moves back up to the elevator shaft to the disabled car. One by one they crawl up into the car and make their way back to the Falcon. Once the prisoner is turned over, Bluto orders the other three back into the ship to recover any weapons and useful items. Half an hour later the trio returns lugging enough to fill the ship's weapons locker. Shirrah orders all hands to their stations and prepares to disembark. The three new recruits make their way to the recreation deck and take travelling positions.

Soon afterwards, the Falcon disconnects from the drifting hulk and fires RCS thrusters to maneuver away from the twin holds. Once the craft pitched about, the main drives fired and gravity soon returned as the ship reached 1G acceleration. Several hours later Princess Leotia Valentine XX entered the rec deck to greet the new recruits, escorted by Midshipman Goorhud. "Thank you again, " she offers. "A banquet will be held in your honor, brave and noble Marines. You have earned the respect of the Royal Family as outstanding members of Clarion.

The three of them looked at each other, and couldn't help but thinking the same thing: "Real food!" Survival rations and auto-galley meals just don't hold up to the real thing. Shortly afterwards, their newfound hunger was replaced by thoughts of the distinct possibility of a monetary reward as well...



AFTERMATH --- During the banquet, it was learned that the Falcon crew was not the only group to see some action that day. The Marines' flagship frigate, the CMS Leo, delivered two vessels into impound. In addition to the Stothgard, the SS Dark Shadow was brought in after the boarding crew of the Osprey discovered contraband Streel-furnished firearms hidden within the robots that were being carried in the vessel's hold. As it turns out, the Falcon encounterd both vessels...originally assigned to the Dark Shadow inspection and later detoured to the Stothgard. Between the captured crew members of both craft, it is theorized that this smuggled shipment was intended for factions of the Liberation Party. Both scout crews recieved commendations for their actions, with the higher honor going to the Falcon boarders who recieved the Royal Medal of Honor. Johann, Slade, and T'chat-Ka later returned to the Falcon and were greeted by Lt. Shirrah, who shook hands with each and handed them their official promotion plasticards and epilette pins denoting the rank of Corporal.

SS' Referee Preparation

How does SS prepare for online play? With style! Believe it or not, I penned most of Basically Speaking within two days after opening it in the game room. Other games were written inthe past and brought online, or are merely rewrites of existing games/modules.

As for my play by post games, one of them is a previously written adventure/rewrite (Space Pirates --- players portray the Star Devils in the Volturnus module trilogy and attack the Serena Dawn etc), another is simply throwing players into my alternate reality (Dominion), and a third is just as random as it can get with nothing preordained with the players choosing their way around (Space Rats). And then there's Port Loren Raiders, a rewrite for higher skilled characters using the expanded rules rather than the basic game. BS is simply a reverse of that, using the Basic Rules in a Knight Hawks environment.

Perhaps the biggest obstacle would be maps. How you go about this is up to you, I have some pregenerated maps and make additional file copies using MS Paint and/or Paint Shop Pro and copy/cut/paste updates onto them.

What materials do you have in front of you?  My notes for the game, either in outline form or written out as an adventure module per se, depending on what game it is. I also keep a pair of d10 and d6 by the computer for the play by post games. And they're not loaded, just rounded out from years of use. For my play-by-post games, I also keep a three ring binder with all four of the boxed set rulebooks within. Having the rules handy is a surefire way to settle any disputes, moreso since I'm on dial-up...

During combat, how does SS keep track of STA, who's turn to fire, NPC stats, recovered equipment? Mentally! I wish...again a notepad is always at my side. The NPCs are already written out on my adventure notes/game. A second notepad is there for temporary info such as PS wounds/current STA, new weapons/equipment they pick up, etc. The rest is done as live play, side A and side B etc. I also have a lot of the online game stuff saved to my documents section on the PC and will have a window open to access said info.

Are NPC responses pre-thought out? Some are, some aren't. I generally have a preset course of action that the NPCs will follow, with an occassional if/then statement. The rest is purely random, for example an outnumbered NPC will surrender via a successful LOG check, or keep fighting if failed. Unless of course said NPC is an ultimate bad azz sporting some serious hardware...

2001: A Space Odyssy - Arthur C. Clarke Memorial Game


2001: A Space Odyssey

In Memory
Arthur C. Clarke (1917 - 2008)



Discovery Deck Plans

U.S.S. DISCOVERY

DOORS

The DISCOVERY has two kinds of doors: regular and airtight. All doors open and close by sliding into and out of the wall next to the doorway.

A regular door has 20 structural points. It is not airtight. A latch can be opened from either side of the door holds a regular door shut.

An airtight door is primarily a safety devices on spaceships. An airtight door has 75 structural points. When an airtight door is shut, it automatically seals.

Normally, an airtight door opens electronically when a button on the door is pressed. Characters can switch individual airtight doors to manual, if desired. The ship's computer can control all airtight doors except those switched to manual. When there is no power to an airtight door, it must be opened and closed manually.

All airtight doors on the Discovery have pressure locks (level 2). These locks prevent the doors from opening when the pressure on both sides of the door is different by more than 10%. Thus, a door between a pressurized room and a depressurized room cannot open until both rooms are brought to the same pressure. However, a character can override a door's pressure lock by flipping a switch on the door. Gauges on the wall next to each side of the door show the pressures on both sides of the door.


LOWER DECK

1. AIRLOCK
There are no implements in this room. It is cubical in shape with rounded edges on all sides. There are airtight doors on both sides of the airlock

2. POD BAY
The door between the airlock and the pod bay is normally closed.

3. PARTS & EQUIPMENT STORAGE
Cabinets and lockers cover all sides of the room. These lockers contain spare parts for all the equipment on the ship except HAL, the cockpit, and the circuit breaker room. Equipment for repairing Discovery's exterior is also stored here.

4. REPAIR LAB
This room connects directly to the access tube (area 5).

This lab is used to test and repair portable equipment, and to prepare samples for further analysis in the science lab (area 7). The air pumps, launching platforms, and pod bay doors can also be controlled from here.

5. ACCESS TUBE
This circular tunnel connects all decks on the ship, except the centrifuge. It starts in area 4 on the pod bay deck, leads to area 6 on the central deck, then leads to area 18 on the command deck, and finally ends at area 22 on the upper deck. A ladder runs up the center of the tunnel.


CENTRAL DECK

6. PASSAGEWAY
The access tube (area 5) opens directly into this hall. At the port end of the hall, an air-tight door leads into the airlock. A regular door in the forward side of the hall leads into the science laboratory.

7. SCIENCE LABORATORY
The ceiling and walls of the laboratory are covered with cabinets. They contain glass test tubes and flasks.

This laboratory is used to analyze samples and instrument readings. Here, the astronauts can perform chemical and electrical experiments. They can also construct electrical devices and prepare chemicals in this lab. (Chemicals are stored in area 21.) There is a HAL terminal here.

8. AIRLOCK
There are no implements in this room. It is cubical in shape with rounded edges on all sides. There are airtight doors on both sides of the airlock.

9. TOOL ROOM
The walls, ceiling, and floor are covered with tools in clamps and straps. All the tools needed to test and repair the interior of the Discovery are stored here.

10. HAL LOGIC MEMORY CENTER
The elliptical airtight door to this room has three signs on it, reading:

"No Admittance Except To Authorized Personnel"
"Have You Obtained Certificate H.19?"
"Ultra-clean Area - Suction Suits Must Be Worn."

The ship cannot be controlled from here, except by HAL. This room is only a repair access to HAL's memory and central processing unit.


11. PASSAGEWAY
There is a closed circular hatch in the ceiling of this room. A large fire extinguisher stands in a niche in each side wall. Conduits and cables line the walls in several places.

12. THE HUB
This is a circular passageway. A door at the aft end leads to the centrifuge. When the centrifuge is spinning, the aft part of the hub revolves with the centrifuge.


COMMAND DECK

13. COCKPIT
The cockpit walls are covered with knobs and buttons, surrounded with indicator lights. A view of the area forward of the Discovery is visible through the windows.

If HAL is not controlling the Discovery, the astronauts can fly the ship from the cockpit.

From here, characters can monitor and control all the ship's functions, including life support, and the atomic engine. There are two HAL terminals here.

14. PASSAGEWAY
This is one of the main passageways in the Discover; it connects areas 11, 13, 15, 16, 17, and 18.

15. SPARE PARTS CLOSET
All spare parts for HAL, the cockpit, and the circuit breaker room are stored here. A few simple tools to make the replacements are kept here as well.

16. WATER CLOSET
This toilet contains several water pipes.

17.CIRCUIT BREAKER ROOM
The walls of this room are covered with hundreds of small black circuit breakers. The circuit breakers are "on/off" power switches for everything in the ship. At the end of each row of breakers is a large yellow switch. Above all the switches are these large red switches, each covered with a clear plastic case.

The yellow switches are the system circuit breakers; each controls a room or small portion of the ship. The red switches are the master circuit breakers. One controls power to the entire sphere, and the last one controls power from the auxiliary power from the power generators. All the switches are in the "on" position.

If a character makes repairs, he must switch the appropriate circuit breakers off, and then on again.

A fire extinguisher hangs on the wall near the door. An airtight hatch in the ceiling leads to the life support center, area 24.

18. PASSAGEWAY
The hallway leads from the access tube into the freezers and hallway 14.

19 & 20. FOOD FREEZERS
These rooms are used to store perishable food. The food freezers' doors are not airtight, but they are heavier than the regular doors on the Discovery. The temperature gauges on the doors read -15 degrees centigrade.


UPPER DECK

21. STORAGE
This area holds dry chemicals and the crew's personal belongings. Cabinets cover all the surfaces of the room. Racks suspended on guy wires form a riow down the center for yet more storage.

22. PASSAGEWAY
This dim, barren hallway connects the access tube with the radar laboratory, area 23.

23. RADAR LABORATORY
This lab holds all of the exterior sensing equipment of the Discovery. There are telescopes, Doppler scanners, energy sensors, spectrometers, radar dishes, and radio telescopes in this room. Through HAL, the astronauts can control and monitor all the equipment here from anywhere on the ship. There is HAL terminal here.

Some of the equipment above the radar lab swivels on ball bearings, which require occasional lubrication.

24. LIFE SUPPORT CENTER
The airtight hatch to this room is in the floor.

The life support system maintains the air pressure, oxygen mixture, and temperature, and recycles all water and most waste material.

The life support system is normally controlled by HAL. Characters can also control it manually from consoles in the cockpit and centrifuge. This room is used to inspect and repair the life support system. There is a HAL terminal here.


CENTRIFUGE

25. CENTRIFUGE
The centrifuge spins to simulate normal gravity. It is usually at rest, rotated during exercise and meal periods. HAL turns it on and off when asked; it can also be controlled manually from station E, H, or L (see below).

The door in the hub opens easily. From the door, a ladder leads down to the floor of the centrifuge. (In zero gravity the ladder is not needed.)

  1. William Hunter, in his hibernaculum.
  2. Peter Whitehead, in his hibernaculum.
  3. Victor Kaminski, in his hibernaculum.
  4. Main hibernaculum controls, including the Master Hibernation Timer. All five hibernaculums are monitored here. HAL normally controls the operation of the hibernaculums. A character may control them manually if HAL releases control, or if HAL's Security can be defeated or bypassed. A -20% penalty applies to all such attempts.
  5. Medical and relaxation table. There is a HAL terminal in the wall here.
  6. Frank Poole's bed and empty hibernaculum.
  7. David Bowman's bed and empty hibernaculum.
  8. Lounge and dining table. A HAL terminal is inset in the table top.
  9. Science station. From here, a scientist can monitor and control experiments in all the labs. This station can also control most of the equipment I the radar lab.
  10. Atomic Engine Control. The engine reactor is monitored and controlled from here. Some repairs to the atomic engines itself can be carried out from here.
  11. Food processor. Processed food is dispensed from slots in the wall here, and served on trays. The food looks, smells, and tastes like normal food, but most of it is actually processed soymeal.
  12. Flight controls. From here bowman and Poole monitor and control the navigation and flight of the ship. All the functions of the cockpit are duplicated here. These controls cannot override HAL, but the controls in the cockpit can. There are two HAL terminals here.
  13. Surveillance and detection station. From here, the crew can study and observe space and objects around the ship. This station controls all the equipment in the radar laboratory. Some of these controls are duplicated at the science station (I).
  14. Communications station. The large antenna in the middle of the ship is controlled here. All messages are sent and received either here or in the cockpit.
  15. Flywheel. The flywheel is a very heavy steel rim connected to a shaft by large flat spokes. When the centrifuge spins, the flywheel spins in the opposite direction to stabilize the ship.
The door at "O" on the map leads from the centrifuge to the flywheel. This door will not open when either the flywheel or the centrifuge are spinning. If necessary, characters can open panels in the floor to repair the centrifuge bearings.

Robots

There are several robots on the ship that cater to the crew's every need. All but the Anthropomorphic Service Robot are controlled by HAL. These are:

2 Maintenance Robots
3 Service Robots
1 Medical Robot
3 Workpods
1 Anthropomorphic Service Robot

Basically Speaking

A Star Frontiers/Alpha Dawn Basic Rules game in a Knight Hawks setting

The characters will serve as boarding party members aboard the CMS Falcon, an assault scout that serves under the Clarion Royal Marines in the White Light system. This game will Parallel the events in SF/KH:0 "Warriors of White Light" although the scenarios will be entirely different.


Game will be played live here: http://starfrontiers.us/node/1927

Character submissions here: http://starfrontiers.us/node/1926



CMS Falcon docked at Clarion Station

BS Player Character records

This is where the player characters will be documented

Danyon Fenn (Shing)

Danyon Fenn

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
6'
Weight:
185lbs

Ability Scores

STR/STA:
50/50
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

Danyon joined the Clarion Royal Guard at 18 years of age as his father did and so on and so forth. He spent 2 years being as good a soldier as he could, but grew rather unimpressed with the lack of 'action'. The older soldiers would talk of old glory days and for the most part, they were talking over a hundred years in the past, so who's glory was it?

When the chance came to go on a year long exchange with the UPF, he leapt at it. In that year he trained and took part in numerous infiltrations, attacks on pirate bases, and boarding actions. Finally he had the chance to see what a soldier's life could be.

On returning to Clarion, Danyon tried to change the training system to be more interesting and "realistic", while some did get into his ideas, most just went back to the stories. Completely disillusioned with the Royal Guard, he applied for and was given a transfer to the Royal Marines.

At his heart Danyon is loyal to Clarion and the King, but he can display inappropriate attitudes towards the Royal Guard. He has been heard to call them "Holographic Soldiers", they look nice, but they can't really do anything.

Equipment

"Fenn's Equipment Pack"
Chronograph/Communicator
Coveralls (off duty dress)
2 x First Aid Pak
ID Card
Pocket Tool
Survival Rations (5 days of food, water and water puri-tabs)
Rope (30m)
Gas Mask

Weapons
Gyrojet Rifle
5 x Jet Clips

Laser Pistol
2 x Powerpacks

Stun Stick
1 x Powerpack

2 x Doze Grenade
2 x Tangler Grenade
2 x Solvaway

Suit/Screen
Skeinsuit

Cr: 448

Gret Korg (Doc Fishbone)

Gret Korg

Basic Information

Race:
Yazirian
Gender:
Male
Age:
25years
Handedness:
Right
Height:
5'9"
Weight:
130#

Ability Scores

STR/STA:
40/40
DEX/RS:
70/70
INT/LOG:
75/75
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+2
Ranged Weapons:
35%
Melee Weapons:
35%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 4 kph

Racial Abilities

Battle Rage:5%.
Night Vision: But -15 to all actions in full light.
Gliding: Can glide 1m forward for each 1m dropped.

Skills

Primary Skill Area:
Military

Background

Growing up on Drammune Gret never fit in with his human and Vrusk neighbors. Prone to fits of anger he was expelled from school many times. When his father and mother died in a tragic hover car accident,he lost the only people he was ever really comfortable with and the only link he had on Drammune to his Yazarian heiratage. Gret found a new family in the "Black Wings" hoverbike "club" (of course they refer to themselves as "Hover Biking enthusiasts"). With in this type of society he found outlets for his rage and a sense of belonging. This too was short lived as the club was broken after a incident with Star Law rangers. Fast feet, gliding and the annonimity of youth kept him from prison like most of his fellow riders. Stealing the bike he rides now a Streel Corp "Tomar Iron Horse" he went on the run for a year. Running was the only option he could see until his need for family sent him looking to the military. Gret has always wanted to be the good guy but temper and circumstances have never been his alies.

Equipment

Stoakley "razor blade" sunglasses
Vibroknife
Laser Pistol
4 SEU Packs
Standard Equipment Pack
Hover Bike (custom paint, and "Ape Hangers")

Johann Schmidt (jaguar451)

Actual record stored here" http://starfrontiers.us/node/1933

Johann Schmidt

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
1.8
Weight:
83

Ability Scores

STR/STA:
45/45
DEX/RS:
55/55
INT/LOG:
65/65
PER/LDR:
35/35
Initiative Modifier:
+6
Punching Score:
+3
Ranged Weapons:
28%
Melee Weapons:
27%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Biosocial

Background

A former EMT dirtside, got into a bit of trouble, and, well, always did want to see the 'verse....

(For basic game, so no skills. Standard Equipment pack + 2,000cr. Slightly expanded equipment list in game being played.)

Equipment

Albedo Suit
Laser Pistol
Stunstick
Laser Powerpack (x10)
Automatic Pistol
Bulletclip (x8)

Doze Grenade (x2)
Tangler Grenade (x2)

Standard Equipment Pack
(chronocom, coveralls, ID, first aid pack w 1 stimdose & 1 staydose, pocket tool, survival rations)
Extra First Aid Pack (x2)
Gas Mask
Solvaway (x2)
Rations (5 days)
Water (5 days)

210 Credits

Slade Lockjaw (w00t)

Slade Lockjaw

Basic Information

Race:
Human
Gender:
Male
Age:
35years
Handedness:
Right
Height:
85
Weight:
1.4

Ability Scores

STR/STA:
48/48
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
40/40
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

"My name? Slade, but you can call me Mr. Lockjaw. My speciality is boarding ships and kick'in your John Brown's all over the space."

Slade is tough. Able to hurtle news papers and pencils with incredible speed and accuracy he was once was know on a Dral home-world as "The Pin Cushion".

Don't mess with Slade or he'll mess you up.
That's why Slade was hired. Big Bad and Get the Job Done Type.

Equipment

Weapons:
  • Stunstick: 3d10 or stun
    48 to hit
  • Auto Pistol: 6d10, 1 shot per turn or burst
    65 to hit
    5/15/30/60/150
  • Laser Rifle: 6d10, 1 shot per turn
    65 to hit
    10/40/100/200/400
  • Doze Grenade x3
    65 to hit
  • Tangler Gernade x3
    65 to hit
Ammunition:
  • Three powerpacks (each holds 20SEU)
  • Four bulletclips
Defenses:
  • Skeinsuit, Military: absorbs 1/2 damage from ballistic/inertia attacks.
  • Anti-shock Implant (defense against electrical stun/shock effects)
  • Albedo Screen w/ power beltpack
Miscellaneous:
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)
    • Water Pack (5 days)
XP:
Part One: Inspection Duty
Mission 1: Kidnappers!
Mission 2: S.O.S.
- Slade received 3XP for his services on which he spent on STR/STA and was promoted to Corporal
Mission 3: The Sting
-
Waiting for XP from SS, 1000Cr
CREDS:
Mission 1: Kidnappers! - 1283
Mission 2: S.O.S. - 3000
Mission 3: The Sting - 0
TOTAL : 2958

EVENTS UNTIL NOW

Refer to: Mission 1: Kidnappers! Game Summary 11/15 (a document page from the Online Star Frontiers Games project).
Refer to: Mission 2: S.O.S. (game summary 11/29) (a document page from the Online Star Frontiers Games project).
Refer to: Mission Three: the Sting (a document page from the Online Star Frontiers Games project).




[quick edit]

Tichat-ka (CleanCutRogue)

Full Record stored here: http://starfrontiers.us/node/1946

Tichat-ka

Basic Information

Race:
Vrusk
Gender:
Male
Age:
52years
Handedness:
N/A
Height:
1.5m x 1.5m
Weight:
83kg

Ability Scores

STR/STA:
45/45
DEX/RS:
65/65
INT/LOG:
45/45
PER/LDR:
50/50
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 15 m/turn
Running: 35 m/turn
Hourly: 6 kph

Racial Abilities

Comprehension:15%.
Ambidextrous: Can use either hand equally well.

Skills

Primary Skill Area:
Technological

Background

Tichat-ka is one strange bug. 

He only wears black, and thinks he's jinxed if he doesn't.  He is riddled with the need to organize everything around him.  Despite all this, he's not a control freak.  If not allowed to clean or organize, he doesn't demand it he simply acts mousy and uncomfortable in the disorganization.

Tichat-ka is quite fond of adventure.  To him, seeking out the unknown and understanding it is a form of organizing the universe - something he thinks is quite necessary.

Few people understand how Tichat-ka thinks, but few can argue with the results he produces.  He's an excellent troubleshooter who seeks out new uses for skills that others wouldn't find uses for.  He seems to understand things even when they are impossible to grasp.  But when faced with something that is very simple, he tilts his head and clicks his mandibles in consternation - searching for the hidden complexity that he KNOWS is there.  Eventually he finds it, or else it bothers him all day.

Born on a starship, Tichat-ka isn't sure who his father is.  Could be any number of folks.  But everyone treated him like a son anyway.  He was babied a bit too long, and still looks for the comfort of a maternal figure when he's upset.  He wears his heart on his sleeve.

Tichat-ka has a number of other strange compulsive needs - but they are impossible to list here.  Observing his unusual activities typically clues someone in to the fact that he's a little off.  But he's crazy in a way that yields insightful truths and unfathomable theories.  He's crazy in a way that people sometimes need to be in order to turn abysmal defeat into surprising victory.

Some folks say it's all an act - to make people take pause and reconsider his actions.  Some say it's us who apply the theories and results to his odd behavior and are fooled into seeing his insanity as genius.  Whatever the case, it's best not to try to change his ways... just make sure your bet is with whatever side includes this odd being.

Tichat-ka is one strange bug. 

Equipment

NOTE: This character was made in accordance with rules provided for the online game found here.

Weapons:
  • Stunstick: 3d10 or stun, SEU remaining: 20
  • Two Gyrojet Pistols: 4d10+5 per hit, 1 shot per turn, ammo: 10

Ammunition:
  • Two spare powerpacks (each holds 20SEU)
  • Two spare jetclips (10 shots each)

Defenses:
  • Skeinsuit: absorbs 1/2 damage from ballistic/inertia attacks.  Hits: 20
  • Anti-shock Implant (defense against electrical stun/shock effects)

Miscellaneous:

  • Survival Rations: days remaining: 10
  • Water Pack: days remaining: 10
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • Doze Grenade
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)

110 Credits

Expanded Basic Equipment List/Descriptions

Revised Basic Equipment List Price/Mass**

Weapons
Laser Pistol (4d10 damage per shot)   600Cr/1kg
Laser Rifle (6d10 damage per shot)     800Cr/3kg
StunGun (STA or be stunned, PB/S pistol range only)  500Cr/1kg
Laser Powerpack(20 charges)    20Cr/0.2kg

Gyrojet Pistol (4d10+5 per hit)   200Cr/1kg
Gyrojet Rifle (6d10+5 per hit)  300Cr/4kg
Grenade Rifle (per grenade)  700Cr/4kg
Jetclip (10 rounds, interchangeable)  15Cr/0.2kg
Grenade Bullet 3Cr/0.2kg

Automatic Pistol (2d10 per hit {2 shots/round} or 6d10 burst/5 targets)  200Cr/2kg
Automatic Rifle (3d10 per hit {2 shots/round} or 8d10 burst/5 targets)  300Cr/4kg
Light Machine Gun (10d10 burst/5 targets)  1000Cr/10kg***
Bulletclip (20 rounds, interchangeable) 10Cr/0.2kg
Machine Gun Belt (100 rounds)  25/2kg

Vibroknife (2d10, uses laser powerpack)  25Cr/1kg
Stunstick (3d10 or stun, uses laser powerpack)  75Cr/1kg
Electric Sword (4d10 or stun, uses laser powerpack)  150Cr/2kg

Doze Grenade  10Cr/0.2kg
Frag Grenade (8d10)  20Cr/0.2kg
Tangler Grenade  25Cr/0.2kg

Armor/Defenses
Skeinsuit  (armor vs ballistic attacks, absorbs 1/2 damage for 20 hits) 300Cr/1kg
Albedo Suit (armor vs laser attacks, absorbs 10 hits) 500Cr/1kg
Inertia Screen (as skeinsuit, 50 hits, 1 hit/charge)  2000Cr/1kg
Albedo Screen (as suit, 25 hits, 1hit/2 charges)  2000Cr/1kg
Screen PowerBeltPack (50 charges)  50Cr/1kg
AntiShock Implant (defense vs electric stun attacks) 1000Cr/--

Miscellaneous Equipment
First Aid Pack refill 20Cr
Freeze Field  (preserves <0 STA person) 2000Cr/5kg
Gas Mask  5Cr
IR Goggles 300Cr
IR Jammer (uses powerbeltpack) 500Cr/1kg
Magnigoggles  200Cr
Rifle Scope (reduces range by one) 150Cr
Rope, 30m  2Cr
Solvaway (for tangler threads) 10Cr
SpaceSuit  1000Cr/20kg (does not apply in 0G)
   Anchor w/100m cable  50Cr
   Armor (half damage from all attacks)  1000Cr/10kg (does not apply in 0G)
   Emergency Life Support Refill  500Cr/5kg (does not apply in 0G)
   Emergency Patches (2)  50Cr/--  
   Magnetic Boots  100Cr/1kg   
   Emergency Life Support Refill  500Cr/5kg (does not apply in 0G)
   Emergency Patches (2)  50Cr/--  
   Rocket Pack (no fuel)  2000Cr/20kg (does not apply in 0G)
   Rocket Pack Fuel (50 bursts)  50Cr/5kg (does not apply in 0G)
Survival Rations 1Cr/Day
Tornadium D-19  (5d10) 50Cr/50g charge
Variable Timer/Detonator  5Cr
Water Pack  1Cr/Day  1kg/day

ToolKits
Med Kit (+10STA for healing, 20 uses)  500Cr/5kg
EnviroKit (+5 resolution)  500Cr/5kg
TechKit (+5 resolution)  500Cr/5kg
RobComKit (+5 resolution)  500Cr/5kg

Misc.
Hospital Healing 1Cr/point
Monorail 1Cr/Day
Ground/HoverCar 4000Cr (Rental = 10Cr/Day)
Ground/Hovercycle 1000Cr (Rental = 5Cr/Day)
______________________________________________________________________________________

   * Laser & Gyrojet weapons may be fired once per turn. Automatic weapons may be fired twice per turn, or one ten-round burst per turn.
All pistol ranges are as follows: Point Blank:0-5m, Short:6-20m, Medium:21-50, Long: 51-100, Extreme:101-200.
All rifle ranges are  as follows: Point Blank:0-10m, Short:11-40m, Medium:41-100, Long: 101-200, Extreme:201-400.
Gyrojet Weapons do not employ a point blank modifier, consider any PB ranges as short range (i.e. a gyrojet pistol would have a short range of 0-20m)

** A character may carry his or her ½STR in mass (kg) without penalty. Going over results in half normal movement rates for up to full STR in mass (i.e. a STR:50 character can carry 25kg with no penalty, maximum 50kg).

*** Lt Machine Gun requires bipod mount (included), but can be hip-fired at -10 to hit if STR>45, -20 for STR<45

Game Synopsis

Characters have enlisted into the Clarion Royal Marines, the local space militia centered in the White Light system. Once they completed basic training and were found eleigible to serve, they were immediately assigned as midshipmaen serving as the boarding party to the CMS Falcon, one of three assault scouts serving the Clarion Royal Marines. Other craft include their flagship, a frigate, along with several other support craft such as an escort frgate and several courier vessels. All CMS (Clarion Marine Ship) vessels are stationed at Clarion Station. Complimenting them is the 20th Star Fighter Corps tactical fighter group, an assemblage of 18 fighter craft (three 6-unit squadrons) that operate under both UPF and Clarion charters. These fighters are stationed at Fortress Redoubt.

Anyone requiring a full background of the Clarion Royal Marines should read through the first few pages of the SF/KH:0 module "Warriors of White Light", as wel as the system brief on p.8. THis can also be found online at http://www.starfrontiers.com/modules/ (you can read the whole thing if you like, nothing in the play portion will be portrayed nor affect this game).

Part Two - Station Duty

Wheeling majestically through space, hundreds of kilometers above the planet's surface, is Clarion Station, home to the militia ships of the Royal Marines. A starship arrives at Clarion Station about once every 100 to 200 minutes. Shuttles leave for the planet even more frequently. This heavy traffic brings thousands of characters of all four races through the station, so huge crowds can be seen mingling about on the business deck at all hours. A typical day sees hundreds of beings going about their business with frantic haste during all hours.

All of the major corporations in the Frontier have offices at Clarion Station. Agents for these companies can be encountered throughout the business deck. Independent freighter owners and pilots are also common, searching for cargos or buyers. As such, some semblence of security and order is required and does not fall under the immediate jurisdiction of Star Law. To this end, the Royal Marines are partially in charge of station security. Although the characters directly responsible for this police work are in a separate branch of the service (the Royal Guard), all Royal Marines in the area can be called in to help when trouble breaks out. Many of the Royal Marines' leisure hours will be spent on the business deck of Clarion Station. If the need arises, they can be called into action for any station emergency situations as they arise.

Mission Three: the Sting

Following the capture of the SS Packhound and her hidden load of Ixiol, the Marines decide to find out who the buyer of this shipment is. The survivng crew members offered nothing, choosing to recieve their full sentences rather than snitching. Not a problem, surely someone on Clarion Station is expecting a load of skimmers with a small package under the passenger seat of each vehicle.

Fortunately, someone was expecting the load. Royal Guards onthe station were able to pick up the suspected buyer in short order, before the Falcon was able to make berth. You were all hoping to become a part of this investigation, but all hopes of a deep cover operation are not out the airlock. The Clarion Royal Marines have a second mission waiting for just such an eager group.

While the Royal Marines are entrusted with protecting all of Clarion's citizens, members of the Clarion Liberation Party have historically shown more aggression toward the government than outside forces. The current monarchy allows for their existence, however they do not tolerate criminal acts against Clarion rule from anyone, regardless of political party. The recent deiscovery of Streel provided weaponry aboard the SS Dark Shadow indicates that the buyer was a member of the Liberation Party. The identity of this buyer was not discovered as the Dark Shadow crew did not know themselves (they claim neither side knew of each other, and that they had a different contact each time they visited), however in an effort to plea leniency in their court case they did manage to divulge the password that was to be used to establish the meeting.

Since news of the Dark Shadow capture (enacted by the sister ship CMS Osprey) had not been released to the general public yet, the Clarion Royal Marines have decided to run a sting operation to locate the arms suppier who is expecting that shipment. Once this weapon traffiker is discovered, the rest of the network shouldn't be too dificult to locate. To this end, the Royal Marines have enlisted the assistance of a civilian craft that is approaching Clarion Station. The Falcon's boarding party will be rushed immediately to join them, posing as the gun runners once the ship makes berth. The Royal Marines will supply several of the recovered robots along with their concealed cargo of handguns (with the firing mechanisms removed). They will also supply a portable computer that lists all the phony robot information recovered from the Dark Shadow, and inside a secret compartment of said computer will be a functional laser pistol with a powerpack drained to 2 charges that is to be used as a "test model" for the suspected buyer. An audio recording device is also concealed within the computer, which will be used to gather further evidence against this arms buyer.


The boarding party is now acting as crew members aboard the SS Laconian Duster, a small Class:V freighter. You have been issued civilian skeinsuits and stunguns that can be concealed, along with a stunstick that can either be concealed or worn visibly. You have a spare powerpack in addition to the ones loaded in each weapon. Once docked, you are to proceed to the commercial decks and visit all the popular hangouts with the portable computer. The password you are to use for engaging in conversation is "Tachton Industry robots are spacedust compared to the line-up of maintenance bots I have to offer." The buyer's password is "You must be pulling my arms." Royal Marines figure the buyer to be a dralasite in order for that pun to work.

Once you acquire the target, he is to be lured back to the Laconian Duster in order to complete the transaction (where several of the mock robots will be stored alongside scores of standard 'bots in the Duster's hold). Once the transaction is completed, you are to signal the Marines with your chronocom and they will converge onthe Duster to capture the buyer(s). The Duster's hold will be in a vaccuum, so all persons will be required to don spacesuits when inside.

Players may begin their search int he Spacer's Bar & Grill aboard Clarion Station, or start going door to door in the commercial shops section.


(players will use the "commercial deck" space station map along with the small freighter deckplans from Warriors of White Light)

Sub-Mission 1: Rogue Scout Ship!

Parliament ChairLady Valerie Liabon has been missing for several days now, having apparently vanished without a trace. The Royal Guard has been investigating her disappearance on the planet's surface to no avail, not finding a single clue that points toward any suspects.

You heard about this during your tenure at Clarion Station orbitting high above. Clarion Flight Control has contacted you concerning a rogue scout ship that has berthed, apparently it somehow missed any cargo inspections from militia ships as it appears to have no record entering the system. The SS Vigilant has been holed up in Clarion Station's docking bay, surrounded by Royal Guards and the bay doors closed to prevent escape. However, the scout's twin laser bateries could still permit an unauthorized escape attempt, so time is of the essence. The Vigilant's active refusal to cooperate may be somehow connected to the Parliament ChairLady's disappearance, so far it's the only lead that the Royal Guard can come up with.


The Vigilant's crew has been hostile with Flight Control's numerous requests for cargo inspections, not permitting anyone access to within. The CMS Falcon's boarding party has developed a reputation in the short time they have been active when it comes to such operations, so you have been called to action. You have assembled in the low grav section of the station hub, specifically at docking bay 09. A ladderwell/airlock in the center of the chamber leads up to the scout's main airlock, and an airlock on the far wall leads out into the actual docking bay where the scout is berthed. The bay is currently sealed and pressurized, but that could change at a moment's notice if the Vigilant fires her guns to effect an escape.

It's a stand-off. No doubt a standard entry can be anticipated by the Vigilant's crew if you elect to access the craft via the ladderwell. And despite the availability of spacesuits and a laser powertorch, any exterior attempts will no doubt be seen and thereby allow a suitable reaction. You must decide the best way to gain entry and swiftly take charge of the investigation within. Clarion Royal Marines have provided you with typical deckplans of a standard scout ship layout so that you may prepare yourselves:
http://www.f4fbbs.com/StarFrontiers/scout.jpg

Part One: Inspection Duty


Assignment One: Cargo Inspection

The CMS Falcon, like her other two sister ships, serves as a secondary role in the field of "revenue cutting"...meaning their job is to access inbound craft cargo/passenger manifests to ensure their legitimacy as well as defining any values associated with incoming goods in order to establish the taxation parameters.

As such, boarding party members are required to check the passenger and/or cargo manifest as presented in the ship's computer and compare that list to the actual passengers and/or items in the hold. This search is usually quite thorough, checking the travelling records of each passenger and the contents of any inbound containers. Characters are reminded to be courteous to passengers and crew, as you are ambassadors to Clarion and as such you are usually their first contact with the world.

Any suspicious passengers or cargo should immediately be reported to your Commanding Officer (in this case Lt. Vincent Shirrah, the Falcon's pilot). The C.O. will ultimately decide how to handle the situation and give you further instructions.

As characters have learned during their training course, Clarion charges a tax on all imported goods. This tarrif is the source of most of the government's income, and while higher than other worlds, most citizens support the tax as it keeps other taxes low (or non-existant). To this end a few unscrupulous freighter owners try to avoid inspections or claim a cheaper cargo than what is actually carried in order to maximize their profits. For the most part, ship operators don't mind the tax as the market is always lucrative in Clarion and they usually have no problem offloading their goods for a profit despite the tax.


Even more important is the location and confiscation of illegal cargo. A number of items cannot be legally imported into Clarion,and cargo search teams should be especially watchful for these things. The Contraband Cargo Chart lists these prohibited items, and the penalty for importing each.


CONTRABAND CARGO CHART


Cargo TypePenalty for Importing

Personal Weapons*20 years to life in prison
Heavy WeaponsDeath by vacuum
Streel Corp property**10 to 20 years in prison
Raw Uranjum5 to 10 years in prison
Sathar or Sathar AgentsDeath by vacuum
Addictive Drugs10 to 20 years in prison

* This refers to cargo only; the crew's personal weapons are allowed.


** Ships operating under Streel Corp. Charters can enter the systern and dock at the space station, but their cargos cannot be unloaded into the station or shuttled to the surface


You have been patroling the space lanes for several weeks now without incident, cutting your teeth in policies and procedures. Your next call is the inspection of an inbound Class:V freight hauler, the SS Dark Shadow. The freighter making its fifth recorded visit to Clarion from the Prenglar system, and today's manifest claims a load of maintenance robots destined for Valentina, the Throne City. As the Falcon closes to within 250,000km of the inbound freighter, an emergency call is recieved from Clarion Flight Control.

The Falcon is to immediately abort this search mission and intercept a fleeing craft. CMS Osprey will rendevous with the Dark Shadow for inspection duty, as you are the closest vessel to this Priority:Beta threat (Priority Beta is a threat against the ruling government of Clarion).

Princess Leotia Valentine XX was last seen boarding a shuttle on the surface of Clarion that matches the description of one that was seen docking with the SS Stothgard, a Timeon Clipper class freighter that is in the Class:VII size category. The Stothgard left Clarion Station without clearance and the details began to flood in shortly afterwards. The ship's owner is one Captain Chaison Masting, a male human believed to have ties with the Clarion Liberation Party. With a Council of Worlds meeting looming in the following month, the kidnapping of a royal family member could surely sway the outcome of such meetings. The Falcon is to immediately chase down and intercept the Stothgard and inspect her thoroughly from stem to stern. Use of force has been granted if the craft or crew resists or becomes evasive.

Mission 2: S.O.S. (game summary 11/29)

Corporals Johann, Slade, and Tichat-Ka head for the Falcon to disembark on yet another day in the space lanes. Midshipman Bluto Goorhud, their boarding party leader, greets them at the Falcon's loading deck where they are introduced to a pair of newcomers: Danyon Fenn (mH) and Gret Korg (mY). Danyon is a transfer from the Clarion Royal Guard, the land based military force under Clarion's monarchy. Gret is a former hovercyclist looking for a new lease on life. Once the introductions aer complete, the crew begins t make preparations for launch.

The Falcon has been assigned to inspect an incoming Class:XII liner, a job that promises to kill the bulk of this outing. Just as Lt. Shirrah gets the Falcon's beak pointed in the right direction, Clarion Flight Control orders a Priority Epsilon threat (Epsilon is a non-aggressive threat, but a threat nonetheless). A Class:VI Pacific class freighter has dropped out of the void, hailing from Madderly's Star. Her captain has issued a distress call, informing anyone listening that his drives have malfunctioned and he is unable to get them repaired. The craft is on a direct collission course with Clarion Station. The SS Gullwind, under the helm of Captain Garlus Tylappar, has made many visits to Clarion Station and has berthing dues paid up for the next few months. The fine craft has brought a lot of revenue to Clarion so it is important that the Marines help the crew to not only prevent a collission with our station, but to preserve the craft for future income. As the Falcon nears the malfunctioning craft, Captain Tylappar informs Lt. Shirrah that the drive motivator has been damaged beyond repair, requiring drydock facilities to fix. Unfortunately the drive motivator is the primary controlling feature of the engines, without it deceleration is impossible.


Jr. Lieutenant M'kix Ris'z II reports that the Falcon is currently carrying a spare motivator that might work, and despite the obvious size differences, in theory at least one drive could be restored to operational status with the scout's smaller unit. Shirrah orders M'kix Ris'z to bring the motivator down to the loading deck and have the boarding party meet him there. M'kix Ris'z and Shirrah will be assisting the Gullwind crew withthe drive repairs, and the boarding party will oversee the operations as a security measure. Also, the captain reportsd a small load of parabatteries is in the hold and since the craft will be docking at Clarion Station for repairs, the load must be inspected.


The Falcon races to meet the disabled craft, and gets there with time to spare. The ships are soon linked by their airlocks, and the Falcon boarding party is met by the freighter's captain. Once the group is aboard the Gullwind, Garlus seems somewhat absent minded (he is an elder after all) but will quickly snaps back, apparently eager to get underway. His five dralasite crewmembers assist the Falcon crew with repairs and replacement. Tichat-Ka joins M'kix Ris'z and they follow the Gullwind's rubbery engineer into the elevator, lugging the drive motivator along. The doors close and Bluto nods to the Gullwnind's skipper, suggesting that they get on withthe inspection of his hold since the disabled ship will be docking at Clarion Station.

Garlus calls the elevator and it arrives a few minutes later, and they all pile in. He takes the car down to the 'Wind's hold, and the group exits. Garlus' manifest lists si crates of parabatteries and a rocket battery weapon system, with no destination. "Personal goods?" Bluto asks. The skipper nods, as he is busy stuffing his worn pipe with some Inner Reach tobacco. Johann takes the elevator position as Bluto joins the rest of the inspection team, and begins making small talk with the elder.

"Stuff will kill you, y'know...of course modern medicine can counter that as well." Garlus looks over at Johann, and points to his chest. "A little late in the game to worry about that. Got the big C, detected it too late. Not sure how much time I have left." He begins with some sporadic coughing, but it ends just as quickly. Meanwhile, Danyon and Slade begin to open the crates as Gret and Johann look over the stored weapon system. Both are in order, nothing raises a suspicion withthe inspectors.

Meanwhile, Tichat-Ka begins to install the motivator under the watchful eyes of his vruskan engineer, M'kix Ris'z II. Once it is installed, M'kix gives it a once over and say "You almost got it right, Corporal. But the couplings are reveresed. Fix that and it ought to work." Tichat-Ka apologizes, explaining that he's used to smaller scale technical repairs. He switches the couplings and the Gullwind's dralasite engineer waddles over to the engineering station to run a diagnostic check. After a few minutes of data scrolling, he looks up and bellows "I think that'll do it. We're good to go, that should hold us for the trip to Clarion Station!"

M'kix Ris'z and Tichat-Ka head back to the Gullwind's crewdeck, calling to Bluto that all is well on the maintenance deck. The rest of the boarding party meet them there, along with Garlus. Once assembled on the crew deck, Tylappar informs the group about a class:X freighter that was 20-30 hours behind him that he overheard in a spacers dive at Kdikit Station that may be smuggling contraband, possibly either Ixiol or Streel provided weaponry, that is destined for the Throne City. The rogue freighter is dubbed the SS Nightshade, and Garlus informs the Falcon crew that the dralasite owner is not one to be underestimated.

Several of the inspection team members gather additional information on the Nightshade, and they thank them for the tip. Garlus salutes them as they leave, and he closes the 'WInd's outer hull hatch behind them. Soon after the boarding team is buckled in aboard the Falcon, the craft breaks loose and pulls away. The Gullwind's single drive ignites, and her skipper reports that the repair is working well. He thanks Shirrah over the subspace radio and points the Gullwind's nose toward Clarion Station. Lieutenant Shirrah calls in to Clarion Station Flight Control to report the tip, and then proceeds into deep space to meet the incoming vessel.

True to the Gullwind skipper's word, the SS Nightshade drops out of the void 20 hours after the Gullwind is underway. Lt. Shirrah calls it in on the radio and Clarion Flight Control directs the Falcon to intercept and investigte the claims. After all, the Nightshade is registered under MalCo Enterprises, a company with reputed ties to organized crime, so any inbound loads will require extra special attention, moreso with this intel that was recently gathered...


As the Falcon closes in with the rogue freighter, a lengthy radio conversation ensues. The freighter crew claims they are not stopping at Clarion Station, nor are they carrying any cargo and as such no inspection is required. They insist that they are merely passing through, on their way to Theseus or K'tsa Kar, they haven't decided which. After a lengthy arguement the freighter captain finally agrees to an inspection, telling Shirrah that they have nothing to hide.

The Falcon closes in and docks with the Nightshade. The boarding crew is on the loading deck, and Bluto leads them to the Nightshade's outer hull hatch. A rough looking yazirian meets them at the Nightshade's hatch, and opens it to allow them inside. A dralasite with a rich black cloak flowing over waht passes for shoulders stands near the yaz. The dralasite bellows out "Well, let's get this dog and pony show on the road, we got things to do!"

The dral hands Bluto a cargo manifest, it simply reads "No cargo obtained for Madderly's Star/White Light voyage". The yazirian sneers and points to the elevator. "Right this way, folks." Neither seem pleasant about this uneccesary inspection, both seem anxious to get back unerway. Bluto and Gret remain on the crew deck to watch the airlock and access to their ship, the rest of the group piles into the elevator car and it descends to the Nightshade's hold. The doors open and the group exits. Danyon, Johann, Slade, and Tichat-Ka look around the vacated hold, its floor occassionally littered with broken crate remains and an occassional mangled piece of plasticard.

"Wow, whaddya know, " the dralasite interjects. "Just like the manifest says, empty!" Danyon stoops to retrieve one of the mangled plastisheets and finds it is the remains of an old invoice. He shows it to Slade and Johann, who read the inscription: "FOODSTUFFS - Point of Origin: Inner Reach  ,  Destination: Outer Reach"

The duo both nod and Danyon drops the plasticard to the deck. Tichat-Ka appears to be pacing the hold and tapping the deck with his pistol butts. Once finished the vrusk glances over to Johann and he nods. Johann speaks up, "We'll have to inspect your cabins next." The yazirian looks to the dralasite, who mimics a human expression by rolling its eyespots. "Oooooh-kayyyy," the dral lets out. "Let's go, back into the elevator. A lot of back and forth with you guys today!"

Everyone gets on and the car returns to the Nightshade's crew deck. Johann calls Bluto on the chronocom to report nothing found in the hold and that they are returning to the crew deck to inspect the cabins. The elevator doors open and the group sees Bluto and Gret waiting, and they exit. Johann gives Bluto a whispered update as to what weas found in the hold as far as teh mangled invoice. Bluto begins barking orders to the inspection team.

Slade and Johann begin to search the cabins while Tichat-Ka and Danyon head for the galley. The cabins are all vacant and unkempt, with nothing out of the ordinary. Try as they may, they find nothing incriminating. Then Tichat-Ka returns from the galley holding an empty vial and an aqua-pipe, obvious paraphenalia of a narcotic drug. Bluto nods, and Tichat-Ka asks the dral/yaz duo about it. The dralasite shrugs, but the yazirian dips his head down and mutters out "It's mine, personal use and all that." Tichat-Ka gets cross and demands where the drug is, telling them that while the Clarion Royal Marines can not impound the craft over the items, they can stil issue a fine. The yaz simply answers that he used the last dose a day ago.

Slade begins to ask if they know of a Captain Tylappar while Johann whispers to Bluto, who calls the Falcon C.O. on the chronocom. The dralasite acknowledges Tylappar but knows nothing of his presence in system, simply declaring that like themselves he is an independant hauler making their way through the Frontier. They have crossed paths in the past, and they merely look at him as competition. A heated debate begins as to why Garlus might drop info on "competitors" that may be carrying contraband, but in the end there is nothing gained by this and that the Marines can do little else in detaining this vessel.

Bluto hands the dralasite a plasticard and offers an apology, and that the Nighthsade may enjoy complimentary berthing for up to ten days at Clarion Station as restitution. The group herd themselves back into the Falcon with a feeling of dismay, having garnered nothing and feeling taken for as fools. Lt. Shirrah meets them inside to reassure them, saying that it happens and not to let it get to them. Gret looks back as the Falcon's outer hull hatch is closed and catches a glimpse of the Yazirian in the opposite hatch, who is giving the Falcon crew a nasty look. Gret returns it wiht an unpleasant gesture of his own, one that Bluto countermands him for. "At ease soldier, we don't get to win all the time."

Tichat-Ka clicks off with "Give us a princess to rescue, we're pretty good at that." The witty repartee brings some welcome relief to the group, and they head back to their stations to buckle in so the Falcon can rush to its next job, a Class:X11 freight hauler that just dropped out of the void.

To be continued...

Mission 3: TBA

- TBA -

SFKH:0

Roster from Basically Speaking

Lieutenant Vincent Shirrah (male Human), pilot
STR/STA:40/40 DEX/RS:55/55 INT/LOG:60/60 PER/LDR:70/70 
Skeinsuit, Laser Pistol, 5 powerpacks

Jr. Lieutenant Rollie McMickels (male Human), copilot/rocket gunner
STR/STA:55/55 DEX/RS:60/60 INT/LOG:45/45 PER/LDR:60/60
Skeinsuit, 2 Laser Pistols, 10 powerpacks

Jr. Lieutenant M'kix Ris'z II (male Vrusk), engineer
STR/STA:40/40 DEX/RS:65/65 INT/LOG:55/55 PER/LDR:55/55
Skeinsuit, 2 Laser Pistols, 10 powerpacks

Jr. Lieutenant Dugknar (dralasite), astrogator
STR/STA:70/70 DEX/RS:45/45 INT/LOG:55/55 PER/LDR:50/50
Skeinsuit, Laser Pistol, stunstick, 6 powerpacks

Midshipman Bluto Goorhud (male Yazirian), laser gunner/boarding party leader
STR/STA:70/70 DEX/RS:48/48 INT/LOG:55/55 PER/LDR:50/50
Skeinsuit, Laser Pistol, Automatic Rifle, Electric Sword, 6 powerpacks, 5 bulletclips



CMS Falcon
Military Assault Scout
Crew:5  Boarding Party:5  (Total Life Support Capacity:12)

Hull Size:3    Hull Points:15    Propulsion:Stardrive
ADF:MR:4   DCR:50
Weapons:4 assault rockets, laser battery
Defenses:reflective hull
 Computer:Mainframe
         Programs: Alarm, Analysis, Assault Rocket, Communication, Computer Security, Damage Control, Industry, Information Storage, Installation Security, Laser Battery, Life Support, Maintenance, Navigation, Star Drive, Transportation

Weapons Locker
1 SpaceSuit for each person
1 Auto Rifle
1 Laser Pistol
1 Auto Pistol

27 fully charged powerpacks
2 fully loaded jetclips
12 fully loaded bulletclips


1 Albedo Suit (human)
1 Skeinsuit (dralasite)

MedKit
Freeze Field



Boarding Party
Corporal Johann Schmidt
STR/STA:45/45 DEX/RS:55/55 INT/LOG:68/68 PER/LDR:35/35
Albedo Suit, A-S Implant, Laser Pistol, Laser Rifle, Stunstick, Laser Powerpack (x10), Automatic Pistol, Bulletclip (x8)

Corporal Slade Lockjaw
STR/STA:45/45 DEX/RS:65/65 INT/LOG:50/50 PER/LDR:40/40
Skeinsuit, A-S Implant, 2 Gyrojet Pistols, Laser Rifle, PowerPacks (x4), Jetclips (x3)

Corporal Tichat-Ka
STR/STA:45/45 DEX/RS:65/65 INT/LOG:48/48 PER/LDR:50/50
SkeinSuit, A-S Implant, 2 Gyrojet Pistols, 2 Stunsticks, Laser Powerpacks (x2), Jetclips (x4)

Crewman Danyon Fenn
STR/STA:50/50  DEX/RS:65/65  INT/LOG:50/50  PER/LDR:55/55
Skeinsuit, Gyrojet Rifle, Laser Pistol, JetClips (x5), PowerPacks (x3)

Crewman Gret Korg
STR/STA:40/40  DEX/RS:70/70  INT/LOG:75/75  PER/LDR:55/55
Skeinsuit, Vibroknife, Laser Pistol, Laser Rifle, PowerPacks (x4)

Encountered NPCs

Captain Chaison Masting  (mH)
(owner/operator of the SS Stothgard, Clarion Liberation Party loyalist)
STR/STA:60/60 DEX/RS:60/60 INT/LOG:50/50 PER/LDR:50/50
Albedosuit, Laser Pistol, Automatic Pistol, 3 powerpacks, 3 bulletclips

Captain Garlus Tylappar  (mH)
(owner/operator of the SS Gullwind, frequent patron of Clarion Station)
STR/STA:30/30 DEX/RS:40/40 INT/LOG:55/55 PER/LDR:80/80
Skeinsuit, Laser Pistol, 3 powerpacks

Desert Island Planet

Description:

The characters are aboard a cruise ship heading to a planet where they are supposedly going to be starting an excavation of old ruins left behind by the Eorna. But, before they are able to get to their destination the sub-space drive cuts out in the middle of a desert planet's orbit. Some how the navigation computer had been tricked that the planet was their destination. But, before the crew can react the ship slams into the desert planet below.

Character Guidelines:
You can pick any class you wish. Since the expedition was funded by PanGal you will have plenty of equipment and protection. There are a few mercs (private security advisors) to help keep the group protected from unknown threats. Meanwhile there are a handful of technitians and plenty of scientists. Also pick your skills. You have 800 credits to buy gear of your choice (Look at Alpha Dawn Remastered rule book). You will also have 10 XP to spend which will give you enough to buy skills and boost up low abilities scores.

Dargan (PC)

Dargan

Basic Information

Race:
Human
Gender:
Male
Age:
28years
Handedness:
Right
Height:
2.0m
Weight:
85kg

Ability Scores

STR/STA:
45/65
DEX/RS:
60/56
INT/LOG:
45/45
PER/LDR:
40/60
Initiative Modifier:
+6
Punching Score:
+3
Ranged Weapons:
30%
Melee Weapons:
30%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military
Beam Weapons:
Level 2
Demolitions:
Level 1
Environmental:
Level 1

Background

Dargan was born on a remote world.  He doesn't talk much about it, but what little others have learned of him, it was a rough frontier outpost.  Life between the settled locations on the outpost was rich with wildlife.  To keep peace, the local government formed a group of law men later known as Steel Trenchcoats (after the unusual skeinsuit they wore, a long duster inlayed with skeinweave).  The Steel Trenchcoats gained their own independance as a governing body over time, and usurped local power away from the elected officials.  The leaders of this group then controlled the outpost with fear, making people who didn't agree with their ideals "disappear".

Dargan was an integral part of the resistance that fought against the Trenchcoats.  Underequipped and outnumbered, the resistance fought valiantly but were seldom successful.  All weapons were in the hands of the law men - Dargan and his cause were powerless!

When he fell in love and was wed to a woman from the resistance, he moved outside the outposts and tried to live in the wilderness with a handful of loyal followers.  But the 'Coats found him and the battle was swift and deadly.  The entire slaying was recorded on holovid and displayed to others as an example of what the 'Coats would do to any further resistance attempts.  Dargan watched his wife and friends killed while he was held by tangler strands.

Before the tangler strands wore off, they placed Dargan in a steel cage.  He was locked up in this manner for over a year, with the holographic projection of the slaughter of his wife and friends playing in an endless loop.  He was fed and allowed to sleep, but each morning would awaken to the endless looping.

A year ago, Star Law came and took care of the Steel Trenchcoats, giving the outpost back to its people.  They rescued Dargan and gave him passage out of that place, to get away from the bad memories.  After much counseling, he was able to once again join a cause. 

Dargan now works for the UPF.  He does whatever he's ordered to do as long as it agrees with his conscience.  So far so good.  He looks for corruption and brings it to its knees. 

His laser pistol has the name of his dead wife etched along its length: RAHNE.  When his superior officers complained that this isn't standard protocol and wanted it removed, Dargan's counselors gave special permission to this small amount of personalization of UPF equipment.

Equipment

Laser Pistol (Damge: 1d10 per SEU, ROF: 2 shots/turn, Range: 5/20/50/100/200, Ammo: 20 SEU)

Envirokit (Bioscanner, Vaporscanner, Geoscanner)

Standard Equipment Pack
  • Chronocom
  • Coveralls or uniform with many pouches/pockets
  • Doze Grenade
  • First Aid Pack with bandages, antiseptic, etc.
  • ID Card
  • Pocket Flashlight
  • Pocket Tool
  • Staydose
  • Stimdose
  • Sungoggles
  • Survival Rations (5 days)
50 Credits.

Lt. Colonel Johnson

More info later in the game

Start Date

I am hoping to start sometim in next week if I can find enough players. It will start maybe between 7/8 Mountain time and I'll try to get it going every Wednesday or Thursday. So if you have a problem with thos et up PM me (gergmaster) or something else.

Water Run

The groups of characters are put into a groups to go and find water. It is currently night time (best to keep cool) and the surface of the desert planet has hit below freezing. Since the crash (two days earlier) the ship's captain has decided to set up a small colony like structure in order to keep everyone alive. Soldiers have orders to keep the perimeter around the ship clear and also have orders to kill anything that moves. Thus radio contact is maditory for everyone who ventures outside the perimeter. Due to being cut of course the ship wasnt able to spare enough fuel to fuel the transport ships or even the gyrocopters. So transportation is kept around the ship to hull supplies from one section to another during the heat of the day. Basic systems function on the ship but are currently beginning to drain. Most of the power is being diverted to either weapons and defenses or just the sub-space emergency beacon.

Now onto the bad news. The ship is stuck. Food is planned to run out in ten years, but the water recycling systems are currently offline which leaves the ship with only a week of water. But with the heat that rate is slowly decaying. So resources and manpower are being currently used to get water and supplies to help repair the ship. Those here today are going to be looking for a possible water source that we may be able to tap into. So god speed and good luck. 

Security Breach at Port Loren (revised)

An expanded revamp of the classic game whic was originally presented in the Basic Rulebook of the Star Frontiers/Alpha Dawn boxed set.

The game is located here.


"You have been contacted by PGC headquarters to investigate a breach in security at several top research centers. Someone has broken into these centers and destroyed valuable equipment. The raiders never set off any alarms and never were stopped by anti-intruder security systems. Your mission, should you choose to accept it, is to find out why the raids are taking place and to end them."

(This message will self destruct in five seconds...)





NPCs

NPCs from the game will be listed here as you encounter them.

Beren Tiu

Character Name: Beren Tiu
PGC Liason

Race: Human
Sex: M
Handedness: Rt
Walking/Running/Hourly Speeds: (10/30/5)
height/weight: 1.8m/75kg
Hair: black (receding)
eyes: blue
Age: 45
Birth Planet: Gran Quivera, Prenglar


STR/STA: 40/45
DEX/RS:   50/50
INT/LOG:  65/65
PER/LDR:  55/55

Current STA: 45
Injuries: None
Racial Abilities: -n/a-


SKILLS
PSA: Technological
Computer 5
Technician 3
Beam Weapons 2
Melee Weapons 2
PsychoSocial 2


EQUIPMENT LIST

Civilian Skeinsuit
Albedo Screen w/power beltpack
Anti Shock implant

Sonic Stunner
stunstick
2 spare 20SEU PowerClips

Chronocom, ID Card, Pocket Tool

TechKit (in skimmer)
Laser Rifle w/5 powerclips (in skimmer)


HoverCar: Pan Galactic Motors "Fusion", vivid red
Accel/Decel: 100/60 mpt Turn Speed: 90mpt
Top/Cruise Speed: 170/60kph
Cargo: 100kg/1 cubic meter Seating Capacity: 6 SP:120

History
Beren Tiu is the players' liason officer for the game. He is in charge of directing PGC security personnel and has been entrusted to discover the perpetrators of the recent outbreak of security raids at various Pan Galactic offices. The security center of Port Loren here in Gran Quivera is one of the few remaining targets that hasn't been hit, so it is imperitive that he discover the identity of these information thieves.

To that end, he has assembled several mercenaries under the employ of PGC to investigate this anamoly. These mercs have served him well in the past, and he is confident they will find out what is transpiring once more.

The Raiders

Manetoe
(leader)


Race: Yazirian (male)
Handedness: left
Movement Rate: 10/30/4
Height: 2.1m
Weight: 50kg
Hair: tan
eyes: black
Age: 32
Birth Planet: Hakosoar, Scree Fron

STR/STA - 65/65
DEX/RS -- 40/40
INT/LOG - 45/45
PER/LDR - 50/50
IM - 4

Racial Abilities: Battle Rage ( 5% )

Skills
(PSA: Military)
Beam Weapons LVL:2
Thrown Weapons LVL:2
Melee Weapons LVL:1
Demolitions LVL:1


Equipment
Skeinsuit (civilian)
Albedo Screen w/50SEU PowerBeltPack

Laser Pistol
20SEU Powerclips (x3)
Sonic Knife w/20SEU Powerclip
5 charges D-19
3 VT Detonators
Tangler Jelly*

Chronocom
_______________________________

Gramic
(computer operator)


Race: Vrusk (male)
Handedness: ambi
Movement Rate: 15/35/6
Height: 1.5 x 1.5m
Weight: 75kg
Skin: blue-green
Eyes: black
Age: 35
Birth Planet: Zik-Kit, Kizk'-Kar

STR/STA - 40/40  
DEX/RS -- 55/55
INT/LOG - 50/60
PER/LDR - 45/45
IM - 6

Racial Abilities: Comprehension (15%)

Skills
(PSA: Tech)
Computer LVL:3
Technician LVL:1

Projectile Weapons LVL:1


Equipment
Albedosuit
Inertia Screen w/50SEU PowerBeltPack

Automatic Pistol
20R Bulletclips (x3)

Chronocom
Robcomkit

Hovercar
______________________________

Henry Geiger
(technician)


Race: Human (male)
Handedness: right
Movement Rate: 10/30/5
Height: 1.9m
Weight: 65kg
Hair: reddish-brown
Eyes: green
Age: 28
Birth Planet: Gran Quivera, Prenglar

STR/STA - 55/55   
DEX/RS -- 50/50
INT/LOG - 45/45
PER/LDR - 45/45
IM - 5

Racial Abilities: -n/a-

Skills
(PSA: Tech)
Technician LVL:2

Beam Weapons LVL:2


Equipment
Skeinsuit (civilian)
Albedo Screen w/50SEU PowerBeltPack

Laser Pistol
20SEU Powerclips (x3)

Chronocom
Techkit
____________________________

Konchinho
(enforcer)


Race: Dralasite
Handedness: varies
Movement Rate: 5/20/3
Height: 1.3 x 1.0m
Weight: 68kg
Skin: dark grey
Eyes: black
Age: 30
Birth Planet: Groth, Fromeltar

STR/STA - 70/70  
DEX/RS -- 45/45
INT/LOG - 40/40
PER/LDR - 35/35
IM - 5

Racial Abilities: Lie Detection ( 5% )

Skills
(PSA: Military)
Gyrojet Weapons LVL:3
Melee Weapons LVL:1
Thrown Weapons LVL:1


Equipment
Skeinsuit (civilian)
Inertia Screen w/50SEU PowerBeltPack

Gyrojet Pistol
12R Pistol Jetclips (x3)
Electric Sword
Doze Grenade
Tangler Grenade

Chronocom
Gas Mask

PC's


Corjay's picture Corjay
 K'liKit
jaguar451's picture jaguar451
 Guenther
w00t's picture
w00t

w00t
PC played by Shadow Shack
GLOOB





Player Submissions

AD rules, AD Equipment. If you really want some KH goods then that's okay, but you won't need any of it.
 

This will be a twist on the Pan Galactic Security Breach "choose your own adventure" game from the Basic Rulebook in the purple SF/Alpha Dawn boxed set. Some of the stuff will be the same, some will be altered, but the overall flavor of that first game should still tantalize you.


Twist #1: semi-experienced characters, not unskilled/zero-level beings running around making ability checks for every action. So that means you get a 5,000Cr allowance to purchase gear with, anything your heart desires within that budget fromteh SF AD Expanded Rules book. You also get 25XP for skill/ability improvement, divied up as you see fit (according to PSA & non-PSA restrictions). This means your newly generated character will be a fair shake against whatever situations he/she/it gets thrown into. Straight expenditures, no "automatic starter skills" +25XP or anything like that, just spend the 25XP as you see fit for skills and ability adjustments.


Twist #2: more powerful bad guys. See Twist #1...


Twist #3: Well, let's just say things will start off in a familiar fashion and the plot will proceed in a similar manner. How it ends, well that's not entirely predetermined nor up to a roll of the dice either.


So copy/cut/paste the following character template sheet below and fill it in (roll your own dice for abilities, or create a PC here at http://starfrontiers.us/character and transfer the info to your sheet:

Character Format Sheet


Character Name:

Race:
Sex:
Handedness:
Walking/Running/Hourly Speeds:
height/weight: 
age:

STR/STA:   /
DEX/RS:     /
INT/LOG:    /
PER/LDR:    /


IM:

Current STA:
Injuries:

Racial Abilities: as per AD rules, starter level
XP: 25
Pay/Day:
Credits: 5,000


SKILLS

PSA:



EQUIPMENT LIST



History
(optional, up to the player)