http://starfrontiers.info/wiki/index.php?title=Special:Contributions&feed=atom&target=Terl_obarStar Frontiers Network - User contributions [en]2024-03-28T19:23:54ZFrom Star Frontiers NetworkMediaWiki 1.15.1http://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-07-22T15:03:34Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, it may be recorded provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). It is open to anyone and if you want to join in for a session or more, jump over to [https://app.roll20.net/join/7324176/FM8gog the Roll20 Skills for Hire page] to access the game.<br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Dhuggo, the Surly Dralasite]] - Dave LeCompte<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. The games will be recorded and posted as a podcast and possibly as a video stream.<br />
<br />
===Technology===<br />
We will be using Roll20 the game. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-20T19:07:18Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, it may be recorded provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). It is open to anyone and if you want to join in for a session or more, jump over to [https://app.roll20.net/join/7324176/FM8gog|the Roll20 Skills for Hire page] to access the game.<br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Dhuggo, the Surly Dralasite]] - Dave LeCompte<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. The games will be recorded and posted as a podcast and possibly as a video stream.<br />
<br />
===Technology===<br />
We will be using Roll20 the game. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-20T19:07:03Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, it may be recorded provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). It is open to anyone and if you want to join in for a session or more, jump over to [[https://app.roll20.net/join/7324176/FM8gog|the Roll20 Skills for Hire page]] to access the game.<br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Dhuggo, the Surly Dralasite]] - Dave LeCompte<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. The games will be recorded and posted as a podcast and possibly as a video stream.<br />
<br />
===Technology===<br />
We will be using Roll20 the game. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-20T19:05:40Z<p>Terl obar: /* Game Logistics */</p>
<hr />
<div>This game will be played on Roll20 for maps and dice, and Discord for audio, it may be recorded provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Dhuggo, the Surly Dralasite]] - Dave LeCompte<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. The games will be recorded and posted as a podcast and possibly as a video stream.<br />
<br />
===Technology===<br />
We will be using Roll20 the game. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Dhuggo,_the_Surly_DralasiteDhuggo, the Surly Dralasite2020-05-14T03:03:00Z<p>Terl obar: /* Basic Information */</p>
<hr />
<div>'''Name:''' <big>Dhuggo</big><br /><br />
'''Player:''' Dave LeCompte<br />
<br />
==Basic Information==<br />
[[File:Dhuggo-portrait.png|right]]<br />
'''Race:''' Dralasite<br /><br />
'''Gender:''' None<br /><br />
'''Handedness:''' None<br /><br />
<br />
'''STR/STA:''' 65/65<br /><br />
'''DEX/RS:''' 50/40<br /><br />
'''INT/LOG:''' 50/50<br /><br />
'''PER/LDR:''' 30/30<br /><br />
'''IM:''' 4<br /><br />
'''RW:''' <br /><br />
'''MW:''' <br /><br />
'''PS:''' <br /><br />
<br />
'''Description:''' <br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 5m/turn<br /><br />
'''Running:''' 20m/turn<br /><br />
'''Hourly:''' 3km/hr<br /><br />
<br />
'''XP''' (spent): 0<br /><br />
'''XP''' (unspent): 0<br /><br />
<br />
'''Racial Abilities:''' Lie Detection (5%), Elasticity<br />
<br />
'''Credits:''' Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' Military<br /><br />
'''Secondary PSA:''' Agent<br /><br />
'''Secondary PSA:''' Scout<br /><br />
<br />
* Skills:<br />
** Military / Unarmed Combat (1)<br />
** Military / Melee Weapons (1)<br />
** Military / Beam Weapons (1)<br />
<br />
<br />
<br />
==Equipment==<br />
'''Equipment carried''' (13/20 kg):<br />
* Laser Pistol<br />
* Night Stick<br />
*<br />
*<br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Your character's history<br />
<br />
==NPC contacts==</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Dhuggo,_the_Surly_DralasiteDhuggo, the Surly Dralasite2020-05-14T03:02:38Z<p>Terl obar: /* Basic Information */</p>
<hr />
<div>'''Name:''' <big>Dhuggo</big><br /><br />
'''Player:''' Dave LeCompte<br />
<br />
==Basic Information==<br />
[[File:Dhuggo-portrait.png|right|300px]]<br />
'''Race:''' Dralasite<br /><br />
'''Gender:'''' None<br /><br />
'''Handedness:''' None<br /><br />
<br />
'''STR/STA:''' 65/65<br /><br />
'''DEX/RS:''' 50/40<br /><br />
'''INT/LOG:''' 50/50<br /><br />
'''PER/LDR:''' 30/30<br /><br />
'''IM:''' 4<br /><br />
'''RW:''' <br /><br />
'''MW:''' <br /><br />
'''PS:''' <br /><br />
<br />
'''Description:''' <br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 5m/turn<br /><br />
'''Running:''' 20m/turn<br /><br />
'''Hourly:''' 3km/hr<br /><br />
<br />
'''XP''' (spent): 0<br /><br />
'''XP''' (unspent): 0<br /><br />
<br />
'''Racial Abilities:''' Lie Detection (5%), Elasticity<br />
<br />
'''Credits:''' Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' Military<br /><br />
'''Secondary PSA:''' Agent<br /><br />
'''Secondary PSA:''' Scout<br /><br />
<br />
* Skills:<br />
** Military / Unarmed Combat (1)<br />
** Military / Melee Weapons (1)<br />
** Military / Beam Weapons (1)<br />
<br />
<br />
<br />
==Equipment==<br />
'''Equipment carried''' (13/20 kg):<br />
* Laser Pistol<br />
* Night Stick<br />
*<br />
*<br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Your character's history<br />
<br />
==NPC contacts==</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:Explorer-small.pngFile:Explorer-small.png2020-05-14T02:59:29Z<p>Terl obar: </p>
<hr />
<div></div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-01T23:12:00Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20 for maps and dice, and Discord for audio, it may be recorded provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. If the players are willing, the games will be recorded and post as a podcast.<br />
<br />
===Technology===<br />
We will be using Roll20 for maps and dice, and Discord for audio. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-01T22:39:35Z<p>Terl obar: /* Galactic Task Force, Incorporated */</p>
<hr />
<div>This game will be played on Roll20, recorded, and may provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They started as a temp agency that would fill positions for PGC but eventually branched out to service other companies as well. They have offices on every world in the Frontier and employ beings with all different types of skills. If you need a job done, regardless of what it is, GTF probably has someone that can take on the contract.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. If the players are willing, the games will be recorded and post as a podcast.<br />
<br />
===Technology===<br />
We will be using Roll20 for maps and dice, and Discord for audio. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-01T01:06:44Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and may provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.''<br />
<br />
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''<br />
* ''Chief Executive: Vlad Lopez (human)''<br />
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''<br />
* ''Allies: PGC''<br />
* ''Enemies: MercCo, Streel Corporation''<br />
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''<br />
<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. If the players are willing, the games will be recorded and post as a podcast.<br />
<br />
===Technology===<br />
We will be using Roll20 for maps and dice, and Discord for audio. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-01T01:05:16Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and may provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===Pale History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
===Galactic Task Force, Incorporated===<br />
From Zeb's Guide:<br />
<br />
''Galactic Task Force (usually known simply as Galactic or GTF) has a monopoly on the business of providing non-military or non-security services for other companies. Almost every service imaginable can be obtained from them. They also provide military and security services but they do not have a monopoly in those areas. Their slogan, 'Secretaries to mercenaries, we've got a place for you!" is known throughout the Frontier.<br />
<br />
Headquarters: Port Loren, Gran Quivera, Prenglar<br />
Chief Executive: Vlad Lopez (human)<br />
Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.<br />
Allies: PGC<br />
Enemies: MercCo, Streel Corporation<br />
Occasional Opposition: Various small service and security organizations, local militia, pirates<br />
''<br />
<br />
GTF has been around almost as long as the Pan-Galactic Corporation. They<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours. If the players are willing, the games will be recorded and post as a podcast.<br />
<br />
===Technology===<br />
We will be using Roll20 for maps and dice, and Discord for audio. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Skills_for_HireSkills for Hire2020-05-01T00:52:06Z<p>Terl obar: Created page with 'This game will be played on Roll20, recorded, and provided as an actual play podcast (see the Game Logistics section below for more details abo…'</p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (see the [[Skills_for_Hire#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game will start on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as a band of mercenaries employed by Galactic Task Force, Inc. and picking up jobs as assigned by their employer. The intention is for the game to be a "West Marches" style game and very episodic with each adventure taking only a single session or stopping at a point where PCs could come and join between sessions to allow many people to get involved even if they can't make every session.<br />
<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space supplement.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[Skills_for_Hire#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[Skills_for_Hire#Equipment | Equipment House Rules]] below. They also start with a military skiensuit.<br />
# The PCs are part of a team and should be built as such. The company would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcter's name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new material is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Games will be Wednesday nights starting at 8pm Mountain Time and run 3-4 hours.<br />
<br />
===Technology===<br />
We will be using Roll20 for maps and dice, and Discord for audio. We'll try to use the Roll20 video features as well but may do this audio only.<br />
<br />
===Handling Missing Players===<br />
The game is being run as an episodic series of adventures with each adventure lasting one session or, if it goes longer, will have a break where team members can come and go. This way, if someone can't make a session, they just won't be part of the action that night.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Game_MaterialGame Material2020-04-30T01:06:19Z<p>Terl obar: </p>
<hr />
<div><big>'''Welcome to the Gaming Zone'''</big><br />
<br />
Here you'll find background material, information and images related to Star Frontiers games, on-going or otherwise, on or off the web. If you run a game and are looking for somewhere to store information for your players, you've come to the right place. If you ran (or participated in) a game and want to post archival data about the game, this is the place for that as well. Either way, just add the game to the lists below and start adding in your data.<br />
<br />
==Game Data Archive==<br />
<br />
===Currently Active Games===<br />
*[[Skills for Hire]] - This game follows a group of mercenaries as they travel about the Frontier doing jobs for the highest bidder.<br />
*[[Void Jumpers]] - A rag-tag band from around the Frontier have a ship and travel the space lanes looking for trouble (whether to create or fix it is up to them).<br />
<br />
===Game Archive===<br />
*[[A New Can of Worms]] - Set on Pale, this games starts about 40-50 years after the First Sathar War just as things are eating up for the Second Sathar War. Players start as agents of the Streel Corporation on Pale.<br />
*[[SF Modules Revisited: The Complete Old School Campaign]] - A game to run through all the published modules but with a bit of a twist.<br />
*[[A Pale Beginning]] - A campaign starting on Pale in the Truane's Star system just as the first Sathar War kicks off. Game is being played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Star Frontiers VirtualCon 2012]] - This page lists all the games planned to be run for the [http://starfrontiers.info/VirtualCon Star Frontiers Vitual Con 2012] and information for those games.<br />
*[[Obar Enterprises]] - The player characters form a troubleshooting team for Obar Enterprises a small independent company with various shipping, mining and other interests. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Warriors of White Light 2]] - The player characters are members of the Clarion Royal Marines. Set many years after the original Warriors of White Light modules, the adventures continue serving crown and planet. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2018-11-26T16:04:23Z<p>Terl obar: /* Technology */</p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (see the [[A_New_Can_of_Worms#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there. Game background information, house rules, and a list of the player and non-player characters are given in the sections below.<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Character generation will occur during our "session 0". Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_New_Can_of_Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_New_Can_of_WormsEquipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the items in the following list. Completing them all provides enough XP for one or two new skills or boosting your PSA skill to level 2 at the beginning of play. NPC's provided as part of the background become part of the setting and will be woven into the game as appropriate.<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Connection to one or more of the other characters in the group.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# The PCs are part of a team and should be built as such. Streel would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Game sessions will occur on the 2nd and 4th Friday of each month starting at 8pm Mountain Time. They will typically run 3-4 hours.<br />
<br />
===Technology===<br />
We are using Roll20 for maps, dice rolls and (often spotty) video and are using Discord for audio (we had too many problems with the Roll20 audio).<br />
<br />
===Handling Missing Players===<br />
To be discussed at session 0.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Void_JumpersVoid Jumpers2018-11-02T22:32:21Z<p>Terl obar: </p>
<hr />
<div>This game will be played on the forums here on the Star Frontiers Network in the [[http://starfrontiers.info/forum/viewforum.php?f=95&sid=3709a620964486d418fc27be54b9be1d Void Jumpers]] thread.<br />
<br />
The PCs will be a rag-tag team of experienced spacers who have cobbled together enough money to buy (make a down payment?) on an old starship. They travel around the Frontier dodging pirates, sathar, and possibly Spacefleet and Star Law, while solving problems, fixing troubles, tracking down bounties, or just moving cargo from one system to another.<br />
<br />
==Background Information==<br />
The game will be set during the Second Sathar War period while armed conflict is building up and happening (We'll be using my timeline, not the one in Zeb's Guide). Some of the published modules will have happened but others will still be in the future.<br />
<br />
==Characters==<br />
<br />
===Character Generation===<br />
PCs can be any of the Core Four or Rim races except Mechanons and will be starting with advanced skills. I'm up in the air on using the standard skills or the "A Skilled Frontier" system and could be persuaded either way. I will approve all backstories and character concepts. I'm open to just about anything as long as the PCs are at least cordial to each others and can work together. I don't want any "Marias" that are antagonistic to the world and other PCs all the time (If you want the story see the [[http://starfrontiers.info/forum/viewforum.php?f=8 Obar Enterprises game threads]] in the 'Inactive Games' section on the forums).<br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your characters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
<br />
==House Rules==<br />
This will very much be a playtest campaign as I'll be trying out various different rules systems. However, a lot of that will be in the background. We'll pretty much start with the standard rule systems but I'll be tweaking things as we go. One thing that will be different right off the bat is that I'll be using my custom ship construction system for ship design and costs (they are much more expensive both to build and operate).<br />
<br />
==Game Logistics==<br />
Posting will be 1 post a week as a baseline. Typically, I'll post the game advancement on Thursday or Friday and you will have until Tuesday to post your actions. If everyone participating can (and wants to) post more often, we might be able to pick up the pace a bit.<br />
<br />
<br />
''Details that still need to be worked out include: 1) number of players - I can definitely handle 6, probably 8, and maybe even more, 2) Starting XP and funds - will depend on skill system chosen, number of players, and ships available at the start of the game, & 3) starting star system. There are probably others but those are the ones off the top of my head.''</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Character_NameCharacter Name2018-11-02T22:30:32Z<p>Terl obar: </p>
<hr />
<div>''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''<br />
<br />
'''Name:''' <big></big><br /><br />
'''Player:''' <br />
<br />
==Basic Information==<br />
[[File:Tanar-portrait.png|right]]<br />
'''Race:''' <br /><br />
'''Gender:'''' <br /><br />
'''Handedness:''' <br /><br />
<br />
'''STR/STA:''' 0/0<br /><br />
'''DEX/RS:''' 0/0<br /><br />
'''INT/LOG:''' 0/0<br /><br />
'''PER/LDR:''' 0/0<br /><br />
'''IM:''' <br /><br />
'''RW:''' <br /><br />
'''MW:''' <br /><br />
'''PS:''' <br /><br />
<br />
'''Description:''' <br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 0m/turn<br /><br />
'''Running:''' 0m/turn<br /><br />
'''Hourly:''' 0km/hr<br /><br />
<br />
'''XP''' (spent): 0<br /><br />
'''XP''' (unspent): 0<br /><br />
<br />
'''Racial Abilities:''' N/A<br />
<br />
'''Credits:''' Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' <br /><br />
'''Secondary PSA:''' <br /><br />
'''Secondary PSA:''' <br /><br />
<br />
* Skills:<br />
** <br />
<br />
<br />
<br />
==Equipment==<br />
'''Equipment carried''' (13/20 kg):<br />
*<br />
*<br />
*<br />
*<br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Your character's history<br />
<br />
==NPC contacts==</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Void_JumpersVoid Jumpers2018-11-01T20:40:04Z<p>Terl obar: Created page with 'Campaign details coming soon.'</p>
<hr />
<div>Campaign details coming soon.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Game_MaterialGame Material2018-11-01T20:39:47Z<p>Terl obar: /* Currently Active Games */</p>
<hr />
<div><big>'''Welcome to the Gaming Zone'''</big><br />
<br />
Here you'll find background material, information and images related to Star Frontiers games, on-going or otherwise, on or off the web. If you run a game and are looking for somewhere to store information for your players, you've come to the right place. If you ran (or participated in) a game and want to post archival data about the game, this is the place for that as well. Either way, just add the game to the lists below and start adding in your data.<br />
<br />
==Game Data Archive==<br />
<br />
===Currently Active Games===<br />
*[[A New Can of Worms]] - Set on Pale, this games starts about 40-50 years after the First Sathar War just as things are heating up for the Second Sathar War. Players start as agents of the Streel Corporation on Pale.<br />
*[[Void Jumpers]] - A rag-tag band from around the Frontier have a ship and travel the space lanes looking for trouble (whether to create or fix it is up to them).<br />
<br />
===Game Archive===<br />
*[[SF Modules Revisited: The Complete Old School Campaign]] - A game to run through all the published modules but with a bit of a twist.<br />
*[[A Pale Beginning]] - A campaign starting on Pale in the Truane's Star system just as the first Sathar War kicks off. Game is being played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Star Frontiers VirtualCon 2012]] - This page lists all the games planned to be run for the [http://starfrontiers.info/VirtualCon Star Frontiers Vitual Con 2012] and information for those games.<br />
*[[Obar Enterprises]] - The player characters form a troubleshooting team for Obar Enterprises a small independent company with various shipping, mining and other interests. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Warriors of White Light 2]] - The player characters are members of the Clarion Royal Marines. Set many years after the original Warriors of White Light modules, the adventures continue serving crown and planet. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].</div>Terl obarhttp://starfrontiers.info/wiki/index.php/MapsMaps2018-03-08T23:53:36Z<p>Terl obar: </p>
<hr />
<div>Here are various Star Frontiers related maps</div>Terl obarhttp://starfrontiers.info/wiki/index.php/KH_Station_MapKH Station Map2017-10-15T23:32:24Z<p>Terl obar: Created page with 'Here is the digitally recreated version of the space station map from the Knight Hawks game. Click to get the full sized version at 100dpi. 600px'</p>
<hr />
<div>Here is the digitally recreated version of the space station map from the Knight Hawks game. Click to get the full sized version at 100dpi.<br />
<br />
[[File:KHStationMap.png|600px]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:KHStationMap.pngFile:KHStationMap.png2017-10-15T23:31:41Z<p>Terl obar: A digital recreation of the station deck maps from the Knight Hawks boxed set.</p>
<hr />
<div>A digital recreation of the station deck maps from the Knight Hawks boxed set.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/MapsMaps2017-10-15T23:03:39Z<p>Terl obar: </p>
<hr />
<div>Here are various Star Frontiers related maps<br />
<br />
*[[Port Loren Map]]<br />
*[[KH Station Map]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/MapsMaps2017-10-15T23:03:18Z<p>Terl obar: </p>
<hr />
<div>Here are various Star Frontiers related maps<br />
<br />
[[Port Loren Map]]<br />
[[KH Station Map]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2017-09-07T18:21:38Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (see the [[A_New_Can_of_Worms#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there. Game background information, house rules, and a list of the player and non-player characters are given in the sections below.<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. Pale had a medium population before the Great Sathar War that led to the founding of the UPF. During the war every major population center besides Point True was destroyed by orbital bombardment. There is basically just a big crater at the location of every original city. In Point True, the old military base was nuked leaving a large crater and damage to remaining structures but the rest of the city was left relatively intact. The sathar were in the process of exporting the inhabitants when they were driven off. There are still signs of the Sathar occupation. <br />
<br />
After the war, the planet rebounded, partially due to the influx of people coming to help rebuild and partially due to aggressive development by [[Streel Corporation]] (known as [[Streele Mining]] Corp before the war). By the time of this game, the population has rebounded to it's pre-war levels and is pushing into the heavy population category. <br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters. Despite efforts to clean up after the war, some of these creatures are still loose on the planet. While [[Quickdeath|quickdeaths]] and [[Slither|slithers]] are the most common, there are also a few other creatures that can be encountered when ranging away from the population centers. There are even still some [[Cybodragon|cybodragons]] (and their decendents) running around although the cyber features are no longer functional due to lack of power. There are bounties for the elimination of these creatures.<br />
<br />
In addition to sathar bio-constructs, there are rumored to be some small pockets of sathar still living on the planet. These are remnants from the sathar army that was driven off and mostly destroyed when the planet was liberated. They survive by foraging and by hypnotizing and controlling members of the population to provide food and materials as needed. It is unknown how many of these sathar still survive but the numbers range from a few dozen to several hundreds. <br />
<br />
Streel is by far the dominant force on the planet. After the war, Hilo Headrow took over Steele Mining and expanded its operations - first on Pale and then across the Frontier. While Streel doesn't officially control the government, it is fairly favorable towards the company and it is rumored that a majority of the government's officials are "owned" by Streel in one way or another. Despite the potential negative aspects of this situation, Streel's touch on the government is surprisingly light-handed given the tactics the company employs elsewhere around the Frontier. Much of the work of the government is environmentally sound and intelligent. Thoughtful practices are put into place that benefit all companies on the planet not just Streel. In fact, the planet is strong on fostering new ideas and companies. <br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Character generation will occur during our "session 0". Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_New_Can_of_Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_New_Can_of_WormsEquipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the items in the following list. Completing them all provides enough XP for one or two new skills or boosting your PSA skill to level 2 at the beginning of play. NPC's provided as part of the background become part of the setting and will be woven into the game as appropriate.<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Connection to one or more of the other characters in the group.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# The PCs are part of a team and should be built as such. Streel would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Game sessions will occur on the 2nd and 4th Friday of each month starting at 8pm Mountain Time. They will typically run 3-4 hours.<br />
<br />
===Technology===<br />
Tentative plan is to run the game on Roll20.<br />
<br />
===Handling Missing Players===<br />
To be discussed at session 0.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2017-09-07T17:47:45Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (see the [[A_New_Can_of_Worms#Game_Logistics|Game Logistics]] section below for more details about the game sessions). <br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there. Game background information, house rules, and a list of the player and non-player characters are given in the sections below.<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. It had been fairly well colonized for its mineral resources prior to the Great Sathar War that lead to the founding of the UPF. However, when the sathar attacked, they obliterated every city on the planet with the exception of Point True, the capitol which they captured and were in the process of exporting the inhabitants when they were driven off.<br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters including [[Slither|slithers]], [[Quickdeath|quickdeaths]], and [[Cybodragon|cybodragons]] among others. Some of these creatures still survive to this day although there are bounties for the elimination of these creatures.<br />
<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Character generation will occur during our "session 0". Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_New_Can_of_Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_New_Can_of_WormsEquipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the items in the following list. Completing them all provides enough XP for one or two new skills or boosting your PSA skill to level 2 at the beginning of play. NPC's provided as part of the background become part of the setting and will be woven into the game as appropriate.<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Connection to one or more of the other characters in the group.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# The PCs are part of a team and should be built as such. Streel would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===<br />
<br />
==Game Logistics==<br />
===Game Sessions===<br />
Game sessions will occur on the 2nd and 4th Friday of each month starting at 8pm Mountain Time. They will typically run 3-4 hours.<br />
<br />
===Technology===<br />
Tentative plan is to run the game on Roll20.<br />
<br />
===Handling Missing Players===<br />
To be discussed at session 0.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2017-09-07T17:40:51Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (''Details as they are available'')<br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there. Game background information, house rules, and a list of the player and non-player characters are given in the sections below.<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. It had been fairly well colonized for its mineral resources prior to the Great Sathar War that lead to the founding of the UPF. However, when the sathar attacked, they obliterated every city on the planet with the exception of Point True, the capitol which they captured and were in the process of exporting the inhabitants when they were driven off.<br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters including [[Slither|slithers]], [[Quickdeath|quickdeaths]], and [[Cybodragon|cybodragons]] among others. Some of these creatures still survive to this day although there are bounties for the elimination of these creatures.<br />
<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Character generation will occur during our "session 0". Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_New_Can_of_Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_New_Can_of_WormsEquipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the items in the following list. Completing them all provides enough XP for one or two new skills or boosting your PSA skill to level 2 at the beginning of play. NPC's provided as part of the background become part of the setting and will be woven into the game as appropriate.<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Connection to one or more of the other characters in the group.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# The PCs are part of a team and should be built as such. Streel would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2017-09-07T17:40:12Z<p>Terl obar: </p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (''Details as they are available'')<br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there.<br />
<br />
==Background Information==<br />
===History===<br />
Pale is a new old planet. It had been fairly well colonized for its mineral resources prior to the Great Sathar War that lead to the founding of the UPF. However, when the sathar attacked, they obliterated every city on the planet with the exception of Point True, the capitol which they captured and were in the process of exporting the inhabitants when they were driven off.<br />
<br />
As part of their invasion, the sathar seeded the biosphere around the planet with a number of their bio-constructs and attack monsters including [[Slither|slithers]], [[Quickdeath|quickdeaths]], and [[Cybodragon|cybodragons]] among others. Some of these creatures still survive to this day although there are bounties for the elimination of these creatures.<br />
<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Character generation will occur during our "session 0". Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_New_Can_of_Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_New_Can_of_WormsEquipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the items in the following list. Completing them all provides enough XP for one or two new skills or boosting your PSA skill to level 2 at the beginning of play. NPC's provided as part of the background become part of the setting and will be woven into the game as appropriate.<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Connection to one or more of the other characters in the group.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# The PCs are part of a team and should be built as such. Streel would not have hired loner characters that don't work well with others. Design your character's personality appropriately. <br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
Initially only equipment from the Alpha Dawn rules will be available in the game. If you are interested in a different piece of equipment discuss it with the Referee.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_New_Can_of_WormsA New Can of Worms2017-09-07T17:25:21Z<p>Terl obar: Created page with 'This game will be played on Roll20, recorded, and provided as an actual play podcast (''Details as they are available'') The game is set on Pale in the Truane's Star system at t…'</p>
<hr />
<div>This game will be played on Roll20, recorded, and provided as an actual play podcast (''Details as they are available'')<br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the Second Sathar War. Players begin as agents of the Streel Corporation assigned to investigate a murder at a mining facility. We'll see where things go from there.<br />
<br />
==Background Information==<br />
===History===<br />
<br />
<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale rotates very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is still only very limited contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A New Can of Worms#Skills | Skills section of the House Rules]] below.<br />
# Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their primary skill in their PSA, a standard equipment pack, plus d100+50 cr to spend on other equipment as they would like subject to limitations in the [[A_Pale_Beginning#Equipment | Equipment House Rules]] below. They also start with a Streel uniform that is the equivalent of a civilian skiensuit.<br />
# All character should provide a background write-up of their history before joining Streel. Remember when writing these backgrounds up that your character is fairly young with limited experience. Bonus starting XP will be given for the following:<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Providing a drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
<br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how the culture creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race individually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
===Equipment===<br />
<br />
==Tech Specs==<br />
<br />
===Vehicles===<br />
<br />
===Robots===</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Game_MaterialGame Material2017-09-07T17:10:03Z<p>Terl obar: </p>
<hr />
<div><big>'''Welcome to the Gaming Zone'''</big><br />
<br />
Here you'll find background material, information and images related to Star Frontiers games, on-going or otherwise, on or off the web. If you run a game and are looking for somewhere to store information for your players, you've come to the right place. If you ran (or participated in) a game and want to post archival data about the game, this is the place for that as well. Either way, just add the game to the lists below and start adding in your data.<br />
<br />
==Game Data Archive==<br />
<br />
===Currently Active Games===<br />
*[[A New Can of Worms]] - Set on Pale, this games starts about 40-50 years after the First Sathar War just as things are heating up for the Second Sathar War. Players start as agents of the Streel Corporation on Pale.<br />
<br />
===Game Archive===<br />
*[[SF Modules Revisited: The Complete Old School Campaign]] - A game to run through all the published modules but with a bit of a twist.<br />
*[[A Pale Beginning]] - A campaign starting on Pale in the Truane's Star system just as the first Sathar War kicks off. Game is being played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Star Frontiers VirtualCon 2012]] - This page lists all the games planned to be run for the [http://starfrontiers.info/VirtualCon Star Frontiers Vitual Con 2012] and information for those games.<br />
*[[Obar Enterprises]] - The player characters form a troubleshooting team for Obar Enterprises a small independent company with various shipping, mining and other interests. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Warriors of White Light 2]] - The player characters are members of the Clarion Royal Marines. Set many years after the original Warriors of White Light modules, the adventures continue serving crown and planet. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].</div>Terl obarhttp://starfrontiers.info/wiki/index.php/35th_Anniversary_Logo35th Anniversary Logo2016-07-18T17:12:49Z<p>Terl obar: </p>
<hr />
<div>[[File:35thAnniversaryLogo.png|right|300px|35th Anniversary Logo]]<br />
Need description to go here.<br />
<br />
Feel free to use it in projects and events related to the 30th Anniversary of Star Frontiers. Just please attribute the logo's creator.<br />
<br />
<br />
==Description==<br />
All aspects of the emblem relate to the Star Frontiers game:<br />
<br />
* '''Outer Band''' - The colors of the outer band are the purple and blue highlighting used on the original Star Frontiers Boxed set and Basic and Expanded Rule books. The font used for the Star Frontiers name is the same font used as in the original Star Frontiers Logo. The dates are done in numbers that have been stylized to match the text font.<br />
* '''Sunrise Over Planet''' - The sunrise represents dawn and is a tribute to the [[Alpha Dawn]] desgination give to the original character rules in their second printing. It represents the opportunities of a new day as well as new worlds to explore.<br />
* '''Sathar Destroyer''' - Probably the iconic enemy ship from the [[Knight Hawks]] rules the [[Sathar Destoryer]] is definitely the most common of the enemy vessels and represents the constant threat of invasion and attack by this unknown enemy.<br />
* '''Star Clusters''' - The three sets of stars represent the various groups of races in the Star Frontiers 'canon'. The cluster of four star represent the "core four" races: [[Humans]], [[Yazirians]], [[Dralasites]], and [[Vrusk]]. The cluster of three stars represent the native races of [[The Rim]]: [[Ifshnit]], [[Humma]], and [[Osakar]]. The single red star represents the [[Sathar]], the enemy race of the Frontier and Rim.<br />
* '''35th Anniversary Text''' - This text commemorates the 35th anniversary of the publication of the original Star Frontiers ruleset.<br />
<br />
<br />
==Copyright and Attribution==<br />
'''Creator:''' Tom Stephens<br /><br />
'''Copyright:''' 2016 - Tom Stephens - Released under a [http://creativecommons.org/licenses/by-nd/4.0/ Creative Commons Attribution-NoDerivs 4.0 License].[[File:CreativeCommons-bynd-image.png]]. The exception to the no derivative limitation of the license is that the image may be scaled as needed for use in the desired setting.<br />
<br />
==Files==<br />
Add links here</div>Terl obarhttp://starfrontiers.info/wiki/index.php/35th_Anniversary_Logo35th Anniversary Logo2016-07-18T17:11:55Z<p>Terl obar: </p>
<hr />
<div>[[File:35thAnniversaryLogo.png|right|35th Anniversary Logo]]<br />
Need description to go here.<br />
<br />
Feel free to use it in projects and events related to the 30th Anniversary of Star Frontiers. Just please attribute the logo's creator.<br />
<br />
<br />
==Description==<br />
All aspects of the emblem relate to the Star Frontiers game:<br />
<br />
* '''Outer Band''' - The colors of the outer band are the purple and blue highlighting used on the original Star Frontiers Boxed set and Basic and Expanded Rule books. The font used for the Star Frontiers name is the same font used as in the original Star Frontiers Logo. The dates are done in numbers that have been stylized to match the text font.<br />
* '''Sunrise Over Planet''' - The sunrise represents dawn and is a tribute to the [[Alpha Dawn]] desgination give to the original character rules in their second printing. It represents the opportunities of a new day as well as new worlds to explore.<br />
* '''Sathar Destroyer''' - Probably the iconic enemy ship from the [[Knight Hawks]] rules the [[Sathar Destoryer]] is definitely the most common of the enemy vessels and represents the constant threat of invasion and attack by this unknown enemy.<br />
* '''Star Clusters''' - The three sets of stars represent the various groups of races in the Star Frontiers 'canon'. The cluster of four star represent the "core four" races: [[Humans]], [[Yazirians]], [[Dralasites]], and [[Vrusk]]. The cluster of three stars represent the native races of [[The Rim]]: [[Ifshnit]], [[Humma]], and [[Osakar]]. The single red star represents the [[Sathar]], the enemy race of the Frontier and Rim.<br />
* '''35th Anniversary Text''' - This text commemorates the 35th anniversary of the publication of the original Star Frontiers ruleset.<br />
<br />
<br />
==Copyright and Attribution==<br />
'''Creator:''' Tom Stephens<br /><br />
'''Copyright:''' 2016 - Tom Stephens - Released under a [http://creativecommons.org/licenses/by-nd/4.0/ Creative Commons Attribution-NoDerivs 4.0 License].[[File:CreativeCommons-bynd-image.png]]. The exception to the no derivative limitation of the license is that the image may be scaled as needed for use in the desired setting.<br />
<br />
==Files==<br />
Add links here</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:35thAnniversaryLogo.pngFile:35thAnniversaryLogo.png2016-07-18T17:11:20Z<p>Terl obar: 300dpi version of the 35th anniversary logo</p>
<hr />
<div>300dpi version of the 35th anniversary logo</div>Terl obarhttp://starfrontiers.info/wiki/index.php/35th_Anniversary_Logo35th Anniversary Logo2016-07-18T17:10:14Z<p>Terl obar: Created page with '35th Anniversary Logo Need description to go here. Feel free to use it in projects and events related to the 30th Anniversary of St…'</p>
<hr />
<div>[[File:SF 35th Anniversary Logo.png|right|35th Anniversary Logo]]<br />
Need description to go here.<br />
<br />
Feel free to use it in projects and events related to the 30th Anniversary of Star Frontiers. Just please attribute the logo's creator.<br />
<br />
<br />
==Description==<br />
All aspects of the emblem relate to the Star Frontiers game:<br />
<br />
* '''Outer Band''' - The colors of the outer band are the purple and blue highlighting used on the original Star Frontiers Boxed set and Basic and Expanded Rule books. The font used for the Star Frontiers name is the same font used as in the original Star Frontiers Logo. The dates are done in numbers that have been stylized to match the text font.<br />
* '''Sunrise Over Planet''' - The sunrise represents dawn and is a tribute to the [[Alpha Dawn]] desgination give to the original character rules in their second printing. It represents the opportunities of a new day as well as new worlds to explore.<br />
* '''Sathar Destroyer''' - Probably the iconic enemy ship from the [[Knight Hawks]] rules the [[Sathar Destoryer]] is definitely the most common of the enemy vessels and represents the constant threat of invasion and attack by this unknown enemy.<br />
* '''Star Clusters''' - The three sets of stars represent the various groups of races in the Star Frontiers 'canon'. The cluster of four star represent the "core four" races: [[Humans]], [[Yazirians]], [[Dralasites]], and [[Vrusk]]. The cluster of three stars represent the native races of [[The Rim]]: [[Ifshnit]], [[Humma]], and [[Osakar]]. The single red star represents the [[Sathar]], the enemy race of the Frontier and Rim.<br />
* '''35th Anniversary Text''' - This text commemorates the 35th anniversary of the publication of the original Star Frontiers ruleset.<br />
<br />
<br />
==Copyright and Attribution==<br />
'''Creator:''' Tom Stephens<br /><br />
'''Copyright:''' 2016 - Tom Stephens - Released under a [http://creativecommons.org/licenses/by-nd/4.0/ Creative Commons Attribution-NoDerivs 4.0 License].[[File:CreativeCommons-bynd-image.png]]. The exception to the no derivative limitation of the license is that the image may be scaled as needed for use in the desired setting.<br />
<br />
==Files==<br />
Add links here</div>Terl obarhttp://starfrontiers.info/wiki/index.php/30th_Anniversary_Logo30th Anniversary Logo2016-07-18T17:06:52Z<p>Terl obar: </p>
<hr />
<div>[[File:SF 30th Anniversary Logo.png|right|30th Anniversary Logo]]<br />
With the 30th Anniversary of Star Frontiers just around the corner, several activities and projects are being organized to commemorate this great game. As such, we decided to design a commemorative logo for the event which is shown here. Feel free to use it in projects and events related to the 30th Anniversary of Star Frontiers. Just please attribute the logo's creator.<br />
The [[35th Anniversary Logo]] is also now available.<br />
<br />
==Description==<br />
All aspects of the emblem relate to the Star Frontiers game:<br />
<br />
* '''Outer Band''' - The colors of the outer band are the purple and blue highlighting used on the original Star Frontiers Boxed set and Basic and Expanded Rule books. The font used for the Star Frontiers name is the same font used as in the original Star Frontiers Logo. The dates are done in numbers that have been stylized to match the text font.<br />
* '''Sunrise Over Planet''' - The sunrise represents dawn and is a tribute to the [[Alpha Dawn]] desgination give to the original character rules in their second printing. It represents the opportunities of a new day as well as new worlds to explore.<br />
* '''Assault Scout''' - Probably the iconic ship from the [[Knight Hawks]] rules the [[Assault Scout]] represents the addition of detailed spacecraft rules in the game.<br />
* '''Star Clusters''' - The three sets of stars represent the various groups of races in the Star Frontiers 'canon'. The cluster of four star represent the "core four" races: [[Humans]], [[Yazirians]], [[Dralasites]], and [[Vrusk]]. The cluster of three stars represent the native races of [[The Rim]]: [[Ifshnit]], [[Humma]], and [[Osakar]]. The single red star represents the [[Sathar]], the enemy race of the Frontier and Rim.<br />
* '''30th Anniversary Text''' - This text commemorates the 30th anniversary of the publication of the original Star Frontiers ruleset.<br />
<br />
<br />
==Copyright and Attribution==<br />
'''Creator:''' Tom Stephens<br /><br />
'''Copyright:''' 2011 - Tom Stephens - Released under a [http://creativecommons.org/licenses/by-nd/3.0/ Creative Commons Attribution-NoDerivs 3.0 Unported License].[[File:CreativeCommons-bynd-image.png]]. The exception to the no derivative limitation of the license is that the image may be scaled as needed for use in the desired setting.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:PortLoren.pngFile:PortLoren.png2015-12-11T18:17:52Z<p>Terl obar: uploaded a new version of "File:PortLoren.png":&#32;Fixed image to be set to 100dpi instead of 90</p>
<hr />
<div>Recreation of the original Port Loren map by Tom Stephens</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Port_Loren_MapPort Loren Map2015-12-11T04:22:48Z<p>Terl obar: Created page with 'Here is the a newly recreated version of the Port Loren map. Click to get the full sized version at 100dpi 600px'</p>
<hr />
<div>Here is the a newly recreated version of the Port Loren map. Click to get the full sized version at 100dpi<br />
<br />
[[File:PortLoren.png|600px]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:PortLoren.pngFile:PortLoren.png2015-12-11T04:19:17Z<p>Terl obar: Recreation of the original Port Loren map by Tom Stephens</p>
<hr />
<div>Recreation of the original Port Loren map by Tom Stephens</div>Terl obarhttp://starfrontiers.info/wiki/index.php/MapsMaps2015-12-11T03:49:34Z<p>Terl obar: Created page with 'Here are various Star Frontiers related maps Port Loren Map'</p>
<hr />
<div>Here are various Star Frontiers related maps<br />
<br />
[[Port Loren Map]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Art_GalleryArt Gallery2015-12-11T03:49:03Z<p>Terl obar: </p>
<hr />
<div><big>'''Welcome to the Art Gallery'''</big><br />
<br />
This is the place where Frontier artists can show off their work. Feel free to peruse the galleries at your leisure. If you are an artist, create a gallery for yourself and start showing off you work.<br />
<br />
Here's a short [[Guide to Posting Art]] on the wiki ('''''<span style="color:red">coming soon</span>''''')<br />
<br />
==Galleries==<br />
[[Maps]]<br />
<br />
none yet</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Art_GalleryArt Gallery2015-12-11T03:48:53Z<p>Terl obar: </p>
<hr />
<div><big>'''Welcome to the Art Gallery'''</big><br />
<br />
This is the place where Frontier artists can show off their work. Feel free to peruse the galleries at your leisure. If you are an artist, create a gallery for yourself and start showing off you work.<br />
<br />
Here's a short [[Guide to Posting Art]] on the wiki ('''''<span style="color:red">coming soon</span>''''')<br />
<br />
==Galleries==<br />
[[Maps]]<br />
none yet</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Creature_CompendiumCreature Compendium2015-01-15T01:22:43Z<p>Terl obar: </p>
<hr />
<div>The Frontier contains dozens of worlds each with its own unique flora and fauna. Browse through the Creature Compendium to find information on all the various life forms around the Frontier.<br />
<br />
''Note: The name of the Creature Compendium dates from a time when it's scope was just fauna on the various worlds. It has since grown to include all life found in and around the Frontier''<br />
<br />
== Races ==<br />
* [[Dralasites]]<br />
* [[Edestekai]]<br />
* [[Eorna]]<br />
* [[Heliopes]]<br />
* [[Humans]]<br />
* [[Humma]]<br />
* [[Ifshnit]]<br />
* [[Kurabanda]]<br />
* [[Mechanons]]<br />
* [[Mehmme]]<br />
* [[Osakar]]<br />
* [[Sathar]]<br />
* [[Saurians]]<br />
* [[Ul-Mor]]<br />
* [[Vrusk]]<br />
* [[Yazirians]]<br />
* [[Zethra]]<br />
<br />
== Fauna ==<br />
[[Air Whale]]<br />
<br />
== Flora ==</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Star_FrontiersmanStar Frontiersman2014-08-24T14:58:42Z<p>Terl obar: </p>
<hr />
<div><small>'''''Note:''' This is currently a work in progress. It takes a fair bit of work to get all the articles on line. Expect to see more and more articles on-line over the coming weeks. If you want to help out, grab an issue, click through to it's table of contents and start editing articles. You can refer to the already entered articles for style tips and many of the format templates can be found on the [[Star Frontiersman Page Templates]] page. As more material comes on-line, the 'coming soon' flags will go away.''</small><br />
<br />
The Star Frontiersman is a fan magazine for Star Frontiers. The home page for the magazine can be found at http://www.starfrontiersman.com. Jump over there to subscribe to the site's RSS feed and/or e-mail list to keep up on current events. Here on the Star Frontiers Network wiki we provide an electronic on-line edition of all the articles.<br />
<br />
* [[Full Star Frontiersman Article List]] - ''updated as articles are added. Contains articles for Issues 1-6, 14''<br />
* [[Star Frontiersman Issue 1]]<br />
* [[Star Frontiersman Issue 2]]<br />
* [[Star Frontiersman Issue 3]]<br />
* [[Star Frontiersman Issue 4]]<br />
* [[Star Frontiersman Issue 5]] <br />
* [[Star Frontiersman Issue 6]]<br />
* [[Star Frontiersman Issue 7]] - ''In progress (0/45 complete)''<br />
* [[Star Frontiersman Issue 8]] - ''In progress (2/22 complete)''<br />
* [[Star Frontiersman Issue 9]] - ''In progress (2/14 complete)''<br />
* [[Star Frontiersman Issue 10]] - ''In progress (1/16 complete)''<br />
* [[Star Frontiersman Issue 11]] - ''In progress (1/13 complete)''<br />
* [[Star Frontiersman Issue 12]] - ''In progress (2/18 complete)''<br />
* [[Star Frontiersman Issue 13]] - ''In progress (0/26 complete)''<br />
* [[Star Frontiersman Issue 14]]<br />
* [[Star Frontiersman Issue 15]] - no table of contents yet<br />
* [[Star Frontiersman Issue 16]] - no table of contents yet<br />
* [[Star Frontiersman Issue 17]] - no table of contents yet<br />
* [[Star Frontiersman Issue 18]] - no table of contents yet<br />
* [[Star Frontiersman Issue 19]] - no table of contents yet<br />
* [[Star Frontiersman Issue 20]] - no table of contents yet<br />
* [[Star Frontiersman Issue 21]] - no table of contents yet<br />
* [[Star Frontiersman Issue 22]] - no table of contents yet<br />
* [[Star Frontiersman Issue 23]] - no table of contents yet<br />
* [[Star Frontiersman Issue 24]] - no table of contents yet<br />
* [[Star Frontiersman Issue 25]] - not published<br />
<br />
[[Category:Star Frontiersman]]</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Kara_AddibissiKara Addibissi2014-04-04T13:18:56Z<p>Terl obar: </p>
<hr />
<div>'''Name:''' <big>Kara Addibissi</big><br /><br />
'''Player:''' Corkman<br />
<br />
==Basic Information==<br />
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]<br />
'''Race:''' Human<br /><br />
'''Gender:'''' Female<br /><br />
'''Handedness:''' Left<br /><br />
<br />
'''STR/STA:''' 60/60<br /><br />
'''DEX/RS:''' 65/60<br /><br />
'''INT/LOG:''' 50/50<br /><br />
'''PER/LDR:''' 35/35<br /><br />
'''IM:''' 6<br /><br />
'''RW:''' 32<br /><br />
'''MW:''' 30<br /><br />
'''PS:''' 3<br /><br />
<br />
'''Description:''' Kara stands 5'8" tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes. She appears to be physically muscular and in very good shape. <br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 10m/turn<br /><br />
'''Running:''' 30m/turn<br /><br />
'''Hourly:''' 5km/hr<br /><br />
<br />
'''XP''' (spent): 52<br /><br />
'''XP''' (unspent): 0<br /><br />
<br />
'''Racial Abilities:''' N/A<br />
<br />
'''Credits:''' 1,000 Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' MILITARY<br /><br />
'''Secondary PSA:''' AGENT<br /><br />
'''Secondary PSA:''' SCOUT<br /><br />
<br />
*Military Skills:<br />
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2<br />
<br />
*Agent Skills:<br />
** Stealth: 1, Detective: 1, Thievery: 1<br />
<br />
*Scout Skills:<br />
** Survival: 1<br />
<br />
==Equipment==<br />
'''Equipment carried''' (13/20 kg):<br />
*Automatic Rifle<br />
*Semi_Auto Pistol<br />
*Skeinsuit<br />
*<br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Your character's history<br />
<br />
==NPC contacts==<br />
Karl Addibissi is Kara's father. He was also in the military for New Pale for 20 years before he retired. He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms. Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago. Kara had become of age and began to follow in the footsteps of her father. Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion. <br />
<br />
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people. Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes. Karl has established a basic but, very suitable and modern conditions in his cabin. <br />
<br />
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale. He is happy that Kara is home on leave and he knows that she will be getting called up quickly. Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/CharacterCharacter2014-04-04T02:12:13Z<p>Terl obar: Blanked the page</p>
<hr />
<div></div>Terl obarhttp://starfrontiers.info/wiki/index.php/Kara_AddibissiKara Addibissi2014-04-04T02:09:43Z<p>Terl obar: Created page with ''''Name:''' <big>Kara Addibissi</big><br /> '''Player:''' Corkman ==Basic Information== right '''Race:''' Human<br /> '''Gender:'''' Female<br /> '''…'</p>
<hr />
<div>'''Name:''' <big>Kara Addibissi</big><br /><br />
'''Player:''' Corkman<br />
<br />
==Basic Information==<br />
[[File:Tanar-portrait.png|right]]<br />
'''Race:''' Human<br /><br />
'''Gender:'''' Female<br /><br />
'''Handedness:''' Left<br /><br />
<br />
'''STR/STA:''' 60/60<br /><br />
'''DEX/RS:''' 65/60<br /><br />
'''INT/LOG:''' 50/50<br /><br />
'''PER/LDR:''' 35/35<br /><br />
'''IM:''' 6<br /><br />
'''RW:''' 32<br /><br />
'''MW:''' 30<br /><br />
'''PS:''' 3<br /><br />
<br />
'''Description:''' Kara stands 5'8" tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes. She appears to be physically muscular and in very good shape. <br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 10m/turn<br /><br />
'''Running:''' 30m/turn<br /><br />
'''Hourly:''' 5km/hr<br /><br />
<br />
'''XP''' (spent): 52<br /><br />
'''XP''' (unspent): 0<br /><br />
<br />
'''Racial Abilities:''' N/A<br />
<br />
'''Credits:''' 1,000 Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' MILITARY<br /><br />
'''Secondary PSA:''' AGENT<br /><br />
'''Secondary PSA:''' SCOUT<br /><br />
<br />
*Military Skills:<br />
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2<br />
<br />
*Agent Skills:<br />
** Stealth: 1, Detective: 1, Thievery: 1<br />
<br />
*Scout Skills:<br />
** Survival: 1<br />
<br />
==Equipment==<br />
'''Equipment carried''' (13/20 kg):<br />
*Automatic Rifle<br />
*Semi_Auto Pistol<br />
*Skeinsuit<br />
*<br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Your character's history<br />
<br />
==NPC contacts==<br />
Karl Addibissi is Kara's father. He was also in the military for New Pale for 20 years before he retired. He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms. Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago. Kara had become of age and began to follow in the footsteps of her father. Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion. <br />
<br />
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people. Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes. Karl has established a basic but, very suitable and modern conditions in his cabin. <br />
<br />
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale. He is happy that Kara is home on leave and he knows that she will be getting called up quickly. Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_Pale_BeginningA Pale Beginning2014-04-04T02:09:25Z<p>Terl obar: /* Player Characters */</p>
<hr />
<div>This game is being run (initially) as a play-by-post game here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums]. Follow [http://starfrontiers.info/forum/viewforum.php?f=87 this link to the game forum to play]. ''Note: that this page will probably be reorganized into a variety of sub-pages as more material is added.''<br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the First Sathar War. Characters will start out on Pale as the invasion occurs and will attempt to survive and fight back against the Sathar invaders. Game background information, house rules, and a list of the player and non-player characters are given in the sections below<br />
<br />
==Background Information==<br />
===History===<br />
It is Pale Year (PY) 173, which at some future date will be known as year 3 pre Federation (pf). [[Pale]] has been colonized for 173 years and has grown a sizable population. There are cities scattered all over the planet. The capitol is located at Point True and has a population of several hundred thousand. While the population is predominantly human, there is a significant representation of the other three major Frontier races. The racial breakdown is 46% human, 23% Yazirian, 18% Dralisite, and 13% Vrusk.<br />
<br />
The Pan Galactic Corporation wields considerable influence in all aspects of life but there are many small local companies that are holding on in competition. For example, Streele Mining actually controls a majority of the mining and surveying work done on the planet. They may buy tools and robots from PanGal, but the contracts and jobs are held through Streele.<br />
<br />
Just within the past two years, a few ships of alien design have appeared from the direction of the Xagyg Dust Cloud. These ships have been merchantmen, carrying members of strange new races and tales of worlds beyond the Frontier. These races, the Ifshnit, Humma, and Osakar, have a confederation of worlds beyond the Xagyg Dust Cloud and seem to have friendly intentions toward the members of the Frontier races.<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale orbits very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is only very limited preliminary contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_Pale_Beginning#Skills | Skills section of the House Rules]] below.<br />
# All players will receive 50 XP to spend on skills, racial abilities, and characteristic improvement over their original 3 starting skills. Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their highest skill in their PSA plus 1000 cr to spend on other equipment as they would like subject to limitations in the [[A_Pale_Beginning#Equipment | Equipment House Rules]] below<br />
# All character should provide a background write-up of their history and include a description of what they do on a daily basis on Pale assuming they are there working a regular job. Remeber when writing these backgrounds up that your character has no knowledge of the existance of the Sathar or upcoming invasion. Bonus starting XP will be given for the following:<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# I'm going to allow the use of the Mentalist PSA from the Remastered Rules that [[Bill Logan]] created with a few modifications. You can find the details on this in the [[A Pale Beginning#Mentalist PSA | Mentalist PSA]] house rules section below. You can only take one mentalist skill as one of your three starting skills. If you want a second (or third) you need to buy them with your 50 XP allotment.<br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Cal Hendricks]] - Tom V/jedion357<br />
* [[Arturo DaGathuro]] - Daniel O'Neil /oTTo<br />
* [[Erik "the Mouse" Stromm]] - Richard Rose (Shadow Shack) <br />
* [[Baas Haas]] - JoeH/Fragz<br />
* [[Ortwin Sturm]] - Andrew/ASMZero<br />
* [[Kara Addibissi]] - Corkman<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* No '''Beam Weapons''' skill initially available. As described in the [[A Pale Beginning#Equipment | Equipment]] section below, laser weapons have yet to be established in the Frontier at a general level so this skill is not initially available<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how it creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race indivually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races. Obviously Xenotechnology (Sathar) isn't available to begin with as the characters don't even know the sathar exist.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
====Mentalist PSA====<br />
We're going to allow this and see how it goes. For the most part we will be using the skills/subskills as listed in the remastered rules. (I'll try to get a wiki page up with the rule set). The rules will have the following modifications.<br />
# Mentalist doesn't have be your PSA but all XP costs are doubled. i.e. if it is your primary skill area, costs are as per the rules in the remastered rule book (except I'll allow level 1 to only cost 6 instead of 10). If it's a secondary skill area, then costs are 8,16, 24, etc and if it is tertiary then costs are 16,32,48, etc.<br />
# Pychokenisis and Telepathy are just skills within the PSA not separate skill areas so you can pick two others as your secondary skill area.<br />
# All hour duration skills are reduced to 10 minutes. I think an hour is just a little bit too long.<br />
# The rules don't explicitly talk about using multiple skills at the same time other than giving a couple of examples of where it might be done. So I'm going to say that it can but each additional skill suffers a -10% cumulative penalty. i.e. the second one has a -10% the third a -20%, etc. This only applies if trying to do them at the same time.<br />
# The stacking the effect of levitation (or any other skill that can be stacked) can be used but each stacked effect increases the maintenance cost (i.e. if a second effect is added, then upkeep is 2 points per 10 minutes, not just 1).<br />
<br />
===Equipment===<br />
# '''Lasers''' - For this game, the Frontier races don't have portable laser technology. It is something that is just being developed. It exists on a few space craft and there are some heavy laser weapons but the laser rifle and laser pistol don't exist and cannot be purchaced. The equivalent of a Heavy Laser exists but it weighs twice as much uses 2 SEU to do 1d10 points of damage and only has half the range. It's a military testing weapon and is not available to the PCs for purchace.<br />
# '''Albedo Screens and Suits''' - Just as the weapons don't exist, the defences for these weapons don't exist either So no albedo screens or suits are available.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===</div>Terl obarhttp://starfrontiers.info/wiki/index.php/A_Pale_BeginningA Pale Beginning2014-03-11T19:25:11Z<p>Terl obar: /* Player Characters */</p>
<hr />
<div>This game is being run (initially) as a play-by-post game here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums]. Follow [http://starfrontiers.info/forum/viewforum.php?f=87 this link to the game forum to play]. ''Note: that this page will probably be reorganized into a variety of sub-pages as more material is added.''<br />
<br />
The game is set on Pale in the Truane's Star system at the beginning of the First Sathar War. Characters will start out on Pale as the invasion occurs and will attempt to survive and fight back against the Sathar invaders. Game background information, house rules, and a list of the player and non-player characters are given in the sections below<br />
<br />
==Background Information==<br />
===History===<br />
It is Pale Year (PY) 173, which at some future date will be known as year 3 pre Federation (pf). [[Pale]] has been colonized for 173 years and has grown a sizable population. There are cities scattered all over the planet. The capitol is located at Point True and has a population of several hundred thousand. While the population is predominantly human, there is a significant representation of the other three major Frontier races. The racial breakdown is 46% human, 23% Yazirian, 18% Dralisite, and 13% Vrusk.<br />
<br />
The Pan Galactic Corporation wields considerable influence in all aspects of life but there are many small local companies that are holding on in competition. For example, Streele Mining actually controls a majority of the mining and surveying work done on the planet. They may buy tools and robots from PanGal, but the contracts and jobs are held through Streele.<br />
<br />
Just within the past two years, a few ships of alien design have appeared from the direction of the Xagyg Dust Cloud. These ships have been merchantmen, carrying members of strange new races and tales of worlds beyond the Frontier. These races, the Ifshnit, Humma, and Osakar, have a confederation of worlds beyond the Xagyg Dust Cloud and seem to have friendly intentions toward the members of the Frontier races.<br />
<br />
===Pale Physical Information===<br />
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone. This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers. Pale is also a slightly smaller world with a surface gravity of only 0.9 g.<br />
<br />
In addition to the cool weather, Pale orbits very slowly on it's axis, completing one revolution every 55 standard hours. As such the local population has divided the day into four working time periods:<br />
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise. This is the typical working time when the sun is up. <br />
* '''Day-night''': This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining. Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely "blacked out" to simulate darkness and night time even though the sun is still up.<br />
* '''Night-day''': This is the 13 hour work period occuring during the local night. Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period. When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.<br />
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.<br />
<br />
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.<br />
<br />
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.<br />
<br />
==Characters==<br />
===Character Generation===<br />
Please use the following rules for generating your character:<br />
# Follow standard Alpha Dawn character generation to determine their starting characteristics<br />
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment. Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is only very limited preliminary contact between the Rim and the Frontier at the time of the start of this campaign.<br />
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]]. This system will be modified slightly as described in the [[A_Pale_Beginning#Skills | Skills section of the House Rules]] below.<br />
# All players will receive 50 XP to spend on skills, racial abilities, and characteristic improvement over their original 3 starting skills. Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use. You may want to have that as part of your character concept but they may lie dormant for a while during play.<br />
# All characters will start with a toolkit or weapon relevant to their highest skill in their PSA plus 1000 cr to spend on other equipment as they would like subject to limitations in the [[A_Pale_Beginning#Equipment | Equipment House Rules]] below<br />
# All character should provide a background write-up of their history and include a description of what they do on a daily basis on Pale assuming they are there working a regular job. Remeber when writing these backgrounds up that your character has no knowledge of the existance of the Sathar or upcoming invasion. Bonus starting XP will be given for the following:<br />
#* 2XP - Basic background write-up<br />
#* 1XP - Drawing or picture to represent the character<br />
#* 1XP - NPC contact on Pale. This could be family member, significant other, professional contact, etc.<br />
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life? What do they hope to achieve.<br />
# I'm going to allow the use of the Mentalist PSA from the Remastered Rules that [[Bill Logan]] created with a fe modifications. You can find the details on this in the [[A Pale Beginning#Mentalist PSA | Mentalist PSA]] house rules section below. You can only take one mentalist skill as one of your three starting skills. If you want a second (or third) you need to buy them with your 50 XP allotment.<br />
<br />
===Player Characters===<br />
Here are links to all the characters in the game:<br />
* [[Cal Hendricks]] - Tom V/jedion357<br />
* [[Arturo DaGathuro]] - Daniel O'Neil /oTTo<br />
* [[Erik "the Mouse" Stromm]] - Richard Rose (Shadow Shack) <br />
* [[Baas Haas]] - JoeH/Fragz<br />
* [[Ortwin Sturm]] - Andrew/ASMZero<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character]] - player<br />
* [[Character Name| Character Name Template]] <- This is link to a template you can use to fill out your character.<br />
<br />
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created. You can follow the template provided to create your page. The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.<br />
<br />
===Non-Player Characters===<br />
Information on various NPC's can be found below:<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
* [[NPC Name]]<br />
<br />
==House Rules==<br />
Here are various house rules that will apply to the game.<br />
<br />
===Skills===<br />
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:<br />
* No '''Beam Weapons''' skill initially available. As described in the [[A Pale Beginning#Equipment | Equipment]] section below, laser weapons have yet to be established in the Frontier at a general level so this skill is not initially available<br />
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering. In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.<br />
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA<br />
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA. This skill represents studying the alien culture and understanding how it works in relation to how it creates and operates it machinery and is designed to help overcome the -20% alien technology penalty. This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2. The skill must be learned for each race indivually but each level overcomes 10% of the penalty applied to using alien technology. Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%. If he raised his skill to level 2, the penalty would be removed. This skill would not apply to any technology designed for any of the other races. Obviously Xenotechnology (Sathar) isn't available to begin with as the characters don't even know the sathar exist.<br />
* I'm adding an "'''Architecture'''" skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.<br />
<br />
====Mentalist PSA====<br />
We're going to allow this and see how it goes. For the most part we will be using the skills/subskills as listed in the remastered rules. (I'll try to get a wiki page up with the rule set). The rules will have the following modifications.<br />
# Mentalist doesn't have be your PSA but all XP costs are doubled. i.e. if it is your primary skill area, costs are as per the rules in the remastered rule book (except I'll allow level 1 to only cost 6 instead of 10). If it's a secondary skill area, then costs are 8,16, 24, etc and if it is tertiary then costs are 16,32,48, etc.<br />
# Pychokenisis and Telepathy are just skills within the PSA not separate skill areas so you can pick two others as your secondary skill area.<br />
# All hour duration skills are reduced to 10 minutes. I think an hour is just a little bit too long.<br />
# The rules don't explicitly talk about using multiple skills at the same time other than giving a couple of examples of where it might be done. So I'm going to say that it can but each additional skill suffers a -10% cumulative penalty. i.e. the second one has a -10% the third a -20%, etc. This only applies if trying to do them at the same time.<br />
# The stacking the effect of levitation (or any other skill that can be stacked) can be used but each stacked effect increases the maintenance cost (i.e. if a second effect is added, then upkeep is 2 points per 10 minutes, not just 1).<br />
<br />
===Equipment===<br />
# '''Lasers''' - For this game, the Frontier races don't have portable laser technology. It is something that is just being developed. It exists on a few space craft and there are some heavy laser weapons but the laser rifle and laser pistol don't exist and cannot be purchaced. The equivalent of a Heavy Laser exists but it weighs twice as much uses 2 SEU to do 1d10 points of damage and only has half the range. It's a military testing weapon and is not available to the PCs for purchace.<br />
# '''Albedo Screens and Suits''' - Just as the weapons don't exist, the defences for these weapons don't exist either So no albedo screens or suits are available.<br />
<br />
==Tech Specs==<br />
This section will be filled in as new mateiral is created for the game.<br />
<br />
===Equipment===<br />
<br />
===Vehicles===<br />
<br />
===Robots===</div>Terl obarhttp://starfrontiers.info/wiki/index.php/Game_MaterialGame Material2014-03-10T03:33:46Z<p>Terl obar: /* Currently Active Games */</p>
<hr />
<div><big>'''Welcome to the Gaming Zone'''</big><br />
<br />
Here you'll find background material, information and images related to Star Frontiers games, on-going or otherwise, on or off the web. If you run a game and are looking for somewhere to store information for your players, you've come to the right place. If you ran (or participated in) a game and want to post archival data about the game, this is the place for that as well. Either way, just add the game to the lists below and start adding in your data.<br />
<br />
==Game Data Archive==<br />
<br />
===Currently Active Games===<br />
*[[SF Modules Revisited: The Complete Old School Campaign]] - A game to run through all the published modules but with a bit of a twist.<br />
*[[A Pale Beginning]] - A campaign starting on Pale in the Truane's Star system just as the first Sathar War kicks off. Game is being played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
<br />
===Game Archive===<br />
*[[Star Frontiers VirtualCon 2012]] - This page lists all the games planned to be run for the [http://starfrontiers.info/VirtualCon Star Frontiers Vitual Con 2012] and information for those games.<br />
*[[Obar Enterprises]] - The player characters form a troubleshooting team for Obar Enterprises a small independent company with various shipping, mining and other interests. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].<br />
*[[Warriors of White Light 2]] - The player characters are members of the Clarion Royal Marines. Set many years after the original Warriors of White Light modules, the adventures continue serving crown and planet. Played here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].</div>Terl obarhttp://starfrontiers.info/wiki/index.php/File:SatharInvasion-small.pngFile:SatharInvasion-small.png2014-03-10T03:31:47Z<p>Terl obar: Small version of a Sathar Invasion fleet by Scott Mulder</p>
<hr />
<div>Small version of a Sathar Invasion fleet by Scott Mulder</div>Terl obarhttp://starfrontiers.info/wiki/index.php/CharacterCharacter2014-03-08T15:17:13Z<p>Terl obar: Blanked the page</p>
<hr />
<div></div>Terl obarhttp://starfrontiers.info/wiki/index.php/Erik_%22the_Mouse%22_StrommErik "the Mouse" Stromm2014-03-08T15:16:50Z<p>Terl obar: Created page with ''''Name:''' <big>Erik "the Mouse" Stromm</big><br /> '''Player:''' Richard Rose (Shadow Shack) ==Basic Information== '''Race:''' Human<br /> '''Gender:''' M<br /> '''Handedness…'</p>
<hr />
<div>'''Name:''' <big>Erik "the Mouse" Stromm</big><br /><br />
'''Player:''' Richard Rose (Shadow Shack)<br />
<br />
==Basic Information==<br />
<br />
'''Race:''' Human<br /><br />
'''Gender:''' M<br /><br />
'''Handedness:''' right<br /><br />
'''Height:''' 1.25m<br/><br />
'''Mass:''' 57kg<br/><br />
<br />
'''STR/STA:''' 65/70<br /><br />
'''DEX/RS:''' 60/50<br /><br />
'''INT/LOG:''' 45/45<br /><br />
'''PER/LDR:''' 35/35<br /><br />
'''IM:''' 5<br /><br />
'''RW:''' 30<br /><br />
'''MW:''' 33<br /><br />
'''PS:''' 4<br /><br />
<br />
'''Description:''' The dwarvish Erik "the Mouse" Stromm is often initially confused by others with the recently discovered race of Ifshnits, but his lack of body hair and gravelly low pitched voice quickly dispel that confusion.<br />
<br />
'''Movement'''<br /><br />
'''Walking:''' 10m/turn<br /><br />
'''Running:''' 30m/turn<br /><br />
'''Hourly:''' 5km/hr<br /><br />
<br />
'''XP''' (spent): 53<br /><br />
'''XP''' (unspent): 2<br /><br />
<br />
'''Racial Abilities:''' N/A<br />
<br />
'''Credits:''' 254 Cr<br />
<br />
==Skills==<br />
'''PSA's'''<br />
'''Primary PSA:''' Military<br /><br />
'''Secondary PSA:''' Tech<br /><br />
'''Tertiary PSA:''' Agent<br /><br />
<br />
*Projectile Weapons (lvl-3)<br /><br />
*Technician (lvl-2)<br /><br />
*Thievery (lvl-2)<br /><br />
Melee Weapons (lvl-1)<br /><br />
Thrown Weapons (lvl-1)<br /><br />
Stealth (lvl-1)<br /><br />
<br />
==Equipment==<br />
'''Equipment carried''' (6/35 kg):<br />
Standard Equipment Pack<br/><br />
Military Skeinsuit<br/><br />
2 Automatic Pistols (each w/20r Bulletclip)<br/><br />
10 spare 20r Bulletclips<br/><br />
StunStick w/20SEU Powerclip<br/><br />
<br />
Gas Mask<br/><br />
15m rope<br/><br />
Everflame<br/><br />
<br />
'''Other Equipment'''<br />
<br />
==Background==<br />
Being such a misfit landed Eric in trouble many times in the course of life. So it was a no-brainer that once he started getting involved with hovercycling that he would inevitably become involved with the seedy groups that ride them. He was eventually prospected into the Stellar Demons hovercycle club, becoming a full fledged member within another year (it was during that time he lost his left eye, punctured in bar fight). He became popular with the group, since his smaller stature allowed him to access the tighter quarters when it came to wrenching on those mean hoversleds.<br />
<br />
One thing about Stromm, he loved hoverbikes. He was constantly altering and improving his bike and those belonging to his friends that rode with him. He traveled around Pale as a nomadic member of the Stellar Demons, never settling down with one chapter. As such, many of the parts he would add to his and the fellow members' rides typically hailed from other bikes. Being short and speedy made thievery a simple chore, and after a while he became familiar with chop shops and black market fencing of stolen hovercycles and their respective parts.<br />
<br />
Late last year, this line of work landed him in the hot seat. He pinched 17 bikes over the course of one night and hid them in a warehouse facility, within the week he had all of them disassembled with their individual parts boxed up and ready for resale. Unfortunately those 17 bikes belonged to members of the dominant Palean club, the Zealous Zeroes of Point True. Not being a group of individuals that would report their rides stolen, instead they came down on the local Stellar Demons clubhouse and began a bloody war. Local law enforcement eventually discovered the reason for this war despite the numerous SD members that didn't seem to know anything about Stromm or his illustrious activities. The goods were eventually discovered during a city-wide search of Point True, and Stromm was about to go up the river.<br />
<br />
<br />
Meanwhile the Zeroes were content with having their property returned, although reassembly was on their shoulders. Eric's court hearing fared well, all things considered, he landed 8 months of hard time for a charge that could have easily stretched out to upwards of 1-5 years per incident. Alas, he learned the art of thrown and hand weapons while in the big house, so his release back into society has made him a better man when things get down and dirty.<br />
<br />
<br />
He is currently attempting to raise some capital to get his pair of hovercycles out of impound: a fully customized Pan Galactixon old school bobber and a heavily modified Sizuxi GSX900R. However, with the Zealous Zeroes looking for him, acquiring suitable ordinance took priority. He rationed off his belongings and took what credit he had to his name and acquired some suitable weaponry and a skeinsuit. Desperate for cash, he is taking on any and every job that comes his way, and being an ex-con those are few and far between.<br />
<br />
==NPC contacts==<br />
William H. "Bonney" Charger, president of Point True Stellar Demons Hover Cycle Club. Erik met Bonney while prospecting for the local club. Bonney initially did not take to Erik, but soon after induction they became close friends. Prior to going Nomad, Erik stole Bonney's touring bike and converted it to one of the most wicked hover choppers the club had ever seen and presented the "recently recovered" bike to Bonney during his 50th birthday celebration.<br />
<br />
<br />
==Personal Goals==<br />
Reacquiring his hovercycles from police impound, failing that acquiring suitable replacements (preferably ones currently in possession of the rival Zealous Zeroes club...he's been eyeballing a green and white Streel Kyawaskai XB600R Crossbow lately). Circumnavigating Pale's equatorial region via hovercycle during the summer months.</div>Terl obar