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		<updated>2026-04-29T06:35:46Z</updated>
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	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Dhuggo,_the_Surly_Dralasite</id>
		<title>Dhuggo, the Surly Dralasite</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Dhuggo,_the_Surly_Dralasite"/>
				<updated>2020-05-11T21:41:09Z</updated>
		
		<summary type="html">&lt;p&gt;Bigdicedave:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Dhuggo&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Dave LeCompte&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Dhuggo-portrait.png|right]]&lt;br /&gt;
'''Race:''' Dralasite&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:''' None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' None&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 65/65&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 50/40&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 30/30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 4&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
You want something punched, or hit, or bludgeoned, or knocked about, Dhuggo is willing to help.  &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 5m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 20m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 3km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' Lie Detection (5%), Elasticity&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 111 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' Military&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Agent&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Scout&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Skills:&lt;br /&gt;
** Military / Unarmed Combat (1)&lt;br /&gt;
** Military / Melee Weapons (1)&lt;br /&gt;
** Military / Beam Weapons (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (3/20 kg):&lt;br /&gt;
* Laser Pistol&lt;br /&gt;
* Night Stick&lt;br /&gt;
*&lt;br /&gt;
* Military Skeinsuit&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;/div&gt;</summary>
		<author><name>Bigdicedave</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Skills_for_Hire</id>
		<title>Skills for Hire</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Skills_for_Hire"/>
				<updated>2020-05-01T00:52:06Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;West Marches&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background Information==&lt;br /&gt;
===Pale History===&lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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 &amp;quot;owned&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
===Pale Physical Information===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise.  This is the typical working time when the sun is up.  &lt;br /&gt;
* '''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 &amp;quot;blacked out&amp;quot; to simulate darkness and night time even though the sun is still up.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Galactic Task Force, Incorporated===&lt;br /&gt;
From Zeb's Guide:&lt;br /&gt;
&lt;br /&gt;
''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!&amp;quot; is known throughout the Frontier.''&lt;br /&gt;
&lt;br /&gt;
* ''Headquarters: Port Loren, Gran Quivera, Prenglar''&lt;br /&gt;
* ''Chief Executive: Vlad Lopez (human)''&lt;br /&gt;
* ''Subsidiaries: Rent-A-Drudge, 24-Hour Escorts, Inc., All-Day Medical Services, Security Forces Ltd.''&lt;br /&gt;
* ''Allies: PGC''&lt;br /&gt;
* ''Enemies: MercCo, Streel Corporation''&lt;br /&gt;
* ''Occasional Opposition: Various small service and security organizations, local militia, pirates''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Character Generation===&lt;br /&gt;
Please use the following rules for generating your character:&lt;br /&gt;
# Follow standard Alpha Dawn character generation to determine their starting characteristics&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.  &lt;br /&gt;
&lt;br /&gt;
===Player Characters===&lt;br /&gt;
Here are links to all the characters in the game:&lt;br /&gt;
* [[Dhuggo, the Surly Dralasite]] - Dave LeCompte&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character Name| Character Name Template]] &amp;lt;- This is link to a template you can use to fill out your character.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
Information on various NPC's can be found below:&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Here are various house rules that will apply to the game.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA&lt;br /&gt;
* 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.&lt;br /&gt;
* I'm adding an &amp;quot;'''Architecture'''&amp;quot; skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Tech Specs==&lt;br /&gt;
This section will be filled in as new material is created for the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
===Robots===&lt;br /&gt;
&lt;br /&gt;
==Game Logistics==&lt;br /&gt;
===Game Sessions===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
We will be using Roll20 the game.  We'll try to use the Roll20 video features as well but may do this audio only.&lt;br /&gt;
&lt;br /&gt;
===Handling Missing Players===&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Void_Jumpers</id>
		<title>Void Jumpers</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Void_Jumpers"/>
				<updated>2018-11-01T20:40:04Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game will be played on the forums here on the Star Frontiers Network in the [[http://starfrontiers.info/forum/viewforum.php?f=95&amp;amp;sid=3709a620964486d418fc27be54b9be1d Void Jumpers]] thread.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Background Information==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===Character Generation===&lt;br /&gt;
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 &amp;quot;A Skilled Frontier&amp;quot; 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 &amp;quot;Marias&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
===Player Characters===&lt;br /&gt;
Here are links to all the characters in the game:&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character Name| Character Name Template]] &amp;lt;- This is link to a template you can use to fill out your character.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Game Logistics==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''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, &amp;amp; 3) starting star system. There are probably others but those are the ones off the top of my head.''&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/KH_Station_Map</id>
		<title>KH Station Map</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/KH_Station_Map"/>
				<updated>2017-10-15T23:32:24Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;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'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
[[File:KHStationMap.png|600px]]&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/A_New_Can_of_Worms</id>
		<title>A New Can of Worms</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/A_New_Can_of_Worms"/>
				<updated>2017-09-07T17:25:21Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;/* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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).  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Background Information==&lt;br /&gt;
===History===&lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
 &lt;br /&gt;
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 &amp;quot;owned&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
===Pale Physical Information===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise.  This is the typical working time when the sun is up.  &lt;br /&gt;
* '''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 &amp;quot;blacked out&amp;quot; to simulate darkness and night time even though the sun is still up.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Character Generation===&lt;br /&gt;
Character generation will occur during our &amp;quot;session 0&amp;quot;.  Please use the following rules for generating your character:&lt;br /&gt;
# Follow standard Alpha Dawn character generation to determine their starting characteristics&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
# 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.&lt;br /&gt;
#* 2XP - Basic background write-up&lt;br /&gt;
#* 1XP - Providing a drawing or picture to represent the character&lt;br /&gt;
#* 1XP - NPC contact on Pale.  This could be family member, significant other, professional contact, etc.&lt;br /&gt;
#* 1XP - Connection to one or more of the other characters in the group.&lt;br /&gt;
#* 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.&lt;br /&gt;
# 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.  &lt;br /&gt;
&lt;br /&gt;
===Player Characters===&lt;br /&gt;
Here are links to all the characters in the game:&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character Name| Character Name Template]] &amp;lt;- This is link to a template you can use to fill out your character.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
Information on various NPC's can be found below:&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Here are various house rules that will apply to the game.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA&lt;br /&gt;
* 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.&lt;br /&gt;
* I'm adding an &amp;quot;'''Architecture'''&amp;quot; skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Tech Specs==&lt;br /&gt;
This section will be filled in as new mateiral is created for the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
===Robots===&lt;br /&gt;
&lt;br /&gt;
==Game Logistics==&lt;br /&gt;
===Game Sessions===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
===Handling Missing Players===&lt;br /&gt;
To be discussed at session 0.&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/35th_Anniversary_Logo</id>
		<title>35th Anniversary Logo</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/35th_Anniversary_Logo"/>
				<updated>2016-07-18T17:10:14Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:35thAnniversaryLogo.png|right|300px|35th Anniversary Logo]]&lt;br /&gt;
Need description to go here.&lt;br /&gt;
&lt;br /&gt;
Feel free to use it in projects and events related to the 30th Anniversary of Star Frontiers.  Just please attribute the logo's creator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
All aspects of the emblem relate to the Star Frontiers game:&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''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 &amp;quot;core four&amp;quot; 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.&lt;br /&gt;
* '''35th Anniversary Text''' - This text commemorates the 35th anniversary of the publication of the original Star Frontiers ruleset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Copyright and Attribution==&lt;br /&gt;
'''Creator:'''  Tom Stephens&amp;lt;br /&amp;gt;&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
Add links here&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Port_Loren_Map</id>
		<title>Port Loren Map</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Port_Loren_Map"/>
				<updated>2015-12-11T04:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;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'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the a newly recreated version of the Port Loren map.  Click to get the full sized version at 100dpi&lt;br /&gt;
&lt;br /&gt;
[[File:PortLoren.png|600px]]&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Maps</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Maps"/>
				<updated>2015-12-11T03:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Terl obar:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are various Star Frontiers related maps&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</id>
		<title>Kara Addibissi</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Kara_Addibissi"/>
				<updated>2014-04-04T02:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconnaissance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
With the passing of her mother several years ago, Kara became even closer with her father.  She would often visit when on leave and they would often travel around and do the same things they would do when her mother was still alive.  Kara had even brought several friends back with her to spend time with her and her dad, most recently, a young naval officer named Alston McErney who was working on the PSS Chiara on a temporary assignment.  Just recently, the ship was supposedly lost with all hands as well as several other ships.  She has become distraught and her father has been trying to console her but worse of all, he has been trying to get her to come around to the fact that something very big and bad is coming directly towards them.  They needed to prepare...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Terl obar</name></author>	</entry>

	</feed>