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  Tri Tac Games 
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  EZ
  Rules
  USE YOUR FAVORITE RULES
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  TriTacGames.com
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  TriTacSystems.PodBean.com
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  Richard Tucholka
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  SPECIAL EDITION SOURCEBOOK
  For any RPG Game System
  Tri Tac Games, Books & Graphics
  www.TRITACGAMES.COM
  www.TRITACGAMERS.COM
  Copyright  c  2015  Richard Tucholka
  Copyright  2018 Melody Natcher
  All rights reserved.
    Cover by Melody Natcher & William Wardrop
  Color by William Axel Kuehl
  Layout and Composition by Rich Tucholka & Melody Natcher
  No portion of this book may be reproduced except where 
  indicated by any means electronic or otherwise without first 
  obtaining the written consent of Tri Tac Games.
  “EZ SPACE” is a  Trademark  by
  Richard Tucholka and Tri Tac Games.
  For More Information contact:
  rpg@tritacgames.com
  Tri Tac Games Special Edition
  EZ SPACE  Winter 2018
  GAMES BY RICH TUCHOLKA
  Bureau 13
  Fringeworthy
  Incursion
  FTL: 2448
  Hardwired Hinterland
  The Morrow Project w/Sadler & Dockery
  Bureau 13  d20 Edition
  Fringeworthy  d20 Edition
  Bureau 13 EXTREME
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  Welcome to a different future where space travel is easy and man-
  kind is rocketing to the stars.
  You are part of that grand adventure to explore countless stars and
  search for intelligent life and new civilizations.   A golden age of exploration is
  dawning.
  The rewards are great and so are the dangers.
  Welcome to the EZ SPACE
  ...The Galaxy is Waiting
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  THIS SOURCEBOOK
  INCLUDES ARTWORK BY
  Terry Williams
   Doug Blanchard
  Melody Natcher
    Silver
  Tom Dow
  MASTER MODELING SHIP BUILDING
  William Wardrop
  COLORIZATION
  William Aksel Kuehl
  GRAPHICS ASSEMBLY
  Melody Natcher
  EDITING
  Melody Natcher
  Dancing Feather Geiger
  Sally Vilkman (2018)
  TECH SUPPORT
  William Wardrop
  Rob Bauer
  PHOTOGRAPHY
  Mary Peters
  Rich Tucholka
  Paula George
  Respected Photographers
  GREY ALIENS
  36578 Crop Circle 27
  42338 Crop Circle 604
  78013 Crop Circle 711
  Special Thanks to Hero Machine and Serif ltd.
  ��� �����
  RPG Sourcebook for Any Game System
  by Richard Tucholka
  Dedicated to:
  Melody Natcher
  Laura Butler
  Wolfgang Diehr
  Special Thanks to:
  Paul MacDonald
  Shalla & Freon
  Karl Koenig
  In Memory of:
  Lisa Mason
  Malcolm Cleveland
  Kelly Jones
  Mike
  Miley
  Howard DeVore
  Jeff Matthews
  Photography
  I can’t give enough thanks to all the photographers who
  provided images for this book.  These images are copyright by
  their owners and used here with permission and a mutual love of
  gaming.
  ABOUT THE AUTHOR
  Tucholka is an amazingly creative individual who has been
  traveling SF Conventions for over fourty years.
  Tucholka has been called "one of the unsung heroes of
  Role Playing" and "Michigan’s Gaming Guru". You may know him
  more for his work in the creation of the Role Playing games Bu-
  reau 13: Stalking the Night Fantastic, voted Best Fantasy RPG of
  1991 by the RPGA Network at Gencon.
  Rich has been a comic book publisher, actor, book re-
  viewer, staff writer for STARDATE and STARDRIVE Magazine, and
  always a Science Fiction Fan. lives in Oak Park, Michigan where
  he managed Tri Tac Games and worked as Senior Computer Sup-
  port for a multi-national  automotive center before it left for the
  Philippines without him.
  His Hobbies include house restoration, publishing, gar-
  dening,  writing, reading (science fiction, anthropology, asronomy,
  psychology, sociology, paleontology, and military history), and try-
  ing to index his 18,000+ books and B Budget Movies.
  He packed rooms when he did "Uncle Richard’s Trash
  Video Roundup" across the Midwest for a number of years at many
  Science Fiction Conventions. Rich also mentions he is owned by
  a pair of 21 pound cats and a 9 pound Dappled Dachound.
  If you ever have a chance to play with Tucholka as an
  RPG Game Master, he will knock your socks off.
       When a place gets
  crowded enough to re-
  quire ID’s, social collapse
  is not far away. It is time to
  go elsewhere. The best
  thing about space travel is
  that it made it possible to
  go elsewhere.
   Robert A. Heinlein
  
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  DESIGNERS NOTES:
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  Space the Way it Should Have Been
  � � � � By now we expected colonies on the moon, men on�
  mars and the exploration of the planets.  As we 
  committed� to space in the 1960’s there was a bright 
  future and new�technologies.  There was a frontier for the 
  young and high�adventure waiting.   We went to the moon 
  and then petty�politics got in the way.
  � � � NASA was forced to give its discoveries to �merican�
  industry so they 
  could be sold back to the 
  government.� Funding was cut, astronauts died and 
  congress ended the�space program.
  �����By the mille�nium space was again the domain of�
  Science Fiction.
  ON COPYRIGHT
  ETHICAL CONCERNS
  All Tri Tac Games are Property of Tri Tac Games
  Throughout the Universe. We allow you to print 8 copies
  of the contents of this PDF for your gamers.
  Copy as
  many of the utility sheets as you want.
  Copies of this book downloaded from Pirate Sites
  are a copyright infringement.  There is no argument.  It is
  theft if you do not purchase this book.  Copying or Torrenting
  is Morally and Ethically Wrong.
  And while you may think
  stolen books are free, remember
  the creator of this book deserves
  something for his hard work
  and creativity.
  ������
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  Introduction
  III
  Credits
  II
  Designers Notes, History & TOC
  I
  Basic Gamers Stuff
  0
  A Different History
  01
  Presidents and History
  02
  Timeline
  04
  Technology Advances & Colonies
  05
  ALIENS
  Greys
  06
  Nords
  07
  Reptloids
  08
  Duros (Old Greys)
  09
  Greens
  10
  MIB  The Dumped
  11
  Nazis
  12
  Communists
  13
  Into Space
  14
  Ship & Drive Technology
  15
  SPACESHIPS
  Scouts & Freighters
  16
  Starliners & Heavy Freighters
  17
  Other Ship Designs & City Ships
  18
  Military Ships  & Terran Saucers
  19
  Alien Ships
  22
  Campaigns
  22
  Medical Tech
  24
  Replicators
  25
  Space Navagation
  27
  Lift Balls
  28
  Alien Tech Data
  29
  Robotics
  30
  Vehicles
  31
  Starports
  33
  Market Goods
  35
  Weapons
  38
  SCENARIO  Meet the New Chef
  39
  Trade Ports  &  Cargo
  42
  SCENARIO  Wreck of the Walter C
  45
  Crime & Legal
  47
  EXPLORING SPACE
  Stars Planets and System Specials
  50
  World Design
  51
  Intelligence
  53
  Problem Areas
  57
  Fast Kill
  58
  SCENARIOS  More Worlds
  59
  Weapons & Grav Bikes
  61
  Optional Resolution System
  62
  Utility Sheets
  67
  
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  EZSpace�isanRPG of Science Fiction andExploration in adifferent�time, a
  universe where we gained interstellar travel early in our history.
  Materials Needed
  For� role-playing you need a small number of materials that the�
  average gamer already owns.
  Dice
  In this book you will find mostly d10 and d100 tables for general use
  by the players and GM.  Get a pair of common 10 sided dice that allow you�
  to roll a d10, several d10’sora d100.You can also get a d100 polyhedral�
  dice.
  Game Book Needed
  You will need at least one copy of�your favorite RPG rules.� EZ�Space
  is a concept book designed for use with any popular RPG system.�So if 
  you prefer d20, Palladium, Gurps, Savage Worlds, Fudge, Pathfinder� or
  the classic Tri Tri Tac Game System.
  Copies
  You have permission to print out the Back Sheets if you need them.�Make
  as many as you want.
  Figurines
  The more visual aids you use the better. A wide variety of Modern,�Space
  and Fantasy figurines are available from a number of companies.
  HO Scale Buildings & Things
  Games take on realism when you use floor plans and HO scale�
  buildings.  While HO Scale is not to scale with a true 25mm figurine, it can�
  be overlooked.
  Terms of Role Playing
  �Do we need to cover this again?�By this time we all know what �dice�do and 
  what a GM is.  I really think you have the idea of what an RPG  is if�
  you’re holding this book in your hands.
  Time and Motion
  Time and Motion are relative. This is relative to what the GM decides�
  constitutes a turn��.Generally a couple of seconds is good for most things you�
  do like pulling the pin on a grenade, firing a weapon, or falling over dead.�
  Some motion or actions are taken for granted.  If the GM says you flip on 
  a�light switch,  then don’t worry about relating it to skills or agility.
  Measurement
  EZ Space sticks to the English (non-metric) system for general�
  examples.
  For miniatures rules, use common sense, line of sight, 
  and�inches.
  Space Ships
  Examples here were crafted by William Wardrop. See his marvelous 
  work at Steamnoir.com
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  “I served 8 years in the Space�Navy.
  Then a bout of Martian�Flu scarred� my
  lungs and I was cashiered out. Then� I
  won the Tri World Lottery and bought�
  my own ship. 
   My daughter was a 
  fine�Astrogator, her husband an out of 
  work�engineer and their kid Tom, a very 
  smart�brat.  I had a crew.”
  Harlan Bakken
  Every Tri Tac game has characters�who tell 
  stories.They are often heroes who�shine in 
  the tradition of Joseph Campbell.
  STICKING TO THE RULES
  Nobody ever sticks to the rules� so
  why should you? � Modify or change�
  them 
  as 
  the 
  GM 
  wishes. 
  Games� should be designed to be 
  adaptable� and fun.  We’ve created 
  the nucleus�of what you can expand 
  on, so please�feel free to do so.
  
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  ����It is the little things that make history. A���decision, a left turn, a chance�
  meeting. It is often a single man who makes the decision that 
  changes�history. Sometimes it is something as simple as a sneeze.
  � � � In 1947 an innovative and well-respected naval commander was�
  called to Wright Patterson AFB to view wreckage from an unknown 
  aircraft. Convincing President Truman that they needed innovative 
  thinkers� to analyze the wreckage he was given command of the 
  project.���For this�he Brought in Naval Commander Robert Heinlein.
  � � Commander Heinlein knew he needed top minds, but he also�
  needed men who thought outside the box. During the war, he had 
  worked�with two such men: Lyon Sprague de Camp and Isaac Asimov, 
  Willy Ley.�and Werner VonBraun.De Camp was an aeronautical whiz 
  and his writing showed that he was more than willing to think outside 
  the box.
  ����Asimov was harder to get into this new project, mainly because�he
  was born in Russia. But Heinlein pulled some strings, and Asimov�
  brought his knowledge in Biochemistry to bear on the inhabitants of the�
  wreckage.
  GM’s Notes
  ���You will need to choose an era� for
  play. Either the early years, the years�of
  colonization or the young interstellar�
  society are recommended.
  ����This doesn’t mean you can’t�take
  EZ Space to the far future.
  Space offers extraordinary 
  potential for commerce and
  adventure, for�new�innovations
  and new�tests of will. �As
  Americans,�we can’t help 
  but reach for�the stars. It’s 
  our nature. It’s�our destiny.
   Bill Frist
  
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  Harry S Truman
  1945-1952
  Put the analysis of the Roswell� Ship
  into the hands of Naval Commander�
  Robert Heinlein and industrialist Howard�
  Hugh�s. Met the Aliens on their return.  
  As�
  the 
  UN 
  demanded 
  the Alien 
  technology he� told them where to stuff 
  the request.
  Dwight D Eisenhower
  1953-1960
  Pushed for the fast exploration�of the 
  Solar System and the near Stars.�
  Refused to share the technology with�
  the Soviets.
  �����������������
  ���The project needed the resources of a major aeronautics company, 
  especially one that was used to working on clandestine projects�for
  the military. Heinlein chose Hughes Aircraft Company, and the 
  maverick in charge of it, Howard Hughes. Hughes immediately spun 
  off a� new division, Hughes Aeronautics Group, ostensibly to build 
  components� for the new military rockets that the German rocket 
  Scientists were build-ing in El Paso Texas.
  ���In reality, Werner �on Braun and his fellow scientists were flown to�
  Wright Patterson and introduced to the wrecked “aircraft”. Von Braun�
  was rumored to have said “Mein Gott. If we had this during the war, you�
  all would be speaking German now.”
  ���It was �on Braun who brought in the last man to the team: Willy�
  Ley. Ley was one of the few people who ran a rocket plane mail 
  delivery� service out of New York before the war. He was key in 
  discovering the�secrets of the enigma that sat in that hangar in Wright 
  Patterson AFB.
  The discoveries came in fast and furious.
  Technology From Elsew��re
  ���The first technology that came out of the craft was a� Lift Core.�
  Simple in concept, it only took Hugh�s a year to dup�icate a version of 
  it.�Electrically powered, it could negate mass as long as it was not in 
  contact with the earth.
  ����The�Atomic Converter was second. A simple reactor core that�could
  convert medium grade radioactive material like Thorium into electricity.  
  Efficient enough for home use, it had the potential to cause wide�
  spread economic chaos.
  � � � The third discovery was tougher and would take several years to�
  duplicate.It was a metal process that could create�Collapsium Steel.�
  With vast voltages from the Atomic Converter steel could be collapsed�
  to half its size and four times its structural strength. It’s weight remained�
  the same.
  Who Were They?
  ���The Roswell crash gave the US technology and serous questions�
  about the intentions of the aliens.   The bodies showed they were 
  very�close to human.
  Return to Earth 1952
  �����In summer of 1952 another group of aliens made a fly over of�
  Washington.
  Truman’s Secret
  ����Grey Aliens then  landed at Holoman Air Force base.  Within a�few
  weeks it was established they were a dying race in need of help. �As�a
  gift they gave Truman the technology for an Interstellar Drive�.In turn�we
  would help them revive their culture and save their children.��
  ����We opened our hearts and world to the diminutive beings.
  
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  John F Kennedy
  1961-1968
  ���Pushed the New Frontier Program 
  and created the Space Corps.
  � Began 
  a 
  long 
  Dynasty 
  of�
  Kennedy Presidents known for 
  introducing the Greys to America.
  Robert Heinlein
  1969-1972
  � � Pushed for the creation of the�
  Space Navy to protect Earth and her�
  new colonies.
  ����Defied the United Nations�when
  asked to give Alien technology�to the 
  Soviets.  Offered to relocate a� few
  thousand Russians to a colony�
  World.
  Kennedy’s Galaxy Speech of 1961
  � � � Kennedy set the pace of the 1960’s with his Princeton spe�ch�
  concerning the exploration of space.� He already knew of the Interstellar�
  Star Drive that was being fitted on exploration ships.
  ����There is no strife, no prejudice, no national conflict in outer space as�yet.
  Its hazards are hostile to us all. Its conquest deserves the best of all�
  mankind, and its opportunity for peaceful cooperation many never come 
  again.�But why, some say, the stars? Why choose this as our goal? And 
  they may�well ask why climb the highest mountain? Why, 35 years ago, fly 
  the Atlantic? Why did we go to the moon in 51?
  ���We choose to go to the stars. We choose to go to the stars in this�
  decade and do the other things, not because they are easy, but because they�
  are hard, because that goal will serve to organize and measure the best of�
  our energies and skills, because that challenge is one that we are willing 
  to�accept, one we are unwilling to postpone, and one which we intend to 
  win, and�the others, too.
  ���It is for these reasons that I regard the decision last year to shift our�
  efforts in space from low to high gear as among the most important 
  decisions� that will be made during my incumbency in the office of the 
  Presidency.
   John F Kennedy  1960
  President Heinlein
  ���While Kennedy set the pace of the 1960’s with his Galaxy Speech,�it
  was the next president, The Grand Old Man of Space that stormed into�
  office and set the stage for Human Exploration of the beyond.
  � � Well liked and determined, he pushed for manufacturing on the�
  moon and close Asteroids.  In 1971 he told the truth about the second�
  visitors of 1952.
  
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  1947� Roswell Crash
  1948� Heinlein takes command
  1951� Moon Launch Landing
  Hugh�s/Tucker Industrial launches the first spaceship from��
  Nevada.
  1952� Washington UFO Flap
  1954 Mars Landing
  1955 Space Stations
  1956 Mars Permanent Settlement.
  1961 Kennedy Galaxy Speech
  1963 Interstellar Flight
  1968 Moon Base Established
  1970 Moon Cities  Wells, Verne and Goddard established.
  1975� Communist China Collapse
  1980� Cloud Computing for Home and Business.�
  1985� Sky Phones
  2012� Mile high buildings grace Manhatt�n skyline.�
  2020� Real Food Replicators
  2028� Real Robotics
  ��
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  Harry S Truman
  1945-1952
  Dwight D Eisenhower
  1952-1960
  John F Kennedy*
  1960-1968
  Robert A Heinlein
  1969-1972
  Robert Kennedy
  1973-1980
  Ronald Reagan**
  1981-1981*
  VP  George Bush
  1981-1984
  Ted Kennedy
  1985-1990
  Jimmy Carter
  1993-1996
  Jessie Jackson
  1997-2000
  Al Gore
  2001-2008
  Barack Obama
  2009-2016
  Hillary Clinton
  2017-2020
  Elizabeth Warren
  2021-2028
  **  Assassinated  Washington DC
  Wonders of the Age
  Sky Phones
  
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  1951 US
  1952 Britian UK
  1953 France
  1956 Israel
  1958 Brazil
  1960 South Africa
  1962 Europe
  1964 Japan
  1965 Mexico
  1966 India
  1969 Poland
  Czechslovakia
  Hungary
  1970 African Alliance
  1972 Free Ukraine
  1975 Free China
  1977 Mexico
  1978 Scandanavian Alliance
  1980 Spain
  1985 United Arab States UAR
  2000 Soviet Russia
  ��������
  1965 Barton
  USA
  1967 Monroe
  USA
  1968 Cleveland
  USA
  1969 Petrzalka
  POLAND
  1970 Victoria
  UK
  1971 Unity
  ITALY
  1972 Ganesha
  INDIA
  1974 Goddard
  USA
  1975 New Nippon JAPAN
  1979 Xinjiang
  CHINA
  1983 Sabra
  ISRAEL
  1987 Wallaby
  AUSTRALIA
  1987 Brazilia
  Brazil
  1990 Harar
  AFRICA
  Korea
  USA
  UK
  UAR
  USA
  1992� New Korea�
  1993� Hugh�s�
  1995� Scott�
  1996� Nassar�
  1997� Heinlein�
  1998� Mecca
  UAR
  1999 New Dublin
  IRELAND
  2000 Lennin
  USSR
  2003 Marx
  USSR
  2005 Grace
  USA
  ��������
  1979 EANIAC/BERTHA Computer Network
  Launch of the Universal Computer Banks for education and business.
  Home terminals become common.
  1985 Star Phones
  Sat��lite Phone Network with hand held phones.
  1992 World Wide E Web
  Phones and text are integrated by phone to the UCB.
  2000 Commercial Collapsium & Atomics
  Safe Industrial Atomics and Dense Matter Construction.
  2005 Permacrete and Hypercrete
  Safe Industrial Atomics and Dense Matter Construction.
  2010 Commercialization of Space
  Factories on the Moon and at Earth’s Legrange Points
  2015 Food Replicators
  Basic textured food paste in a dozen flavors.
  2020 Food Replicator II
  Creation of synthetic food that looks and tastes like food.
  2025 Commercial Robotics
  Humanoid Robots that are Interactive with humans and have a 
  rudimentary intelligence.
  2030 Alien Settlements
  and Integration of Greys on Earth
  Grey Colonies are established in ‘out of the way’ places. The young�
  have an easy time integrating into human culture. An�equal number 
  of� humans head for Epsilon Booyes.
  2045 Congress Ratifies
  Alien Equality Act
  Greys born on Earth are given full status as citizens.
  2060 Green and Brown
  Aliens Land to Trade
  Green and Brown Aliens begin trading with
  humanity for goods and services.   Less
  open the Greys.  There is some suspicion
  of their motives.
  2065 Nanobot Healing
  Robotic Healing assists.
  Wonders of the Age
  Human Colonies
  Illegal Aliens
  Universal Health Care
  Antigrav Tech
  
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  BIOLOGY
  Size
  Lifespan
  3’5 -4’0
  450
  Sex
  Gestation
  Survival
  Births
  2
  340
  99%
  1
  Sleep Cycle
  Voice
  22w   2s        
   High Pitched Nasal
  Smell      Vision 
   Taste 
   Touch      Hearing
  Low
       Aver    
   Aver 
   Aver 
   High
  HOME WORLD
  Location     Designation  Temperature
  Zeta Reticuli  Home
  -45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Friendly Shy
  LANGUAGES
  Grey
  100%
  Earth Lang x6  100%
  Galactic
  90%
  PERSONALITY & VIEWS
  UNSA
  Real Goverment
  WASA
  Friends
  FAMILY
  Very Important
  WORK
  Education
  PLAY
  Mathematics
  WEALTH
  Not Understood
  JUSTICE
  Necessary
  HONOR
  Mostly Unknown
  HUMANITY
  Good Primitives
  POLITICS
  Typical
  RED TAPE
  Fixed by Patience
  COMBAT
  Regrettable
  SPACE
  Part of the Plan
  AVAILABLE SKILLS
  Mathematics, Education, Philosophy,
  GOOD TRAITS
  Honorable, Brilliant, Funny, Patient, Creepy and Cute.
  BAD TRAITS
  Shy, Repeat Words, Secretive
  USUAL QUOTE
  “I come in peace.”
  NAMING
  Human Middle Name  456 Tom 3457 or 215 Bob 9321
  DESCRIPTION
  ����The Greys crashed to Earth in 1947 and changed�
  world history.
  ����The Greys were a dying race. 
  Their children�
  fewer and fewer while their will to live faded away.�
  They� needed an influx of culture and purpose.  
  Humanity offered this as well as free intermingling 
  among humans�and especially human young.
  ����In just a short span of years their children were�
  healthier and happier.  They began to pick up human�
  traits in music, sports and just being teenagers.
  � � � Their Flight and Space Jump Technology was�
  modified and got Americans to the moon in record 
  time.� Their power technology replaced nuclear 
  reactors with�clean, safe energy.
  RACIAL TRAITS
  Strength
  Low
  Constitution
  Very High
  Dexterity
   High
  Intelligence
  Very High
  Wisdom
  Very High
  Charisma
  Average
  ��
  
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  ��� �����
  ���
  �������
  ���������
  BIOLOGY
  Size
  Lifespan
  5’5 -6’7
  750
  Sex
  Gestation
  Survival
  Births
  2
  290
  99%
  1
  Sleep Cycle
  Voice
  20w   16s        
   Any
  Smell      Vision 
   Taste 
   Touch      Hearing
  Low
       Aver    
   Aver 
   Aver 
   Hig
  HOME WORLD
  Location     Designation  Temperature
  Pleidiades
  Lyra 
  -60 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Friendly
  LANGUAGES
  Pleidian
  100%
  Grey 100%
  Galactic
  100%
  Earth Lang x6  100%
  PERSONALITY & VIEWS
  UNSA
  Government
  WASA
  Friends
  FAMILY
  Important
  WORK
  Education
  PLAY
  Mind Games
  WEALTH
  Silly Concept
  JUSTICE
  Not Needed
  HONOR
  Not Needed
  HUMANITY
  To be Watched Over
  POLITICS
  Slows Progress
  RED TAPE
  To be Avoided
  COMBAT
  Not Necessary
  SPACE
  Part of the Plan
  AVAILABLE SKILLS
  Education, Philosophy, Understanding
  GOOD TRAITS
  Brilliant, Funny, Patient, Loving
  BAD TRAITS
  Warn of Disaster, Not Completely Truthful
  USUAL QUOTE
  Look into Yourself
  NAMING
  "Ptnah", "Samjase", "Quezal" and "Pleja"
  DESCRIPTION
  ���Completely human with a bit of genetic manipulation.
  Both the Greys and Nordics have been seriously�
  tinkering in Mankind’s business for mille�nia. They
  may� have cultur�lly and technologically uplifted 
  humanity for�the last 12,000 years.
  ����The Nordics are spiritual, with many beliefs similar 
  to mankind�s.They are slightly telepathic and have a�
  calming effect on encounters.�
  �����he Nords will educate people in spiritual matters 
  to the wrath of many of Earth’s established religions.
  � � � Their healing technology is outstanding and they�
  have eliminated cancer and dozens of diseases in the�
  civilized areas Earth.
  ������Many have called them Angels. The Duros call�
  them liars.
  RACIAL TRAITS
  Strength
  High
  Constitution
  Very High
  Dexterity
   High
  Intelligence
  Very High
  Wisdom
  Very High
  Charisma
  Very High
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  ������
  ���
  ���������
  BIOLOGY
  Size
  Lifespan
  5’5 -6’9
  2250
  Sex
  Gestation
  Survival
  Births
  2
  140
  70%
  3
  Sleep Cycle
  Voice
  24w   6s 
   High Pitched Nasal
  Smell      Vision 
   Taste 
   Touch      Hearing
  High
   Aver 
   Aver 
   Aver 
   High
  HOME WORLD
  Location     Designation  Temperature
  A Draconis
  Home 
   45 F - 160 F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Unknown
  LANGUAGES
  Reptloid  100%
  Terran     80%
  Galactic   90%
  German  20%
  PERSONALITY & VIEWS
  UNSA
  Another Damn Government
  WASA
  Friends
  FAMILY
  Important
  WORK
  Trade
  PLAY
  Similar to Humans
  WEALTH
  Very Important
  JUSTICE
  Necessary
  HONOR
  High
  HUMANITY
  Smart Monkeys in Space
  POLITICS
  Universal
  RED TAPE
  To be Avoided
  COMBAT
  Necessary
  SPACE
  Limitless Resources
  AVAILABLE SKILLS
  Engineering
  GOOD TRAITS
  Formal, Meat Eaters
  BAD TRAITS
  Secretive, Hostile, Make Humans Nervous.
  USUAL QUOTE
  We are Peaceloving Galactics
  NAMING
  Ahjss, Spidff, Fassorn, Doraxyll
  DESCRIPTION
  In 1952 the Reptloids did a flyby of Washington
  and were promptly shot down.  Crashing in Flatwoods
  PA  they were rescued.
  It is suspected that on a previous contact (1945)
  the Reptloids helped transplant nearly 5,000 Nazis to a
  Star off Orion as well as helped them build a number of
  spacecraft.   This humanitarian gesture backfired and
  the Reptloids were forced to destroy  the craft and left
  them to colonize a new world.
  As a carnivorous species it is hard to understand
  their motivations and attitude towards humans.  It is
  speculated that they have a totally separate agenda from
  our other friends.
  When the Reptloids were asked if they ever ate
  humans the group was aghast and one smiled.
  RACIAL TRAITS
  Strength
  High
  Constitution
  Very High
  Dexterity
   High
  Intelligence
  Very High
  Wisdom
  Average
  Charisma
  Low
  
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  �����
  BIOLOGY
  Size
  Lifespan
  5’5 -6’3
  950
  Sex
  Gestation
  Survival
  Births
  2
  240
  99%
  1
  Sleep Cycle
  Voice
  20w   16s        
   High Pitched Nasal
  Smell      Vision 
   Taste 
   Touch      Hearing
  Aver
   Aver 
   Aver 
   Aver 
   High
  HOME WORLD
  Location     Designation  Temperature
  Orion
   Belatrix 
   45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Snobbish, Annoyed
  LANGUAGES
  Duro 100%
  Terran 66%
  Galactic  95%
  PERSONALITY & VIEWS
  UNSA
  Silly Leadership
  WASA
  Kids
  FAMILY
  Important
  WORK
  Exploration
  PLAY
  Story Telling
  WEALTH
  Adds Comfort
  JUSTICE
  Sometimes Useful
  HONOR
  High
  HUMANITY
  New Kids on the Block
  POLITICS
  Slows Progress
  RED TAPE
  To be Avoided
  COMBAT
  It Happens
  SPACE
  Amazing
  AVAILABLE SKILLS
  Anything Necessary
  GOOD TRAITS
  Friends are Forever, Talkative
  BAD TRAITS
  Snobbish, Reclusive Drink to Excess
  USUAL QUOTE
  “Seen it All, Done it All.  What is a Skateboard?”
  NAMING
  Ardianza, Helafinl, Quarnto,
  DESCRIPTION �
  �����The Duro or Old Greys are larger then their small�
  cousins.��hey are wrinkled and have 2 humanoid sexes.
  � � � � �They are a wealth of information on the other�
  Galactics when drunk. �The� the� talk a lot.
  � � � � � Unfortunately no Duro tells the same stories.�
  They claim they were one of the first Galactics and 
  have� had issues with others who have been using 
  Earth as�an experiment for thousands of years.  The 
  bad decision to speed man into space has balanced 
  with their�gained maturity.
  � � � � Their women rarely appear with them and are�
  mostly seen shopping or dragging their men out of 
  cheap� bars. Spacesuits are popular with this race 
  though Hawaiian Shirts have began to appear.  They 
  call Greys�and Nords petty annoyances. They adore 
  Ski-Ball.
  RACIAL TRAITS
  Strength
  High
  Constitution
  Very High
  Dexterity
   High
  Intelligence
  Very High
  Wisdom
  Very High
  Charisma
  High
  
  ���� ���� �����
  ��� �����
  ��� �����
  BIOLOGY
  Size
  Lifespan
  5’5 -6’5
  2750
  Sex
  Gestation
  Survival
  Births
  2
  560
  80%
  8
  Sleep Cycle
  Voice
  50w   3s 
   High Buzz
  Smell      Vision 
   Taste 
   Touch      Hearing
  High
   High 
   Aver 
   High 
   Hig
  HOME WORLD
  Location     Designation  Temperature
  Unknown       Nest 
  -45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Friendly
  LANGUAGES
  Any  95%
  PERSONALITY & VIEWS
  UNSA
  Leadership
  WASA
  Handy
  FAMILY
  Important
  WORK
  Education
  PLAY
  With Intelligent Races
  WEALTH
  Silly Concept
  JUSTICE
  No Use
  HONOR
  High
  HUMANITY
  Good People
  POLITICS
  Slows Progress
  RED TAPE
  To be Avoided
  COMBAT
  Not to be Killed
  SPACE
  Part of the Plan
  AVAILABLE SKILLS
  Medicine, Engineering
  GOOD TRAITS
  Loving, Patient, Caring.
  BAD TRAITS
  Scare the Natives, Move with Speed and Accuracy
  USUAL QUOTE
  **I am not a bug**   **Help you I will**
  NAMING
  Doctor Tom, Nurse Lucy, Doctor Frank, Bruster Cell
  Mechanic, Amelia EMR*
  * Emergency Medical Rescue
  DESCRIPTION
  � � � The insect like Greens are another Elder Race�
  from the dawn of Galactic History. They are biologists�
  first and foremost.
  ����Humans are terrified until they look into their eyes�
  and then find trust and comfort. Greens have a strong�
  telepathic talent and rarely speak. Children Adore them.
  ����They are found working with Greys, Nords and�
  Humans.�They never work with Reptloids.
  ���There is a rumor deep in the past that the Greens�
  and Reptloids fought a devastating war and that only a�
  small number of Medical skilled Greens survived.
  ����Their cities and ships are great hives of activity�as
  well as learning centers where they care for medical�
  emergencies and nurture their young.
  Duros respect them.
  RACIAL TRAITS
  Strength
  Low
  Constitution
  Very High
  Dexterity
  Very High
  Intelligence
  Very High
  Wisdom
  Very High
  Charisma
  Terrifing
  ���
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  ���
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  ��� �����
  BIOLOGY
  Size
  Lifespan
  5’0 -6’5
  64
  Sex
  Gestation
  Survival
  Births
  2
  270
  80%
  1
  Sleep Cycle
  Voice
  16w   8s
  Any
  Smell      Vision 
   Taste 
   Touch      Hearing
  Aver      Aver    
   Aver 
   Aver 
   Aver
  HOME WORLD
  Location     Designation  Temperature
  Scattered
  Any
  -45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Varies
  Any
  LANGUAGES
  Native Nation  100%
  Galactic 40%
  PERSONALITY & VIEWS
  UNSA
  Earth Government
  WASA
  About Time You Got Here!
  or Are We Related?
  FAMILY
  Important
  WORK
  Survival
  PLAY
  Survival Games
  WEALTH
  Makes Life Easy
  JUSTICE
  For the Masses
  HONOR
  High
  HUMANITY
  Terrans
  POLITICS
  Always
  RED TAPE
  To be Cut
  COMBAT
  Survival
  SPACE
  Far
  AVAILABLE SKILLS
  Any, Survival
  GOOD TRAITS
  Honorable, Patient
  BAD TRAITS
  Hate Aliens
  USUAL QUOTE
  “We were from another place, left here!”
  NAMING
  Names as per Country of origin on Terra
  DESCRIPTION
  � � � Across the last 2000 years somebody has been�
  meddling in human affairs on Earth. Passing the 
  cultural meddling, there have been human rural 
  populations who have vanished.  Entire villages 
  have been� depopulated according to legend and 
  historic fact.
  � � � These people are beginning to be found on far�
  flung Terrestrial worlds and moons. Many preserve�
  their original culture or absolutely know they were�
  stranded.
  � � � It is understandable that if earth suffered an 
  Extinction Level Event, humanity would have been 
  lost and�this is an attempt to preserve the species.
  � � � � Some have regained star travel and have been�
  coming home.  This is probably all a lie and they are�
  humans altered by and working for Aliens.
  And then we Terrans found Neanderthals.
  RACIAL TRAITS
  Strength
  Average
  Constitution
  High
  Dexterity
  Average
  Intelligence
  Average
  Wisdom
  Average
  Charisma
  Average
  ������
  ���
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  ��� �����
  ��� �����
  BIOLOGY
  Size
  Lifespan
  5’5 -6’4
  90
  Sex
  Gestation
  Survival
  Births
  2
  270
  70%
  1
  Sleep Cycle
  Voice
  20w   16s 
   Any
  Smell      Vision 
   Taste      Touch      Hearing
  Aver
   Aver 
   Aver 
   Aver 
   Aver
  HOME WORLD
  Location
   Designation 
   Temperature
  Lalande 21185
   New Berlin 
   45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Snotty
  LANGUAGES
  German
  100%
  English
  80%
  Galactic
  10%
  PERSONALITY & VIEWS
  UNSA
  Weak Idealists
  WASA
  Pointless
  FAMILY
  Important
  WORK
  Expansion
  PLAY
  With Children
  WEALTH
  In Moderation
  JUSTICE
  For the German Race
  HONOR
  High
  HUMANITY
  To be Educated
  POLITICS
  Understandable
  RED TAPE
  To be Avoided
  COMBAT
  Glorious
  SPACE
  To be Conquered
  AVAILABLE SKILLS
  Nazi Education, Warfare
  GOOD TRAITS
  Honorable, Loyal to Themselves
  BAD TRAITS
  Sadistic, Arrogant, Warlike, Social Darwinists
  USUAL QUOTE
  “Heil Hitler!”  “So what is your Ancestry?”
  NAMING
  Any German Name
  DESCRIPTION
  � � � In 1944 contact was made with the Nazis. They�
  showed themselves as a persecuted race and were�
  given Starflight and Lift Technology by the Reptloids.�
  Immediately they produced several Starships and 
  established a colony.
  ���With half a dozen great transport ships ready by�April
  of 1945 they loaded them with the best of the SS,�
  Technician and people. ��efusing to let the government�
  take control, they staged a kidnapping of German 
  leadership and replaced them with second rate clones.
  ����They headed to their new world and settled down�to
  established the New Third Reich.  By this time the�
  Reptloids figured they were duped and destroyed their�
  space going capability. 
  Plotting revenge, the Nazis�
  spent the ne�t 50 years building their perfect world.
  RACIAL TRAITS
  Strength
  High
  Constitution
  High
  Dexterity
   Average
  Intelligence
  Average
  Wisdom
  Low
  Charisma
  High
  ��
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  ��� �����
  BIOLOGY
  Size
  Lifespan
  5’5 -6’’4
  80
  Sex
  Gestation
  Survival
  Births
  2
  270
  90%
  3
  Sleep Cycle
  Voice
  16w   08s        
   Any
  Smell      Vision 
   Taste 
   Touch      Hearing
  Aver
   Aver 
   Aver 
   Aver 
   Aver
  HOME WORLD
  Location     Designation  Temperature
  SOL        Earth
  -45 F - 130F
  SOCIETY
  Allegiance (Morality)
  Attitude
  Very High
  Russian
  LANGUAGES
  Russian
  100%
  Other  25%
  Galactic
  05%
  PERSONALITY & VIEWS
  UNSA
  Leadership
  WASA
  Necessary
  FAMILY
  Important
  WORK
  Expanding Marxism
  PLAY
  With Children
  WEALTH
  For the Party
  JUSTICE
  For the Party
  HONOR
  High
  HUMANITY
  Needs Marxism
  POLITICS
  For the Party
  RED TAPE
  To be Avoided With Bribes
  COMBAT
  Unfortunate
  SPACE
  For Communism
  AVAILABLE SKILLS
  Mathematics, Education, Marxist Philosophy,
  GOOD TRAITS
  Honorable, Funny, Patient, Hate Nazis
  BAD TRAITS
  Secretive, Drunk, Back Stabbing, Extreme Cultural
  Sensitivity, Boorish
  USUAL QUOTE
  Marxism is Fundamental
  NAMING
  Any Russian Name
  DESCRIPTION
  � � � The Soviet union was excluded from American�
  Space Technologies and Alien Tech for decades. While�
  they continued to state they were peaceful, their 
  actions�and Iron Curtain said otherwise.
  �����No matter how hard they tried to steal technology, 
  they were defeated at every turn. The US was the�only
  nation allowing Stardrive Technology manufacture�
  and distribution.
  ����With the collapse of their puppet governments�in
  Europe and Asia they realized they couldn’t stop the�
  tide. They became masters at manufacturing Lift 
  Technology.
  � � � They eventually were granted several Stardrives�
  and established colonies. Rattlesnakes don’t change�
  their spots. �Neither do the Soviets.
  RACIAL TRAITS
  Strength
  Low
  Constitution
  Very High
  Dexterity
   High
  Intelligence
  Very High
  Wisdom
  Very High
  Charisma
  High
  ������
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  ��� �����
  ����������� ��������
  New Rome
  Roman Catholic Church
  Seagull
  Mormon Church
  Rhubarb
  Anarchists
  Libertarians
  Rand
  Spiritualists
  Medicine Hat
  Native American
  Cheyenne  & Lakota
  Anarchists
  Anything Goes
  Disney
  Disney
  Unity
  Human & Grey
  Alcatraz
  Prison Planet
  Grand Califate
  Muslim
  Peace
  Bhudist
  Kim Il Sung
  North Korea
  Bountiful
  Amish
  Hearth
  Amish and Bahai
  Redemption
  Baptist
  Governments
  �����From none to harsh, these small colonies are�
  popular with the folks who just don’t fit in.
  �����Most will trade for needed goods and services.�
  Often a single world will host mult�ple groups on�
  different continent� with a charter that states they may�
  trade but not establish settlements outside their 
  landmass.��This almost works.
  Corporate Colonies
  ���Cor�orations have jumped to colonize worlds with�
  own motivations and workers. Corp Colonies are highly�
  regulated and monitored to save the workers from 
  abuse.
  Religious Colonies
  � � � Distinct religious groups have colonized multiple�
  worlds to have a safe place for their beliefs.     These�
  are also highly regulated and monitored to prevent 
  abuse�if their citizens.
  ��
  ���
  ������
  �������
  ���� ������� �������
  � � � Popular Video personality from 1960 to 2001,�
  Uncle Isaac was the voice of Education and Science�
  across the planet.
  ������He explained in simple terms what powered the�
  ships and new technologies to the masses.��
  � � � Asimov was a friend of Admiral Heinlein when
  the Roswell Crash was turned over to the Navy in 1947.
  � � � � He chose other researchers like Willy Ley, Frank�
  Ross, L Spraig DeCamp, Kelly Johnson and  Werner�
  von Braun to form a think tank.
  Space is
  Waiting!
  
  ��� �����
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  ����������� �� ����������
  � � � Popular and still being built on Terra and the�
  Colon�, these ships are universal. By the 2100’s you�
  can find them used and in scrap yards.
  The First Ships
  �����The classic Rocket with fins became the template 
  for mans ascent to the planets and the stars. It�took
  three technologies to accomplish this.
  Lift Technology
  �����Once your rocket motor breaks with the ground�you
  can accelerate to 600 MPH and achieve orbit. The�lift
  Field brings the user safely to earth where the ship�
  regains its mass after it touches down.
  Power Technology
  � � � Simple and clean Thorium Electric generation�
  became the standard for Power. 
  A reactor a yard�
  square could power a starship with ease.
  Stardrive Technology
  ������This technology depended on crystals wrapped�in a 
  copper and gold frame.   The crystal was pointed�
  towards the target and power applied.���u can adjust�
  the Light Years Jumped.
  Color of Crystal
  Light Years
  Crystal
  Jump Maximum
  Black
  00.25
  Brown
  01.00
  Red
  02.00
  Orange
  04.00
  Yellow
  08.00
  White
  16.00
  Blue
  32.00
  Green
  64.00
  Purple
  90.00
  Crystal Degeneration
  All crystals have a 1% Fail�per
  use.  This is cumulative if not�
  Tuned by an Engineer. A failed�
  crystal drops the crystal a color
  Time in Hyperspace
  01-50�
  d10 minutes
  51-75�
  2d10 minutes
  76-85�
  4d10 minutes
  86-95�
  6d10 minutes
  96-98�
  d10 hours
  99-00�
  2d10 hours
  �������
  ����������
  ���������
  Ship 
  design�
  has
  been 
  kept 
  simple�
  and improved. This is�
  a 
  trademark 
  for 
  humans from Terra.
  CONTROL ROOM
  -Navigation
  -Piloting
  -Ship Systems
  -Communications
  CREW DECKS
  -Crew Cabins
  -Medical
  -Passenger
  RECYCLING
  -Waste, Water, Air
  STORAGE
  -Cargo Hatch
  ENGINEERING
  -Fabrication
  -Repair
  -Parts Stores
  DRIVE ROOM
  -Stardrive
  -Power Reactor
  -Batteries/Gyro
  WATER STORAGE
  FUEL STORAGE
  MAIN ENGINES
  STARDRIVE
  CRYSTAL  Small
  6 Inches Red
  Nix Olympia
  Mines  Mars
  TARGETING JUMP
  01-50
  Dead On
  51-75
  Close
  76-95
  Average
  96-99
  Far
  00
  Way Far
  Meteor Bumpers
  ���The nature of the Collapsium Iron Hull stops nearly all�
  debris in space up to half the size of the ship.   Large 
  impacts ring a hull like a bell while smaller are hardly 
  noticed.�Even an engine explosion will be deflected by a 
  thick plate�of the metal.
  The Downside of impact
  ���The crew and cargo is far more fragile than the ship.�
  Crew can be slammed into walls and decks as well as�
  hardware.  This can result in minor bumps to broken bones�
  and  life forms spattered into jelly.
  ���This is avoided with the navigation system that also�
  serves to correct course around hazards of this nature or�
  on larger ships, activated defenses.
  Collapsium also shields from Radiation / Cosmic Rays.
  
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  ��
  ����������
  � � � Sp� a� c� e� s� h� i� p�
  designs are as varied 
  as the companies�that
  build
  them.� While
  the guts are�basically
  the same,� the prices 
  vary on�size. We will 
  start� with a basic 100 
  foot� Cargo Hauler or 
  Independent�Freighter.
  DESIGN MODS
  �����E�v�e�r�y�b�o�d�y�
  mods the H-1. From�
  bulk carriers to small�
  but sleek passenger�
  movers.
  ���� ������ �
  Height
  0150
  Beam
  0025
  Fuel Burn
  Fuel Units
  0500
  Fuel Per Launch
  0010
  Fuel Per Landing
  0010
  Stable Orbit
  0005
  Breaking Orbit
  0005
  Maneuvering
  0005
  HVY Cargo Launch 0015
  Atmospheric Flight
  Per Hour
  0005
  Drive Crystal
  Small
  50k
  Crew
  004
  Passengers
  004
  Robots
  001
  CARGO
  Six months of cargo and�
  supplies.
  May 
  be 
  a 
  Delivery, Scout, Medical or�
  University Research Ship.�
  Reliable and compact but�
  not comfortable.
  SHIPS SYSTEMS
  Reactors
  01
  Drives
  01
  Engines
  01
  �����������
  � � � ������ �����������
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  ��
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  ��� ������ �� ����� ����
  ������������
  Ships Systems
  01-98 No Issues
  99
  Minor Issue
  00
  Major Issue.
  ������ ������� ���� ����
  �����
  ������
  ���
  ������������� � ������
  ������� �������� �������
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  ������ � ����� ���������
  ������������������������
  ��������
  ���� ���������
  Height
  0200
  Beam
  0044
  Fuel Burn
  Fuel Units
  1500
  Fuel Per Launch
  0020
  Fuel Per Landing
  0020
  Stable Orbit
  0005
  Breaking Orbit
  0010
  Maneuvering
  0010
  HVY Cargo Launch 0030
  Atmospheric Flight
  Per Hour
  0010
  Drive Crystal
  Medium 
   200k
  Crew
  008
  Passengers
  030
  Robots
  004
  CARGO
  Carries cargo with double�
  the holds of the H-1 hull�
  size.These were the first�
  System and Colony Exploration 
  vessels. Very reliable.
  SHIPS SYSTEMS
  Reactors
  03
  Drives
  01
  Engines
  02+
  ��������
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  0260
  0050
  Fuel Burn
  Fuel Units
  2500
  Fuel Per Launch
  0040
  Fuel Per Landing
  0040
  Stable Orbit
  0029
  Breaking Orbit
  0015
  Maneuvering
  0015
  HVY Cargo Launch 0060
  Atmospheric Flight
  Per Hour
  0020
  Drive Crystal
  Medium
  x1
  Crew
  025
  Passengers
  100
  Robots
  08
  CARGO
  First Spaceships
  designed
  for passengers or�colonists.
  Have multiple�cargo decks 
  and even an�Air Car bay.  
  Multiple Configurations possible.
  SHIPS SYSTEMS
  Reactors
  03
  Drives
  01
  Engines
  03+
  ���������
  ������
  ���It is the new�age o��
  �he Posh�Luxury Liner 
  where�
  one
  can
  travel
  to�those distant 
  worlds� to see, hunt and 
  experience life in stinking 
  swamps.
  � � � Many do this� once
  but most just� want to 
  travel and� have the 
  best of everything in 
  entertainment,�
  ������
  accommodations 
  and 
  real food..
  � � � B� u� s� i� n� e� s� s�
  class is a little less�
  posh 
  in 
  nature, 
  comfortable 
  but 
  boring�
  but 
  then 
  business�
  people
  seem to appreciate 
  that.
  �
  Steerage 
  is 
  a�
  wealth of multi-bunk�
  cabin, plenty of food�
  paste and a few Big�
  Screen Video Tubes�
  to keep the cheap�
  travelers from acute�
  boredom.
  ���� ����������
  Height
  Beam
  ���� ����
  � � � By 2050 the�
  Earth was seeding�
  the Stars at a rate�
  unheard ���
  with the�
  Neighborhood Aliens�
  and a half dozen new�
  kids on the block.
  �
  These�
  monster
  ships could�
  transport
  small colo�ies 
  far 
  beyond 
  the� Local
  Arm.
  ���Many of these�are
  sleeper ship with� a
  few����hundred passengers
  in
  freeze� tubes or 
  community�
  living
  spaces.
  � � The entire� lower
  hull 
  can 
  be 
  de�achable.
  ���� ���������
  Height
  0400
  Beam
   0060/0120
  Fuel Burn
  Fuel Units
  5000
  Fuel Per Launch
  0060
  Fuel Per Landing
  0060
  Stable Orbit
  0025
  Breaking Orbit
  0030
  Maneuvering
  0030
  HVY Cargo Launch 0090
  Atmospheric Flight
  Per Hour
  0030
  Drive Crystal
  Medium
  x1/1
  Crew
  008
  Passengers
  100
  Robots
  016
  CARGO
  Huge cargo capacity and
  the ability to seperate the
  lower hull.  This allows the
  top stage to be used for
  exploration or return to
  earth.
  SHIPS SYSTEMS
  Reactors
  04/02
  Drives
  01/01
  Engines
  01/03
  ����� ������
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  ��������
  �����
  �����As soon
  as�the
  parts 
  could 
  be�
  purchased,
  there�
  were 
  Corporations�
  who began building�
  their 
  own 
  designs�
  foe Spaceships.
  � Six World� Class
  Starports 
  were�
  established
  and�
  business began to�
  surround them.
  � � Art and Engineering
  began 
  t�
  produce
  beauty 
  in 
  their�
  designs 
  much 
  the�
  way the Auto Industry�
  had in the 1950’s.
  �
  Some 
  of 
  the�
  Spaceship 
  designs�
  followed 
  the 
  standard
  models
  and� changed 
  little 
  after�
  hundreds
  were�manufactured.  
  A�
  number 
  were 
  created by design 
  stu�������������
  crafted.
  ����� ����
  Height
  5000
  Beam
  5000
  Fuel Burn
  Fuel Units
   40000
  Fuel Per Launch   00600
  Fuel Per Landing  00600
  Stable Orbit
   00250
  Breaking Orbit 
   00300
  Maneuvering
   00300
  HVY CRG Launch   01600
  Atmospheric Flight
  Per Hour
  00300
  Drive Crystal
  Gigantic x4 
   020m
  �����
  Crew
  200
  Passengers
  7k
  Robots  200
  CARGO
  These monsters carry 
  everything
  imaginable.�
  Decks are huge. Armed�
  with Plaz Co��apsium
  Cutters(6) and rail�guns (2) 
  for�soft targets.
  SHIPS SYSTEMS
  Reactors
  12
  Drives
  02
  Engines
  06
  ���� ����
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  �������������
  ������ ����
  Height
   Varied
  Beam
   Varied
  Fuel Burn
  Fuel Units
   Varied
  Fuel Per Launch 
   Varied
  Fuel Per Landing  Varied
  Stable Orbit
   Varied
  Breaking Orbit 
   Varied
  Maneuvering
   Varied
  HVY CRG Launch   Varied
  Atmospheric Flight
  Per Hour
  Varied
  Drive Crystal
  Varied 
   00000
  Crew
   Varied
  Passengers
   Varied
  Robots 
   Varied
   Varied
   Varied
  CARGO
  Anything Goes for these�
  ugly 
  to 
  beautiful 
  ship 
  designs.��light characteris�ics
  are designed into the� ship.
  Things you couldn’t� believe
  can fly.
  SHIPS SYSTEMS�
  Reactors
  Drives
  Engines
   Varied
  �������
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  0300
  0075
  1900
  0020
  Fuel Per Landing
  0020
  Stable Orbit
  0010
  Breaking Orbit
  0010
  Maneuvering
  0010
  Atmospheric Flight
  Per Hour
  0015
  Drive Crystal
  Large
  300k
  Crew
  045
  Passengers
  n/a
  Robots
  025
  Weapons
  Missiles
  90
  Marines
  30
  Plaz Cutter
  04
  SHIPS SYSTEMS
  Reactors
  10
  Drives
  02
  Engines
  01
  SSBN 906  SAULNIER
  ������ ����
  �
  The
  Earth�
  Military is not stupid.�
  They have a fleet of�
  Stealth Starships to�
  help defend humanity 
  from hostile life� and
  aliens.
  ����They are fast�and
  formidable, a� match
  for 
  any 
  of 
  the�
  Saucers
  used
  by�Aliens.They Have 
  a� unique weapon, 
  a� Plaz cutter that 
  can� cut through up 
  to 
  6�
  inches 
  of 
  layered� Collapsium
  and� Duraloy.� They
  also�
  have 
  an 
  electromagnetic
  Stealth Array� that
  makes them Invisible
  and
  Psi�Proof.
  � � No aliens are�
  allowed on these�
  ships.Navy�perso�n�l
  and Marines� who
  man 
  them 
  are�
  called the best of the�
  best.
  �����������
  Height
  Beam
  Fuel Burn
  Fuel Units
  Fuel Per Launch
  ������������
  Height
  0030
  Beam
  0090
  Fuel Burn
  Fuel Units
   
   0900
  Fuel Per Launch
  0002
  Fuel Per Landing
  0002
  Stable Orbit
  0002
  Breaking Orbit
  0002
  Maneuvering
  0003
  Atmospheric Flight
  Per Hour
  0006
  Drive Crystal
  Medium 4
  300k
  Crew
  003
  Passengers
  002
  Robots
  001
  Weapons
  Missiles
  12
  Plaz Cutter
  01
  Heat Ray
  01
  SHIPS SYSTEMS
  Reactors
  01
  Drives
  01
  EM Lifter
  01
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  GREY SHIPS
  �����The classic flying saucer that crashed in Roswell�in
  1947.��They were the first ships to transport humans�to
  the near planets. 
  ���The interiors are stark and lifeless�
  with no touches that make them mem�rable.�
  ENGINEERING
  �����The components are ���molded into the deck and�
  walls. The entire craft is dismantled like a puzzle and�
  parts are interchang������
  FLIGHT
  Fast, appear to damp inertia.
  NORD SHIPS
  �����Called the Beam Ships, these few Nord craft are�
  beautiful and filled with light. They have the standard�
  drives as the Greys but more human comforts.�
  ENGINEERING
  �����Logical engineering spaces, cabins, and storage.  
  They are designed on clean lines with a little artistic 
  talent.
  FLIGHT
  �����Not as fast as the Grey ships and do not have
  the inertia dampening.��Fly more like Human craft.
  GREEN SHIPS
  �����Great multi-decked cylinders. They are rough�
  walled, and have all the class of early submarines.  
  There�are great open areas for medical work and 
  storage that�is amazing. Most of this appears as a 
  trash dump.
  �ENGINEERING
  �����Systems are assembled by skilled Engineers�
  who have their own methods. Cables and boxes are�
  everywhere
  FLIGHT
  They fly like a brick and use shuttles.
  DURO
  ����hese classic ships are a little varied depending on 
  owner and age. Polished or rough they hover�and
  drop a ramp. One gets the impression that these�are
  the Airstream Trailers of the Alien saucers.�
  ENGINEERING
  ����Utilitarian, cabins, humanoid amenities and fairly�
  obvious ships systems. They Label everything.�
  FLIGHT
  ����������ly like a Grey Saucer without the inertia 
  dampening systems.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  REPTLOID SHIPS
  � � � � Another classic flying Saucer that is sleek and�
  actually rotates when in flight. At least 60 feet in 
  diameter they have multiple decks and a control dome 
  that�
  configures 
  for 
  pilots 
  and 
  passengers.�
  ENGINEERING
  ��������Every ship system is molded into the deck but�
  accessible.   This ship has 12 foot escape pods that�
  were scene in 1952�
  FLIGHT
  Fast,  has an elevator cylinder at the bottom.
  GERMAN SHIPS
  ������Built for humans and functional expect the officers 
  deck that is Lavish. Troop desks, storage and vehicle 
  decks complete these space battleships.�
  ENGINEERING
  ������Braces, struts, piping and a lot of pictures of�
  Hitler and Swastikas.
  FLIGHT
  � � � Slow. Overbuilt, designed by engineers with no�
  souls.  Ramps and a number of Ballistic based 
  weapons based on missiles and 14 inch shells.
  OTHER SHIPS
  �����Built for other races that do not deal with the local 
  Aliens, these come in a multitude of forms from����
  recognizable ships, spheres, saucer� and even 
  asymmetrical�designs.
  ENGINEERING
  �����There is no consensus on their drives or other�
  engineering���Nobody seems to have any ideas to 
  volunteer.
  FLIGHT
  Usually fast and Maneuverable.
  ��
  THE TRIANGLES
  �����Triangles are popular with some new race in the�
  local group. ��Every Alien group reports them and they 
  all�have the same Crop Circle symbols at the corners.�
  ENGINEERING
  ����The engineering appears very standard to humans 
  with spotlights and antennas.
  FLIGHT
  � � Very Slow. They appear to drift and then show a�
  massive blast of speed. They are silent until some 
  fisherman shoots at one and is told to stop.
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  ������ ��������
  �����2000-2100 mankind is heading into the galaxy�������
  ����filled with bravery and wonder.
  � � � This optimism will last for a century until middle�
  management helps spoil it all with regulations, Land�
  Grabs, and the Wealthy making cash from the middle�
  class����.Same humanity in a different century.
  � � � Even though exploring and adventuring never�
  ends, the core of Earth and the Neighborhood 
  becomes�known.
  �������Colonies are new and mostly exciting, rough and�
  like the American Old West.
  ������ ���������
  ���After 2100 humanity is scattered across the Ga�axy
  with thousands of colonies and outposts��.Under the�
  watchful eyes of the home� world they have become 
  trading partners for manufactured and alien goods.
  Aliens
  ����There are dozens of alien races, some friendly��
  and a few hostile that humanity has met. Many Aliens�
  are on Earth as immigrants or naturalized citizens.  
  Religious Furor has died to a few Nuts and humans�
  are picking up some nuances of Other Culture. Great�
  accords will be reached with some races as a United�
  Worlds will be formed for any Alien Race will come 
  ����.
  �����A great world of Medical training and research�will
  be established where Space Doctors and Rescue�
  Ships can be dispatched.
  ����The early optimism from the last century will rekindle 
  as new races are discovered and a few wars are�
  fought.
  �����t is a good time to head for the stars, make a�fortune
  and settle under a new sun.
  � � � Then you also start to need to stop organized�
  crime and the few sociopaths who are steeped in 
  creating War and Harsh Gover�ment.
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  ��������� �������
  ��The one thing that holds the worlds together is�commerceand
  new technology that makes everybody’s�life easier.
  ������Technology spreads by years and interstellar data�
  transmission of compressed data.
  ����������� ��������
  ���After 2400 humanity is scattered across the Ga�axy
  with thousands of colonies and outposts. ���Under the�
  watchful eyes of the home�world  and the�Great
  Interstellar Federation �� they have become trading 
  partners�for manufactured and alien goods.
  Aliens
  � � � There are hundreds of alien races cataloged with�
  some friendly and a few holdouts. �Interstellar War is a�
  rarity as it is bad for business.  The oldest races love�
  their Terran Brandy and Cigars and quash this quickly.
  �����There is optimism but also complacency as you�
  travel to multiple areas.
  ������New Aliens are given the simple choice when�
  contacted.
  Do you want to trade or fight?
  �����Nearly all new�� contacte� will trade.  Starports�
  are established and a flood of go�ds turns them into 
  another member of the Federation. 
  Some worlds 
  break�away to seal themselves to alien contact and 
  are left� alone.Fewer decide that they can take other 
  worlds for�profit and have their butts handed to them 
  on �o�lapsium�platters.
  Only a few worlds have been quarantined.
  ���� ������ ����
  ������ ��������
  ������After 4000 humanity is very scattered across the
  Galaxy with tens of � thousands of colonies and 
  outposts.� Space is divided into sectors that send 
  reports back to� Mother Earth, the administration 
  center of settled space.�Humanity is still the petty , at 
  times stupid primate that�can shine and be Angels to 
  the needy.
  � � � The Galaxy’s Cinderella zone of worlds has been�
  circled but in no way entirely explored. Afew incursions�
  have shown the core is a hotbed of close suns and 
  devoid of life. In turn the outer edges are poor in 
  minerals.
  ������Space is work and rarely given a second thought�as
  humanity looks to the other Galaxies and wonders�
  what is there.
  ������ ���
  ��������� ����������� ����
  
  ���� ���� �����
  ��� �����
  ��� �����
  Green Medical Kits
  ���These amazing items are the rarest of the artifacts�left
  by the old race.  This gold box is opened next to the�
  victim. Asingle gold ball floats over the patient and the box�
  does all the work.
  � � Gold robotic spiders begin repairs as they inject�
  Nano-Meds that make fast work of tissue and even 
  genetic� damage.  This process takes d10 minutes and 
  leaves the�patient stable and healthy.
  � � Gross tissue replacement takes d10 hours as the 
  system wraps the victim in a cocoon of energy and 
  completes�repairs.
  � � � At the end of repair the nanos simply evaporate�
  along with the Spiders.   The box regenerates these 
  within�d10 minutes of closure.
  ���These kits are self stocking and virtually�
  indestruct�ble. They are also priceless.
  ���������������
  � � � The market was a mass of aliens in a hurry as they�
  bustled between booths and rode the streets on low 
  speed�bikes and sleds.
  �����Cargo Master Roberts was amazed at every detail.�He
  was so amazed he stepped into the street and was�
  nailed by a speeding Young Nord on a Grav Cycle.
  � � � Being tossed almost 10 feet, he impacted onto the�
  sidewalk with an obvious broken leg and multiple injuries.�
  As he leaked blood on the walkway, several of the aliens�
  pulled out small devices and called into them for aid.
  �����A minute later a small scooter dropped out of the�sky
  and the cro�d parted to let the Green minister to the�
  human.
  “Trader?” he asked ships Engineer.  Human?”
  Jack Kordus nodded.  “Is he dead?”
  The Green suspended a gold ball over the near dead
  crewman and reached into his kit for what was obviously a�
  Hypo.  Shooting the tool into Roberts sternum, he settled�
  back to wait.
  �
  “Visual Mem�ry of worse.”����
  ������In 5 minutes Roberts eyes jerked open and he�
  smiled.
  Doctor’s Bills
  � � � In the civilized galaxy health care is provided to 
  citizens, visitors or travelers free of charge.  Some 
  doctors� cost a little bit and a few specialists are 
  expensive when� doing Genetics or implants.  Greys 
  Medical Techs are excellent with Implants and scans.  
  They have had a lot of�practice on humans.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  Completion
  ���The tank drains and the objects are waiting.
  Remember
  ���The system must have matter to replicate. 
  This�
  can be any material dumped in the recycle system.  
  Ship’s�storage holds the raw replicator stocks.
  � � � Some objects will not replicate. 
  Mostly these are�
  living tissue or alien technology of a more complex 
  nature.�Collapsium will not replicate.
  Materials Needed
  ���Some items may require metals the system does�not
  have in stock.  These can be added by dumping metallic 
  scrap or ore in the waste recyclers.  This may happen�
  when there is a heavy demand for gold or an element.
  Recyclers/Converters
  ���Ships can purchase special machines where trash�and
  raw materials can be dumped.  The ship’s water and�
  sewage systems also cycle into this. Any vegetable or 
  non� living objects can be dumped into the bins and 
  recycled.
  REPLICATORS
  � � � � Standard parts and objects can be replicated with�
  ease. The ship’s Fabrication bay has 3 stations and a�
  master control center that is touch activated.
  Scanning Objects
  � � � � An object is placed on a scanner plate.  In d10 
  seconds the object is committed to the Replicator’s 
  memory�and can be recalled on screen from an index or 
  (with time�and skill) a hand pressed against the scan plate 
  and a concentrated thought will show the object.
  Quality
  ������From there the Replicator gives the options for quantity.  
  Three choices give the user low, average or high quality of 
  a replicated item.  Time to replicate is halved for low�
  quality and doubled for high.
  � � � � The user hits the Replicate symbol and the system�
  transmits to the replicator tank.�The tank fills with a�black
  liquid and the process begins.  Each object, by complexity, 
  takes time. ��The more complex the greater the time.
  Object Complexity
  Very Simple�
  d10 minutes
  Shapes, fasteners, simple tools, building material�
  Simple�
  2d10 minutes
  Complex shapes, small mechanical devices
  Easy�
  3d10 minutes
  Complex devices,
  Complex�
  d10 hours
  Electronic components.
  Very Complex�
  2d10 hours.
  Weapons, vehicle parts
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ����� �����������
  � � � The same replication system is in the ship’s galley.�
  Here food can be cooked or replicated.  While some can�
  taste a subtle difference, the majority find a stack of hot�
  replicated flapjacks and bacon tastes the same.
  � � � Food replication for any item, the first time is d10 
  minutes and that time remains stable in the system. 
  There are�4 replicator tanks in the galley with 3 smaller 
  for up to 3� plates *  and a larger tank that will do 12 
  plates at a time.�Multiple items can be replicated together 
  in a cluster for a�meal such as a dinner plate, coffee, and 
  desert.
  Safe Healthy Food
  ���The system has built in medical scanners that analyze 
  the user’s touch and makes sure the food is non toxic�no
  matter what the configuration.   However taste may be�
  another matte��
  Stored Meals
  ����The Food replicator has hundreds of thousands of�
  items in memory and is easily indexed to show the meal.
  Unique Trade Items
  �������������������
  ���The Galactics Recognize that some unique items�have
  trade value that should not be free to replicate. A function 
  programmed into replicators allows objects to fail 
  scanning and not be replicate�.
  ���While many items are shared, some, like Irish Rose�
  Wine are Locked Down at first replication and not�
  duplicat�� from copies.
  ���Most markets have data cubes for sale to update the�
  average Food Replicator.  These contain a few dozen to�
  thousands of entries, 
  When you scan an object on 
  the� Replicators Sensor Array, system will update it’s 
  registry�of recipes.
  ������� ��� �����
  � � � Scanning images of alien food became a hobby for�
  Engineer Williams. He spent an hour a day flipping through�
  images and occasionally sampling an alien dish.   Some�
  were amazing and a few beyond disgusting.
  � � � Oddly one item popped up that surprised him.   A�
  Burger King Whopper, Coke and Fries.   He replicated 
  the� meal and it was perfect.  On the replicated napkin 
  provided� was a note.   PROVIDED by HMS  Freighter 
  Coventry.
    ��If you find this, we were kidnapped by MIB’s in 1978.  
  We�have been in space here for 7 years now and are 
  doing�well.   Find us at the Almyra Starport on the last day 
  of the�Month of Artykamaz.
  Galactic Events & Holidays
  � � With Millions of worlds and thousands of intelligent�
  races you get tens of millions of special events.  Some 
  are�surprisingly close in nature even if the celebration has 
  meaning.
  EXAMPLES
  ���Called Birthdays, Emergence, Hapen Raf or a million 
  other names most races celebrate their day of entering�the
  Cosmic Stream.   This may be a family celebration to�an
  introspective time.  It may involve gifts or eating an 
  enemy.   It often revolves around a surprise of a pleasant 
  nature and a bottle of something liquid with mind 
  deadening�properties.
  � � � The same goes with Deaths.  Funerals are sad or�
  happy times where an individual is celebrated for the 
  works�he or she or it did or mourned for a wasted life.  It 
  can be a� celebration by greedy relatives or a happy 
  addition to the�replicator disposal bin.
  � � � High Religious days are common with some revered�
  person being� celebrated.� Religious days are much like�
  Appreciation days or festivals.  Few don’t have street 
  parties to celebrate some forgotten event.  Mostly they 
  are a� day off work. 
  Merchants enjoy holidays 
  because of the�worthless crap and food they sell in vast 
  quantities.
  � � Chief
  Engineer 
  Bauer�
  considered what would make a�
  good trade item and placed an�
  unopened fifth of Irish Rose 
  Wine�on the scanner. 
  He
  chose an�Excellent Replication.  
  The system scanned and gave 
  an unusual wait time of 6 hours 
  to replicate.
  ����He programmed the system 
  for 12 bottles and pressed�the
  start button.  Six hours later�the
  system 
  produced 
  a 
  dozen�
  perfect bottles of the wine slide�
  out of the hopper and he is ready�
  for the Starport.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  Alien NAV Station
  At the new Bridge is a NAV STATION. This is the core�
  of interstellar travel for human space exploration.  Installed�
  by Greys this is fast replacing computer aided nav�gation.
  How it Works
  ����The navigator simply drops a six sided NAV CUBE�in
  the slot on the council with the symbol/destination face�
  down.  Under the slot is a hand print sized plate.  Tap the�
  plate 3 times for the plate to light.  There is always a 
  pause�of 2d10 seconds before the cube will light and the 
  transfer�process begins.
  Transfer Time
  ����Transfer time between worlds is always a little different.
  They call this a Hyperspace Path.
  TIME IN HYPERSPACE
  01-50
  d10
  +64
  Hours
  51-75
  d10
  +32
  Hours
  76-85
  d10
  +16
  Hours
  86-95
  d10
  +08
  Hours
  96-98
  d10
  +04
  Hours
  99-00
  d10
  +02
  Hours
  End of the Jump
  ����At the end of the jump there will be a chime and the�ship
  will drop out. 
  The craft will appear in orbit over the�
  destination Planet.
  Hyperspace
  � � � Hyperspace is a void of light and moving colors.�
  Anything on the outside of the sub is within the field.  
  Leav-ing the ship destroys the matter in a burst of light 
  energy�and heat.
  ����The problem with this system is the Random/Time�
  Jump Factor.��ven if it skips the Light Year Distance.
  ��
  ���
  Terran Nav Station
  ���A computer is attached to the Radar and Star monitoring 
  Sensors. A handy card is inserted into a reader and�the
  ship b��ins the Stardrive Sequence  In d10 minutes the�
  Navigator can begin the Journey. Multiple correction cards�
  may be needed.
  NAV Cube
  ���Each Nav Cube is a six sided cube with 6 symbols�or
  blanks. All Nav blocks look alike though they come in a�
  number of colors.
  Each Side of a cube is a single orbital destination.
  ����A blank side on a Nav Cube means it is programmable.   
  After landing a blank side can be inserted in the�co�����
  and the activation plate tapped 5 times.  This locks�in the 
  location.  A destination can be erased by inserting�one of 
  the used sides and tapping the plate 7 times, waiting�and
  tapping it 7 more times.
  COMMON CUBES
  01-95� Clear Programmable
  96-97� Red Programmable
  Adds +20 Hours to Travel
  98
  Green  Programmable
  Adds +40 Hours to Travel
  99
  Black Not Programmable
  Adds +60 Hours to Travel
  00
  White
  Not Programmable  Adds +40 Hours to Travel
  Extragalactic Transit
  �����It is rumored Red Cubes link to Close Galactic Clusters, 
  Green to another close Galaxy
  
  ���� ���� �����
  ��� �����
  ��� �����
  POWER CORES�
  ����The power core is a simple block with a connection
  point for fuel. Any source of water provides this fuel.
  � � � On the surface� of the power core are standard 
  connections that can also be found on Brain Cores. Lift 
  Balls,� and Actuators. These cores come in a myriad of 
  sizes from�marble sized to several feet across.
  ������They can be linked for added power. They also�
  have a square connector for water.
  Amount of Water Needed
  ������An average city will use 50 gallons a year, about�the
  same as a small Alien starship.
  LIFT BALLS
  � � � � Key to most Alien flight technology is the lift ball.�
  These �ollapsium spheres have a port for a power cable�
  and fiber optic cables.  They are amazingly light in weight�
  and can create controlled Anti�grav when powered.  
  Attach�these to a Flight Controller Servo.
  LIFT BALL SIZE
  SIZE
  LIFT
  Marble
  500 Pounds
  Golf Ball
  10 Tons
  Baseball
  100,000 Tons
  Basketball
  900,000 Tons
  ��
  ��������
  � �  The Anshani made extensive use of robotics� for
  day to day living and commerce. These robots were�
  simple in design and based from three simple 
  systems.
  BRAIN BOX
  � � � The brain box comes in varying sizes that ranges�
  from just over a square inch to the 4 inch standard.�
  Some rare thinking systems have been known to be a�
  square foot in size. This block is a self-repairing and�
  was manufactured in White or Black units.
  ����Five of the six sides are contact holes for light�fiber,
  the fiber optic systems are common to all old 
  technology. These holes are directly connects to 
  Actuators.�The sixth side holds the key to the operation 
  of the Brain�Core.
  BRAIN CORE
  01
  Low  Memory
  When activated the�
  2
  robot can be given basic�
  1�
  3
  8�
  4
  programming to obey all�
  7�
  5
  6
  demands. With the Loop
  removed it dumps memory.�
  A
  02�
  Mid Memory
  While activated the robot can learn simple tasks.�With
  Loop removed it reverts to a type 1
  03�
  Higher Memory
  Full memory is open and the robot can learn�
  complex tasks, use data systems or generally learn on
  its own with a semi-independent mind.
  With Loop removed it reverts to a type 2
  04�
  Personality
  Use of Loop 4 gives the robot the ability to de-
  velop a personality.
  05 
  Emotion
  With Loop 5 active the robot can learn emotion.
  06�
  Preservation
  Operates by 3 laws of robotics.
  07�
  Independence/Free Will
  Robot has complete freedom of action.
  08�
  Brain�wipe
  Wipes areas 1 to 4
  A�
  Dead Box connection
  Direct feed to another brain box or Router with�
  10 to hundreds of actuator holes.
  �����If work is complex but repetitive loop 3 is pulle��
  after programming. Arobot can be connected to a 
  transmitter sensor with a duplicate coded receiver to 
  control� its function. Another sensor allows robot to 
  robot communication over a mile.
  A
  POWER
  CORE
  24” x  24”
  LIFT
  BALL
  Varied Size
  Quantum Lifters
  � � � This technology is beyond all the other races. 
   A�
  single half dollar sized coin will lift 10 tons.  They can be�
  stacked.  There is no power source and a laser at any 
  side�moves the craft in that direction.
  
  ��� �����
  ���� ���� �����
  ��� �����
  MACHINE DAMAGE
  �����Roll a d100 to see where the damage goes and the�
  systems affected.
  01-75� Structural Damage Only
  76-85� Actuator Damage, Main Arms
  86-95� Actuator Damage, Main Leg or Motive Source 
  96-�� Power or Control Sever from Limb
  98-99 Brain Severed from Power
  00
  Sensor Unit Severed Destroyed.
  Programming
  ���Programming an empty brain involves the use of�the
  brain�box and cable link with simple verbal orders given�
  with loop 1,2, or 3 to activate. Brain activation is by the 
  use�of a loop of light fiber between the two close holes.
  ����lf the work is repetitive in nature, the learning fiber�(3)�
  is pulled and the robot left to continue work.
  Common Fiber Cable
  � � Light Cable is easy to manufacture in the two sizes�
  neededto link Alien technology. From Brain Core to Actuator 
  uses a spaghetti strand size cable called Standard Cable.�
  The Brain Core’s activation takes Standard Cable.
  Conduit or Link Cable
  ���Link or Power Conduit is a flex�ble flattened light�fiber
  with a powdered Palladium core.  The power system�uses
  a larger and slightly flattened cable design called Link�
  Cable.  It has a Gold - Rutherfordium core.
  Routers
  ����Routers are boxes that link multiple cables to a robotic 
  brain.   They have from 50 to 500 ports to plug cables�
  into.
  Power Routers
  Power Routers take the slightly larger and flattened
  cable.
  Actuators
  � � Actuators are common in old technology. In fact,�
  countless numbers were left across space. They range�
  from minuscule to gigantic. These are the flexible joints 
  that� give a robot motion. They are linked by Standard 
  cable to�the Brain through a router. 
  Routers are linked 
  to Brains�and power core. Strength of the unit depends on 
  the metal�structure of the limb relative to the size of the 
  actuator.� Actuators can be replicated where necessary 
  but white or�black originals are best.
  Sensors
  ��Visual, Audio, Vocal, Tactile, Chemical and more.�There
  are many types of sensors that can be added to aid�in the 
  machines function.
  Weapons
  ����Weapons are also possible. They range from lasers 
  to stunners� to more lethal items.
  INTERACTION WITH A SHIPS AI
  ���Humans are very cautious of AI systems. They prefer 
  programmable tubes that are resistant to the rigors of�
  space and rarely decide to murder sentients.
  ����A few Terran have incorporated Alien AI into their�ships
  with excellent results. Many of the AI’s are protective�of
  their crews and highly competent with robotic operations�
  and maintenance.
  � � � � Spacer Chief Engineers don’t trust them at all. They�
  claim that AIs have no souls of the knack to run a Terran�
  ship.
  ������Only the Duro agree with Terran and will only allow 
  them to clean decks and do very minor maintenance�
  when their significant others are not present.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  ROBOT DAMAGE
  This is a table of random 
  damage to a robot that has 
  suffered�
  bal�istic 
  or 
  energy 
  damage.
  RESULT
  01-10�
  Limb Damage
  11-20�
  Limb Removal
  21-30�
  Motive Damage
  31-40�
  Motive Destroyed
  41-50�
  Visual Sensors
  51-60�
  Audio Sensors
  61-70�
  Communication Sensors�
  71-80�
  Slows to Half Speed
  81-90�
  Slows to Quarter Speed�
  91-95�
  Weapons
  96-98�
  Stunned
  99
  Brain Knocked Out
  00
  Power System Explodes
  ������� ��� �����
  � � � Robots are second class citizens even when they are independent in�
  thought and action. They are also subscribed to the laws of the worlds they live�
  on.
  � � � The independent robots can have any form of personality and attitude.�
  Generally a robot takes  the personality and motives of its last owner or 
  programmer. lf� not humanoid, the robot will still have humanoid motives and 
  rationale of�the race who programmed it.  This can change over time and through 
  contact with�other robots and creatures. Mostly, human-like personality are the 
  norm.
  � � � Robotic independence, you might think, could lead to robots being 
  kidna�ped and forced into slave labor. Such can be the case and often is where 
  large�numbers of robots are used in cities. Freedom for machines also creates 
  ghettos�of defunct robots looking for work, on public assistance, or begging for a 
  handout�or two.
  �����Robots can also face high discrimination and bashing from workers they�
  replace. While this is often not legal, it is hard to stop.
  Remember
  01
  An ounce of water will power a robot of human size for years.
  02
  Robots can have emotions.
  03
  Free robots will protect themselves from  theft or harm even if it means
  injury to their attacker.
  04
  Robots can be shopkeepers, workers,
  entertainers, or even thieves. They can also
  become murdering monsters. it just depends
  on who set up their basic programming
  early in their learning.
  05
  While the three laws are universal in
  most Robots, Old Brain Cores,  Cores are
  prone to breaking down or suffering cognitive
  misfunction.    This is a very sensitive
  issue
  with free will robots and they
  will  often  hide the fact they were
  manufactured by the the old race.
  Design and Functionality
  The body structure of robots
   varies by design and armor. Generally
  rate the armor exterior from the
  game system you use.
  Brain Cores and
  Power Cores are
  virtually indestructible.
  In the other hand the
  fiber optics and power
  cable that bind them
  to actuators and
  sensors can be easily
  damaged.  Same goes for
  sensors and the actuators themselves.
  ACTUATORS
  ���An Actuator is a movable�joint
  connected to the brain.  These�are
  ultra strong mini-motors that al�ow
  near human motion for limbs.
  ���Alien versions can be amazingly 
  fast and powerful.
  SHIPS ROBOT   Varied Size
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  Periscope & Screens
  ���A common Sub P�r�scope.  Folds from the ceiling�of
  the control room. 
  Mostly for nost�lg�a and missile fire�
  against targets.
  Food and Bio Mollecular Storage
  ����Bulk Storage Tanks are built into the lower deck of�the
  ship and are inaccess�ble.
  Recycler
  ���These open bins accept non living bio waste, scrap,�Ore
  and anything else that can be recycled.  In fact everything 
  can be recycled.
  Bulk Storage
  ����Bulk Storage Tanks are built into the lower deck of�the
  ship and are inaccess�ble.
  LENGTH:
  240’’
  WIDTH:
  82”
  HEIGHT:
  54 “
  SPEED:
  Hover to 1200 MPH   KPH  1925
  WEIGHT:
  5000 lb
  CREW:
  1 Pilot,  5  Passengers
  CARGO:
  24 Square Feet
  LENGTH:
  200’’
  WIDTH:
  65”
  HEIGHT:
  54“
  SPEED:
  Hover to 950 MPH   KPH 1500
  WEIGHT:
  3000 lb
  CREW:
  1 Pilot,  3  Passengers
  CARGO:
  12 Square Feet
  TUCKER SKY CHIEF
  CHEVY ORBITER
  
  ���� ���� �����
  ��� �����
  ��� �����
  Air Car
  LENGTH:
  165’’
  WIDTH:
  58’’
  HEIGHT:
  51’.
  SPEED:
  Hover to 950 MPH   KPH  1400
  WEIGHT:
  1450 lb
  CREW:
  1 Pllot, 1 Passenger
  CARGO:
  1 Pllot, + 1 Passenger
  + 24 square Feet
  1 Pllot, + 34 Square Feet
  Air Truck
  LENGTH:
  427’’
  WIDTH:
  95”
  HEIGHT:
  120 “
  SPEED:
  Hover to 950 MPH   KPH  1400
  WEIGHT:
  7500 lb
  CREW:
  1 Pilot,  1+ 2-25 Passengers
  CARGO:
  1 Pilot, +600 Square Feet
  Side Open Cargo Door  6x6 Airlock
  Air Vehicle Technology
  ����Using Alien Lift Ball technology, these simple and�
  effective vehicles are common wherever humans travel.
  �����The first models were taken by Detroit and turned�into
  Earth Style Cars.�
  �����This older design is still manufactured on a number
  of planets, but the Earth Designs are elegant and sleek.
  �����While not large, Earth Air Cars are virtually shuttles�that
  achieve Planetary Orbit. are fast and tough. Control�
  surfaces are highly simplified, and an optional Small 
  Brain�Box can autopilot or prevent critically stupid flying 
  maneu-vers.  Terran Sky Cars have wheels.
  Air Vehicle Maint�n�nce
  ���Aircars on Starships are maintained by the ships�crew.  
  Parts 
  repair 
  is 
  a 
  simple 
  diagnostic 
  panel 
  and 
  replacement or replication of the questionable part.
  ���Old parts can be scanned by the replicators and�
  restored from recorded templates.
  ���Parts must be Replicated at high quality settings�and
  are often complex.  Lesser replications are prone to�
  hardware failure.
  Hardware failure in space can be bad.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  ���������������������
  � � � A vast and bustling port where literally everything is�
  available. Much of the port is divided into specialized�
  streets of one type or related goods.  There is generally 
  no� pattern to this.  A well paid guide can be a great 
  help or� danger to those who don’t know the port.   
  There will �lways be adults and especially the young who 
  make a few�credits being guides.
  Street of Weapons
  �
  Find 
  anything 
  from small 
  to heavy 
  weapons.  
  Manufacturers can design specialty items.  There are 
  weapon� instructors and armorers.   Most larger shops 
  have ranges�for test firings.
  Street of Small Technology
  ���Necessary gadgets for home, starship, and the office.  
  Shops with new and specialized robotics and a wealth�of
  gadgets. Some shops sell machines and fabricators for�
  light to heavy industry as well as stocks of materials.
  Street of Arts
  � � � This Cultural Center finds artists, poets, actors, and�
  entertainers involved in serious craftsmanship.  Also find�
  builders and decorators.  Emporiums abound with simple�
  and fine arts.  The definiti�n of art is varied from a ball of�
  lint to interactive paintings.
  Street of Clothing
  ���Anything from Tailors to stores of utility clothes to�
  lavish high tech clothing.
  Street of Vehicles
  � � Fuel Burning Vehicles to Grav Bikes and Lift Ball�
  Limos.   This is a vast vehicle sales lot with new and 
  used�vehicles, shops and repair facilities.
  Street of Home Craft and Builders
  Dwellings custom designed, realtors and more.
  Resale Street
  ���Anything Goes in the meanest of ’Interstellar Garage 
  Sales’ and Antique shops.  There is trash and trea-sure 
  here as loads enter and leave. There are Pawn Shops�and
  emporiums for larger items that are stored elsewhere.
  Food Street
  ���Where even a sit down dinner can be an experience. 
  Buy food in bulk, fast food or sit down for a lavish�feast.
  Street Vendors are common for a snack or a carry�out.
  Remember an invitation to dinner may have many�
  meanings. (An acceptance for invitation to dinner may 
  have�meaning the Terran will later find regret�able or just 
  dangerous.)
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  SOCIAL GRACES
  � � � A vast and bustling port where literally everything is�
  available.
  Much of the port is divided into 
  specialized�streets of one type or related goods.
  �����Port Towns are generally separated from the�
  Grounders and Societies with large fences.
  BEYOND THE STARPORT
  �����After a few hours of exploring beyond the port there�
  may be issues with culture or Locals.
  SOCIAL ISSUES
  01-50�No Issues
  51-75�A Few Stares
  76-98�Hostility
  99-00 Very Friendly
  HOSTILITY REASONING
  01-05 LOCALS HAVE TABOOS*
  You are not welcome and will fight.
  06-50 RACIAL PREJUDICE
  A small or large amount of the population believes
  they are better then other races.  They will make
  sure they tell the Spacer.
  51-75 RELIGION
  The Belief System of these folks tells them what
  their imaginary friend in the sky wants them to do
  no matter how stupid.***
  76-95 CORRUPTION / SOCIAL FORFEITURE
  The local Government will tax the Spacer to Death.
  They also see a bucket of revenue from odd Legal
  infractions.
  96-98 CRIME
  The locals see the Spacers as a ready supply of
  free cash that is removable by violence.
  99-00 EXTREME
  These folks will kill the Aliens for their own reasons.
  Nobody will care and don’t expect help except by
  armed friends.
  SPACER BARS
  �  Bars universal.  They range from Pest Holes to 
  Magnificent High Tech establishments that most Spacers 
  can�rarely afford.
  �����Mixing Spacers and Grounders often results in the�use
  of Bouncer Robots to fights and injury.  This is usually�
  followed by Police and jail depending on the damage.
  01-05� DIVE
  You are not welcome and will fight.
  06-50� CHEAP BAR
  Rough Bar with Unsavory Characters and Aliens�
  51-75� BETTER BAR
  Good Food and Drink
  76-95� HIGH CLASS
  Spacers with Manors Welcome.
  96-98� POSH
  If you have the Currency
  99-00� LIMITED BY SOCIAL CLASS or ALIEN RACE
  You are Legally Not Welcome
  *�
  ����������������������������������������������������������
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  ���
  ��������������������������������������������������������
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  THE BEER
  01-05 PAINT REMOVER
  Truly awful brew that can dissolve paint.
  06-50 DRINKABLE
  Not great but it goes down and stays down in
  reasonable amounts.
  51-75 GOOD BEER
  Good beer with a distinctive flavor.
  76-95 EXCELLENT BEER
  These locals brew a Beer that is well known and
  excellent in taste.
  96-00 HEAVEN
  Amazingly Good Beer
  often known beyond the
  planet.   Alcohol content
  varies and may have
  effects on Terrans or Aliens.
  TERRAN
  ROBOTICS
  Brain Tubes are
  50,000 lines of
  programming.
  
  ��� �����
  ���� ���� �����
  ��� �����
  SENSOR PEN
  01�
  ATMOSPHERIC ANALYZER
  Another pen sized scanner that samples the atmosphere for the holder.�This
  has 5 colored bands that light when held in the air.  Internal systems Scan�the
  metabolism and structure of the atmosphere for incompatible chemicals�and
  other potential chemical/biological problems.� This basic survival device is 
  carried by most races in one form or another.  In atmospheres that are 
  breathable for a limited time, the device emits a warned tone�when the limits 
  of exposure are reached.
  A
  BREATHABLE
  Standard Mixture
  A
  BLINKING
  Standard Mixture Thin or Thick
  B
  BREATHABLE
  For a Time 10d10 days
  C
  BREATHABLE
  For a Limited Time 4d10 days
  D
  LIGHT TOXIC
  Toxic 4d10 minutes
  D
  BLINKING TOXIC
  Toxic in d10 minutes
  02
  FOOD PROBE
  A simple analyzer its with 5 colored bands that light whenever held
  over food. Internal systems check the metabolism and structure of the user
  for incompatible chemises and other potential problems. This basic survival
  device  is carried in one form or another by most aliens.  Taste of the food item
  is another matter entirely.  It is a dire insult to tap another sentient being with a
  food probe.
  A
  EDIBLE
  Nutritional and healthy for the user.
  A
  BLINKING
  Nutritional but not as a steady diet.
  B
  MOSTLY EDIBLE
  Nutritional in Small Quantities
  B
  BLINKING
  Lacks some Necessary Nutrients
  C
  SEMI EDIBLE
  Completely Lacks Nutrients
  D
  SEMI TOXIC
  Edible but toxic in quantity.
  D
  BLINKING
  Edible but toxic in small quantities.
  E
  TOXIC
  Mild Toxin
  E
  BLINKING TOXIC
  Highly Toxic
  03
  PSIONIC SENSOR
  A sensor that detects Psionics being used in an area.   These are
  abilities of technological influences or of the mind that can influence behavior.
  This is strictly regulated or considered illegal in business.   If the device is
  shaken it goes into a blocking mode and shields the user from Psionics.  In
  this mode all lights are blinking and it remains on until shook again.   This
  generally gives Psionic individuals a headache.
  A
  NONE
  No Activity
  B
  A LITTLE
  Detectable Level No Direct Usage
  C
  ACTIVE
  Being Used
  1  2  3  4  5
  A
  B
  C
  D
  Terrans in Space
  � � � After a few hours of exploring the�
  alien trade port, Engineer Tabaczewski�
  and Cargo Master Dow realize they 
  were� hungry. Spotting a likely street 
  vendor,� they walked up and looked 
  into the�bowls.
  � � “Salad!” said Tabaczewski as he�
  purchased a large bowl of something�
  green and purple. The Terran�waved�a
  Food Probe over the bowl and nod-
  ded as the first light glowed.
  Then he spotted a bun with a burger�
  and a plate of green fries.   Waving the�
  probe be noted it registered 3 lights.�
  “Junk Food.” He muttered.  He bought�
  the plate anyway.  Nibbling on a fry, his�
  eyes lit up.  “tasted like Pizza!”
  VISORS
  ��Another leftover from the Old�Races
  as well as new manufactured are�visors
  or glasses.  They are tailored to� fit
  many species and change shape as�
  needed.
  � The visor blocks brightness and�
  harmful radiation to protect eyes. It can�
  become an image magnifier for close�
  work or far seeing. 
  It adjusts to 
  night�vision.
  ���They lock to the user so they�can
  not be knocked off.  Many are styl-ish.   
  Old  versions will often have data�links
  that 
  give 
  currency 
  value 
  and�
  analytical data. as well as the ability to�
  change their color at the users whim.
  ����Not fash�onable, but cool for pi�����
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  TRANSLATOR BAND
  � � Translator bands are found everywhere in a number of forms.  
  Comfortable Stretchable bands or ear clips, these ancient devices allow the 
  user�to understand nearly any alien language.
  � � � � When used on animal life and semi-intelligent creatures, it gives an�
  emotional reading. This empathic use is not always a dependable function.�
  It gives the user a better understanding of the non intelligent animal the 
  longer�that the user is in contact with it.
  ����Once in skin contact, only the user can remove it. Another version�is a 
  quarter inch sphere that can be implanted into a body by pressing it against�
  the skin.
  04�
  ENERGY SENSOR
  Used to Detect Energy Emissions in an area.  It shows active sources�
  above expected normal levels.  If the device is shaken it goes into a 
  blocking�mode and shields the user from Psionics.  In this mode all lights 
  are blinking�and it remains on until shook again.
  A
  ELECTROMAGNETIC
  Low Levels
  A
  BLINKING
  High Levels
  B
  RADIATION
  Low Levels
  B
  BLINKING
  High Levels
  C
  ACTIVE
  Low Levels
  C
  BLINKING
  Low Levels
  D
  ACTIVE
  Low Levels
  D
  BLINKING
  Low Levels
  05
  SIGNAL / REPELLER
  This mode emits a distress signal over multiple communication bands.� It
  serves as a Rescue Beacon, a Bug and Carnivore Repellent field, and a PSI�
  scrambler for naturally occurring Psionic Animals.
  A
  DISTRESS
  Low Levels
  B
  BEACON
  Beacon with Bright Light
  C
  REPELLOR
  Insects and Animals
  D
  WARMER
  Warms or Cools the Indicidual
  Field Pass Tabs�
  ���Instead of keys Galactic culture 
  uses a field pass system. These�are
  small objects or charms coded�to
  doors or secure boxes. If you are�
  within a few feet of the object you can�
  open it. You can pass through a nano�
  wall (walls that let you pass as they�
  form around your body.���T�abs will also�
  stick to the users skin as decoration.
  ����Many
  Humanoids wear�
  headbands or scarves on their upper�
  arms as a badge or rank. These are�
  popular with Spacers. They also�
  serve as a holder for Field Pass Tabs.
  Food Converter Cup
  ���A small pack with a small cup�and
  a lid.  The cup  draws moisture�from
  the air in the form of distilled�water
  when empty and the button is�
  pushed.
  ���The second function is a converter 
  that leaches toxic elements out� of
  the user’s food supply.  Used for�
  planetary survival, it creates a 
  nutritional but bland soup.
  � � Fill the cup with any plant or�
  animal material.  Put the lid on and�
  press the button on the side.  When�
  the lights stop rotating on the base�
  the liquid is ready. �To humans it tastes�
  like �pam.
  Terrans in Space
  �����Landing a grav shuttle at the far end of an alien trading bizarre, Engineer 
  Jones steps out and is greeted by a group of three humanoids.
  � � ’’Brizzafir,glivich popinjays yells the first, who bangshis foot on the�
  ambled street.  ’’Grivich Fruu Nagal’’ says the second who sticks a finger in�
  his nose.  Lombas, puzzled, makes friendly gestures and is greatly 
  surprise�by the aliens look of aggravation, and then stops to remember the 
  translator�band in his pocket. He slips it on as the third alien stamps his foot 
  and begins�to yell at him.
  ’’Brizza griot! Alas a dr ...no parking zone you idiotl’’
  ’’Sorry,’’ says the Engineer as he jumped back into the shuttle and�
  powered up the anti�grav.
  ’’Damn aliensl’’ muttered Vdsverrt the High Master of Minor Traffic�
  Regulation as he watched the shuttle back into a Water Recycler.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  Engineers Tool
  ����This oddly shaped device is carried by most technicians and larger ones�by
  engineers. It has a m�ltitude of settings and adjustments.
  � � It can serve as a wrench, Spike Driver, Pli�r�, Normal and Sonic 
  Screwdriver, Plate Release and Welder. 
  It also Unlocks or Locks Pass 
  Doors, Removes technology with Hold Fasts and Service Panels.
  ����Use it to trace primitive electronics and solder. When damaged parts are�
  found it will scan the part and directly transmit it into the replicator if tapped on 
  the�Scan Plate.
  �����The tool function for an hour to cut metals or weld 50 feet before needing�a
  d10 minute recharge. 
  Plasma cutting is a few millimeters to three feet 
  of�metal.  Collapsium limits the cutting to 3 inches an hour.  Plug them into a 
  standard power system for a 10 minute recharge or 30 minutes in sunlight.
  They come in various sizes and power ranges.
  FIELD CARRIER
  � � � A basic box with that can cr�ate
  blue or stasis fields at the touch�of
  a
  panel. When opene� the�blue�
  field expands to a 10 x 10 field�
  around the user to facilitate handling�
  of Radioactive material.
  � � � The Silver or stasis field is�
  limited to the contents of the box and�
  must be turned off. Just goes to�
  prove 
  Aliens 
  will 
  idiot 
  proof 
  technology where humanoids never 
  do.
  Spacesuit
  ����A basic suit tailored for the�body
  with a recycling air pack. Some� are
  bulky and some are form fitting� in
  universal human sizes.  Suits 
  protect 
  from 
  micro 
  meteorite 
  damage,�heat, cold and puncture to 
  the 
  limit 
  of�
  their 
  design 
  specifications.
  ���Unlike survival belts tha��can have
  waste recyclers that provide water 
  and nutrients for the user.
  � Suits can be damaged and�
  destroyed with weapons and hard�
  abuse.
  SURVIVAL BELT
  ����A rare item of the old anshani technology is a light belt pack that creates�a
  force field around the user.  This field warms and cools, provides protection�
  from UV light, creates a breathable mix and eliminates atmospheric toxins and�
  radiation. At night this field appears as a silvery film around the user’s body.  
  By�night it is near transparent with a shimmer.   Slow moving objects such as 
  water�tubes and food may be inserted at the face.
  � � � It stops high velocity projectiles and negates energy beam fire. It also�
  protects from high or low pressure atmosphere as well as vac�um exposure.
  DATA PAD
  ���A common item carried in�many
  sizes is a fold��� data pad.�From
  the size of a �erran Cell phone�
  � � This small flat device can� be
  folded open to become a data�pad
  or 
  a 
  50x50 
  computer 
  style�
  screen.
  ����It stores personal notes,�video,
  audio and interacts with the�ships
  and individual cities data network.
  � � More advanced models� work
  with the user to create easy�
  access and even take on a 
  personality.� Virtually indestruct�ble,
  they� are linked to their owner if 
  lost.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  WEAPONS
  � � � The most popular weapons are stunners�� � .These�
  were common during the rule of the Anshani.
  � � � After their withdraw�l��
  the races were free to 
  develop�lethal weapons. �This they did very well.
  � � Weapons are carried on almost all worlds. The�
  majority  feel that a well armed society is a polite 
  society and that weapons help lessen the crime rate. In
  this�sense they are probably right.
  Blades
  ���Nearly all cultures produce cutting impl�ments that�
  are portable and handy to use a physical fight.  These�
  include projected blades shot as tips of arrows and�
  other cutting impl�ments.
  Impact Weapons
  ����Call them by any other name, a hammer is effective 
  as any other weapon.
  Primitive Projectile Examples
  ����By the local equiv�lency of gunpowder (a reactant 
  mix) air pressure, steam or mechanical energy these�
  are examples of what primitive worlds can produce.
  Median Tech Examples
  ����These are the highly refined weapons designed�for
  high fire rates and big round capacity. At this point�
  they are more complex but easy to replicate.
  High Tech Examples
  ����From here you get energy weapons and stunners.  
  Any shape and size.  They can be light and elegant 
  as well as powerful.
  � � � Even higher tech examples can be crafted into�
  wands and wearable wrist bands.  Slug throwers are�
  more feared then energy weapons.
  Explosives
  ���In a thousand forms everybody has blasting powder 
  to high tech launchers able to do pinpoint to massive 
  damage.
  Peace Weapons
  ���Elegant weapons designed to immobilize and�not
  kill. Their power source is sealed and they have�
  unlimited use. They uniformly stun any size creature up�
  to 5,000 pounds for 20 minutes per hit.  Some larger�
  animals and aliens take multiple hits to slow and stun.
  � � � Styles will come from very simple to bright and�
  garish.They will not fire by accident in any situation.
  WEAPON OPTIONS
  � � � Alien weapons aren’t always what they seem. A�
  common stunner may have odd characteristics when�
  used on humans or races they were not designed for.
  01-05
  Doesn’t Stun
  06-50
  Light Stun
  2d10 Minutes
  51-85
  Stun
  4d10 Minutes
  86-95
  Heavy Stun
  d10   Hours
  96-98
  Damage Stun
  Stun with d10% Kills
  99-00
  Damage Stun
  Stun with 3d10% Kills
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  � � � A second group of crewman was scavenging the�
  Zemex starport on Resale Street.  It was a Vast Flea�
  Market of everything imaginable as well as a lot of 
  things� that could not be fathomed.  A group of 
  damaged robots stood in front of a closed shop and 
  called out to the�travelers.
  “We will work for parts!”
  �����Largest of the Robots was a near portly individual�
  who smiled and bowed.
  ����“I am a chef of great skill!” he announced�.“I can�cook
  for your species and create new and exotic dishes!”�
  Twenty Credits a Kablena and I will follow you to the�
  stars!”
  Following the Crew
  � � � Ignoring the robot finds it following the crew and�
  making recommendations on food and cuisine. 
  ��Taking�this
  offer gains the crew a new friend in Bog Na Drep�the AI 
  chef��It has a jovial personality and will assist the�crew in 
  stocking with fresh food and spices. It is also a� wicked
  bargainer. 
  ������This robot is very talkative and creative.
  �����The clincher will be it’s saving the crew members 
  from a small Human Street Gang who decide to�rob
  them.It carries a hidden stunner and easily throws�a
  gang member a dozen feet into the street.
  A New Crew Member
  �����It will go back to the ships and set up housekeeping.
  The first night it serves a fine dinner of baked�
  goods, roast meat and other vegetables. ��It commits its�
  menus to the Replicator. It also provides the crew with�
  three experimental dishes to taste and comment on.
  Meal Quality
  01-85�
  Great Taste
  86-95�
  Excellent Taste
  96-98�
  A Taste to Die For
  99-00�
  Awful. (can’t win them all)
  After Meals
  � � � � After meals the robot gets ideas from the crew,�
  tells stories of alien meals and generally learns from 
  the�crew.
  �����Within a week or so he takes up a hobby of desserts
  and comparative religion. While this seems odd,�it is 
  accepted by the crew.
  Secrets
  ��������
  Meet the New Chef
  � � � � What the crew doesn’t realize immediately is a�
  crewman�is missing. After several stops, it is assumed�
  he jumped ship as he was mostly sullen and hated the�
  ship.
  And Another One Vanishes
  �����Every 2d10 days another crewman will go miss����
  � These will� start
  becoming obvious 
  when one of the�
  ships crew vanishes�
  after a
  stop
  at
  a�small port.
  � This� robot� is� a
  polite Serial Killer.
  ���In it’s ample, 4�
  armed�body�contains 
  a collection of�
  souv�����
  ��Bog�lovingly�extracts
  his� treasure,� butchers
  the body� into tasty 
  tidbits and�disposes
  of 
  the 
  remains
  down
  the� waste
  converter.
  ����This robot has a Black Brain Box that has critically 
  failed.�
  There is a 10% chance, if wa�ched or a�
  video link is established the robot will be seen doing�
  the deed, stunning the victim with a pan and quickly 
  drag-ging him or her into the freezer.   If analyzed the 
  meat�dishes are human in nature.
  Stopping the Monster
  ����Only a concentrated attack by a group will stop�this
  monster. It fights with 2 knives, 2 pans and speed.�
  Damaging and opening its case shows 24 faces�
  mounted between thin glass panes that include a 
  number of the Ship crew members.
  Last Words
  � � � On its dying breath it screams “I was recycling�
  them to honor you and your beliefs. I only took the
  spiritual ones ...and why waste perfectly good meat?”
  �����The robot’s Brain box is best pitched into hyperspace
  or launched into a star.
  �����The head can also be mounted on a pole to supervise
  the kitchen.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ������ �����
  �����On scattered worlds are  trade ports where the Star Faring races of�the
  Galaxy converge. The arrival of a Merchant ship can be a common or rare�
  event that often heralds trade gods of a perishable nature, technology, or 
  luxury�items seldom seen. These ports can be as little as a few shacks or as 
  large as�20 miles or more in diameter.
  01-50� LIMITED
  Just a few shags and a few impoverished aliens trying to survive.�
  51-75� SMALL
  A limited number of basic businesses.
  76-85� AVERAGE
  A hundred or more different businesses.
  86-95� LARGE
  Several hundred businesses.
  96-00� GIGANTIC
  Thousands of businesses and facilities make up this bustling �
  business center.
  Port Activity
  01-25� Abandoned
  26-75� Active, Planetary Trade
  76-95� Busy with Rare interstellar Trade
  96-00� Busy with Interstellar Trade
  The Nature of the Traders
  ����On less civilized worlds, trade is a day-to-day occurrence for any need�
  items at any cost the seller can extract from the buyer. This can be in 
  common�Trade Stick currency, material goods, and/or labor. Dealing with a 
  trader may�also be difficult due to custom or style of transaction.
  Trade Difficulty
  01-50
  NO PROBLEMS
  51-75
  BARTER
  Trader will barter furiously for the price he wants.
  76-85
  STYLE
  Trade and barter hampered by cultural style difficulties.
  86-95
  RITUAL
  For these traders, a Social Ritual must be performed to open trade.
  96-98
  POLITICS
  Those good or bad deals may well have an  obtuse political  reasoning behind
  them.
  99-00 FUTURE FAVOR
  Bargaining with this type of trader may imply or grant favor to the
  buyer or seller at a later date.
  GM’s NOTES
  TRADE VALUE
  � � � Trade value can be as different� as
  the 
  races 
  who 
  trade. 
  From 
  incomprehensible concepts, material 
  goods,�or labor everything is for sale at 
  a price�measured in Trade Sticks.
  TRADE STICKS
  Universal Currency.
  TRADE REGULATION
  � � The majority of trade ports found�
  employ trading technology lift by an old�
  race. This is a simple system that rates�
  the value of base metals, chemicals,�
  and isotopes.
  THE TRADE SCALE
  ����This Trade Scanner device is another 
  of the nearly indestructible machines 
  left to the races of the galaxy.�While
  style and shape differ, each is a�simple
  flat plate that  holds the material� in
  question.  The plate scans the material 
  and gives a verbal report of the value�of
  the metal, Use of a translator band is�
  necessary to understand the value.
  ���The Trade Scanner is generally�used
  by Banks, or Trading Houses that�
  issue local currency for use. These 
  establishments are nearly always fair 
  in�their dealings.
  Universal Measure��
  ���The Galactic designation for�cubic
  space is the Imperial Dreen.
  ����This is roughly a smidge�� over�a
  foot square cube.
  Examples of a Dreen
  01
  Square Foot
  18
  Cubic Yard
  192
  6x6 Cube
  1000
  10x10 CubeCargo
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  � � � Trade value is what the merchant can squeeze out of the buyer.�
  While basic metals, radioactives, and elements have set values, food, art,�
  and fine craftsmanship have general values set by their creator or broker.
  Trade Markets
  ����The average seller operates from a shop or a market stall. 
  The�cost
  of these is in the hands of the landlord or what space you can grab on�
  Free Market Days.
  ����Unless a character has been in the Middle East, Asia, Africa, or Flea�
  Marketing, they have rarely haggled for merchandise. Haggling is half the�
  fun of shopping.
  ������When you haggle the merchant sets a price. You set a lower price�and
  then mutually come to some agreement between. This can be quick or�
  time consuming. In some cases it can become a ritual.  Mostly it is a pain 
  in�the posterior of the buyer if he does not know the true market value.  
  Listen�for classic lines like “You take the food from my children’s mouths!”  
  or “For�you I have a deal!”
  Honesty of Merchant
  01-50
  Honest
  Honest  You Pay For and Get What You Expect
  51-75
  Hard Driver
  Will be Fair but Haggle Well
  76-85
  Opportunist
  Will take Advantage of a Stupid or Naive Buyer
  86-95
  Dishonest
  Will take advantage of any buyer he can.
  96-98
  Very Dishonest
  Substitutes shoddy goods, shorts amounts.
  99-00
  Total Thief
  This Merchant is a Thief that will Screw you off and Substitute
  Shoddy Goods.
  ����The GM is recommended to use this system well and throw in a few�
  curves when the players think they have an upper hand.  Players can also�
  search for Specialized Big Box Outlets or Collected/Department stores 
  where�choice is better but prices are high.
  ������ ������ �����
  � � � These small trade devices� are an 
  indestructible and unbreakable�notation
  of what something is worth.� Nobody
  quite remembers what they�were worth, 
  but their rarity is denoted� by Trade 
  Scanners They have an unchangeable 
  value per color and�stripe.
  Grey
  (Fractionals)
  1
  0.1
   l
  2
  .03
  3
  .10
  Brown
  (Credits)
  1
  .30
  2
  1.00
  3
  3.00
  Green
  (Tens)
  1
  10.00
  2
  30.00
  3
  100.00
  Red
  (Hundreds)
  1
  300.00
  2
  1000.00
  3
  3000.00
  Blue
  (Thousands)
  1
  10,000
  2
  30,000
  3
  100,000
  Violet
  (Millions)
  1
  300,000
  2
  1,000,000
  3
  300,000,000
  Rainbow
  (Billion)
  1
  1,000,000,000
  2
  3,000,000,000
  3
  30,000,000,000
  Black
  (Trillion)
  1
  1,000,000,000,000
  2
  30,000,000,000,000
  3
  300,000,000,000,000
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  43
  Decorative  Lumber or Stone
  44
  Miscellaneous Electronic Parts
  45
  Engine Components
  46
  Shuttle Components
  47
  Starship Components
  48
  Small Vehicles
  49
  Medical Equipment
  50
  Medical Supplies
  51
  Survival Equipment
  52
  Space Suits
  53
  Alien Artifacts
  54
  Books
  55
  Computers / Robotic Parts
  56
  Bulk Components
  57
  Metal Sheeting or Metal Plates
  58
  Communications Equipment
  59
  Processing Equipment
  60
  Sporting Goods
  61
  Toys
  62
  Clothing
  63
  Paper Products
  64
  Bulk Grain
  65
  Plants, Live or Seed
  66
  Specimens, Living or Dead
  67
  Animal Feed
  68
  Fertilizer
  69
  Politicians
  70
  Drugs
  71
  Securities or Valuables
  72
  Beer or Alcohol
  73
  Packaged Alcoholic Beverages
  74
  Canned Goods
  75
  Bulk Processed Food
  76
  Fresh Food, Refrigerate
  77
  Fresh Vegetables
  78
  Diplomats
  79
  Technicians
  80
  Slaves
  �������� �����
  ����Cargo is hauling goods to specific buyers for a set�rate.
  These contracts can penalize the hauler for infractions 
  including damage, time and delivery protocol.
  ��Cargo’s are offered at trade centers and the average 
  freight�hauler bids, directly offers to the manufacturer or 
  used a�broker.  Once a deal is cut the hauler is given a 
  destination�cube with a single location on it.
  01
  Troops or Special Police
  02
  Bulk Documents
  03
  Heating or Cooling Equipment
  04
  Nuclear Fuel or Waste
  05
  Hydroponics Equipment
  06
  Roots
  07
  Research Equipment
  08
  Office Equipment
  09
  Entertainment Equipment
  10
  Carpeting
  11
  Lift Balls
  12
  Mail
  13
  Bulk Ores or Minerals
  14
  Textiles
  15
  Frozen gases in Canisters
  16
  Wild Animals, Live
  17
  Vehicle Parts
  18
  Household Appliances
  19
  Air Filtration Equipment
  20
  Water Purification Equipment
  21
  Satellites
  22
  Unidentified Electronic Equipment
  23
  Bulk Wiring or Optical Cable
  24
  Bulk Plumbing
  25
  Finished Wood Paneling
  26
  Simple Tools
  27
  Coffins, either Full or Empty
  28
  Aircraft Components
  29
  Wind Generators
  30
  Replacement Pads
  31
  Fission Generators
  32
  Fusion Generators
  33
  Furniture
  34
  Home Components
  35
  Emergent Shelters
  36
  Candy or Luxury items.
  37
  Bulk Hardware
  38
  Personal Belongings
  39
  Undersea Equipment
  40
  Mining Equipment
  41
  Farm Machinery
  42
  Electronic Fabrication Equipment
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  81
  Entertainers
  82
  Corporate or High officials
  83
  Businessmen
  84
  General Passengers
  85
  Tourists
  86
  University Groups
  87
  Research Personnel
  88
  Medical Personnel
  89
  Colonists with Vehicles and Equipment
  90
  Farm Animals
  91
  Bulk Plastics
  92
  Large Vehicles
  93
  Weapons, Heavy
  94
  Weapons, Light
  95
  Dangerous Chemicals
  96
  Dangerous Gasses
  97
  Rare Earths or Radioactive Fuel
  98
  Petroleum Distillates
  99
  Prisoners
  00
  Explosives
  Cargo Issues
  ����Cargo may be more than the crew expects once�they
  are at their destination.
  ����There may include serious difficulty with port officials 
  or the actual nature of the cargo.
  Cargo Inspection
  01-95
  None
  96-97
  Minor Official OK’s the Cargo Manifest
  98-99
  Close Inspection
  00
  Detailed Inspection
  And the Inspectors Find
  01-95
  Just Cargo
  96-97
  Banned Goods
  98-99
  Smuggled Items within goods.
  00
  Illegal Substances
  ��
  Free Trading & Cargo Speculation
  ���It’s easy to buy and transport goods. The big problem is 
  your destination’s appreciation of the goods you are�
  trying to sell them, their economic situation and their and�
  needs.
  The Nature of your Goods
  �����Your trade goods may provide something necessary or 
  provide comic amusement to aliens.
  01-50� GENERAL TRADE ITEM
  This item is common and rarely traded for.
  51-75� UNCOMMON TRADE ITEM
  This is a uncommon item, something of a little
  value.
  76-85
  RARE TRADE ITEM
  This is a mediately rare item, something of good
  value.
  86-95
  CURIOSITY
  This item is a curiosity that may have some value
  to collectors.
  96-98
  COMPLETELY USELESS ITEM
  Either the trader doesn’t know what it is or has
  no use for the trade item.
  99-00
  VERY RARE ITEM
  Rarely seen, this item is sought after and rare.
  Has great value to the right buyers
  Condition of Goods
  01-50
  Good
  51-75
  Fair
  76-85
  Shabby
  Auctioning Your Goods
  01-50
  What You Expected
  51-75
  2d10% Less Than What You Expected
  76-85
  2d10% More Than What You Expected
  86-95
  4d10% Less Than What You Expected
  96-98
  4d10% More Than What You Expected
  99
  10x Value Less Than What You Expected
  00
  10x Value More Than What You Expected
  86-95
  Poor
  96-98
  Very Poor
  99-00
  Worthless
  
  ���� ���� �����
  ��� �����
  ��� �����
  Average Trade��ort Landings
  ����After a half  hour any new ship will gain a collection�of
  Sales Reps who  set up just inside the Starport Offices.�
  They will offer tour guides, provide incomplete maps, food,�
  and general supplies. They will lie and cheat the players�
  while fighting with each other. Prices for these mobile 
  vendors may be 10 times the in-city costs. 
  They also 
  offer�cargo and prospective Passenger Lists.
  Carrying Weapons
  � � � In most ports everybody carries weapons in public.�
  Many places require a weapon check in, Discharging 
  weapons in a public place is always an offense if 
  civilians are� injured. In the shadows or visible are the 
  local police officials with their own levels of law.
  ����Colonies on the Frontier generally ignore most minor 
  problems until they affect the flow of trade and 
  commerce.  Bribes are common.
  Port Weapon Regulations
  Almost every port has regulations on weapons.
  01-50 General
  A Few regulations  but most forms of Blades,  Slug
  Throwers, Stunners and Blasters are normal.
  51-75 Specific
  These ports regulate weapons that will create  prob
  lems  in crowds.    May Include Shotguns, Blasters
  and Energy Weapons.
  76-97 Regulated
  Only  a  few a  few  classes  of  Weapons  are
  allowed like Stunners and Blades.
  98-99 Harsh
  Only Personal  Stunners  are allowed  and  fall
  under tight regulation of how and when they can be
  used.
  99-00 Draconian
  Only port  officials and  police can legally carry
  weapons.  These include personal blades.
  MINING
  � � � Mining can be a specialized or simple operation�
  depending on what you want to find.
  Industrial Mining
  �����This equipment and associated robotics searched�for
  specific materials and processes them into bulk 
  containers.
  Often used for high value metals and 
  radioactives.� Most Precious are the heavy/elements.  
  The rarest and� most wanted are the big 4. Uranium, 
  Radium, Thorium,�and Plutonium are the power source 
  for a lot of worlds.
  Small Scale Mining
  � � � This operation is basically shoveling material into� a
  converter in the search for specific minerals or 
  compounds.
  These operations are 2 to 10 workers 
  and robots.
  Profitability� d10 x100 Credits a Week
  Medium Scale Mining
  �����Workers and or robots 10 to 100 individuals working 
  with d10 mining converters.
  Profitability� d10 x1000 Credits a Week
  Large Scale Mining
  �����Workers and or robots 100 to 1000 individuals�
  working with d100 mining converters.
  Profitability� d10 x10,000 Credits a Week
  Industrial Mining
  ������Workers and or robots 1000 to 5000 individuals�
  working with d100 mining converters.
  Profitability� d10 x100,000 Credits a Week
  Equipment Quality Modifiers
  � � � � Increase profitability by higher quality equipment� to
  multiply profit by 1.25 or greater. This can up to double�
  processing y�eld or reduce time needed for processing.�
  Use a calculator to multip�y results.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  ��������
  ������ ��� ���� ������� �
  �����Most Terran Spaceships are maintained and function 
  with ease and grace. A few have issues.
  �����As the�Walter C landed on Takai IV vibration took�it’s
  toll and the ship suffered a catastrophic control failure.�
  The pilot put it into glide mode and slid across a sandy�
  desert .  It would be possible to right the vessel but the job�
  was tremendous and there was the issue of the gyro 
  that� tore itself into shrapnel and put the Chief Engineer 
  into the�infirmary in a coma.
  � � � At this point Captain Carter pulled the emergency�
  distress beacon that would take a few months to reach�
  home or other close ships.
  ����A few weeks later the crew that was 16 in number�
  was down to 12 and beyond frightened.  Something was�
  out there.  Something large and hungry.
  Four Months Later
  � � � � The Space Wrecker,�Wicked Winch landed a half�
  mile from the Walter C.  Four Engineers headed for the�
  ship.  Three made it back to the Winch moving at 
  speeds�rarely seen in humans.
  Communication with the Walter C
  �����The ship establishes communication with the wreck�and
  learns the remaining crew and passengers are alive stuck�in
  the ship.
  Calling for Help
  � � � � At this point the players are close and contacted to�
  assist as they are (assumed) armed.  Thee landing will 
  take� them between the Wicked Winch and the downed 
  Walter C
  �����They are informed of the situation but there is a doubt�as
  to what is actually happening as the monster has not�
  made any more hostile actions and seems more curious�
  about the ships.
  ����The worm will circle the players ship and knock on�the
  side.  It appears patient. After an hour the sun begins to�
  go down and the worm heads away. It will return in the 
  morning.
  ����This is the perfect time to take an aircar to both ships�and
  help the Winch transfer a new Gyro. 
  This repair will�
  take 7 days to complete.
  ��������������������
  �����After sunrise two of the creatures appear and inspect
  the�situation. They again Knock on the ship and then draw 
  signs�in the sand.
  “It was like something out of a Frank
  Herbert Novel, It was a worm that could
  swallow an aircar.  Chen was paralized
  and it snapped him up like a Shrimp.  And
  then it belched.”
    Andy Mckenzie
  
  ���� ���� �����
  ��� �����
  ��� �����
  ���
  Clarence
  ����The worm is curious. It will talk to anybody who�has
  a translator band.  It has been talking to two 
  passengers on the Wicked Winch. Both are children 
  on the�way to a new home with their father, the ships 
  Doctor.
  ����Unfortunately nobody is listening to them and they�
  are afraid. They know the monster could dismantle the�
  ship. After the ingestion of Clarance Paul and his 
  translator band, the worm realized the creatures were 
  intelligent and due to politeness has put off eating 
  them.The�crew of the Walter C realizes the children 
  were right after all.
  ����������������������������������
  ���������������������������������
  �������������������������������
  Negotiations
  ����The worm is reasonable. He will not eat the Humans 
  during the righting of the ship. In turn the humans�will
  give him 500 pounds of replicated Beef. This will�set
  the stage for further negotiation to establish a human 
  station and bring in larger replicators.
  � � � In turn the worms will supply the station with rare�
  minerals and metals. This venture will bring a hefty 
  profit�to the Walter C and those involved.
  Spacer History Museum
  First Contact
  Winter DeVore 2097�Acrylic on Aluminum
  � � The Worms are also interested in Literature, 
  especially� poetry. They are enraptured by orchestral 
  music.�Music played for them will bring a hundred of 
  the worms to�surround the ship.
  ������ ���������
  There are several solutions to this situation.
  Run
  � � � Evacuating the Walter C and blasting into space�
  leaves the wreckage for this race to analyze and copy�
  the space ship. They will be heading to space within 50�
  years.
  Violence
  � � � Blasting the Worm to Hell is one solution.  It is�
  Massive in structure and body armor.  Segments are�
  not easily damaged and anything short of a Kiloton or 
  a�Ships Plaz Cutter will simply annoy it.
  ����At this point it will begin to dismantle the Walter�C
  and dispose of the crew because they have no 
  manners.   This also leaves the wreckage for this 
  race to�analyze and copy the technology. They will be 
  heading�to space within 50 years.
  � � � This story seems a little odd but this is just one�
  small incident as humanity heads to the stars.  
  Remember the Worm can be a friend.
  
  ��� �����
  ���� ���� �����
  ��� �����
  ������������
  ����No matter where you go in the inhabited Worlds you�will
  find three universal things.  These are Law, Stew and�
  Bars.   Of these Laws create the most issues for the 
  n�ive�Star Traveler.
  Responsibility
  ����You are responsible for the laws you break no matter 
  how silly they seem or your knowledge of what is a law.�
  Mostly societies will forgive minor infractions as they warn�
  or teach. A few will be harsher. Because laws differ 
  across�Worlds, Geography, or Political Bound�ry, a set of 
  legal rules�is impossible.  The following is a simulator of 
  basic rules to�simulate a court system if the world uses a 
  court.
  Remember
  01
  Determine the Severity of the Crime
  2
  Total Any Optional Modifiers  Add the modifiers
  to a d100 roll  and index the outcome to the type
  of dispute.
  04
  Pay the fines and/or serve the time.
  01
  SEVERITY OF CRIME
  This Depends onthe Society and what they believe�
  is the Severity of the Issue.  The GM may add several of�
  these together.Check on the CLASS OF CRIME table first�
  for examples of what makes up a Serious Crime to most�
  Intelligent Life forms.
  Examples of Severity
  �����How the world sees the severity of the crime is entirely 
  the GM’s decision. 
  The following are examples of�
  where Constopnor Law stands on these issues.
  SERIOUS CRIME
  Premeditated Manslaughter
  10
  Manslaughter Non Premeditate
  09
  Manslaughter Unintentional
  08
  Manslaughter Accidental
  03-07
  Conspiracy Murder
  03-07
  Conspiracy Against Throne
  07-10
  Assault Intent Kill
  08
  Assault
  03-07
  Assault  Premeditated
  06
  Assault Unintentional
  03
  Aggravated Assault
  03
  Brawling
  03
  Reckless Endangerment Life
  04-07
  Kidnapping
  08-09
  Kidnapping Unintentional
  05-07
  Coercion Forcing Under Threat
  07
  Sex Related
  04-09
  Eating Alien Intelligences
  09-10
  Using Robots for Murder
  09-10
  Genocide
  10
  PROPERTY
  Deliberate Arson
  08
  Arson
  07
  Arson, Unintentional
  06
  Unlawful Demolition
  04-09
  Vandalism
  05-07
  Vandalism Minor
  03-05
  CIVIL DISTURBANCE
  Riot
  08
  Inciting to Riot
  07
  Harassment
  03-06
  Unlawful Assembly
  02-04
  Disorderly
  02-03
  Public Intoxication
  02-03
  Disorderly Intoxication
  03-04
  Trespass
  02-04
  Tampering
  01-05
  Mischief
  01-04
  Criminal Trespass
  04-08
  Criminal Tampering
  05-08
  Criminal Mischief
  04-07
  THEFT
  Burglary
  05-07
  Burglary Minor
  03-06
  Robbery
  06-09
  Armed Robbery
  07-10
  Larceny
  05-07
  Larceny Minor
  03-05
  Grand Larceny
  07-10
  Imperial Larceny
  08-10
  Possession Stolen Property
  06-08
  Possession Stolen Property Unbenounced
  03-07
  Forgery
  03-09
  Passing Forged Items
  05-08
  Obsession Forged items
  04-06
  Extortion
  05-09
  BRIBERY
  Bribery
  04-08
  Bribery, Official
  07-10
  ARREST
  Resisting Arrest
  03-07
  Hindering Arrest
  03-06
  Obstructing Official Agency
  03-07
  Harboring a Fugitive
  03-08
  DRUGS
  Controlled Substance Complaint
  02-03
  Controlled Substance Minor
  03-05
  Controlled Substance Selling
  05-07
  Controlled Substance Major Trafficer
  06-09
  Public Intoxication
  01-05
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  Public Intoxication Serious
  03-07
  Public Intoxication Behavioral Issues
  02-07
  WEAPONS
  Handweapon
  03-08
  Explosives
  04-07
  Military Weapon
  03-09
  Military Explosives
  04-07
  Exotic Weapon
  04-08
  Knives
  03-07
  OTHER
  Racism
  03-05
  Immigrant Illegal
  03-06
  Tax Evasion
  05-09
  Data System Tampering
  07-10
  CIVIL INFRACTIONS
  Traffic/Motor Vehicle
  03-03
  Property Ordinance
  02-03
  Social Ordinance
  02-04
  Health Ordinance.
  03-04
  Fines
  � � � The fines levied for a crime and court costs are�
  entirely the decision of the GM.  Same goes for time 
  spent�in court and waiting in jail for the court case.  The 
  average�Vehicle fines are a quarter of a week’s wages.
  ����Crime charges and destruction of property can range�
  from hundreds to thousands of credits as well as property�
  seizure and jail time.  Where there is Parole there can be�
  years of waiting.
  CLASS MODIFIER
  01
  Charges Defered/Legal Issue
  +40
  The Criminal is a First Time Offender
  +20
  Alien without Knowledge of Laws
  +30
  Really Clueless Alien
  +04
  02
  Nuisance Case
  Judge Wonders why this was brought
  to court.
  +20
  03
  Very Minor Offence
  +10
  04
  Minor Offense
  +05
  05
  Offence
  +0
  06
  Serious Offense
  -10
  07
  Very Serious Offense
  -20
  08
  Severe Offence
  -30
  09
  Very Severe Offence
  -40
  10
  Heinous Offence
  -50
  OPTIONAL MODIFIERS
  Used by the GM. Suggested by the players.
  EVIDENCE
  ����Most beings charged use a lawyer who knows the�local
  system.  A defense lawyer challenges a prosecution�
  lawyer on points of law in the case.  
  Roll once for 
  Prosecution and Defense Lawyer
  01
  None
  +10
  02
  Very Little
  +09
  03
   Litttle
  +08
  04
  Small Amount
  +06
  05
  Some
  +00
  06
  Good Evidence
  -05
  07
  Solid Evidence
  -06
  08
  Hard Evidence
  -07
  09
  Serious Evidence
  -09
  10
  Damaging Evidence
  -10
  BRIBES or THREATS
  �����Bribes and Threats change peoples opinions������.  
  Roll�once
  for Prosecution and Defense Lawyer
  01
  None
  +10
  02
  Taken
  +09
  03
  Taken
  +08
  04
  Taken
  +06
  05
  Ignored
  +00
  06
  Ignored
  -04
  07
  Rejected
  -06
  08
  Rejected
  -07
  09
  Rejected
  -08
  10
  Seriously Rejected
  -10
  INFLUENCES
  ������Outside and internal issues will often affect a trial�in
  unusual ways.
  01
  Popular Condemnation
  -05
  02
  Difficult Case
  -05
  03
  Language Barrier
  -05
  04
  Using this case as a social Example
  -10
  05
  Kangaroo Court
  -20
  06
  Government Wants Conviction
  -30
  07
  Setting a Precident
  +05
  08
  Popular Support
  +10
  09
  Unexpected Aid
  +10
  10
  Sloppy Trial Procedures
  +20
  THE JUDGE
  01-10
  Bored
  -10
  11-20
  Disinterested
  -05
  21-80
  Routine
  +0
  81-90
  Interested
  +05
  91-00
  Fascinated
  +10
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  THE JURY
  01-10
  Bored
  -10
  11-20
  Disinterested
  -05
  21-80
  Routine
  +0
  81-90
  Interested
  +05
  91-00
  Fascinated
  +10
  WITNESSES
  01-10
  Very Competent
  -10
  11-20
  Competent
  -05
  21-80
  Average
  +0
  81-90
  Incompetent
  +05
  91-00
  Totally Incompetent
  +10
  POLITICS
  Does the Government Get Involved?
  01-10
  Involved Negatively
  -10
  11-20
  Some Negative Involvement
  -05
  21-80
  No Involvement
  +0
  81-90
  Some Positive Involvement
  +05
  91-00
  Involved Positively
  +10
  THE LAWYERS
  Roll once each for the Defense and Prosecution
  01-10
  Very Competent
  -10
  11-20
  Competent
  -05
  21-80
  Average
  +0
  81-90
  Incompetent
  +05
  91-00
  Totally Incompetent
  +10
  LEGAL OUTCOME
  PROPERTY SETTLEMENT
  01-10
  Highest Unfavorable Ruling
  11-25
  Near Highest Unfavorable
  26-50
  Highly Unfavorable
  5175
  Unfavorable But Fair Riling
  76-85
  Favorable Ruling
  86-90
  Very Favorable
  91-95
  Highest Favorable
  96-00
  Case Thrown Out of Court
  LEGAL OUTCOME
  CRIMINAL DISPUTES
  01-10
  Highest Punishment
  11-25
  Near Highest Punishment
  26-50
  Harsh Punishment
  5175
  Unfavorable But Fair Ruling
  76-85
  Standard Punishment
  86-90
  Less then Normal Punishment
  91-95
  Light Punishment
  96-00
  Fine but No Punishment
  PRISON CONDITIONS
  01-10�
  HELLHOLE
  These places are the worst places imaginable.�
  If the prisons don’t get you the guards will. You fight and�
  work and hope to survive. There is a 10% chance a year�
  you won’t survive.
  11-50�
  HARSH PRISON
  These are a step up as the prisoner works off�
  his time and attempts to survive. The system is extracting�
  whatever it can in work while the victim suffers. There is a�
  2% chance a year you won’t survive.
  51-75�
  MODERATE PRISON
  For some societies Prison is a place to put 
  criminals so they think on the crimes they have committed.  
  They�are not comfortable places but the Prisoner works 
  and�serves his or her time.
  76-85�
  EASY PRISON
  This Prison is simply a time waster. Moderately�
  comfortable the user spends his time. There are no
  redeeming features to rehabilitate the criminal.
  86-90�
  EDUCATIONAL FACILITY
  This prison strives to rehabilitate the prisoner�
  with education to make him or her useful in society.
  It�
  teaches good social habits and often provides jobs when�
  the prisoner is released.
  91-95�
  CONDITIONING
  The prisoner is mentally conditioned to commit�
  no
  more crimes. 
  Whether Physical, Chemical or 
  psychological the ability to commit further crime is 
  impaired.
  May� involve off� world transport to a Penal
  Colony 
  or 
  an
  unsup-ported 
  Survival 
  Colony.
  96-00�
  EXTREME CONDITIONING
  Extreme Prisons use harsh conditioning, brain�
  implants or mind� wipes to make a better citizen. 
  In
  primitive� societies this may involve physical abuse, 
  starvation or Torture .
  GUARDS
  01-10
  Friendly
  11-50
  Average
  51-75
  Reasonable
  76-85
  Sullen
  86-95
  Cruel and Sadistic
  96-98
  Very Friendly
  99-00
  Murderous
  CHANCE TO ESCAPE
  01-10
  Easy
  30% Success
  11-90
  On Rare Occasion
  05% Success
  91-00
  Impossible
  01% Success
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  ��
  ���������� �����
  ����Space is designated into hexes.  Each hex is a light�year
  in diameter.  Use sheets copied from the back of the�
  book.   Roll a 2d10 and count that number left to right and�
  place a star.
  ����Now that you have a two dimensional map of space,�use
  the EZ method and don’t worry about that pesky third�
  dimension.  Do Not try to map the 200 billion stars in the�
  Galaxy.  It is a waste of time and paper.
  NUMBER OF STARS
  ������To generate the number of�stars in�a�system hex,�roll a
  d100.
  RESULT
  NUMBER OF STARS
  01-75
  Solo 1
  76-95
  Binary 2
  96-98
  Trinary 3
  99
  Cluster 3+04
  00 Special (See STAR SPECIAL Chart)
  STAR SPECIALS
  ������The�following are�rare examples�that can occur.�They�
  add a�little spice�to�the average stellar�groups. Roll�a�d100.�
  01-20� Old�Nova.�Stellar corpse,�no�planets.
  21-30� Old�Nova, bu���off,�with planets.
  31-40� Old Nova.�gas�(debris) cloud nebula�that extends 4
  light�years�around the�system
  41-50� Very�close�binary with�the stars exchanging gasses�
  51-60� Close�binary, stars are deformed�by their mutual
  gravitation.
  61-70� Dead cold star with�planets.
  71-80� Cephid�A,�a variable star�with�a d10�year fluctuating
  period�of intensity.
  81-90� Cephid B,�a variable�star with a d10 month
  fluctuating�period of intensity.
  91-95� Cephid C,�a variable star�wrth a d20�day fluctuating
  period of�intensity.
  96-98� Semi-formed�planets�orbiting�star. Junk Filled�
  99�
  Proto-Star,�star�is�in formation.
  00 GO TO SPECIAL B TABLE
  EZ OPTION
  ��Create what works for you. The hell with scientific 
  fact. See FTL 2448 for reality.
  SPECIAL B
  01-50 Large nebula, 2 to 12 light years across from a past
  nova.
  51-75 Nova within d100 years +d12 months.
  76-90 Unstable Cephid with a variable period of changing
  intensity.
  91-97 Unstable Proto-Star
  98
  Unstable, high radiation emitting star.
  99
  Very unstable star
  00
  Small black hole
  STAR SIZE
  01-10 Dwarf
  11-40
  Small
  41-85 Medium
  86·95
  Large
  96·98
  Giant
  99·00
  Super Giant
  SPECTRAL CLASS 
   OBAFGKMLTY
  Determine the spectral class of th es tar by rolling
  ad 100 and indexing the result.
  COLOR
  SPECTRAL
  TEMP K
  01-05 Brown Cool
  Y
  00,500 K
  06-10 Brown
  T
  01,500 K
  11-15 Brown Hot
  L
  02,000 K
  16-45 Red
  M
  03,500 K
  46·55 Orange
  K
  05,000 K
  56-74 Yellow
  G
  06,000 K
  75-89 Yellow-White
  F
  07,000 K
  90-96 White
  A
  10,000 K
  97-99 Blue-White
  B
  23000 K
  00
  Blue
  O
  25,000 K
  
  ��� �����
  ���� ���� �����
  ��� �����
  ��
  �������
  ZONES
  Hot
  Way too Hot for Life
  Cinderella
  Inner Edge Hot
  Middle Just Right
  Far Cool
  Cold Zone
  Gas Giants
  NUMBER OF PLANETS
  01-10 Dwarf
  d10-5
  11-40
  Small
  d10-2
  41-85 Medium
  d10-1
  86·95
  Large
  2d10-2
  96·98
  Giant
  3d10-3
  99·00
  Super Giant
  4d10-4
  PLANETS
  01-10� Tiny
  11-40� Terran Size
  41-85� Large
  86·95� Small Gas Giant
  96·98� Medium Gas Giant
  99·00� Large Gas Giant
  PLACING PLANETS
  � � � Follow Bodes Law And use your Imagination. Each�
  planet is predicted to be�roughly  twice as far from the 
  Sun�as the previous object.
  EZ METHOD
  ����Place them where you find appropriate. 
  Gas Giants 
  and some planets anywhere. Hot and Cinderella generally 
  don’t have gas giants.  There can be exceptions.
  01-05� Gas Giant with Rings
  06-10� Planet with Rings
  11-15� Asteroid Belt in Hot Zone
  16-20� Asteroid Belt in Cinderella Zo�e
  21-25� Asteroid Belt in Cold Zone
  26-30� Asteroids in Erratic Orbits
  30-35� Shattered World somewhat Intact
  36-40� Geologically Avtive Moon
  41-45� Gas Giant with Possibly Terrestrial World
  46-50� Moon with High Chemical Content
  51-55� Moon with High Mineralization
  56-60� Two Moons in Same Orbit
  61-65� Planet with Very Large Moon.
  70-75� Terrestrial Moon Orbiting Large Planet in�CIN�Zone.�
  76-85� ICE, Ammonia, or Methane Moon
  86-95� Bombarded Rock Moon
  96-98� Heav� Kuiper Belt
  99
  System is Littered in Debris
  00
  Moon with Life
  00
  HOW BREATHABLE
  01-10 Toxic
  11-40
  Breathable with Heavy Filtering
  41-50 Breathable Light
  51-75 Breathable
  76-95   Breathable Dense / Toxic Gasses
  96-00 Breathable
  WATER
  01-10 Toxic
  11-40
  Drinkable with Heavy Filtering
  41-50 Drinkable Light Filtering
  51-75 Drinkable
  76-95   Drinkable Heavy Chemicals
  96-00 Drinkable Very Pure
  AGE WORLD
  01-10 Very Old
  Not a Lot there at all.   High Erosion.
  11-40
  Old
  Atmosphere is Thin with Sparse Life.
  41-75 Median Age
  Anything is Possible
  76-95
  Young
  Life if Any is Fairly Primitive
  96-00 Very Young
  Not a Lot there at all.
  So You Found a Planet
  �����After orbiting and scanning it is time to catalog and�
  then explore if the world is interesting.��
  � � � Climate is a big factor if there are high winds, storms
  and higher gravity can double or triple fuel use for landings.
  Survey
  � � � Usually 2d10 hours and you have a good idea of the�
  composition of the planet.   This will give you maps, close�
  views of interesting features and a good idea of native 
  life.
  ������The Captain or Ships Owner usually names the star�
  and world.
  
  ���� ���� �����
  ��� �����
  ��� �����
  ������������ ��������
  01-05�
  Frozen
  Completely frozen with a mostly frozen
  atmosphere.
  06-10�
  Frigid
  Frozen with warming periods that bring the
  landing zone to within Freezing.
  11-25
  Cold
  Generally Cool but habitable temperatures
  into the upper 50’s (xxc)
  26-75
  Temperate
  Earth Like or moderately  comfortable with
  Temperatures  between Freezing  and 100
  degrees.
  76-95
  Seasonal Extremes
  Generally hot to dangerously hot for most
  Terrestrial life.  Can range from steaming
  tropical to about the boiling point of water.
  96-98
  Burning
  Temperatures over water’s boiling point.
  99-00
  Climate Special
  Roll a d10 on the Climate Special Chart
  ���
  �������� ��������
  01
  ECCENTRIC ORBIT
  The world has an eccentric Orbit that carries 
  climate from one extreme to another across its year.  
  Expect� cold to hot seasons
  and
  hellish weather.
  02�
  GEOLOGICALLY UNSTABLE
  By whatever forces that are causing it, this world is�
  active with earthquakes and volcanism.
  03�
  HEAVY TECTONIC FORCES
  Continental Drift, Land
  Mass Building and
  Reduction constantly changing changing the shape of the 
  world.� Expect heavy earthquake and volcanic activity.
  04�
  ATMOSPHERIC UNSTABILITY
  The atmosphere of this world is changing due to�
  technical or natural problems in the ecosystem. May also�
  be in the effect of a greenhouse effect or minor ice age. It�
  may also be effected by asteroid strike, losing atmosphere�
  or some form of pollution.
  05�
  WEATHER INSTABILITY
  The weather of this world is unpredictable and
  violent. Natural forces are out of balance and the results 
  can� be serious problems for its inhabitants or visitors.   
  S�ips� can shrug off Lightning but Spacers can not.
  06�
  NATURAL SHIELD INSTABILITY
  Natural forces keep externally occurring radiation�
  from the planet’s surface.  Hard UV may be causing 
  mutations because of ozone depletion.
  
  ��� �����
  ���� ���� �����
  ��� �����
  ATMOSPHERIC MIX
  01-05
  06-10
  11-25
  26-75
  76-95
  96-00
  SOMETHING MISSING
  Some component  of this atmosphere is a�
  little thin for Terrestrial Humans.   Requires�a
  breathing mask.
  NEAR BREATHABLE
  Can be breathed for d100 hours but in the�long
  run Terrestrials need to filter or supplement the 
  air until they adapt to it in d100 days.
  CLOSE BREATHABLE
  Breathable but thin or heavy. May cause
  issues for breathing d�ring exertion.�
  BREATHABLE
  Earth Humans can easily breath this air 
  mixture without problems.
  TOO MUCH OF SOMETHING
  User will need a breathing mask to filter this�
  atmosphere.
  TOXIC
  Requires a protective suit to filter out any�
  Poisons or a Nasty Atmospheric Element.
  WHATS THE LAND LIKE
  01-10
  ONE MASS
  Unbroken Land Mass
  11-25
  SUPER CONTINENTS
  Several Very Large Continents
  26-75
  SEVERAL LARGE CONTINENTS
  Several Continents
  76-95
  CONTINENTS AND ISLANDS
  A good mixture of continents and Islands
  96-98
  SMALL CONTINENTS
  Small Continents and ISLANDS
  99-00
  ISLANDS or ISLAND CHAINS
  Just Islands of Various Sizes.
  LANDING ZONE GEOLOGY
  01-10
  11-25
  26-75
  76-98
  99-00
  GEOLOGICAL HELL
  Rich in Mountains, Volcano�s, Hot Rock  
  and�Earthquakes
  HIGHLY ACTIVE GEOLOGY
  Mountain Chains, Earthquakes and Active�
  Geology
  ACTIVE GEOLOGY
  Mountains and Active Geology. ���Generally�
  safe and mostly long times between events.�
  PASSIVE GEOLOGY
  Geological disturbances are at best 
  uncommon to unknown in the area,
  NON-ACTIVE GEOLOGY
  Geology is inactive or staggeringly slow.
  WHATS ALIVE
  Life appears wherever there is a remotely
  terrestrial climate where chemical reactions are easy.  
  Life is�also seeded through space and by Starfarers.
  01-05�
  NOT MUCH
  A few things crawling out of the seas and
  plant growth.  May have a  few seeded items
  like grasses or trees.
  06-10
  SPARCE
  Life is very sparce but there are some forms,
  maybe a  few biological  surprises  but  not
  many.
  11-25
  AVERAGE
  A good biological diversity with many groups
  and active food chains.
  26-75
  LIVELY
  A lot of life forms and plants. Wide and
  surprising diversity.  Some Predators.
  76-95
  FRANTIC
  A lot of competitive life where there is much
  competition  with many  life forms that  are
  preditors.
  96-00
  MANIACAL
  Everything here is competitive, diversified,
  well developed and generally looking to add
  a visitor to its daily food requirements.
  BIO-COMPATABILITY
  Check for Bio-Compatability of the life forms.  This
  will tell whether they can be used as food in an emergency.
  Check once each for Plants, Animals and Sea Life.
  01-05
  TOXIC
  Nothing resembling  food exists here.   It is
  toxic at 98% of the items scanned.
  06-10
  VERY LITTLE
  At least 90% of the Life Forms here are Toxic
  11-25
  AVERAGE
  At least 50% of the Life Forms are Toxic
  26-75
  FAIR
  Most of this won’t kill you.  25% of life is toxic
  or inedible.
  76-95
  HIGH COMPATABILITY
  Only 5% of the food  here will  poison  you.
  The taste is another matter.
  96-00
  VERY HIGH COMPATABILITY
  Less than 1% of the food here is toxic. A�
  few are without food value and some taste�
  terrible but you can live on them in an
  emergency.
  I
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  99-00  MEGOPOLIS
  Usually seen on High Tech Worlds Capable of�
  supporting millions in the cities or even tens of�
  millions in close proximi�y. Huge multi layered�
  structures are a necessity in cultures with 
  pop�lations approaching these sizes.
  CURRENT TECHNOLOGY
  01-50  ABSOLUTELY FALLEN
  These are mostly  ruins of  the old  technology
  where survivors cling to resource areas.
  51-75 FALLEN
  Ruins exist with some salvaged technology.  In
  habitants  scrounge and  repair technology  for
  survival when they can.
  76-85  MODERATE TECH
  Some Tech and knowledge of electricity and �
  ��chanics. On the level of Earth’s 1900’s
  86-95  EARLY TECH
  About the level of Earth in the 1930’s
  96-98 MEDIUM TECH
  About the level of Earth in the 1990’s
  99
  SYSTEM SPACEFLIGHT
  Population is exploring their local system.
  00
  STARFLIGHT
  Early Starflight and Colonies.
  ������������ ����� �����
  � � � � Life is everywhere and where there is life Intelligence�
  follows��Throughout Galactic History species after species 
  have developed 
  who aspire to go to the stars after�they
  discover Stew and Bars.   Forming countless societies, they 
  reach into space only to vanish or join the worlds� there.
  They colonize other worlds and adapt to them.
  INTELLIGENCE
  01-50 NONE
  No intelligent forms
  51-75� NEAR INTELLIGENT
  Smart and Clever they are on the brink of tool
  use and knowledge.
  76-90  PRIMITIVES
  True Intelligence with a Primitive Culture
  91-98  DEVELOPING CULTURE
  Between Metal Use and the Industrial Age, they
  have a culture.
  99-00  DEVELOPED
  They have technology  and are ready  to  make
  the Jump to the stars.
  ORIGIN OF INTELLIGENCE
  01-25  UPLIFTED RACE
  Raised to Intelligence
  26-50  NATURAL
  Developed on their own.
  51-75  STARTER RACE
  Seeded to this world or a Ancient Anshani Colony
  76-98 FORGOTTEN COLONY
  They either know or deny this.
  99-00 SEEDED
  Seeded colony within the last 200 years.
  POPULATION
  01-50   RARE
  Mostly depopulated after the Decline of the 
  Anshani  War, Disease or famine may have 
  played�a part here..
  51-75  SPARCE
  Spar�e Settlements or small clusters of 
  population.
  75-85 GENERAL SETTLEMENTS
  Settlements of varying population and Density.
  Not unlike rural areas and supporting farms.
  86-96 URBAN AREAS
  Settlements of  varying populations and  a few
  large urban areas.
  97-98  DENSE URBAN AREAS
  Very dense  urban areas  characterizes  these
  worlds where tens of thousands work and live.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  REGARDING ALIENS
  01-50 COMFORTABLE
  Doesn’t Bother them in the least
  51-75  UNCOMFORTABLE
  Tolerate but are a little Nervous.
  76-85  XENOPHOBIC
  Terrified of Aliens and may be Hostile.
  86-95  ALIENS ARE UNKNOWN
  Never saw an Alien.  May be friendly or hostile.
  96-98  AMAZEMENT AND HORROR
  Shock and Amazement but mostly Fear of the
  Unknown.
  99-00  STARK TERROR
  Hostile in the least.
  KNOWLEDGE OF Other Aliens
  01-50  KNOWLEDGE
  Knowledge of Aliens.
  51-75  LEGENDS
  Know a little of the Legends of Aliens.
  76-95  NO KNOWLEDGE
  No knowledge of Aliens
  96-00  DISBELIEF
  Disbelief of the Legends of People from the Stars
  or those annoying mythical Greys.
  ����������
  Governments can be varied or a single planet span-
  ning entity.  Many worlds have different governments in
  Geologically Separated Regions.  These government
  may cooperate or be at odds with each other.
  01-25 Single Government
  26-75 Multiple Governments
  76-85 Many Antagonistic Governments
  86-95 Cooperative Governments
  96-00 Superstates or Antagonistic Continents
  GENERAL LAW LEVELS
  01-05 ANARCHY
  06-25 SOME LAWS
  26-75 LAWS
  76-85 MODERATE LAWS
  86-95 HARSH LAWS
  96-00 VIRTUAL SLAVE STATE
  RULED BY
  01-25 ROYALTY
  26-75 HIGH COUNCIL
  76-85 DICTATORSHIP
  86-90 SPECIAL INTEREST GROUP
  91-93 DEMOCRACY
  94-96 COMMUNISM
  97-00 SOCIALISM
  PRIMITIVE HUMANOIDS
  �����As the crew explores the Galaxy they will run into�
  Primitives a lot of the time. They are in any stage of 
  Development.
  01-50 PRIMITIVE
  These are primitive creatures who posess a �
  ��dimentary intelligence and the basic beginnings�
  of culture. EARTH TYPE: Neanderthal
  51-75  EARLY
  The first true intelligence  May be capable of early
  weapon and stone usage.  Fire, the beginnings
  of social structure and agriculture.
  76-99  MODERN
  00
  The species is advanced. May have a number�
  of var�ing racial types and cultural diversity.�
  SUPERIOR
  More advanced version of the Species.   May�
  have advanced  Physical and Mental capabilities.  
  May be natural or genetic engineering.
  CULTURAL SHOCK
  ����When meeting primitive cultures a wide variety of�beliefs
  and social structures may be found.
  This may lead� to the 
  Phenomena 
  of 
  Culture 
  Shock. 
  Explorers 
  without�
  anthropol��ical or sociological skills may find the aliens or�
  their minds rattled by customs that border on the bizarre.�
  Primitive cultures, on the other hand, will see most high�
  technological gadgetry to be magic or ignore it completely.
  01-05 IGNORE
  06-75 BACK OFF
  Watch and study the strangers.
  76-85 WELCOME
  Try to make friends with the strangers
  86-95 ATTACK
  �ttack the Strangers
  96-98 ATTACK IF TABOOS VIOLATED
  Will watch and attack
  99-00� WORSHIP
  They must be gods.
  NUTRITION
  01-05� Cannibalistic
  06-75 Omnivores
  76-90 Herbivores
  91-99 Carnivores
  00
  Parasitic
  FAMILY
  01-05 None
  06-75 Nuclear
  76-90 Extended
  91-95 Highly Extended
  96-00 Fostering
  RELIGION
  01-05 Agnostic
  06-75 Nature Worshipers
  76-90 Polythestic
  91-95 Monothestic
  96-98 Ancestor Worship
  99-00  Cult of the Week
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  EARLY METAL WORK
  01-02 Soft Metals
  03-04 Bronze, Early Metal Forging, Iron and Copper
  05-07 High Use of Iron, Casting
  08-09 High Carbon Steel
  10
  Low Carbon Steel
  CERAMICS
  01-02 None
  03-05 Fired Pots  Glass
  06-08 Ceramic Tile, Glass casting.
  09
  Refined Glass, Exotic Ceramics
  10
  Specialty Glass and Ceramics.
  ANIMAL HUSBANDRY
  01-02 Catch it and Eat it.
  03-05 Domestication of a small number of species for
  work or food.
  06-08 Domestication or caged breeding for a number of
  uses.
  09
  Improved Breeding for Size and Health.
  10
  Breeding for Genetic Diversity  Selective Breeding
  to improve traits.
  A
  B
  CHEMISTRY
  01-02
  01-02
  Simple Chemistry
  03-05
  03-04
  Basic Chemistry
  06-10    05-08
  Use of Complex Chemestry
  06-08
  Organic Chemistry  Plastics
  09-10
  Complex Organic Chemistry  to
  produce Synthetics.
  A
  B
  MECHANICAL
  01-02�
  01-02�
  Simple Mechanical Devices.�
  03-05�
  03-04�
  Complex Mechanical Devices�
  06-10    05-06�
  Very Complex and Precision
  �
  �
  ������chanical Devices.
  07-08�
  �����������Automation of Very Complex���echanical �
  �
  �
  �����Devices�
  ������������������������High Use Automation, Very ��Com����
  Mechanical Devices.
  GENERATING A SOCIETY’S
  ����������� �����
  ��� With these generalized guidelines the GM can generate
  a societies level of progress.
  Power Technology
  Generat� the ENERGY USE level first. 
  Later this be-
  comes important in the development as the chart splits into�
  two. For PRIMITIVE and non-energy depend�nt cultures�(50
  or less on ENERGY level) Roll a d10 on the Left Side of�
  Technolog����  For HIGHER TECHNOLOGY (51 or above on�the
  ENERGY level) Roll a d10 on the Right Side of the table.
  ENERGY USE
  01-25� Predomin�nt use of Brute Force.    Some limited
  fire use.
  26-50� Use of Brute Force with higher skills in the �
  manipulation of fire.
  51-75� Use of Steam Power and related technology.
  76-85� Use of Internal Combustion and power by natural
  chemical sources.
  86-90� Early Electrical use circa 1890
  91-95� Generated Electricity circa 1940
  96-97� Nuclear Fission for Advanced Steam Generation
  98
  99
  00
  Commercial Fission, Solar and Geo -Thermal�
  Power.  Fusion
  Commercial Fusion, Geomagnetic Taps, Deep�
  Geothermal.
  Mass to Energy, Antimatter Use, Total Use Micro�
  Fission
  PRIMITIVE TECH
  Energy Level Under 51
  STONE USE
  01-02� Basic use of stone tools, Natural Shelters Only.�
  03-05���Roughed shaped stone for foundations and�
  ��������������limited stacking
  06-08� Shaped stone for most building.
  09
  10
  Heavy stone carving carving  and construction�
  High Monolithic and Complex Stone��onstruction.The
  norm. Stone carving with fine detail.
  FOOD PRODUCTION
  01-02  Gathering and some hunting.
  03-05 Hunting, Gathering and Agriculture
  06-08 Agriculture
  09
  Improved Agriculture, Fertilizers, Specialization
  10
  Highly  Diversified Agriculture.     Common
  Natural  Genetic Manipulation  designed  to
  improve Breeding Stock
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  A
  B
  MEDICINE
  01-02
  01-02
  Simple Medical Treatment
  03-05
  03-04
  Complex Medical Treatment, Drug
  Therapy and Surgery
  06-10
  05-06
  Complex Medical Treatment, Drug
  Drugs, Surgery and Transplants,
  07-08
  Very Complex High Tech Healing,
  Life Prolongation
  09-10
  Resuscitation, Complex Organ and
  Limb Regeneration
  A
  B
  COMPUTER TECHNOLOGY
  01-02
  01-02
  Bulky Mechanical Devices
  03-05
  03-04
  Bulky Semi  Mechanical/Electrical
  Devices
  06-10
  05-08
  Light Electrical Devices of  Limited
  Function
  06-08�
  Light Electrical Devices, Mass Stor���
  09
  10
  Data Pads
  Primitive AI, Quantum Computing,�
  Robotics
  Quantum Computing Sub Miniature�
  Computers and Full AI
  A
  B
  01-09   01-02
  10
  03-04
  05-08
  06-08
  09
  10
  A
  B
  01-02
  03-04
  05-08
  06-08
  09
  10
  A
  B
  01-02
  03-04
  05-08
  09
  10
  FLIGHT
  No Applied Use Uncontrolled
  Rocketry
  Ballons, Gliders, Early Powered�
  Flight
  Airplane Technology Rotary
  Technology
  Jet Technology
  Advanced Flight,
  Spaceflight
  EARLY SPACE FLIGHT
  Early Testing
  Orbital S�ips
  System Ships
  Complex System Ships & Bases�
  System Colonization
  Go To Starflight
  STARFLIGHT�
  Multi�generational or Slow Ships�
  Near Light�speed
  Early Light Speed. Months Per�
  Ligh� Year
  FTL Drive Weeks Per Light Year�
  FTL Drive Days Per Light Year
  SOCIAL MODIFIERS
  ����The following tables ad a little into the character of 
  the society.  Roll a d100 on the attitude table, the�
  Crime Index and the Economy.
  ATTITUDE
  �����See what this society is like d�spite their problems 
  and technology.
  01-05� JUST ROTTEN
  Nobody could care less about anything but day
  to day survival
  06-10
  VERY BAD
  A few care but the majority do not.
  11-25   BAD
  Many care but most are hardened to conditions
  26-75   AVERAGE
  A Good mix of varied attitudes.
  76-90   GOOD
  These people have a good attitude with a few
  bad apples.
  91-98
  VERY GOOD
  Bad attitudes are a rarity
  99-00
  FANTASTIC
  These people have a great attitude that is �
  ��shakable, no matter what happens.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  PROBLEMS
  01-50  FOOD SHORTAGES
  01-50
  From Outsiders
  51-75
  From Leadership
  76-85
  From Poor Harvests
  86-95
  From Lack of Technology
  96-00
  Lack of Sustainability
  51-75  HEALTH ISSUES
  01-50
  Common Sickness
  51-75
  Uncommon Illness
  76-85
  Plague
  86-95
  Society Created Vector
  96-00
  Animal Vector
  VIOLENCE
  01-50
  From Outsiders
  51-75
  From Leadership
  76-85
  From Individuals
  86-95
  From Group With Agenda
  96-00
  From Animal Attack
  SOCIAL ISSUES
  01-50
  From Outsiders
  51-75
  From Leadership
  76-85
  From Individuals
  86-95
  From Group With Agenda
  96-00
  From Natural Disaster
  TECHNICAL ISSUES
  01-50
  Lack of Know How
  51-75
  Lack of Materials
  76-85
  Lack of Tools
  86-95
  Lack of Quality
  96-00
  Sabotage
  CLIMATE ISSUES
  01-50
  Harsh Seasons
  51-75
  Flood
  76-85
  Drout
  86-95
  Storms
  96-00
  Climate Change
  RESOURCE ISSUES
  01-50
  Resource Mismanagement
  51-75
  Shifting Resources
  76-85
  Supply Issues
  86-95
  Pollution
  96-00
  Invasive Species
  OTHER ISSUES
  01-50
  Politics
  51-75
  Cultural Bias
  76-85
  Cultural Myopia
  86-95
  Political Instability
  96-00
  Class Warfare
  PROBLEM AREAS
  � � � This is an example of a settlement with issues. The crew of the ship�
  would like to help the people there who are having issues.
  STABILITY
  ����First roll on the Stability of the area. Roll a d100. As an example a 45�is
  rolled and the area has a single problem.
  01-05
  Three Issues
  06-10
  Two Issues
  11-50
  Single issue
  51-75
  Check Again in 1 Month
  Future Stability Rolls
  �����Future checks for stability can be modified by current happenings or�the
  actual solving of the problem in less than accepted methods.
  Solving Without Popular Support
  -10
  Disrupted General Living
  -10
  Religious Taboos
  -10
  Forced Sustainability
  -10
  Teaching Sustainability
  +10
  Removing an Enemy
  +10
  Aiding Community in Dire need
  +10
  Improving Health or Food Supply
  +10
  Rescuing Hostages
  +05
  Disposal of Noxious Wildlife
  +10
  Arming the Population
  +10
  Improving Shelters and Defenses
  +05
  Finding New Resources
  +10
  Technical Training
  +05
  76-85
  Check Again in 6 months
  86-95
  Check Again in 1 year
  96-98
  Check Again in d10 years
  99-00
  Completely Stable
  INVASIVE
  SPECIES
  ARMED
  BANDITS
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  FAST KILL
  � � � In fast action situations the complete generation of�
  protagonists is a waste of the GM’s time. Other than 
  accuracy and agility, disposable NPCs should be 
  generated in�batch and kept on file.
  ����The following allows the disposal of NPC characters 
  and animals in a simple fashion. If the GM wishes to�add
  a little realism and uncertainty to the game, roll on the�
  options table when a fast kill is attempted.
  Remember
  01
  Every projectile striking a target per action adds  a +1
  to the result total.
  02
  Modifiers do not affect a roll on the options table.
  03
  In some  rules this  option will  not work for a  particular
  situation.
  04
  A this may also be  used for any unusual alien life. It is
  recommence this table not be used for player character
  wounds.
  05
  Match the weapon to the target.   It is damn hard to take
  out something the size of truck with a pocket slingshot.
  Use logic in this even if it is simple.
  HUMANOID FASTKILL RESULT
  01
  02
  03
  04
  05
  06
  07
  08
  09
  10
  GRAZE
  Victim is grazed.
  GRAZE/STUN
  Victim is grazed
  MINOR WOUND
  Victim is damaged and loses next action. Minor�
  wound lightly stuns victim.
  MINOR WOUND / STUN
  Wound stuns victim for 1 minute.
  MINOR WOUND / HEAVY STUN
  Wound stuns victim for d10 +1 minutes.�
  SERIOUS WOUND
  Serious wound, NPC falls unconscious after his�
  or her next action.
  CRITICAL WOUND
  Critical wound, NPC falls unconscious just after 
  one more action, dies in 6d10 minutes.�
  CRITICAL WOUND
  Critical wound, NPC falls unconscious immediately.  
  Dies in 2d10 minutes without aid.�CRITICAL
  WOUND
  Critical wound, Npc falls unconscious�immediately. 
  Dies in d10 minutes without aid.�
  DEATH
  Victim falls unconscious, dies within d10 minutes
  even with aid..
  1 1+
  INSTANT DEATH
  Victim dead before he hits the ground.
  HUMANOID FASY KILLOPTIONS
  ����As a GM option, add a d10 roll to to the weapons�fire
  result to surprise the players. Use common sense when�
  you use these drifters.
  01
  02
  03
  04
  05
  06
  07
  08
  09
  10
  VICTIM SPUN
  Victim is spun by shot. Must take d4 actions to�
  recover.
  ARMOR ABSORPTION
  Victim’s armor r educes first table roll by 2 on�
  the initial d10 roll.
  ARMOR ABSORPTION
  Victim’s armor reduces first table roll by  4 on�
  the initial d10 roll.
  FUMBLE
  Victim fumbles next action.
  KNOCKBACK
  Victim is known d10 feet  backwards by shot.�
  Takes at least do actions to river. Knock�backs�
  over 4 feet plant the user on his posterior.�
  PROJECTILE DEFLECTION
  Obstruction or possession deflects the shot.�
  Reduce the first result by 4 Knocks victim back�
  wards d10 feet. Knock�backs over 4 feet plant�
  the user on his posterior.
  SHOCK
  Fear and shock reduces the victim’s accuracy�
  by half on the next shot if the next act��n is
  weapons fire.
  COMPLETE PROJECTILE DEFLECTION�
  Obstruction or possession deflects the shot�
  totally. If a burst of shots are fired. d100% are�
  deflected. No action penalty to the NPC.�
  WEAPON JAM
  The NPC’S weapon is empty or jams /
  dysfunctions on the next or last action.
  PLAYING POSSUM
  If NPC is alive after and  conscious after being�
  hit, he will feign death, (play opossum) until he�
  or she has an advantage.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  DESTINATION�
  0001-05�
  LOST COLONY
  ���Around a 1840’s technology these humanoids�know
  of their heritage but have little in metals other then�iron
  and copper.  There are a stable and peaceful society�
  with everything you could want for a hard working rural 
  life.
  � � Cities are small and mostly trade centers for the�
  specialized families who manufacture goods.   They are�
  happy but stagnant.   They will welcome the Starship 
  with� open arms in the hope to trade for metals, 
  technology and�especially the use of the Ship’s Doctor.
  DESTINATION�
  0001-06�
  DESERT WORLD
  ���The landing area is a wide plain in a desert like�valley.�
  Mostly buried a mile to the north is the remains of�a high 
  tech building, a tower made of stone and fortified� with
  steel scrap.  This was once a research station.
  Hostile Weapons Fire
  ����The upper three floors are occupied by a half-crazy�old
  man stranded here for the last 25 years. He’s armed�with
  a home built rail� gun rifle. He is now reclusive, hostile�
  and bitter about his stranding by a pirate crew after he�
  refused to work for them.
  � � � Having seen the ship pass over his building, he�
  knows they are probably slavers.   If talked to he keeps�
  mentioning food.  He has a single survival cup and 
  has�been on bland rations for a quarter century), he will 
  slowly�warm up to the crew if well fed.
  � � � � He is a Ships Master Engineer with a high� skill in 
  Liftball and related engineering .  He will make a�good
  catch for a crew as an NPC. He carries 2 Nav Blocks�he
  found here for good luck.
  �����Mohammus Azid is often under siege by large scorpion 
  like creatures he hates with a passion.��hey will�show
  up as he is returning to the ship with the crew.  He is�also a 
  crack shot.
  EXPLORATION
  The Next 4 Worlds
  � � � If you have a� Alien Nav Cube with� destinations�
  system this can be the continuation of exploration after�
  the Zemex Starport is reached.
  DESTINATION 
             0001-01�
  FROZEN WORLD
  ���The small port is abandoned and inhabited by Ratoids�
  and Snow Raptors. It’s a nice place to visit if you have�
  showshoes.
  DESTINATION 
            0001-02�
  MARS STARPORT
  � � This is a great Port City of Bradbury in the Earth�
  System.
  Nice spot to visit with a wealth of 
  Starship�Manufacturing and Ship Components.
  DESTINATION�
  0001-03�
  BUG WORLD
  � � This steaming swamp is filled with rot and bugs.�
  Large bugs.  Biting, annoying bugs.   There appears 
  to� be the wreckage of a crashed freighter here. It is 
  mostly� buried and mud filled. Tractoring it out and 
  moving to a� northern and dry latitude will take d10 
  hours and produce a giant can full of mud.   Cleaning 
  it out will take�d10 days and produce a few tons of 
  component ele-ments and a case of 500 blank Nav 
  Cubes.   It will also�have 6 cubes at the Nav Station 
  that have destinations.
  DESTINATION�
  0001-04�
  ABANDONED MINING COLONY
  Deep shafts and metal debris litter this low 
  atmosphere world.   The metals are �ollapsium and 
  the debris is simply debris.  Searching d100 hours will 
  confirm there is nothing on the service.   Below 
  ground are�corridors and rooms, equally abandoned.
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  Wasteland Scorpion
  Length
  6 ft.
  Personality
  Hungry
  Width
  3 ft.
  Type
  Carnivore
  Weight
  90 lbs..
  Defenses
  Armor
  Senses
  Dull
  Weapons
  Sting/Claw
  Sting and Claws can wound the unprotected.
  DESTINATION 
       0002-01�
  CHEMICAL PLANT
  ������This world is forest and an abandoned chemical complex. The�
  atmosphere is rich and the trees look to be great pines. Life is abundant.
  � � � � The ship lands in the center of 10 miles of rusting towers and�
  tanks. Buildings in various stages of decay often thrust a quarter into 
  the� sky. Vast ramps and chemical bins are connected by smaller 
  structures�and scaffolds. Old machines lay in pools of rust and oil.
  Dangers
  ������The entire complex is dangerous. For every hour of search roll on�the
  table below.
  01-05� CHEMICAL VAT
  Filled with benign or toxic sludge.
  06-25� FALLING OBJECT
  Dodge or be struck by a d100 pound fragment.
  26-75� JUST JUNK
  Just debris and high tech junk.
  76-85� MACHINE
  Half functioning or Near Useless Device.
  86-95� COLLAPSE
  Failing Ramps & Stairs
  96-98� METAL DEBRIS
  Some form of identifiable metal stock.
  99-00� ROBOT
  Mostly nonf�und����� robot with no Earth Technology
  Reasons
  ���This complex was an ancient automated manufacturing center that fell�into
  ruin millennia ago.� lf the players venture deep into the shaft that can be found�
  on the surface, they can find vast bunkers of useless parts and alien machines.�
  � � The only Hostile wildlife are bear like creatures with bad attitudes.
  They
  are solitary and at best rare. Having recently discovered fire, they will use it.
  DESTINATION                        0002-02�
  SAVING
  THE HOKAIDO SETTLERS
  ���The colonist population of this�world
  has been stranded here by a corrupt�
  colonization scheme.
  ����Of the 800 that started, only 200 of�the
  people are left living is a 5 mile oasis in�the
  middle of salt flats.
  A Cry for Help
  � � They are a friendly and gracious�
  people from Earth’s Japan.  They offer the�
  crew food and ask to be rescued.  There�
  is no way the Earth Humans have the 
  resources to ask others to assist them.
  Fastest Solution
  ����The best and fastest solution is to�move
  them.   Five trips could seed these�
  people and their remaining livestock to a�
  better planet like the Forest World of�Cube�
  0002-01.
  Transport
  ����The Ships Captain will need to arrange
  transport or pack the ship if possible.�
  Livestock will have to be later.
  ����This may be a good way to create�a
  friendly base of operations for the the�
  ship.
  ������In honor of relocation the survivors�will
  name their new settlement after the�
  crewman who is their best advocate.
  �����In the worst case scenario the survivors
  may become hostile and attempt to�take
  the ship, holding the Captain Hostage�until
  a solution can be found.��
  ������It all depends on the crew.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  SHIP’S WEAPONS LOCKER
  � � � Every Spaceship has a weapons locker that is�
  opened by the Captain or an officer. A small number 
  of�Pistols, Rifles, Lasers and Shotguns are stored.
  SIG Sauer 926R
  Rate Fire   1
  Weight 1lb
  5mm x19
  40 Round Magazine
  Ship Armory  5
  Rounds 2000
  Remington Starhunter
  12 Gauge Pump Shotgun
  Pump
  4 lbs.
  12 Gauge
  Internal 16 rounds
  Buckshot, Slug, Explosive
  Other
  Ship Armory 3
  Rounds 1600
  AK-97
  Rate Fire   1/3/Auto
  3.3 kg  7 lbs
  2.56 x 45
  60 Round Box Magazine
  Ship Armory  4
  Rounds 2000
  ��
  Light Grav Bike
  LENGTH: 103’’
  WIDTH:
  51’’
  HEIGHT:
  79’.
  SPEED:
  Hover to 250 MPH     KPH
  WEIGHT: 550 lbs.
  CREW:
  1 Pllot
  CARGO:
  1 Passenger
  +20 Lbs. Cargo
  1 Pllot
  +160 Lbs. Cargo
  Heavy Grav Bike
  LENGTH: 145’’
  WIDTH:
  58’’
  HEIGHT:
  79’.
  SPEED:
  Hover to 350 MPH   KPH
  WEIGHT: 950 lbs.
  CREW:
  1 Pllot
  CARGO:
  2 Passengers
  +40 Lbs. Cargo
  1 Pllot
  1 Passenger +160 Lbs. Cargo
  1 Pllot
  +280 Lbs. Cargo
  ����Remember that these types of vehicles rely on Anshani 
  Liftball technology but were entirely produced by later�
  races or modified from ground vehicles taken from Low�
  Tech Worlds.
  Damage to Grav Bikes.
  01-50  Pilot or Passenger(s)
  51-75 Connector Fibers or Light Cable
  76-85� Bike Structure or Flight Actuators
  86-90 Controls
  91-95 Power/Control Connectors to Lift Ball
  96-00 Brain Core
  Chrysler
  MP9  SMG
  Rate Fire  1/3/Auto
  3 lbs
  5mm x19
  60 Round Box Magazine or
  100 round Drum Magazine
  Ship Armory  6
  Rounds 1500
  
  ��� �����
  ���� ���� �����
  ��� �����
  QUICK GAME
  ����Rules are easy.   Something has a chance to happen 
  or it fails to happen.  If you don’t have your favorite set�of
  rules handy, Use these.
  ����This is modified by situation and pure chance. This�is
  why gamers carry dice other then making hard decisions�
  at a �hinese resta�rant.
  FIRST
  ABILITY CHALLENGE
  01
  Paltry
  +30
  02
  Trivial
  +25
  03
  Easy Feat
  +20
  04
  Passable
  +10
  05
  Average
  +0
  06
  Respectable
  -05
  07
  Hard
  -10
  08
  Challenging
  -15
  09
  Formidable
  -20
  10
  Ludicrous
  -25
  SKILL  CHALLENGING
  01
  Paltry
  +25
  02
  Trivial
  +20
  03
  Easy
  +15
  04
  Middling
  +10
  05
  Average
  +0
  06
  Respectable
  -10
  07
  Hard
  -15
  08
  Challenging
  -20
  09
  Formidible
  -25
  10
  Ludicrous
  -30
  SECOND
  ����Add modifiers if you need to. Modifiers are optional�to
  benefit the GM or Player. 
  Modifiers are like a Poker�
  hand.  You take a shot at success with the best situation�
  you can come up with.
  THIRD
  T
  �����he� chance sticks it’s head in and makes a success 
  or failure. The longest shots can succeed as the�best
  bets can fail. It’s all in the dice and a little careful�
  planning.
  Roll a d100.
  RESULT
  Index the result to the SUCCESS TABLE and see
  SUCCESS
  Less 0  Legendary Failure
  01-10
  Complete Failure
  11-20
  Failed
  21-30     Just Failed
  31-40
  Almost Success
  51-60
  Just Barely
  61-80
  Success
  90-00
  Easy Success
  00+
  Legendary Success
  BASIC RULES
  TO HIT DIFFICULTY
  01
  Sure Thing
  +35
  02
  Trivial Shot
  +20
  03
  Easy Shot
  +10
  04
  Routine Shot
  +05
  05
  Average Shot
  +0
  06
  Hard Shot
  -05
  07
  Challenging Shot
  -10
  08
  Formidable Shot
  -20
  09
  Improbable Shot
  -30
  10
  Ludicrous Shot
  -40
  MENTAL  CHALLENGE
  01
  Paltry
  +30
  02
  Trivial
  +20
  03
  Easy
  +10
  04
  Middling
  +05
  05
  Average
  +0
  06
  Respectable
  -05
  07
  Hard
  -10
  08
  Challenging
  -20
  09
  Formidable
  -30
  10
  Mind Bending
  -50
  The GM assigns a level of difficulty the Players can argue about.  Each of the 4 classifications has 10
  different levels of complexity.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  QUICK GAME
  UNIVERSAL MODIFIERS
  �����Modifiers are options the players and the GM decide 
  are pertinent to the situation.
  CHARACTER SKILLS
  Unskilled
  -20
  Skilled
  +10
  Very Skilled
  +20
  Expert
  +30
  Master
  +40
  Legendary
  +50
  PERSONAL/STRESS MODIFIERS
  ���These Modifiers are for Personal difficulty.  They�can
  apply to most repair, fabrication, dexterity and agility�
  feats.
  HEALTH
  Fresh, Healthy, (Extreme)
  +05
  Fresh, Healthy
  +03
  Healthy, Normal
  +0
  Sick, Cold, Flu Etc
  -03
  Tired
  -05
  Very Tired
  -10
  Exhausted
  -15
  Asleep on His or Her Feet
  -20
  Stunned
  -15
  Stunned Senseless
  -20
  SIZE
  Very Small
  -20
  Small
  -10
  Medium
  +0
  Large
  +10
  Gigantic
  +15
  Mega
  +20
  SPEED
  Still
  +20
  Very Slow
  +15
  Slow
  +10
  Medium
  +0
  Fast
  -10
  Lightning Fast
  -20
  TARGET IS
  STANDING
  Point Blank
  +10
  Very Short (1-10ft.)
  +05
  Medium (20-100ft.)
  +0
  Long  (100-250ft.)
  -10
  Extreme (250+ ft.)
  -20
  TARGET IS
  CROUCHING
  Point Blank
  +05
  Very Short (1-10ft.)
  +0
  Medium (20-100ft.)
  -05
  Long  (100-250ft.)
  -15
  Extreme (250+ ft.)
  -25
  TARGET IS
  PRONE
  Point Blank
  +0
  Very Short (1-10ft.)
  -05
  Medium (20-100ft.)
  -10
  Long  (100-250ft.)
  -20
  TERRAIN
  Grass, High
  -20
  Hills
  -10
  Hills, Low
  -05
  Rocky
  -10
  Mountainous
  -15
  Jungle
  -15
  Jungle, Dense
  -20
  Sandy
  -05
  Sand Dunes
  -10
  Swamp
  -05
  Swamp, Dense
  -10
  Swamp Tropical
  -15
  Trees, Wide Spaced
  -05
  Trees, Light Forest
  -10
  Trees, Heavy Forest
  -15
  Trees, Coniferous
  -20
  Tundra
  +0
  WEATHER
  Fog, Light
  -10
  Fog, Medium
  -20
  Fog, Heavy
  -30
  Light, Attacker Facing Bright
  -15
  Light, Target Silhouetted
  -15
  Rain, Light
  -10
  Rain, Heavy
  -20
  Rain, Downpour
  -30
  Smog, Light
  -10
  Smog, Heavy
  -15
  Snow, Dry
  -05
  Snow, Wet
  -10
  Snow, Heavy
  -05
  Snow, Blizzard
  -30
  Sunny, Clear
  -0
  Sunny, Hazey
  -05
  Water, Clear Submirged Target
  -10
  Water Murky Submerged Target
  -20
  Wind
  -05
  Wind, High
  -15
  Wind, Hurricane
  -30
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  Sand, Windblown No Protection
  -40
  Sand, Windblown Eye Protection
  -15
  Smoke
  -10
  Smoke, Dense
  -30
  Smoke, Dense  High Heat
  -40
  CITIES
  Close Buildings
  -05
  Cobblestones
  -05
  Falling Target
  -20
  Jumping Target
  -20
  Target Recovering from Fall
  +10
  Ladder/Rope, Climbing
  +05
  Ladder/Rope Descending
  -05
  Rope, Swinging
  -20
  Night, Overcast
  -10
  Roof, Minor Incline
  -10
  Roof, Major Incline
  -20
  Rubbish, Low
  -15
  Rubbish, High
  -20
  Steps
  -10
  Steps Narrow
  -15
  Swimming
  -15
  Moonlight Clear, Bright
  -15
  Moonlight, Shadowy
  -20
  Dawn/Dusk
  -10
  Water Waist Deep
  -05
  Water Chest Deep
  -10
  Crowd, Light
  -15
  Crowd, Dense
  -25
  Crowd, Panic
  -35
  VEHICLES
  Fast Moving (Target Inside)
  -20
  Slow Moving (Target Inside)
  -10
  Fast Moving (Attacker Inside)
  -20
  Slow Moving(Attacker Outside)
  -10
  Animal Back
  -20
  Motorcycle
  -20
  Aircraft
  -30
  Helicopter
  -20
  ROAD CONDITION
  Dirt Road -05
  Rough Road
  -15
  Cratered Road
  -30
  Off Road
  -20
  DEVICES
  Aimed Shot
  +20
  Aimed Shot, In Motion
  +10
  Optical Scope
  +20
  Laser Sight
  +30
  Electronic Scope
  +40
  AIMED SHOTS
  01-10
  A  HEAD
  90% Kills or Triple Dmage
  11-13
  B  UPPER CHEST/NECK
  75% Kills or Double Damage
  14-24
  C1  INNER CHEST
  80% Kills or Double Damage
  25-44
  C2  OUTER CHEST
  30% Kills or Normal Damage
  45-52
  D  ABDOMEN INNER
  45% Kills or Double Damage
  A
  5 3 -
  59
  E  ABDOMEN OUTER
  20% Kills or Double Damage
  60-74
  F  ARM
  05% Kills or Half Damage
  75-95
  G  LEG
  05% Kills or Normal Damage
  96-00
  H  HAND/FOOT
  0% Kills Normal Damage
  PERSONAL/STRESS MODIFIER
  � � These Modifiers are for difficulty during Special 
  Situations.  They can apply to most repair, fabrication, 
  agility�and dexterity  feats.
  WOUNDED
  Minor Wounds
  -05
  Serious Wounds
  -10
  Major Wounds
  -20
  SHOCK
  Light
  -10
  Medium
  -15
  Heavy
  -20
  DRUGS
  Effects Minor Drugs
  -05
  Effects Narcotics
  -10
  Effects Heavy Narcotics
  -20
  Mind Altering Drugs
  -30
  MEDICATIONS
  Medications, Light
  -10
  Medications, Heavy
  -20
  ALCOHOL
  Drunk Mild
  -10
  Drunk, Major
  -20
  Drunk Roaring
  -30
  COFFEE
  A Few Cups
  +10
  ��
  
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  SITUATION MODIFIER
  Cold, Wet
  -10
  Cold, Freezing
  -20
  Hot Steaming
  -10
  Hot Excessive
  -20
  Ground Unstable
  -10
  Ground Extremely Unstable
  -20
  Woring Under Critical Time Limit
  -20
  Being Shot At
  -30
  Spacesuit/Protective Gear
  -20
  High or Low Gravity
  -30
  WOUNDSHOCK MODIFIER
  Head A
  -50
  Chest Upper Neck B
  -30
  Chest  Center  C1
  -40
  Chest Outer C2
  -20
  Abdominal Inner D
  -30
  bdominal Outer E
  -20
  Abdominal Groin  F
  -40
  Leg G
  -05
  Arm  F
  -05
  Hand/Foot H
  -05
  ATMOSPHERE
  Really Noxious Mix
  -20
  Noxious Mix
  -15
  Low Oxygen
  -10
  High Nitrogen
  -15
  Vaccuum
  -40
  High CO2
  -20
  Low Pressure
  -20
  High Pressure
  -20
  OTHER
  Hate This Job
  -05
  Frustrated
  -10
  Anger
  -05
  Extreme Anger
  -10
  Stupid Assistants
  -05
  Broken Tools
  -05
  McGuivered Parts
  -10
  Bad Morning
  -05
  No Coffee
  -05
  Allergies
  -10
  Expert Advice
  +10
  Expert Advice That is Not Expert Advice
  -10
  Annoyed by Animals
  -05
  Annoyed by Children
  -10
  Annoyed by Spectators
  -05
  Filthy Environment
  -05
  Filthy Stinking Environment
  -10
  Filthy Stinking Wet Environment
  -15
  Bugs
  -20
  Politicians
  -25
  PAIN
  Light
  -05
  Medium
  -10
  Heavy
  -20
  Crippling
  -30
  PSYCHOLOGICAL
  General Annoyance
  -05
  Continued Annoyance
  -10
  Rampant Annoyance
  -15
  Total Annoyance
  -20
  Fear
  -10
  Fear Extreme
  -20
  Stark Terror
  -30
  Revulsion
  -20
  Revulsion Extreme
  -30
  Forced Under Threat
  -10
  FABRICATION
  Lack Tools
  -05
  Lack Technology
  -10
  Lack Materials
  -10
  Fabrication Under Stress
  -10
  Fabrication in Hostile Environment
  -10
  Old Parts, Unreliable
  -10
  Lack Instruction
  -10
  Complete Tools
  +10
  Complete Information
  +10
  Prepackaged How To Kit
  +20
  REPAIR MODIFIER
  Familiar Design
  +15
  Semi-Familiar Design
  +10
  Unfamiliar Design
  -05
  Something never Attempted
  -10
  Three Failures at an Attempt
  -10
  Six failures at an Attempt
  -20
  Semi Foreign Design
  -10
  Foreign Design
  -15
   Alien Design
  -20
  Archaic Design
  -10
  Piece of Junk
  -15
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  About Rules
  �����This rule set is a fast resolution matrix meant to�solve
  a problem, not be a complete rule set.   For rules use�
  your favorite RPG system.  Damage and firearms are not�
  covered as well as anything beyond rudimentary skill 
  usage.
  � � � None of these modifiers are mandatory. 
  Nothing�
  here is in stone.   Just use what you will and keep the 
  me-chanics to a minimum to make Role Playing quick 
  and decisive.
  Adapting the Book
  ����This book was designed for simple d10 or d100 dice�use
  to make choices a little more exciting and give the GM�
  ideas.
  � � � These rules work on the simple probability of a 50%
  chance to win or lose.  Everything else is an optional 
  modifier.
  EXAMPLE
  �����Nav�gator Goldberg is sitting in a jail cell in the Aber�Ru
  correctional complex.  His Grey Cell�mate is staring at�the
  wall.
  � � � Little does he know the crew of the Greys Saucer is�
  under stealth mode as they hover over the facility and 
  focus the ships beams on the side of the building where 
  44�Chuck 7894 is being held.
  �����His Friends focuses the ships beam and decides�to
  open the wall with the ships Laser beam.
  ����They have about a 50% chance to carve an 8 foot�circle
  but goes for a few modifiers because he has not done�this
  before.    The GM counters a little of this with his own�
  concerns
  RESPECTABLE CHALLENGE�
  -05
  Aimed Shot�
  +20
  Optical Scope�
  +20�
  -----------------------------------------------------------
  Something Never Attempted�
  -10
  No Skill�
  -20�
  -----------------------------------------------------------
  Total Modifier�
  +5
  �����The player rolls a d100 and the result is a 52 after�
  modifications it becomes a 57.
  � � � The Grey removes a 10 foot circle of concrete and�
  steel. He now uses the ships beam to tractor the 
  occupants of the cell to the saucer.
  ������This is a little more precise and the GM rates the�
  difficulty as Hard -10
  �����A few modifiers are added and a d100 is rolled with�
  the result of a  66.  Both Bo float gently out of the building�
  along with personal items, fixtures, blankets and 
  accumulated dust.
  GM’s
  � � � Don’t make games impossible to win and give your�
  players the freedom to make choices you did not plan for.�
  A Great GM adapts to changes and situations and runs 
  with�them.
  Tucholka’s Rules
  01�
  The GM’s Purpose is to provide fun and high
  adventure for his or her players. Anything less is a
  disser�ice.
  02�
  Players can argue but the GM’s Word is Law until�
  the GM makes decisions not in the spirit of the game.
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  -----------------------------------------------------------------------------------------------------------------
  -----------------------------------------------------------------------------------------------------------------
  -----------------------------------------------------------------------------------------------------------------
  PLANETS
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  WORLD                    STAR                      CUBE
  PRIMARY DESTINATION                 TIME                   STAR             CUBE
  NOTES
  STARMAP
  ���
  
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  ���� ���� �����
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  LANDING
  NAV CUBE
  WORLD
  LANDMASS
  CLIMATE NOTES
  POPULATION
  NOTES
  WORLD NOTES
  ���
  
  ���� ���� �����
  ��� �����
  ��� �����
  DETAILS
  ISSUES
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  -----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  A
  B
  C
  D
  E
  G
  F
  H
  I
  J
  K
  L
  CRITICAL
  Places of Interest
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ----------------------------------
  ��
  
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  ���� ���� �����
  ��� �����
  NAV LOG
  WORLD
  CUBE
  ---------------------------------------------------------------------
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  WORLD
  CUBE
  ---------------------------------------------------------------------
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  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  CARAGO
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  Destination / Cube
  Deliver to:
  Owner
  Cargo
  PERISHABLE
  DUE DATE
  LIVE CARGO
  DUE DATE
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  SHIPS LOG
  DATE
  DATE
  ��
  
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  ��� �����
  CREW
  NAME
  RANK
   ID
   DOB
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  SKILLS 
   EXPERTISE
  Individual    File #
  PLANET ORIGIN 
   NAV CUBE
  SERVICE RECORD
  DATE
  COMMENTS
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  ALIEN CATALOG
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  COMMON SKILLS 
   EXPERTISE
  NAV CUBE
   WORLD
  RACE NAME
  TEMPERAMENT
  File #
                        COMMENTARY
  DEMOGRAPHICS
  ��
  
  ���� ���� �����
  ��� �����
  ��� �����
  CREW
  Name
   File
  ---------------------------------------------------------------------
  ---------------------------------------------------------------------
  ---------------------------------------------------------------------
  Roster
   Rank
  Name
   File
  ---------------------------------------------------------------------
  ---------------------------------------------------------------------
  ---------------------------------------------------------------------
   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  Name
   File
  ---------------------------------------------------------------------
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   Rank
  CAPTAIN
   SERVICE DATE
  ------------------------------------------------------------------------------------------------------------------------------------------------
  ------------------------------------------------------------------------------------------------------------------------------------------------
  090
  ��
  
  ��� �����
  ���� ���� �����
  ��� �����
  INCURSION
  PHOENITIC SCRIPT
  NUMERICAL
  About Old Race Linear 2
  ���A few creative gamers noticed there�was
  a pattern to the Alien Script used in�
  Space.  This is a phon�tic or sound based�
  system to spell words. The artists had a lot�of
  fun with this.
  � � Brian Roe replaced the odd Quasi -
  Babylonian Script used in the first 1986 draft�
  of the RPG Incursion.
  ����Melody Natcher re�scribed the original 
  into a more readable version.
  ��
  
  ���� ���� �����
  INCURSION
  � � � Long before recorded human history, the Earth was discovered by�
  alien travelers known as the Anshani. Gentle in their ways, and with an�
  incredible level of technology, they expanded their interstellar empire 
  across� this Galaxy. Welcoming many into their fellowship, they 
  nonetheless had a�few requirements for admission. Upon discovering the 
  Earth, they stationed� a Sentinel Drone in the Sol System to protect 
  developing humanity from� outside interference, and from the more 
  warlike races who traveled the� stars, until Earth was technologically 
  ready for contact.
  � � The Anshani held the galaxy in peaceful coexistence for many�
  millennia, and then mysteriously vanished, leaving behind a galaxy in 
  chaos.�As interstellar empires rose and fell, humanity developed in a safe 
  harbor in�a sea of crumbling interstellar chaos, protected by a sentinel 
  that watched�and waited.
  1945 AD
  ���When the first nuclear warhead flared into incandescent existence over 
  the�New Mexico desert, scientists knew the world had changed, and that 
  a new�age had begun. Little did they realize that the Sentinel Drone had 
  detected�the detonation and was headed home to tell the Anshani that the 
  Earth was�ready to be opened to the Galaxy.
  1990 AD
  � � � With the Sentinel Drone gone, the Earth was open to alien contact.�
  Earth has been found by pirates who command an ancient Anshani 
  ship� with amazing technologies. Realizing they have an untapped 
  treasure trove�on Earth, the pirates steal and enslave with every visit. As 
  Mankind enters� the 21st Century, Earth inhabitants hardly realize that 
  thousands of people� are vanishing every year. You were one of those, 
  until you were woken from�cryo-sleep by a 4 foot tall cockroach and heard 
  the plea, "Help us!" You are�a part of a small group of desperate humans 
  lost in a fallen alien empire of a�hundred-million inhabited worlds.
  THE GAME
  ����You are equipped with modern and advanced hardware, the best in�
  weapons, alien technology, and a starship like no other. You can save the�
  Earth, but first you must find it again!
  �����Incursion is a complete role playing game, 192 pages in length, which�
  includes 40 different races, complete rules for generating new worlds and�
  star systems, and much, much more.
  BONUS
  Inside Incursion Designer’s Notes, and Inside the Incursion Starship.
  Comes in CD/PDF Format
  TTG#4092
   $18.95
  TTG#404
   $14.95
  TTG#406
   $14.95
  
  ���� ���� �����
  TriTacGames.com
  TriTacGamers.com
  TriTacSystems.PodBean.com
  “Yeah
   I seen  doz Oirthers”
  Frooz
  
  ���� ���� �����
  ��� �����
  ��� �����
  Tri Tac Games
  TriTacGames.com
  TriTacGamers.com
  TriTacSystems.PodBean.com
  Tri Tac Games
  EZ SPACE
  Stock 2054 PDF
  EZ Space is a Role Playing Adventures Module
  complete in 100 pages.  Core Rule
  System and Polyhedral Dice are not included.
  These adventures are compatable with any
  other Modern Science Fiction or Horror Style
  RPG’s with minor modification.
  ��������
  EZ
  Rules
  USE YOUR FAVORITE RULES
  ���
  �����
  *
  Generic Concept RPG that can be
  adapted to any of your favorite systems.
  *
  Classic Spaceships
  *
  Technology
  *
  A Different History
  *
  Politics, Mutants and Aliens, Pirates and More!
  *
  From the Creator of theAward Winning Bureau 13
  *
  Tech Design by William Wardrop
  The Future is Calling You!
  ��� �����
  Tomorrow the�Stars
  �����Welcome to the 21st Century where man is�heading
  for the planets and the stars.
  �����Journey into a Future that Should Have Been,�a
  place where Gleaming Needles powered by�Atomic
  Energy are launching to Space Stations, the�Planets
  and into the Galaxy.
  EZ SPACE
  
SOURCE: textdata/thevault/Ez Space (tri tac)/EZ Space {TTG2054}.pdf