TEXT: 1
  Spacemaster: Datanet
  Issue #4
  SPACEMASTER:
  Issue #4
  Table of Contents
  Introduction
  Credits
  Author: Rob Defendi
  Editing:  Tim Dugger, Heike Kubasch;
  Pagemaking, & Layout: Sherry Robinson;
  Proofreading:  Tim Dugger, Heike Kubasch & Monica Wilson;
  Art: Steven Farris., Peter Bergting, Jon M. Holsten, Jeff Laubenstein,
  Jeremy Mohler, Tyler Walpole, Kevin Wasden;
  ICE Staff
  CEO: Bruce Neidlinger;
  President: Heike Kubasch;
  Editor/Jack-of-All-Trades: Tim Dugger;
  Pagemaking: Sherry Robinson;
  Web Mistress: Monica L. Wilson;
  Office Cats: Rajah, Pheobe, & Matsi;
  Corporate Mascot: Gandalf
  October 2006
  WARNING! All Items in this PDF should be
  considered optional and completely unofficial.
  1.0 The Culture of the ISC.......................................... 2
  1.1 The Dragoons ................................................. 2
  1.2 The Falar ......................................................... 2
  1.3 The Humans ................................................... 2
  1.4 The Kagoth ..................................................... 2
  1.5 The Oorts........................................................ 2
  1.6 The Tulgar ...................................................... 2
  1.7 The Valiesians ................................................. 3
  1.8 The Xatosians ................................................. 3
  1.9 Languages ....................................................... 3
  2.0 Lessons of the ISC: The Kernog Pyramid ............ 4
  3.0 Diseases and Poisons ............................................. 5
  3.1 Diseases........................................................... 5
  3.2 Poisons ............................................................ 9
  4.0 Effects of Aging .................................................... 11
  4.1 Aging Roll ..................................................... 11
  4.2 Getting Sick .................................................. 12
  5.0 Black Market Tech ............................................... 13
  Spacemaster: Datanet Copyright © 2006 by Aurigas Aldbaron LLC. All rights reserved. No reproductions without permission. Produced and
  distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  Welcome to the fourth issue of Spacemaster Datanet.
  The purpose here is to expand and enhance your
  Spacemaster game, both by broadening the rules and by
  deepening the setting details, giving you a richer and
  more fulfilling game and game environment.
  This time we explore many of the mechanical details
  that we’ve had to overlook so far in Spacemaster,
  including diseases, poison, and aging. We also explore
  the people of the ISC in greater depth and delve into
  more Black Market Tech. Finally, we have another legend
  of the ISC as a treat.
  Enjoy.
   DATANET
  ™
  
  2
  Spacemaster: Datanet
  Issue #4
  1.0 THE CULTURE OF
  THE ISC
  The ISC is driven by its citizens. The individual is
  considered the ultimate representative of the ISC, and
  the ISC is composed of more than a trillion individuals.
  Any exploration of ISC culture must therefore begin
  with its people.
  1.1 THE DRAGOONS
  The Dragoons contribute more than their fair
  share to the ISC, but most of this isn’t to ISC culture.
  The Dragoons have no real culture of their own,
  having been cut from a whole cloth, as it were. The
  Dragoons indulge in the culture of the military, and
  that is all. Most of them aren’t more than a couple
  years old.
  The Dragoons who have defected to the ISC lay low.
  Only a handful of people in the ISC government,
  military and intelligence communities even know that
  they exist. When Dragoons do venture out and sample
  the life beyond the military, it is done in imitation of the
  humans they resemble.
  1.2 THE FALAR
  The falar love to fight. It is probably the most
  defining element of their personalities. Fighting,
  watching fights, and betting on fights consumes their
  leisure time. They are always training or preparing or
  recovering from fights. It is what they do.
  Most races are not at all comfortable with falar
  culture. It is too brutal, too heartless for most races.
  They condone a social structure that is, at best, racist. At
  worst it borders on slavery. But to integrate this race
  into ISC culture, allowances had to be made.
  Falar entertainment mainly revolves around
  bloodsports. Where bloodsports are illegal, there is
  always the sensenet. While the sensenet in certain
  systems might have laws against this kind of use, there
  are always allowance made for the falar. The last thing
  a government wants is to not give the falar an outlet
  for their aggression.
  Falar have come to enjoy holos and plays as well.
  The stories must involve heavy combat and tales that
  apply to the falar concept of honor. Falar action stars
  must be talented warriors. If their performances are
  augmented in any way, they will be shunned by the
  falar community.
  1.3 THE HUMANS
  Humans like to frequent the arts in all forms:
  painting, prose and poetry, holos, sensenet comedies and
  dramas, plays and music. All of it appeals to the humans.
  The humans are also great fans of sports. They
  love competition. They watch intellectual games as
  well as physical ones. The more violent humans even
  watch bloodsports.
  Humans are driven by curiosity. As a race, they will
  try almost anything. This means that they often get
  hooked on the most eclectic collection of hobbies and
  entertainments.
  1.4 THE KAGOTH
  The kagoth are a simple folk. They love to tell stories
  in a long oral tradition. This has translated well to
  literature, but kagoth literature isn’t what most other
  races would consider riveting. Most kagoth stories are
  long, complex morality tales. The conflict is all internal.
  A kagoth prefers a book that can be read a dozen times,
  each one opening up another level of understanding. If
  all the nuances of a book can be caught in one reading,
  the kagoth have no use for it.
  Kagoths prefer a life of simple farming. They love to
  work with the land, the soil. This carries over to other
  professions as well. Kagoth craftsmen are superb, as they
  consider a rushed piece of work an opportunity lost.
  Finally, kagoth love to sing. A kagoth song is
  something to be heard. It sounds, if anything, like a
  violent and terrible screaming match. It is a horrible and
  brutal sound, in the ears of most races. Not even the
  humans, who are notorious for crossing racial cultural
  barriers, can seem to get into it.
  1.5 THE OORTS
  Of all the races, the oort recreational pastimes are the
  most boring to other races. Oorts do not love literature or
  art. They do not watch holos and only use the sensenet to
  model history or scientific problems. The oorts seem to
  only really love the science and their work. They love to
  study and better their knowledge and their skills. Most
  oorts only appreciate the arts if that is their area of study.
  One form of recreation they do seem to indulge in is
  the logic problem. Oorts love mind teasers. They also
  occasionally like mysteries. Oort mind teasers and mysteries
  are unapproachable to most other races, often involving
  vast amounts of data to be memorized and sifted through.
  1.6 THE TULGAR
  The tulgar love morality tales and tales of honor.
  They also like action holos and love stories, as long as the
  characters act in a manner in which they’d approve.
  Tulgar love clothes and fashions. They love
  music and the arts.
  There is one thing that the tulgar practice that no
  other race had explored before contact, and that is the
  scent poem. Scent poems are artistic combinations of
  odors that invoke powerful mental images and some-
  times tell simple stories.
  Scent poems are lost on most other races. Only the
  falar have the ability to appreciate them, and only falaris
  have enough humility to admit that they like them.
  
  3
  Spacemaster: Datanet
  Issue #4
  1.7 THE
  VALIESIANS
  The valiesians have no culture.
  They do not have much in the way of
  appreciation of other cultures as well.
  They’d prefer to eats, sleep, rest and
  work and to be left alone.
  1.8 THE
  XATOSIANS
  The xatosians have culture,
  although no one would guess by
  looking at them. Xatosians tend to
  pass the time in the hive mind, or
  the Sea of Minds, as they call it.
  There, they pass emotions back and
  forth, bask in the love of the queens
  and basically revel in their own
  brotherhood. This culture is beyond
  the abilities of even psychics of other
  races to appreciate.
  1.9 LANGUAGES
  The languages in the ISC are
  many and varied. Some are engi-
  neered languages. Others evolved on
  individual planets.
  The ISC has thousands of
  dialects. Most of them have been
  rendered effectively dead. The
  following languages are still spoken
  in ISC space. They are the most
  common languages still spoken.
  LANGUAGE TREES
  If in a campaign it becomes
  necessary to know a language tree
  or a language group, the above
  chart can be used as a basic guide.
  Because of psychic resonance, most
  languages spoken by the same race
  can be considered a broad lan-
  guage. The GM is welcome to make
  exceptions (like a human language
  that consists of clicks and whistles).
  The languages can basically be
  further broken into narrower
  groups, based on planet.
  The above chart was tiered to
  represent this.
  e
  g
  a
  u
  g
  n
  a
  L
  s
  e
  t
  o
  N
  d
  r
  a
  d
  n
  at
  S
  s
  eic
  e
  p
  S
  .e
  g
  a
  u
  g
  n
  al
  C
  S
  I
  laiciff
  O
  .se
  c
  a
  r
  lla
  y
  b
  n
  e
  k
  o
  p
  s
  e
  g
  a
  u
  g
  n
  a
  L
  r
  ala
  F
  .se
  c
  a
  r
  b
  u
  s
  lla
  y
  b
  n
  e
  k
  o
  p
  S
  .e
  g
  a
  u
  g
  n
  al
  r
  ala
  F
  n
  o
  m
  m
  o
  C
  n
  a
  rrr
  olrrrr
  C
  .lo
  rrr
  olrrrr
  C
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .lo
  rrr
  olrrrr
  C
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  alrrrr
  F
  .s
  ulrrrr
  F
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .s
  ulrrrr
  F
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  atrr
  u
  rrrrr
  F
  .trr
  u
  rrrrr
  F
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .trr
  u
  rrrrr
  F
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  rrrr
  ulu
  rrr
  H
  .rrrr
  ulu
  rrr
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .rrrr
  ulu
  rrr
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  rrr
  alrrr
  P
  .k
  c
  o
  rrr
  alrrr
  P
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .k
  c
  o
  rrr
  alrrr
  P
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  r
  alrrria
  T
  .r
  alrrria
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .r
  alrrria
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  rrrr
  a
  n
  a
  T
  .rrrr
  a
  n
  a
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .rrrr
  a
  n
  a
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  m
  u
  H
  .e
  g
  a
  u
  g
  n
  al
  n
  a
  m
  u
  h
  n
  o
  m
  m
  o
  C
  n
  a
  r
  al
  A
  .s
  u
  r
  al
  A
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .s
  u
  r
  al
  A
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  rts
  A
  .n
  o
  rialirts
  A
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .n
  o
  rialirts
  A
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  serie
  C
  .gi
  n
  rie
  C
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .gi
  n
  rie
  C
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  aile
  H
  .s
  oile
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  k
  e
  er
  G
  t
  n
  eic
  n
  A
  .s
  dleif
  ylr
  alo
  h
  cs
  d
  n
  a
  cifit
  n
  eics
  y
  n
  a
  m
  n
  i
  d
  es
  U
  .e
  g
  a
  u
  g
  n
  al
  d
  a
  e
  D
  n
  ita
  L
  .s
  dleif
  ylr
  alo
  h
  cs
  r
  o
  f
  d
  eid
  u
  ts
  llitS
  .e
  g
  a
  u
  g
  n
  al
  d
  a
  e
  D
  sre
  h
  t
  O
  .s
  oile
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  c
  n
  ere
  a
  P
  .e
  g
  a
  n
  re
  a
  P
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .e
  g
  a
  n
  re
  a
  P
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  n
  rie
  T
  .sa
  n
  rie
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .sa
  n
  rie
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  selics
  u
  T
  .n
  olics
  u
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .n
  olics
  u
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  t
  o
  g
  a
  K
  .e
  g
  a
  u
  g
  n
  a
  L
  h
  t
  o
  g
  a
  K
  n
  o
  m
  m
  o
  C
  h
  te
  k
  c
  o
  sa
  H
  .h
  t
  o
  k
  c
  o
  sa
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .h
  t
  o
  k
  c
  o
  sa
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  te
  n
  olo
  r
  u
  H
  .h
  t
  u
  n
  olo
  r
  u
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .h
  t
  u
  n
  olo
  r
  u
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  te
  n
  re
  K
  .g
  o
  n
  re
  K
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .g
  o
  n
  re
  K
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  te
  g
  o
  r
  u
  P
  .ss
  o
  g
  o
  r
  u
  P
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ss
  o
  g
  o
  r
  u
  P
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  ter
  a
  n
  rie
  T
  .k
  c
  o
  r
  a
  n
  rie
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .k
  c
  o
  r
  a
  n
  rie
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  te
  n
  olu
  ss
  u
  r
  T
  .h
  t
  o
  n
  olu
  ss
  u
  r
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .h
  t
  o
  n
  olu
  ss
  u
  r
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  telr
  u
  T
  .g
  olr
  u
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .g
  olr
  u
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  
  4
  Spacemaster: Datanet
  Issue #4
  2.0 LEGENDS
  OF THE ISC:
  THE KERNOG
  PYRAMID
  One of the more firmly
  rooted legends of ISC space is
  that of the Kernog Pyramid.
  The Kernog Pyramid is
  formed by connecting Kernog,
  Alapharum, Frrrrlus and
  Halapul. This large and
  misshapen pyramid in space is
  known as one of the most
  bizarre areas in the ISC.
  In this area, pilots have
  reported dozens of bizarre and
  unexplained phenomena. Short
  outs, lost time, unexplained
  breakdowns, strange sensor
  reading and the like. The reports
  from this area of space abound.
  In addition, ships disappear
  here without any explanation.
  Strange ghost ships have been
  found here as well, without any
  record of them appearing in the
  logs. The more indulging
  members of the ISC love to
  discuss all the spooky stories of
  this section of space. They
  discuss the details for hours on
  end and seem to relish fresh
  details and fresh stories. The
  folklore of this area abounds.
  The more rational
  members of the ISC (the oorts
  for instance) say there is no
  statistical evidence that this area
  of space is any more dangerous
  than any other. They say that
  the details of many of the stories
  of this area are hard to pin
  down and prove. They say that
  this is a transference of folklore
  from the Bermuda triangle in
  the Helios system.
  The proponents of these
  theories say that this is an apt
  analogy. Especially since the
  Bermuda Triangle was obviously
  a staging ground for still-
  classified pre-contact experi-
  ments on humanity by the oorts.
  e
  g
  a
  u
  g
  n
  a
  L
  s
  e
  t
  o
  N
  tr
  o
  O
  .e
  g
  a
  u
  g
  n
  a
  L
  tr
  o
  O
  n
  o
  m
  m
  o
  C
  m
  er
  a
  h
  p
  al
  A
  .
  m
  u
  r
  a
  h
  p
  al
  A
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .
  m
  u
  r
  a
  h
  p
  al
  A
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  e
  h
  p
  u
  r
  a
  F
  .sa
  h
  p
  u
  r
  a
  F
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .sa
  h
  p
  u
  r
  a
  F
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  er
  a
  h
  p
  ala
  H
  .s
  u
  r
  a
  h
  p
  ala
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .s
  u
  r
  a
  h
  p
  ala
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  e
  p
  ala
  H
  .lu
  p
  ala
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .lu
  p
  ala
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  essa
  H
  .s
  u
  ssa
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  m
  e
  n
  a
  r
  a
  F
  .s
  dleif
  cifit
  n
  eics
  y
  n
  a
  m
  n
  i
  d
  es
  U
  .e
  g
  a
  u
  g
  n
  al
  d
  a
  e
  D
  sre
  h
  t
  O
  .s
  u
  ssa
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  e
  h
  p
  elr
  a
  K
  .le
  h
  p
  elr
  a
  K
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .le
  h
  p
  elr
  a
  K
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  m
  er
  ola
  h
  p
  r
  a
  W
  .
  m
  u
  r
  ola
  h
  p
  r
  a
  W
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .
  m
  u
  r
  ola
  h
  p
  r
  a
  W
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  a
  r
  a
  gl
  u
  T
  .e
  g
  a
  u
  g
  n
  a
  L
  n
  a
  r
  a
  glu
  T
  n
  o
  m
  m
  o
  C
  h
  se
  n
  er
  a
  F
  .ssertr
  o
  F
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ssertr
  o
  F
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  c
  n
  er
  a
  L
  laiciff
  O
  .d
  r
  a
  u
  G
  r
  o
  n
  o
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  .esr
  o
  H
  e
  h
  t
  f
  o
  t
  h
  gi
  n
  K
  e
  h
  t
  f
  o
  e
  g
  a
  u
  g
  n
  al
  sre
  h
  t
  O
  .d
  r
  a
  u
  G
  r
  o
  n
  o
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  e
  n
  a
  r
  a
  H
  .e
  g
  r
  a
  h
  C
  ssele
  p
  o
  H
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .e
  g
  r
  a
  h
  C
  ssele
  p
  o
  H
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  c
  n
  ela
  V
  laiciff
  O
  .sr
  o
  n
  o
  H
  y
  n
  a
  M
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  .d
  r
  o
  w
  S
  e
  h
  t
  f
  o
  st
  h
  gi
  n
  K
  e
  h
  t
  f
  o
  e
  g
  a
  u
  g
  n
  al
  sre
  h
  t
  O
  .sr
  o
  n
  o
  H
  y
  n
  a
  M
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  si
  n
  a
  r
  a
  B
  .lla
  W
  e
  h
  t
  s
  d
  n
  atS
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .lla
  W
  e
  h
  t
  s
  d
  n
  atS
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  e
  n
  a
  r
  a
  T
  .e
  d
  al
  B
  t
  h
  gir
  B
  o
  o
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .e
  d
  al
  B
  t
  h
  gir
  B
  o
  o
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  ser
  ala
  K
  .h
  ta
  e
  D
  s
  u
  o
  r
  ola
  V
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .h
  ta
  e
  D
  s
  u
  o
  r
  ola
  V
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  ais
  eila
  V
  .e
  g
  a
  u
  g
  n
  a
  L
  n
  aiseila
  V
  n
  o
  m
  m
  o
  C
  h
  ser
  u
  asssiF
  .ss
  u
  r
  u
  asssiF
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ss
  u
  r
  u
  asssiF
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  ser
  u
  asssi
  K
  .ler
  u
  asssi
  K
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ler
  u
  asssi
  K
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  selesssi
  R
  .ss
  ulesssi
  R
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ss
  ulesssi
  R
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  ser
  ulu
  sssi
  R
  .ss
  u
  r
  ulu
  sssi
  R
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ss
  u
  r
  ulu
  sssi
  R
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  sessih
  T
  .
  m
  u
  ssih
  T
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .
  m
  u
  ssih
  T
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  sesss
  u
  r
  a
  V
  .ss
  u
  sss
  u
  r
  a
  V
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ss
  u
  sss
  u
  r
  a
  V
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  h
  se
  h
  t
  u
  a
  ri
  Z
  .ssss
  u
  h
  t
  u
  a
  ri
  Z
  te
  n
  alp
  e
  h
  t
  n
  o
  e
  g
  a
  u
  g
  n
  al
  t
  n
  a
  n
  i
  m
  o
  D
  sre
  h
  t
  O
  .ssss
  u
  h
  t
  u
  a
  ri
  Z
  te
  n
  alp
  n
  o
  se
  g
  a
  u
  g
  n
  al
  la
  n
  oig
  er
  re
  h
  t
  o
  f
  o
  s
  n
  e
  z
  o
  D
  n
  ais
  o
  ta
  X
  .e
  g
  a
  u
  g
  n
  al
  e
  m
  as
  tc
  a
  x
  e
  e
  h
  t
  k
  a
  e
  p
  s
  s
  n
  ais
  o
  ta
  x
  ll
  A
  s
  e
  g
  a
  u
  g
  n
  a
  L
  r
  et
  u
  p
  m
  o
  C
  .y
  r
  o
  g
  eta
  c
  a
  ts
  uj,e
  g
  a
  u
  g
  n
  al
  a
  t
  o
  N
  7
  1
  n
  e
  G
  .sI
  S
  d
  n
  a
  sI
  A
  g
  n
  i
  m
  m
  a
  r
  g
  o
  r
  p
  r
  o
  f
  d
  es
  U
  .e
  g
  a
  u
  g
  n
  al
  e
  vit
  p
  a
  d
  a
  d
  e
  c
  n
  a
  v
  d
  A
  y
  esre
  H
  .e
  g
  a
  u
  g
  n
  al
  g
  n
  ire
  d
  n
  er
  la
  cih
  p
  a
  r
  G
  n
  isi
  R
  .e
  g
  a
  u
  g
  n
  al
  g
  n
  i
  m
  a
  r
  g
  o
  r
  p
  cire
  n
  e
  G
  c
  alir
  a
  T
  .sesa
  b
  ata
  d
  e
  g
  d
  el
  w
  o
  n
  k
  g
  n
  i
  m
  m
  a
  r
  g
  o
  r
  p
  r
  o
  f
  d
  es
  U
  6
  n
  ere
  Z
  .sllik
  s
  re
  h
  t
  o
  m
  a
  r
  g
  o
  r
  p
  o
  t
  d
  es
  U
  
  5
  Spacemaster: Datanet
  Issue #4
  3.0 DISEASES
  AND POISONS
  3.1 DISEASES
  Disease strikes almost everywhere at one time or
  another. In Spacemaster, it can be part of a character’s
  background (e.g., Bill has a hereditary disease which
  leads to a drooling problem), a psychic ability, or a
  simple decision/calculation on the part of the
  gamemaster that a specific setting suffers.
  A character attacked by a disease must make a
  resistance roll (RR), comparing his own level with that
  of the disease. The victim adds his Disease resistance
  modifiers to the roll (usually Constitution stat bonus
  plus racial modifications to disease resistance). If the
  victim fails the RR, the gamemaster should determine
  the degree of failure by comparing the final RR with the
  number needed to succeed. Unless the disease is
  described otherwise (e.g., the disease delivers only
  moderate effects), the amount by which the RR was
  failed indicates the severity of the effect. Use the chart
  below to determine the severity of the effect.
  DISEASES AND POISONS
  Many diseases are described in the Disease Chart
  below. For convenience’s sake, they are grouped in 5
  categories, according to effect/transmission:
  1) Bubonic: includes any viral or bacterial disease
  resulting from organisms that reside in the blood or
  other bodily fluids.
  2) Chemical: includes all forms of chemical
  dependence on drugs, drugs, alcohol, etc. or slow
  physical deterioration as a result of chemical
  alteration.
  3) Genetic: includes hereditary diseases (e.g.,
  dyslexia, hemophilia, etc.).
  4) Pneumonic: includes any viral or bacterial
  disease carried in the air (i.e., transmitted by mist or
  breath).
  5) Psychiatric: includes neuroses (e.g., anxieties,
  obsessions, phobias, etc.) and psychoses (e.g.,
  multiple personality, psychopathy, etc.).
  After a given disease is healed (or run its course),
  use the Disease and Poison Recovery Chart below to
  determine how long it takes to recover from the disease.
  Roll d 100 (open-ended) and add the victim’s Constitu-
  tion stat bonus (not the victim’s Disease resistance
  modifier). Index the result on the appropriate section of
  the chart below to determine the number of days needed
  to recover from the disease.
  DISEASE/POISON SEVERITY CHART
  RR Failure
  Effect Severity
  01-25
  Mild
  26-50
  Moderate
  51-100
  Severe
  101+
  Extreme
  
  6
  Spacemaster: Datanet
  Issue #4
  T
  R
  A
  H
  C
  Y
  R
  E
  V
  O
  C
  E
  R
  N
  O
  S
  I
  O
  P
  /
  E
  S
  A
  E
  S
  I
  D
  c
  i
  n
  o
  b
  u
  B
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  3
  1
  1
  2
  6
  8
  3
  7
  1
  5
  1
  -
  5
  2
  -
  9
  4
  1
  9
  5
  0
  2
  1
  5
  3
  -
  6
  1
  6
  0
  1
  0
  4
  0
  8
  5
  6
  -
  6
  3
  4
  6
  6
  2
  3
  5
  0
  9
  -
  6
  6
  3
  5
  0
  2
  0
  4
  5
  0
  1
  -
  1
  9
  2
  3
  3
  1
  7
  2
  er
  o
  m
  r
  o
  6
  0
  1
  1
  2
  7
  3
  1
  l
  a
  c
  i
  m
  e
  h
  C
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  2
  1
  1
  3
  9
  3
  1
  9
  3
  2
  5
  1
  -
  5
  2
  -
  8
  1
  2
  3
  9
  9
  5
  1
  5
  3
  -
  6
  1
  6
  6
  1
  0
  7
  9
  1
  1
  5
  6
  -
  6
  3
  4
  0
  1
  6
  4
  0
  8
  0
  9
  -
  6
  6
  3
  8
  5
  3
  0
  6
  5
  0
  1
  -
  1
  9
  2
  5
  3
  2
  0
  4
  er
  o
  m
  r
  o
  6
  0
  1
  1
  3
  2
  1
  0
  2
  :et
  o
  N
  la
  ci
  m
  e
  h
  C
  n
  o
  n
  oitc
  es
  e
  h
  t
  e
  e
  S
  .la
  w
  a
  r
  d
  h
  ti
  w
  retfa
  e
  m
  it
  y
  re
  v
  o
  c
  er
  f
  o
  t
  n
  u
  o
  m
  a
  e
  h
  t
  si
  sih
  T
  .la
  w
  a
  r
  d
  h
  ti
  w
  n
  o
  er
  o
  m
  r
  o
  f
  sesa
  esi
  D
  c
  it
  e
  n
  e
  G
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  8
  6
  2
  3
  5
  6
  0
  1
  5
  1
  -
  6
  2
  -
  5
  7
  1
  3
  3
  7
  6
  5
  3
  -
  6
  1
  3
  0
  1
  0
  2
  0
  4
  5
  6
  -
  6
  3
  2
  7
  3
  1
  7
  2
  er
  o
  m
  r
  o
  6
  6
  1
  3
  7
  3
  1
  :et
  o
  N
  .ytilib
  asid
  e
  h
  t
  t
  u
  o
  h
  ti
  w
  efil
  o
  t
  ts
  ujd
  a
  o
  t
  d
  e
  d
  e
  e
  n
  e
  m
  it
  f
  o
  t
  n
  u
  o
  m
  a
  e
  h
  t
  st
  n
  eser
  p
  er
  sih
  T
  c
  i
  n
  o
  m
  u
  e
  n
  P
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  4
  1
  5
  3
  0
  7
  0
  8
  1
  5
  1
  -
  5
  2
  -
  9
  3
  2
  5
  4
  0
  4
  1
  5
  3
  -
  6
  1
  6
  5
  1
  0
  3
  0
  2
  1
  5
  6
  -
  6
  3
  4
  0
  1
  0
  2
  0
  8
  0
  9
  -
  6
  6
  3
  8
  5
  1
  0
  6
  5
  0
  1
  -
  1
  9
  2
  5
  0
  1
  0
  4
  er
  o
  m
  r
  o
  6
  0
  1
  1
  3
  5
  0
  2
  c
  ir
  t
  a
  i
  h
  c
  y
  s
  P
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  7
  7
  6
  5
  4
  6
  3
  9
  1,6
  5
  1
  -
  5
  2
  -
  5
  8
  4
  1
  6
  4
  3
  2
  4,4
  5
  3
  -
  6
  1
  3
  9
  2
  7
  7
  2
  4
  5
  6,2
  5
  6
  -
  6
  3
  2
  9
  1
  4
  8
  1
  9
  6
  7,1
  er
  o
  m
  r
  o
  6
  6
  1
  0
  1
  2
  9
  5
  8
  8
  :et
  o
  N
  sih
  t
  g
  nir
  u
  D
  .ytilib
  asid
  e
  h
  t
  t
  u
  o
  h
  ti
  w
  efil
  ot
  ts
  ujd
  a
  ot
  d
  e
  d
  e
  e
  n
  e
  m
  it
  fo
  t
  n
  u
  o
  m
  a
  e
  h
  t
  st
  n
  eser
  p
  er
  sih
  T
  .sesira
  n
  oitid
  n
  o
  c
  dlo
  e
  h
  t
  "eld
  nik
  er't
  h
  gi
  m
  ta
  h
  t
  n
  oita
  u
  tis
  a
  e
  m
  it
  yre
  v
  e
  s
  R
  R
  e
  k
  a
  m
  ts
  u
  m
  s
  m
  itciv
  e
  m
  it
  s
  n
  o
  s
  i
  o
  P
  d
  li
  M
  e
  t
  a
  r
  e
  d
  o
  M
  e
  r
  e
  v
  e
  S
  *
  e
  m
  e
  r
  t
  x
  E
  ssel
  r
  o
  6
  2
  -
  4
  7
  0
  1
  0
  2
  5
  1
  -
  5
  2
  -
  3
  5
  8
  5
  1
  5
  6
  -
  6
  1
  2
  4
  5
  0
  1
  er
  o
  m
  r
  o
  6
  6
  1
  2
  3
  5
  m
  itciv
  e
  h
  t
  fi
  yln
  o
  n
  m
  ulo
  c
  sih
  t
  es
  U
  .h
  ta
  e
  d
  ni
  tlu
  ser
  sy
  a
  w
  la
  n
  o
  sio
  p
  d
  n
  a
  esa
  esid
  fo
  sesa
  c
  e
  m
  ertx
  E
  -*
  .sr
  u
  c
  c
  o
  h
  ta
  e
  d
  e
  h
  t
  er
  ofe
  b
  d
  er
  u
  c
  si
  esa
  esid
  e
  h
  t
  fo
  
  7
  Spacemaster: Datanet
  Issue #4
  3.1.1 RECOVERY AND
  HEALTH CARE
  Bubonic
  Victims of bubonic diseases start off with a -100
  penalty while recovering. To recover, the victim must
  spend the indicated amount of time in bed rest. The
  penalty will be lowered for each day of rest. To determine
  how much to lower the penalty, divide -100 by the
  number o£ days needed to recover. Round off any
  fractions and apply any leftover penalty to the amount
  recovered in the first day. If the victim moves around, the
  recovery time is temporarily halted (and the current
  penalties will apply to all he does).
  Chemical
  All intoxicants and drugs are given an addiction
  factor (AF). Every time a dose of the drug is taken, the
  GM should roll d 100 (not open-ended) and add the AF.
  If the character is currently addicted to the chemical, add
  the level of the addiction as well. If the result is over 100,
  the character has become (more) addicted to the
  substance. The character’s addiction level increases by 1.
  For each level of addiction, the character must take 1
  dose of the chemical per week. Thus, a Level 4 addiction
  to a drug means that the character must take 4 doses of
  the drug every week.
  There are three ways to heal a chemical dependency:
  psychic healing and cold turkey withdrawal (which can
  include medical aid). Psychic healing is presumed to
  have no side effects and can simply use the chart above
  to determine the amount of time needed after the
  dependency is healed. For those characters without
  access to aid in healing of addiction, they will have to
  deal with cold-turkey withdrawal.
  To begin the process of cold-turkey withdrawal, the
  character must start off a day without using the sub-
  stance. He must then make a d100 roll (open-ended)
  modified by the level of addiction times -1 (e.g., a 4th
  level addiction has a -4 modifier), his Constitution stat
  bonus (no racial modifiers for poison resistance), and
  penalties gained by previous rolls on this chart. Look up
  the result on the chart below.
  See below for more information on medical aid.
  Withdrawal Chart
  Roll
  Hits Taken
  Co Lost
  Penalty
  -50 or less
  d10+9
  d10+10
  -90
  -40—31
  d10+8
  d10+9
  -65
  -30—21
  d10+7
  d10+8
  -45
  -20—11
  d10+6
  d10+7
  -30
  -10-0
  d10+5
  d10+6
  -20
  01- 10
  d10+4
  d10+5
  -15
  11-20
  d10+3
  d10+4
  -15
  21 -30
  d10+2
  d10+3
  -10
  31 -40
  d10+1
  d10+2
  -10
  41-50
  d10
  d10+1
  -10
  51 -60
  d10-1
  d10
  -5
  61 - 70
  d10-2
  d10-1
  -5
  71 -80
  d 10-3
  d 10-2
  -5
  81 -90
  d 10-4
  d10-3
  -5
  91- 100
  d 10-5
  d 10-4
  -0
  101 or more
  -
  d10-5
  -0
  Note: If the result is 101 or more, the level of addiction is
  dropped by 1.
  The penalties gained by rolling on this chart are
  cumulative with each other and last until the addiction is
  healed (i.e., withdrawal is complete) or until the charac-
  ter gets a “fix” of the substance (note that a fix is equal to
  a number of doses equal to the level of the addiction). If
  the withdrawal is completed, the total penalties are
  recovered as per the normal recovery rules. If the
  character fails to complete withdrawal because he got a
  “fix” of the substance, all penalties are removed immedi-
  ately, but the addiction level jumps up ore.
  If the character falls unconscious due to hits taken, the
  withdrawal will continue to have effects. The character will
  heal 1 hit per hour of unconsciousness, and may rise to
  consciousness, but will suffer further loss the next day.
  It should be noted that a character sometimes suffers
  withdrawal involuntarily. If a required period (1 week)
  passes without the victim receiving his “fix” of the
  substance, he must roll on the withdrawal chart for each
  day until he gets his “fix.”
  Genetic
  Genetic diseases do not naturally heal themselves. In
  a low tech location, the only ways to heal these diseases
  should be psychically.
  After a genetic disease is healed, the recovery time
  shown in the chart represents the time to adjust to life
  without the disease. A character will start off with a -50
  penalty when fully healed from a genetic disease. This
  penalty will decrease as long as the character lives his
  normal life.
  To determine the daily amount of recovery per day,
  divide -50 by the number of days needed to recover (as
  determined on the recovery chart). Round off any
  
  8
  Spacemaster: Datanet
  Issue #4
  fractions and apply any leftover penalty to the amount
  recovered on the first day.
  Pneumonic
  Victims of pneumonic diseases start off with a -100
  penalty while recovering. To recover, the victim must
  spend the indicated amount of time in bed rest. The
  penalty will be lowered for each day of rest. To determine
  how much to lower the penalty, divide -100 by the
  number of days needed to recover. Round any fractions
  and apply any leftover penalty to the amount recovered
  in the first day. If the victim moves around, the recovery
  time is temporarily halted (and the current penalties will
  apply to all he does).
  Psychiatric
  A gamemaster will have to determine when a
  character is cured of psychiatric diseases. Most of the
  psychiatric diseases fall outside the spectrum of normal
  disease healing (as these diseases affect the mind just as
  much or more than they affect the body).
  Even when cured, a character has urges to do things
  that he is cured of. The recovery time shown in the
  recovery chart shows the time needed to completely
  overcome the urges to “go back” to the old ways. Every
  time a character is presented with a situation that might
  tempt him, he should roll a d100 (open-ended) modified
  by the character’s Self Discipline stat bonus and +1 for
  each previous successful check against temptation. There
  is an additional modifier based upon the severity of the
  previous condition: +10 for a Mild condition, +0 for a
  Moderate condition, -20 for a Severe condition, - 50 for
  an Extreme condition. If the result is over 100, the
  character has resisted the temptation and continues to
  recover. If the result is less than 100, he slips back into his
  old ways and the recovery process must begin again (he
  is still cured, but must roll for recovery time again).
  Health Care
  Of course, the obvious method of recovering from a
  disease is through health care. A character may seek
  medical help. If the doctor has the proper tools necessary
  to cure the character, then he may make a check with the
  appropriate medical skill. If he succeeds, then the
  character will be cured. For diseases like chemical or
  genetic, where the recovery period starts after the
  character is cured, then this period begins the very next
  day (although the GM may require observation by the
  doctor for the duration). If the disease requires the
  character to recover slowly (such as bubonic), then the
  physician’s total maneuver roll is added to the character’s
  recovery roll. This second method can also be used for
  withdrawal from chemicals that are too addictive to be
  cured instantly.
  Tech Level
  Modifier
  16
  -50
  17
  -40
  18
  -30
  19
  -20
  20
  -10
  21
  0
  22
  +10
  23
  +20
  24
  +30
  25
  +40
  26
  +50
  27
  +60
  28
  +70
  29
  +80
  30
  +90
  Disease is Genetic:
  -100
  Disease has no known cure:
  -50
  Doctor has inadequate tools: -10– -100
  3.1.2 DISEASE DESCRIPTIONS
  These general descriptions and specific effects of
  certain diseases will vary, even if classified according to
  these categories. For disease descriptions located
  elsewhere in Spacemaster, treat the stated effect as
  extreme, applying the mild, moderate, and severe effects
  from this chart if the victim’s RR indicates a lesser
  severity level.
  As with poisons, the effects are cumulative, so that a
  victim beset with two impairments - one reducing his
  activity by -20 and the other by -15 - is actually at -35. A
  victim experiencing serious effects must also weather
  moderate and mild effects. The effects of upper level
  severities include all the lower severity results in the
  same category. See the Poisons Chart for a description of
  the time and area of effect.
  Bubonic
  Transmission: Injection.
  Description: Strikes in 1-10 days.
  Mild: Rashes; mild glandular swelling; fever (-15).
  Moderate: Inflammations and swelling in the glands,
  particularly in the armpit and groin areas (-25);
  puss-filled infections (10% chance of immobiliza-
  tion for each limb or eye).
  Severe: Lesions ooze puss; bleeding through pores; high
  fever; complete immobilization (50% chance of
  coma for 1-50 days).
  Extreme: Death due to viral or bacterial infection in 1-
  20 days.
  
  9
  Spacemaster: Datanet
  Issue #4
  Chemical
  Transmission: Ingestion.
  Description: Strikes after continued exposure or use. See
  rules for addiction.
  Mild: No significant permanent damage; withdrawal
  results in mild spasms, sweating, and irritability (-15).
  Moderate: Occasional hallucinations (5% chance; -25);
  intermittent spasms (5% chance; -35); double vision
  (10% chance; -40); impaired Memory and Agility (-1
  to -10 temp stat); withdrawal results in immobility.
  Severe: Frequent hallucinations (10% chance;-50);
  intermittent fevers; shaking; weakened tempo-
  rary stats (d100-1 to each stat); withdrawal
  results in immobility.
  Extreme: Slow death (1-50 months) due to destruction
  of internal organs (e.g., liver, kidneys, intestines);
  withdrawal results in immobility.
  Genetic
  Transmission: Hereditary.
  Description: Strikes prior to outset of character’s entry
  into game or at a random moment during the game
  (e.g., whenever he rolls and unmodified 123).
  Mild: 01-80 = An allergy; 81-100 = Mild dyslexia
  (double development cost for written languages and
  -20 to reading attempts). For allergies, roll 2d10
  with the following results: 2-4 = A specific type of
  drug or medicine; 5-7 = Alcohol; 8-9 = Dairy
  products; 10 = Ragweed; 11 = Pollen; 12 = A specific
  sweetener; 13-14 = A specific common plant; 15-17
  = Wheat products; 18-20 = A specific kind of meat
  Moderate: 01-30 = Epilepsy (any unmodified roll of 03
  by character results in immobilizing seizure lasting
  d100 rounds); 31-50 = Color-blindness; 51-80 =
  Pronounced dyslexia (quadruple development cost
  for written languages and -40 to reading attempts);
  81-00 = Narcolepsy (any unmodified roll of 02 by
  character results in 2-20 rounds of unstirrable
  sleep). For color-blindness, roll 2d10 with the
  following results: 2-6 = Complete colorblindness; 7-
  13 = Red/green color-blindness; 14-20 = Blue/
  orange color-blindness.
  Severe: 01-20 = Cell anemia (character immune to
  specific disease such as malaria but has a -25
  Constitution penalty and bleeds at double normal
  rate); 21-60 = Hemophilia (character bleeds at four
  times normal rate); 61-100 = Diabetes (-30 Consti-
  tution penalty and character must prepare own food
  specially or have a 50% chance of entering a coma
  for d10 hours).
  Extreme: Death in d100 days due to a cancer, or some
  extreme form of the plights listed above.
  Pneumonic
  Transmission: Inhalation.
  Description: Strikes in d100 hours after exposure.
  Mild: Fever; sweating; dizziness (-20).
  Moderate: Raging fever (-25); infected wounds (if any; -
  50); instability (-50 to moving maneuvers and
  missile attacks);
  Severe: Immobilizing coma for d100 day;
  Extreme: Death due to viral or bacterial infection in
  d100 hours.
  Psychiatric
  Transmission: Environment.
  Description: Strikes randomly, often as a result of trauma.
  Mild: Mild neuroses. Roll d 100 with the following
  results: 01-10 =Communication difficulty (e.g.,
  stuttering); 11-25 = Obsession (e.g., cleanliness); 26-
  40 = Anger (e.g., directed grudge); 41-100 = Light
  phobias (e.g., vertigo, claustrophobia, etc.).
  Moderate: Strong neuroses. Roll d100 with the
  following results: 01-08 = Strong phobia of
  groups; 09-15 = Strong phobia of open spaces;
  16-30 = Strong phobia of heights; 31-45 = Strong
  phobia of confined spaces; 46-52 = Strong phobia
  of water; 53-60 = Strong phobia of a specific
  animal; 61-68 = Strong phobia of storms; 69-75 =
  Strong phobia of fast movement; 76-80 = Mild
  paranoia; 81-100 =Harmless delusion (Invent or
  pick one of the following:  Squirrels are trying to
  take over the world, Z-Ball scores hold secret
  codes from the illuminati, some view screens are
  two-way, the government is faking the war for
  profiteering reasons).
  Severe: Psychoses. Roll d 100 with the following results:
  0125 = Manic/depression; 26-50 = Paranoia; 51-75
  = Schizophrenia; 76-90 = Hysteria; 91-100 =
  Multiple personalities.
  Extreme: Death in d50 weeks. Roll d100 with the
  following results: 01-90 = suicide; 91-100 =
  murder/suicide.
  3.2 POISONS
  Like diseases, poisons add spice and intrigue to a
  game. Some characters use them to coat weapons, while
  others perish after ingesting a tasty but poisonous
  draught. Their hidden dangers are frightening.
  1) Circulatory
  2) Conversion
  3) Muscle
  4) Nerve
  5) Reduction
  6) Respiratory
  
  10
  Spacemaster: Datanet
  Issue #4
  Handle resistance rolls versus poison according to
  the disease RR guidelines above (determining the
  severity of the failure). Recovery from the effects of
  poisons should proceed in a manner similar to recovery
  from disease (see the Disease and Poison Recover Chart).
  The Poison Chart (below) delineates the impact of six
  categories of poisons, based on their severity of effect
  (severity level). Effects are cumulative, so that a victim
  beset with two impairments- one reducing his activity by-
  15 and the other by-25 -is actually at-40. The effects of
  upper level severities include all the lower severity results
  in the same category. A victim experiencing serious effects
  must also weather moderate and mild effects.
  3.2.1 TIME TO EFFECT
  The time at which an effect sets in is variable
  (shown in the chart). However, greater effects cannot
  precede lesser effects, although they can be simultaneous.
  GMs should roll the time for the most severe effect first,
  thereby dictating the upper limit for lesser symptoms.
  3.2.2 AREA AFFECTED
  The area affected by a poison often varies. Some-
  times the victim’s actions or the attack dictate the point
  of entry and the area first affected (e.g., a maneuver of
  critical strike indicates that the snake injects the nerve
  poison in the victim’s leg), but occasionally there will be
  no indication of the initially affected spot. In this case,
  use the following location chart.
  Poison Type
  Areas Affected
  Circulatory: Feet, legs, hands, arms, abdomen, chest,
  neck, head.
  Conversion: Kidneys, bowels, intestines, stomach, liver,
  lungs, heart, throat, brain, legs, arms.
  Muscle: Hands, arms, shoulders, feet, legs, hips, jaw,
  nose, ears, eyes, bowels, heart. Nerve extremities, eyes,
  mouth, brain.
  Reduction: Kidneys, bowels, intestines, stomach, liver,
  lungs, heart, throat, brain, legs, arms.
  Respiratory: lungs, throat, brain.
  3.2.3 POISON DESCRIPTIONS
  The following descriptions are general in nature.
  Specific effects of certain poisons will vary, even if
  classified according to these categories. For poison
  descriptions located elsewhere in Spacemaster, treat the
  stated effect as extreme, applying the mild, moderate,
  and severe effects from this chart if the victim’s RR
  indicates a lesser severity level.
  Circulatory Poisons
  Mild: Beginning in 1-50 rounds and lasting 1-50 hours;
  swelling around the point of injection or ingestion;
  drowsiness (-15); slightly blurred vision (-25).
  Moderate: Beginning in 3-30 rounds; lessening of motor
  coordination in legs (-25 for leg maneuvers) and arms
  (25 for hand maneuvers); mild euphoria (-20).
  Severe: Beginning in 5-50 rounds; discoloration and
  chills; incapacitating headaches (no activity; 1-10 hits/
  round until unconsciousness).
  Extreme : Beginning in 10-100 rounds; death due to
  circulatory failure (i.e., oxygen starvation and associated
  waste poisoning).
  Conversion Poisons
  Mild: Beginning in 5-50 rounds and lasting 5-50 hours;
  queasiness and an upset stomach (2-20 hits; -20).
  Moderate: Beginning in 10-100 rounds; painful vomit-
  ing (3-30 hits; 10% chance of incapacity each round).
  Severe: Beginning in 2-200 rounds; partial conversion
  (1100%) of bodily tissue to another form (with associ-
  ated disability; death if area affected is a critical organ);
  victim at -51 to -100; lapse into unconsciousness 1-50
  rounds after initial severe effect.
  Extreme: Beginning in 20-200 rounds; complete
  transformation of bodily tissue to another form; death if
  area affected critical to survival.
  Muscle Poisons
  Mild: Beginning in 3-30 rounds and lasting 3-30 hours;
  light-headedness and swelling (-10); pain (1-5 hits/round).
  Moderate: Beginning in 5-50 rounds; moderate loss of
  overall coordination (-30); in any given round, there is 5%
  chance muscles necessary to given action will not operate.
  Severe: Beginning in 1-10 hours; fever and sweating;
  lapse into unconsciousness for 1-10 days.
  Extreme: Beginning in 1-50 hours; death due to overall
  muscle failure (e.g., cessation of heart activity).
  Nerve Poisons
  Mild: Beginning in 1-10 rounds and lasting 1-10 hours;
  mild loss of thought and motor coordination (-30).
  Moderate: Beginning in 1-20 rounds; nervous system
  shock (5-50 hits; -75).
  Severe: Beginning in 2-20 rounds; stroke (-100); tempo-
  rary stats reduced by 1-80 (d100 roll, ignoring 81-100).
  Extreme: Beginning in 2-50 rounds; Death due to
  brain failure.
  Reduction Poisons
  Mild: Beginning in 10-100 rounds and lasting 10-100
  hours; great pain (4 hits/round until unconscious).
  Moderate: Beginning in 20-200 rounds; bleeding
  through pores (3 hits/round).
  Severe: Beginning in 30-300 rounds; incapacitation; after
  1-100 minutes lapse into coma lasting 1-100 days.
  Extreme: Beginning in 1-10 hours; death due to dissolu-
  tion of vital tissue and destruction of associated organs
  (e.g., liver reduced to fluid).
  
  11
  Spacemaster: Datanet
  Issue #4
  Respiratory Poisons
  Mild: Beginning in 1-20 rounds and lasting 1-20 hours;
  mild euphoria (-20).
  Moderate: Beginning in 2-20 rounds; significant
  euphoria (-50); choking pain (1-5 hits/round for 1-
  100 rounds).
  Severe: Beginning in 1-100 rounds; uncontrollable
  coughing (1-10 hits/round for 1-10 rounds); lapse into
  unconsciousness; 50% chance of coma for 1-10 days.
  Extreme: Beginning in 2-200 rounds; death due to
  respiratory failure and associated oxygen starvation.
  4.0 EFFECTS
  OF AGING
  As a body ages, it becomes more susceptible to sickness
  and deterioration. This statement holds true for all but the
  “immortal” races (if any exist in your setting). For the
  immortal races, the body does not deteriorate as much as the
  soul does (the effects are similar enough to allow the mecha-
  nisms to work the same). By using the guidelines presented
  below, a GM can simulate the effects of aging in characters.
  4.1 AGING ROLL
  If a GM is having age affect a character, for each
  character the GM should make an Aging Roll once per
  game year after the character reaches the Age Category of
  “Old” (see the Age Modifier Chart for the exact age). It is
  most convenient to make the maneuver roll on the
  character’s birthday. However, the results from the roll
  should be slowly integrated into the character’s life over
  the course of the next twelve months.
  An Aging Roll is comprised of:
  dl00 (open-ended)
  - Disease Modifier (see below)
  - Age Modifier (see below)
  + Co stat bonus
  + Co stat bonus
  + SD stat bonus
  + Special (see below).
  The results are read on the Aging Chart.
  DISEASE MODIFIER
  For each week that the character suffered from
  disease during the previous year, the Aging Roll has a -1
  modifier. For example, if the character suffered from a
  disease for 7 weeks during the last year, he would have a -
  7 modifier to his Aging Roll.
  AGE MODIFIER
  Different races and/or cultures age differently. The
  GM should index the character’s race in the chart below
  to determine what kind of age modifier the character
  should have (based upon the character’s age).
  Option: The GM may decide to start making
  Aging Rolls every year of a character’s life (not
  just once he reaches the “Old” Age Category). If
  so, use the Young, Mature, and Middle-Age
  modifiers shown in the chart below.
  SPECIAL MODIFIERS
  The GM may decide to apply special modifiers to the
  Aging Maneuver Roll based upon the activities and/or
  precautions taken by the character during the previous year.
  All such modifiers are left entirely up to the GM’s discretion.
  AGING CHART
  -26 or less
  Spectacular Failure: This character gets
  sick (see below). In addition, this
  character suffers a stat loss in one physical
  stat (Ag, Co, Qu, SD, or St) and one
  mental stat (Em, In, Me, Pr, Re). Remem-
  ber that if any temporary stat drops to 0,
  the character falls into a coma.
  -5 to -25
  Absolute Failure: This character gets
  sick (see below). In addition, this
  character suffers a stat loss. Roll d10. A
  result of 1 through 6 means the stat
  loss is in a physical stat (Ag, Co, Qu,
  SD, or St). A result of 7 through 10
  means the stat loss is in a mental stat
  (Em, In, Me, Pr, Re). Remember that if
  any temporary stat drops to 0, the
  character falls into a coma.
  -4 to 75
  Failure: This character gets sick
  (see below).
  UM 66
  Unusual Event: This character suffers a
  stat loss. Roll d10. A result of 1 through 6
  means the stat loss is in a physical stat
  (Ag, Co, Qu, SD, or St). A result of 7
  through 10 means the stat loss is in a
  mental stat (Em, In Me, Pr, Re). Remem-
  ber that if any temporary stat drops to 0,
  the character falls into a coma.
  76 to 90
  Partial Success: This character gets
  sick (see below). However, this sickness
  is only temporary (lasting half the
  normal time).
  UM 100
  Unusual Success: This character
  suffers no effects from aging until he
  reaches the next age category. If he is
  already in the Very Ancient age
  category, he will not suffer any effects
  from aging for another 10 years.
  91-110
  Near Success: This character suffers no
  effects from aging this year.
  111-175
  Success: This character suffers no
  effects from aging this year and next
  year (i.e., no Aging Maneuver Roll is
  made for the next year).
  176 up
  Absolute Success: This character
  suffers no effects from aging this year
  and for the next 5 years.
  
  12
  Spacemaster: Datanet
  Issue #4
  Example: Richard was sick for 11 weeks during a
  year. He is a human who is 127 years old. His
  Constitution stat bonus is 6 and his Self Discipline
  stat bonus is 4. When he turn 128, the GM rolls for
  aging effects. The roll is 97 + 76 (open-ended roll) -
  11 (for sickness) - 5 (Age Modifier for human) +
  12 (Co bonus twice) + 4 (SD bonus) = 173; he is
  fine and healthy for this year and next year (i.e., he
  will not have to make another aging effects roll
  next year). If the roll had been 09, the net result
  would have been that Richard would get sick
  sometime during the next year.
  4.2 GETTING SICK
  As a character ages, sickness is always a threat. When
  a result of “Sickness” is generated on the Aging Effects
  Chart, this means that the character might get sick
  during the next year.
  The GM should make a Disease RR for the charac-
  ter. The level of the attack is 1 for every point below 100
  on the total Aging Maneuver Roll. For example, a final
  Aging Maneuver Roll of 71 would result in a level 29
  Disease. The disease should be treated as a Bubonic
  disease (see Section 5.1 for more on diseases and recover
  times). If the recovery time for the disease is less than
  one week, the character will suffer no modifiers for next
  year’s Aging Maneuver Roll. Also, if the disease is cured
  before a week has passed, the character twill suffer no
  modifiers for next year’s Aging Maneuver Roll.
  STAT LOSS
  Whenever a stat loss occurs because of age, consult
  the chart below. The chart indicates how much a stat will
  decrease for the year (the GM should make all rolls
  secretly). The GM could have the loss spread out over
  many months, or have it occur all at once.
  Stat loss from aging is temporary (and may be
  regained through level advancement). However, due to
  the age of the character, some GMs may rule that if a
  t
  r
  a
  h
  C
  r
  e
  ifi
  d
  o
  M
  e
  g
  A
  e
  c
  a
  R
  y
  r
  o
  g
  eta
  C
  e
  g
  A
  /r
  eifi
  d
  o
  M
  0
  5
  +
  0
  2
  +
  5
  +
  5
  -
  5
  1
  -
  0
  3
  -
  0
  5
  -
  5
  7
  -
  g
  n
  u
  o
  Y
  e
  r
  u
  ta
  M
  e
  g
  a
  -el
  d
  d
  i
  M
  d
  l
  O
  d
  1
  O
  -
  V
  el
  b
  a
  r
  e
  n
  e
  V
  t
  n
  eic
  n
  A
  t
  n
  eic
  n
  A
  -
  V
  s
  n
  o
  o
  g
  a
  r
  D
  5.-
  0
  5
  -
  5.
  9
  -
  6
  1
  1
  -
  0
  1
  3
  1
  -
  2
  1
  5
  1
  -
  4
  1
  7
  1
  -
  6
  1
  +
  8
  1
  r
  ala
  F
  3
  1
  -
  0
  2
  3
  -
  4
  1
  4
  6
  -
  3
  3
  1
  7
  -
  5
  6
  8
  7
  -
  0
  7
  5
  8
  -
  9
  7
  9
  8
  -
  6
  8
  +
  0
  9
  s
  n
  a
  m
  u
  H
  9
  1
  -
  0
  9
  5
  -
  0
  2
  9
  1
  1
  -
  0
  6
  0
  4
  1
  -
  0
  2
  1
  0
  5
  1
  -
  1
  4
  1
  0
  6
  1
  -
  1
  5
  1
  0
  7
  1
  -
  1
  6
  1
  +
  1
  7
  1
  h
  t
  o
  g
  a
  K
  4
  1
  -
  0
  9
  4
  -
  5
  1
  9
  9
  -
  0
  5
  2
  1
  1
  -
  0
  0
  1
  6
  2
  1
  -
  3
  1
  1
  0
  4
  1
  -
  7
  2
  1
  8
  4
  1
  -
  1
  4
  1
  +
  9
  4
  1
  str
  o
  O
  7
  -
  0
  4
  4
  -
  8
  9
  8
  -
  5
  4
  7
  9
  -
  0
  9
  5
  0
  1
  -
  8
  9
  3
  1
  1
  -
  6
  0
  1
  0
  3
  1
  -
  4
  1
  1
  +
  1
  3
  1
  r
  a
  glu
  T
  2
  1
  -
  0
  7
  3
  -
  3
  1
  4
  7
  -
  8
  3
  4
  9
  -
  5
  7
  7
  1
  1
  -
  5
  9
  9
  3
  1
  -
  8
  1
  1
  8
  6
  1
  -
  0
  4
  1
  +
  9
  6
  1
  n
  aiseila
  V
  1
  -
  0
  7
  1
  -
  2
  4
  3
  -
  8
  1
  8
  4
  -
  5
  3
  3
  5
  -
  9
  4
  6
  5
  -
  4
  5
  8
  5
  -
  7
  5
  +
  9
  5
  n
  ais
  o
  ta
  X
  9
  4
  -
  0
  9
  4
  2
  -
  0
  5
  9
  9
  4
  -
  0
  5
  2
  4
  2
  6
  -
  0
  0
  5
  9
  4
  7
  -
  5
  2
  6
  4
  7
  8
  -
  0
  5
  7
  9
  9
  9
  -
  5
  7
  8
  +
  0
  0
  0,1
  character simply spends 75% of the year in physical
  conditioning (or mental conditioning), he may make a
  stat gain roll to help overcome temporary stat loss.
  Remember that if a temporary stat drops to 0, the
  character falls into a coma.
  However, temporary stats are not all that drops. For
  every three points that a temporary stat drops (due to a
  single Aging Roll), the potential for that stat drops by 1.
  Loss of potential is never regained. If a potential stat
  drops to 0 (due to an Aging Roll), the character has died
  of old age. If a character looses stats while in a coma
  (due to further Aging Rolls), the potential stat will drop
  by d10 (instead of 1 for every 3 points lost). If a potential
  stat is lowered below a temporary stat, the temporary
  stat automatically reduces to the same number as the
  new potential.
  COMA
  Whenever a temporary stat drops to 0, a character
  falls into a coma (see SM:P for more on reviving from
  coma). While in a coma, some means must be discovered
  to keep the body nourished (or it will die of malnutri-
  tion or dehydration). As long as the body can be kept
  alive, the character will not die. However, each full week
  that the character is in a coma is treated as a week of
  disease (for purposes of modifications to the next year’s
  Aging Roll). This could result in further stat losses and
  will eventually result in a potential stat of 0.
  STAT LOSS FROM AGE CHART
  Dragoon
  1d5-1
  Falar
  1d5-1
  Human
  1d5+1
  Kagoth
  1d5-1
  Oort
  1d5+1
  Tulgar
  1d5-1
  Valiesian
  1d5-1
  Xatosian
  1d5-1
  
  13
  Spacemaster: Datanet
  Issue #4
  s
  n
  o
  s
  i
  o
  P
  y
  r
  o
  t
  a
  l
  u
  c
  ri
  C
  e
  m
  a
  N
  y
  tili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  n
  ilk
  o
  n
  i
  D
  U
  stelle
  P
  1
  h
  sid
  d
  e
  R
  .n
  i
  m
  re
  v
  ts
  n
  ia
  g
  a
  es
  u
  dlo
  h
  es
  u
  o
  h
  r
  o
  f
  n
  o
  m
  m
  o
  c
  ,n
  o
  sio
  p
  1
  le
  v
  e
  L
  .g
  n
  itt
  olc
  d
  o
  olb
  e
  vissa
  m
  ses
  u
  a
  c
  di
  u
  qil
  x
  alp
  e
  n
  o
  P
  R
  re
  d
  w
  o
  P
  0
  7
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  0
  1
  -
  0
  1
  se
  vig
  re
  d
  w
  o
  p
  k
  c
  al
  B
  .n
  o
  sio
  p
  6
  le
  v
  e
  L
  .stc
  effe
  la
  re
  n
  e
  g
  eta
  re
  d
  o
  m
  dic
  a
  re
  K
  R
  etsa
  P
  0
  5
  1
  g
  n
  itti
  m
  s
  n
  a
  rt
  p
  o
  rts
  o
  t
  d
  o
  olb
  ses
  u
  a
  c
  etsa
  p
  w
  olle
  Y
  .n
  o
  sio
  p
  7
  le
  v
  e
  L
  .s
  d
  n
  u
  o
  r
  2
  1
  -
  2
  n
  i
  n
  ig
  e
  b
  stc
  effe
  ll
  A
  .n
  e
  g
  y
  x
  o
  ly
  r
  a
  n
  i
  D
  R
  di
  u
  qiL
  0
  0
  1
  .a
  m
  o
  c
  e
  c
  u
  d
  n
  i
  o
  t
  sr
  o
  tc
  o
  d
  y
  b
  d
  es
  u
  d
  i
  u
  qil
  re
  b
  m
  A
  .n
  o
  sio
  p
  5
  le
  v
  e
  L
  .n
  u
  g
  e
  b
  e
  v
  a
  h
  stc
  effe
  la
  re
  n
  e
  g
  lla
  retfa
  n
  ig
  e
  b
  stc
  eff
  E
  .s
  y
  a
  d
  0
  1
  -
  1
  sts
  a
  L
  x
  ola
  r
  T
  R
  di
  u
  qiL
  2
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  1
  -
  1
  se
  vig
  e
  dicitc
  es
  n
  i
  lairts
  u
  d
  n
  I
  .n
  o
  sio
  p
  0
  1
  le
  v
  e
  L
  .stc
  effe
  eta
  re
  d
  o
  m
  n
  ala
  re
  R
  R
  di
  u
  qiL
  0
  0
  2
  s
  d
  e
  e
  n
  m
  itciv
  d
  n
  a
  w
  olf
  d
  o
  olb
  s
  w
  ols
  di
  u
  qil
  n
  w
  o
  r
  B
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  eta
  re
  d
  o
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .d
  ere
  v
  o
  c
  er
  yllu
  f
  lit
  n
  u
  p
  e
  els
  la
  u
  s
  u
  elb
  u
  o
  d
  .ses
  o
  p
  r
  u
  p
  la
  cid
  e
  m
  e
  m
  o
  s
  r
  o
  f
  d
  es
  U
  .stc
  effe
  la
  re
  n
  e
  g
  n
  itisa
  N
  M
  di
  u
  qiL
  0
  0
  0
  2
  .g
  n
  ig
  a
  h
  rr
  o
  m
  e
  h
  e
  vissa
  m
  t
  n
  ats
  n
  i
  ses
  u
  a
  c
  di
  u
  qil
  r
  a
  el
  C
  .n
  o
  sio
  p
  0
  5
  le
  v
  e
  L
  .s
  d
  n
  u
  o
  r
  0
  1
  -
  1
  n
  i
  h
  ta
  e
  D
  s
  n
  o
  s
  i
  o
  P
  n
  o
  i
  s
  r
  e
  v
  n
  o
  C
  e
  m
  a
  N
  y
  tili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  n
  ilc
  o
  R
  R
  di
  u
  qiL
  5
  2
  4
  -
  1
  n
  i
  s
  n
  o
  d
  n
  et
  f
  o
  g
  n
  i
  n
  e
  d
  r
  a
  h
  ses
  u
  a
  c
  m
  o
  n
  e
  v
  k
  c
  al
  B
  .n
  o
  sio
  p
  2
  le
  v
  e
  L
  .sselses
  u
  se
  g
  a
  d
  n
  e
  p
  p
  a
  e
  k
  a
  m
  stc
  effe
  ere
  v
  e
  S
  .se
  g
  a
  d
  n
  e
  p
  p
  a
  lois
  o
  v
  o
  L
  R
  re
  d
  w
  o
  P
  7
  2
  .stih
  0
  5
  -
  5
  se
  vig
  d
  n
  a
  se
  zilirets
  re
  d
  w
  o
  p
  h
  si
  n
  w
  o
  r
  B
  .n
  o
  sio
  p
  8
  le
  v
  e
  L
  .stc
  effe
  la
  re
  n
  e
  g
  eta
  re
  d
  o
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  s
  n
  o
  s
  i
  o
  P
  e
  l
  c
  s
  u
  M
  e
  m
  a
  N
  y
  tili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  n
  at
  n
  a
  m
  A
  R
  etsa
  P
  0
  0
  1
  .stih
  0
  1
  -
  1
  se
  vig
  d
  n
  a
  g
  n
  ir
  a
  e
  h
  stc
  effa
  etsa
  p
  n
  a
  T
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  .)
  g
  n
  ir
  a
  e
  h
  s
  y
  o
  rtse
  d
  (
  stc
  effe
  la
  re
  n
  e
  g
  ere
  v
  e
  S
  f
  o
  m
  u
  m
  ix
  a
  M
  x
  e
  d
  ef
  n
  I
  U
  di
  u
  qiL
  0
  3
  f
  o
  m
  u
  m
  ix
  a
  M
  .se
  g
  a
  d
  n
  e
  p
  p
  a
  4
  -
  1
  stc
  eff
  A
  .e
  dicitc
  es
  n
  I
  .n
  o
  sio
  p
  1
  le
  v
  e
  L
  .)
  ytilig
  A
  y
  r
  a
  r
  o
  p
  m
  et
  n
  i
  0
  0
  1
  -
  1
  f
  o
  ss
  ol(
  stc
  effe
  la
  re
  n
  e
  g
  ere
  v
  e
  S
  n
  isatre
  V
  R
  etsa
  P
  5
  5
  n
  i
  sse
  n
  b
  m
  u
  n
  si
  tc
  effe
  dli
  M
  .s
  d
  n
  u
  o
  r
  0
  1
  -
  1
  n
  i
  stc
  A
  .n
  o
  sio
  p
  4
  le
  v
  e
  L
  d
  n
  a
  sse
  n
  d
  n
  ilb
  etelp
  m
  o
  c
  si
  tc
  effe
  eta
  re
  d
  o
  M
  .)
  g
  A
  p
  m
  et
  0
  2
  -(
  s
  d
  n
  a
  h
  .h
  ta
  e
  d
  si
  tc
  effe
  ere
  v
  e
  S
  .a
  m
  o
  c
  5.0 BLACK MARKET TECH
  The following data is hot off the most carefully
  concealed black market site. It is classified FOUO (For
  Office Use Only).
  POISON
  Greetings, kiddos and kiddettes. Some of you have
  been asking for this category for some time and you’ve
  been upset it took me so long to post it. Well, hold your
  breath no longer, because look what just fell off the truck.
  We might not have every poison ever made, but if you
  want to drink drain cleaner, you don’t need me for that.
  Here is our database of the more common (and some-
  times just the more interesting) poisons we have for sale.
  This will help that “pest control” problem, right kiddies?
  POISONS
  The effects shown below are the specific effects of
  the poison. These effects will occur when the victim fails
  his RR. These effects will occur in addition to the general
  effects of that type of poison (and take priority when
  there is a conflict). If no specific effect is given, see
  Section 3.2 on Poisons for further general effects of
  poisons. Each poison has an availability, U=Unrestricted,
  R=Restricted, M=Military, I=Illegal. These correspond to
  the relative levels of restriction on drugs as found in
  Equipment Manual.
  
  14
  Spacemaster: Datanet
  Issue #4
  s
  n
  o
  s
  i
  o
  P
  n
  o
  it
  c
  u
  d
  e
  R
  e
  m
  a
  N
  ytili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  e
  di
  m
  a
  n
  il
  C
  R
  di
  u
  qiL
  0
  0
  3
  f
  o
  m
  u
  m
  ix
  a
  M
  .sa
  er
  a
  d
  es
  o
  p
  x
  e
  stc
  effa
  di
  u
  qil
  la
  o
  cr
  a
  h
  C
  .n
  o
  sio
  p
  0
  1
  le
  v
  e
  L
  slate
  m
  stc
  eff
  A
  .)s
  d
  n
  u
  o
  r
  0
  1
  -
  1
  n
  i
  a
  er
  a
  d
  etcilf
  n
  i
  se
  vlo
  ssid
  (
  stc
  effe
  ere
  v
  es
  .y
  rett
  o
  p
  r
  o
  ,d
  n
  as
  ,ssalg
  tc
  effa
  t
  o
  n
  se
  o
  D
  .laireta
  m
  ci
  n
  a
  g
  r
  o
  d
  n
  a
  n
  ilo
  r
  al
  C
  R
  etsa
  P
  0
  6
  si
  tc
  effe
  e
  m
  ertx
  E
  .n
  oita
  r
  d
  y
  h
  e
  d
  ses
  u
  a
  c
  etsa
  p
  r
  a
  el
  C
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  .set
  u
  n
  i
  m
  0
  1
  -
  1
  n
  i
  lataf
  lirta
  vir
  O
  R
  di
  u
  qiL
  0
  0
  2
  stc
  effe
  ere
  v
  es
  f
  o
  m
  u
  m
  ix
  a
  M
  .s
  n
  a
  g
  r
  o
  stc
  effa
  di
  u
  qil
  d
  e
  R
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  .)set
  u
  n
  i
  m
  0
  1
  -
  1
  n
  i
  n
  a
  g
  r
  o
  e
  n
  o
  seifi
  u
  qil(
  tr
  o
  c
  al
  A
  R
  re
  d
  w
  o
  P
  4
  m
  u
  m
  ix
  a
  M
  .stih
  0
  2
  -
  2
  se
  vig
  ;n
  ik
  s
  sr
  a
  cs
  re
  d
  w
  o
  p
  etih
  W
  .n
  o
  sio
  p
  9
  le
  v
  e
  L
  .stc
  effe
  eta
  re
  d
  o
  m
  f
  o
  m
  u
  id
  y
  m
  a
  R
  R
  etsa
  P
  0
  4
  h
  ta
  e
  d
  d
  n
  a
  sis
  yla
  r
  a
  p
  )
  y
  a
  d
  1
  (
  w
  ols
  si
  tc
  effe
  e
  m
  e
  rtx
  E
  .
  n
  o
  si
  o
  p
  5
  le
  v
  e
  L
  .)s
  y
  a
  d
  0
  1
  -
  1
  (
  e
  n
  et
  n
  as
  A
  R
  di
  u
  qiL
  0
  5
  1
  ;)s
  d
  n
  ilb
  (
  stc
  effe
  ere
  v
  es
  f
  o
  m
  u
  m
  ix
  a
  M
  .di
  u
  qil
  r
  a
  el
  C
  .n
  o
  sio
  p
  5
  le
  v
  e
  L
  .stih
  0
  1
  -
  1
  se
  vig
  n
  ic
  atr
  u
  P
  M
  sa
  G
  0
  0
  0
  1
  .s
  d
  n
  u
  o
  r
  5
  1
  +
  0
  1
  d
  1
  n
  i
  s
  g
  n
  ul
  seife
  u
  qil
  tlu
  ser
  ere
  v
  e
  S
  .n
  o
  sio
  p
  5
  1
  le
  v
  e
  L
  s
  n
  o
  s
  i
  o
  P
  y
  r
  o
  t
  a
  ri
  p
  s
  e
  R
  e
  m
  a
  N
  ytili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  n
  asiser
  P
  R
  re
  d
  w
  o
  P
  0
  0
  2
  .stc
  effe
  ere
  v
  es
  f
  o
  m
  u
  m
  ix
  a
  M
  .re
  d
  w
  o
  p
  etih
  W
  .n
  o
  sio
  p
  9
  le
  v
  e
  L
  la
  xid
  n
  I
  R
  di
  u
  qiL
  0
  5
  g
  n
  is
  u
  a
  c
  t
  n
  asser
  p
  e
  d
  si
  rela
  h
  n
  i
  m
  o
  rf
  r
  o
  p
  a
  v/tsi
  M
  .n
  o
  sio
  p
  4
  le
  v
  e
  L
  .stc
  effe
  re
  h
  t
  o
  o
  n
  er
  a
  ere
  h
  T
  .p
  e
  els
  g
  n
  i
  u
  n
  it
  n
  o
  c
  d
  n
  a
  etaid
  e
  m
  m
  i
  x
  e
  d
  a
  m
  u
  D
  R
  sa
  G
  0
  0
  1
  .stc
  effe
  dli
  m
  fo
  m
  u
  m
  ix
  a
  M
  .stih
  0
  0
  1
  -
  1
  se
  vig
  etsa
  p
  n
  w
  o
  r
  B
  .n
  o
  sio
  p
  7
  le
  v
  e
  L
  n
  a
  r
  a
  X
  R
  sa
  G
  0
  4
  .stc
  effe
  dli
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  5
  -
  5
  se
  vi
  G
  .n
  o
  sio
  p
  5
  le
  v
  e
  L
  n
  ir
  p
  u
  t
  O
  R
  sa
  G
  5
  4
  1
  .s
  d
  n
  u
  o
  r
  0
  0
  1
  -
  1
  ni
  sllik
  d
  n
  a
  sg
  n
  ul
  sy
  o
  rtse
  d
  tc
  effe
  e
  m
  ertx
  E
  .n
  o
  sio
  p
  2
  le
  v
  e
  L
  x
  er
  p
  O
  M
  sa
  G
  0
  0
  5
  .stc
  effe
  dli
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  0
  3
  -
  3
  se
  vi
  G
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  li
  n
  e
  m
  I
  R
  sa
  G
  0
  5
  .stc
  effe
  dli
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  3
  -
  3
  se
  vi
  G
  .n
  o
  sio
  p
  6
  le
  v
  e
  L
  n
  yt
  ol
  C
  R
  sa
  G
  0
  4
  .stc
  effe
  dli
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .stih
  0
  0
  1
  -
  1
  sre
  vile
  D
  .n
  o
  sio
  p
  2
  le
  v
  e
  L
  n
  e
  d
  r
  ol
  C
  M
  sa
  G
  0
  0
  0
  3
  .s
  d
  n
  u
  o
  r
  5
  n
  i
  h
  ta
  e
  d
  ses
  u
  a
  c
  tc
  effe
  dli
  M
  .n
  o
  sio
  p
  5
  2
  le
  v
  e
  L
  s
  n
  o
  s
  i
  o
  P
  e
  v
  r
  e
  N
  e
  m
  a
  N
  ytili
  b
  alia
  v
  A
  m
  r
  o
  F
  ts
  o
  C
  tc
  eff
  E
  lo
  cip
  x
  E
  R
  di
  u
  qiL
  0
  0
  6
  tc
  effe
  e
  m
  ertx
  E
  .
  m
  ets
  y
  s
  s
  u
  o
  v
  re
  n
  stc
  effa
  di
  u
  qil
  k
  c
  al
  B
  .n
  o
  sio
  p
  0
  1
  le
  v
  e
  L
  .ylt
  n
  ats
  n
  i
  sllik
  d
  n
  a
  m
  ets
  y
  s
  s
  u
  o
  v
  re
  n
  s
  y
  o
  rtse
  d
  lo
  r
  o
  p
  e
  T
  R
  di
  u
  qiL
  0
  3
  stc
  effe
  eta
  re
  d
  o
  m
  f
  o
  m
  u
  m
  ix
  a
  M
  .
  m
  o
  n
  e
  v
  elit
  p
  er
  d
  e
  R
  .n
  o
  sio
  p
  3
  le
  v
  e
  L
  .)sis
  yla
  r
  a
  p
  y
  d
  o
  b
  re
  p
  p
  u
  (
  n
  olc
  a
  L
  I
  re
  d
  w
  o
  P
  6
  3
  dli
  m
  ses
  u
  a
  c
  ylt
  n
  ats
  n
  i
  re
  d
  w
  o
  p
  etih
  W
  .)cit
  o
  cr
  a
  n
  (
  n
  o
  sio
  p
  1
  le
  v
  e
  L
  n
  ia
  r
  b
  ta
  h
  t
  si
  tc
  effe
  e
  m
  ertx
  E
  .)s
  d
  n
  u
  o
  r
  0
  1
  -
  1
  r
  o
  f
  0
  5
  -
  ta
  m
  itciv
  (
  air
  o
  h
  p
  u
  e
  .set
  u
  n
  i
  m
  0
  1
  -
  1
  retfa
  d
  e
  y
  o
  rtse
  d
  si
  li
  n
  ilo
  b
  a
  L
  R
  di
  u
  qiL
  0
  4
  .)s
  k
  e
  e
  w
  0
  0
  1
  -
  1
  ni
  ss
  ol
  yr
  o
  m
  e
  m
  (
  tc
  effe
  ere
  v
  es
  fo
  m
  u
  m
  ix
  a
  M
  .n
  o
  sio
  p
  2
  le
  v
  e
  L
  x
  e
  d
  e
  n
  o
  C
  R
  di
  u
  qiL
  0
  5
  sis
  yla
  r
  a
  P
  (
  stc
  effe
  e
  r
  e
  v
  es
  f
  o
  m
  u
  m
  ix
  a
  M
  .d
  i
  u
  qil
  d
  e
  R
  .
  n
  o
  si
  o
  p
  4
  le
  v
  e
  L
  .)s
  d
  n
  u
  o
  r
  0
  2
  -
  1
  si
  e
  n
  e
  b
  r
  o
  h
  pl
  A
  R
  etsa
  P
  0
  0
  1
  m
  itciv(
  stc
  effe
  etare
  d
  o
  m
  fo
  m
  u
  m
  ix
  a
  M
  .s
  d
  r
  2
  -
  1
  ni
  stc
  A
  .n
  o
  sio
  p
  2
  le
  v
  e
  L
  .)sy
  a
  d
  0
  0
  1
  -
  1
  r
  of
  ]te
  ef,s
  d
  n
  a
  h
  ,slatin
  e
  g
  ,d
  a
  e
  h
  [
  seiti
  m
  ertx
  e
  6
  -
  1
  ni
  g
  nile
  ef
  ses
  ol
  e
  n
  i
  n
  e
  d
  e
  R
  M
  etsa
  P
  0
  0
  2
  1
  s
  u
  o
  v
  re
  n
  f
  o
  n
  oitc
  u
  rtse
  d
  n
  i
  tlu
  ser
  stc
  effe
  e
  m
  ertx
  E
  .n
  o
  sio
  p
  0
  2
  le
  v
  e
  L
  .)set
  u
  n
  i
  m
  0
  1
  -
  1
  n
  i
  d
  a
  e
  d
  ;ylt
  n
  ats
  n
  i
  d
  e
  z
  yla
  r
  a
  p
  (
  m
  ets
  y
  s
  r
  o
  d
  y
  S
  R
  di
  u
  qiL
  0
  7
  etare
  d
  o
  M
  .p
  e
  els
  p
  e
  e
  d
  si
  tc
  effe
  dli
  M
  .s
  d
  n
  u
  o
  r
  0
  0
  1
  -
  1
  ni
  stc
  A
  .n
  o
  sio
  p
  5
  le
  v
  e
  L
  ot
  0
  5
  -
  d
  n
  a
  ytilig
  A
  ot
  0
  0
  1
  -
  1
  -(
  g
  nira
  e
  h
  d
  n
  a
  e
  c
  n
  ala
  b
  fo
  n
  oitare
  n
  e
  g
  e
  d
  si
  tc
  effe
  .)tc
  effe
  m
  u
  m
  ix
  a
  m
  e
  h
  t
  si
  sih
  t(
  sisylara
  p
  latot
  si
  tc
  effe
  ere
  v
  e
  S
  .)
  n
  oit
  p
  e
  cre
  p
  r
  o
  x
  n
  ollo
  M
  M
  sa
  G
  0
  0
  0
  1
  .sis
  yla
  r
  a
  p
  n
  i
  tlu
  ser
  stc
  effe
  ere
  v
  e
  S
  .d
  n
  u
  o
  r
  1
  n
  i
  stc
  A
  .n
  o
  sio
  p
  0
  1
  le
  v
  e
  L
  .h
  ta
  e
  d
  n
  i
  tlu
  ser
  stc
  effe
  e
  m
  ertx
  E
  lix
  a
  rih
  C
  M
  sa
  G
  0
  0
  5
  1
  .a
  m
  o
  c
  n
  i
  tlu
  ser
  stc
  effe
  ere
  v
  e
  S
  .d
  n
  u
  o
  r
  1
  n
  i
  stc
  A
  .n
  o
  sio
  p
  5
  1
  le
  v
  e
  L
  x
  eri
  P
  M
  sa
  G
  0
  0
  0
  2
  .h
  ta
  e
  d
  n
  i
  tlu
  ser
  stc
  effe
  eta
  re
  d
  o
  M
  .d
  n
  u
  o
  r
  1
  n
  i
  stc
  A
  .n
  o
  sio
  p
  0
  2
  le
  v
  e
  L
  x
  a
  p
  m
  iS
  M
  sa
  G
  0
  0
  0,0
  0
  1
  .h
  ta
  e
  d
  n
  i
  tlu
  ser
  stc
  effe
  dli
  M
  .d
  n
  u
  o
  r
  1
  n
  i
  stc
  A
  .n
  o
  sio
  p
  0
  5
  le
  v
  e
  L
  
SOURCE: textdata/thevault/Datanet/Spacemaster - Iron Crown Enterprises - Magazine - Datanet 04.pdf