TEXT: Fringeworthy
  Savage Worlds Edition
  Playtest Edition
  
  2
  Fringeworthy
  Savage Worlds Edition
  A publication of Tri Tac Games, Books and Graphics
  www.TriTacGames.com
  Fringeworthy Savage Worlds Edition © 2017 Rich Tucholka, John H. Reiher Jr., 
  and Tri Tac Games
  Fringeworthy © 2009 Rich Tucholka and Tri Tac Games
  All Rights Reserved
  Cover by Peter Blix Bryant
  Additional Material: Paul Nunes, Bruce Sheffer
  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.
  Fringeworthy is Copyright and Trademarked by Richard Tucholka and Tri Tac Games
  For more information, contact:
  www.TriTacGames.com
  Tucholka@hotmail.com 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product.
  
  3
  Table of Contents
  FRINGEWORTHY.........................................................................................................8
  PLAYERS GUIDE...........................................................................................................9
  WELCOME TO THE FRINGES!....................................................................................................9
  Campaign Types......................................................................................................................9
  CHARACTER GENERATION.........................................................................................................9
  The Sheila Mortenson Story...........................................................................................................................................9
  Archetypes...............................................................................................................................10
  World of Origin.....................................................................................................................14
  Traits.........................................................................................................................................14
  Attributes..............................................................................................................................................................................14
  Skills...........................................................................................................................................14
  New Skill...............................................................................................................................................................................14
  Languages...............................................................................................................................14
  Secondary Statistics............................................................................................................15
  Hindrances and Edges........................................................................................................16
  Gear And Money...................................................................................................................16
  Character Background......................................................................................................16
  Step 1: Your early years.................................................................................................................................................17
  Step 2: Adulthood.............................................................................................................................................................17
  Step 3: I’m What?..............................................................................................................................................................18
  Step 4: Welcome to Alice Springs, Australia!.......................................................................................................18
  Step 5: Your first mission..............................................................................................................................................18
  Wrapping it up...................................................................................................................................................................19
  Basic Training.......................................................................................................................20
  IDET Training.....................................................................................................................................................................20
  TÆSS Training.....................................................................................................................................................................20
  The Sheila Mortenson Story........................................................................................................................................21
  Fringeborn..............................................................................................................................23
  Creating a Fringeborn.....................................................................................................................................................24
  The First Fringeborn.......................................................................................................................................................24
  Freelancers.............................................................................................................................25
  Creating a Freelancer......................................................................................................................................................25
  Fringe Cultures......................................................................................................................27
  Humans, United Nations Earth...................................................................................................................................27
  Humans, British Empire Earth...................................................................................................................................28
  History:..................................................................................................................................................................................29
  Trans-Æthereal Survey Service..................................................................................................................................31
  Relations with the United Nations and England................................................................................................33
  Humans, Golden Horde..................................................................................................................................................34
  Humans, Erder...................................................................................................................................................................36
  Humans, Norlander..........................................................................................................................................................37
  Humans, Romana Universa..........................................................................................................................................38
  Reptilian, T’Ziel..................................................................................................................................................................40
  Elephantoid, Blizniz.........................................................................................................................................................42
  Arachnoid, Dimixi.............................................................................................................................................................44
  Hindrances..............................................................................................................................47
  Edges......................................................................................................................................... 48
  Background Edges............................................................................................................................................................48
  Combat Edges.....................................................................................................................................................................48
  
  4
  Professional Edges...........................................................................................................................................................50
  Power Edges........................................................................................................................................................................51
  Social Edges.........................................................................................................................................................................51
  Weird Edges.........................................................................................................................................................................52
  Arcane Background............................................................................................................53
  Using Arcane Backgrounds..........................................................................................................................................53
  Arcane Background (Psionics)...................................................................................................................................53
  Arcane Background (Fringeworthy).......................................................................................................................55
  Psi Powers...............................................................................................................................56
  Crystal Key Powers..............................................................................................................59
  Low Level Powers:............................................................................................................................................................59
  Mid-Level Powers:............................................................................................................................................................61
  High Level Powers:...........................................................................................................................................................62
  Ultimate Powers:...............................................................................................................................................................63
  Legendary Powers:..........................................................................................................................................................65
  EQUIPMENT............................................................................................................................... 66
  Standard IDET Equipment Loads: The Early Years Campaign.........................66
  Ranged Weapons IDET......................................................................................................68
  IDET Issued Equipment.....................................................................................................69
  Vehicles.....................................................................................................................................69
  Standard IDET Equipment Loads: exploration Years Campaign.....................72
  Ranged Weapons IDET......................................................................................................73
  FRINGEPATH SYSTEM............................................................................................................... 75
  Crystal Keys............................................................................................................................75
  Crystal Key Types..............................................................................................................................................................75
  Crystal Activation..............................................................................................................................................................76
  Platforms.................................................................................................................................76
  Portals.......................................................................................................................................80
  Warps......................................................................................................................................................................................82
  Pylons.....................................................................................................................................................................................82
  UNITED NATIONS INTERDIMENSIONAL AGENCY.................................................................84
  WORLD AEROSPACE EXPLORATION AGENCY.......................................................................85
  UNITED NATIONS PEACEKEEPERS, FRINGE DIVISION........................................................85
  FRINGECORP............................................................................................................................. 86
  GAME MASTERS GUIDE...........................................................................................87
  UNDIA.........................................................................................................................................87
  UNIDA Missions....................................................................................................................87
  Finding Fringeworthy........................................................................................................88
  TEAM BUDGETS........................................................................................................................ 89
  UNITED NATIONS INTERDIMENSIONAL EXPLORATION BASE ANTARCTICA OPERATIONS 
  (UNIDEBA)..............................................................................................................................................90
  White Island...........................................................................................................................90
  Life at UNIDEBA.................................................................................................................................................................91
  Mysteries of UNIDEBA....................................................................................................................................................92
  UNITED NATIONS INTERDIMENSIONAL EXPLORATION BASE, ODO ISLAND, (UNIEBOI)
  .................................................................................................................................................................. 93
  Odo Island...............................................................................................................................93
  Life at UNIEBOI..................................................................................................................................................................94
  PORTALS EXPANDED................................................................................................................94
  Portal Defensive Abilities..................................................................................................94
  
  5
  Defensive Energy Burst..................................................................................................................................................94
  Mellor Defense...................................................................................................................................................................94
  Health Benefits......................................................................................................................95
  Problem Portals....................................................................................................................96
  Problem Portal Table......................................................................................................................................................96
  Minor Problem Portals...................................................................................................................................................97
  Serious Problem Portals................................................................................................................................................99
  Weather on the Fringepaths....................................................................................101
  PYLONS EXPANDED...............................................................................................................103
  CRYSTAL KEYS EXPANDED...................................................................................................104
  Crystal Key Attuning........................................................................................................105
  Finding Crystal Keys.........................................................................................................105
  Fringe Train.........................................................................................................................106
  OTHER FRINGEWORTHY.......................................................................................................107
  Slarg........................................................................................................................................107
  Keegak....................................................................................................................................111
  Broupian...............................................................................................................................114
  Old Men..................................................................................................................................114
  Pangolisks.............................................................................................................................115
  Snellor....................................................................................................................................116
  Tehrmelern...........................................................................................................................117
  Tehrmelern History.......................................................................................................................................................117
  The Old Commonwealth.................................................................................................121
  TEHRMELERN TECHNOLOGY................................................................................................122
  Qellor...................................................................................................................................................................................122
  Anti-Alloy...........................................................................................................................................................................122
  Omni Styling Brush.......................................................................................................................................................123
  Memory Crystal...............................................................................................................................................................123
  Tehrmelern Translator Beads..................................................................................................................................123
  Tehrmelern Universal Translators.........................................................................................................................123
  Tehrmelern Medical Kit (Doc Box)........................................................................................................................123
  Biobags................................................................................................................................................................................125
  Food Boxes........................................................................................................................................................................125
  “George” The Living Screwdriver...........................................................................................................................126
  THE MELLOR......................................................................................................................... 126
  The History of the Mellor...............................................................................................127
  Mellor Abilities...................................................................................................................128
  Memory Leech.................................................................................................................................................................128
  Shape shifter.....................................................................................................................................................................129
  Mellor Reproduction....................................................................................................................................................129
  Curing Mellor...................................................................................................................................................................130
  Mellor Types........................................................................................................................130
  Old Mellor..........................................................................................................................................................................130
  Master Mellor...................................................................................................................................................................131
  Great Mellor......................................................................................................................................................................132
  High Mellor........................................................................................................................................................................133
  Medium Mellor................................................................................................................................................................134
  Lesser Mellor....................................................................................................................................................................135
  Low Mellor........................................................................................................................................................................136
  Least Mellor......................................................................................................................................................................136
  FRINGE PIRATES.................................................................................................................... 137
  Confessions of a Fringe Pirate......................................................................................138
  Raiders...................................................................................................................................139
  
  6
  Privateers.............................................................................................................................140
  Rogue IDE Teams...............................................................................................................140
  HOW TO RUN A SUCCESSFUL FRINGEWORTHY CAMPAIGN..............................................140
  The basic adventure Areas in Fringeworthy:........................................................141
  Earth Prime.......................................................................................................................................................................141
  The Fringepaths..............................................................................................................................................................141
  Space Exploration..........................................................................................................................................................141
  World Explorers..............................................................................................................................................................142
  Fringeworthy Campaign Styles...................................................................................142
  Fringeworthy Campaign Types...................................................................................144
  The Early Years: 0 to 5 years after discovery of the Fringes.....................................................................144
  The Exploration Years: 5 to 20 years from discovery of the Fringes.....................................................146
  Established Campaign: 20 to 120 years after discovery of the Fringes...............................................148
  The New Commonwealth: 120+ years in the future.....................................................................................150
  Technology...........................................................................................................................152
  Portal Availability.............................................................................................................152
  Old Commonwealth..........................................................................................................153
  WORLDS OF THE FRINGE....................................................................................154
  ALTERNATE WORLDS............................................................................................................ 154
  Alternate/Parallel World Types..............................................................................................................................155
  Tehrmelern Commercial and Utility Worlds.....................................................................................................156
  Military Worlds...............................................................................................................................................................158
  Recreational Worlds.....................................................................................................................................................158
  Home Worlds....................................................................................................................................................................159
  Other Areas.......................................................................................................................................................................160
  GENERATING WORLDS.........................................................................................................161
  Species....................................................................................................................................162
  Generating System Platforms.......................................................................................162
  Generating Star-Hub Platforms..................................................................................163
  WORLDS OF THE FRINGE:....................................................................................................165
  United Nations Earth, AKA Earth Prime.................................................................165
  Prime Platform................................................................................................................................................................165
  Alternate Platform.........................................................................................................................................................168
  Alternate World Descriptions.......................................................................................170
  Rebellion America.........................................................................................................................................................170
  Locations near the Portal...........................................................................................................................................174
  The Junkyard Pokiwol.....................................................................................................176
  Scrapyard Challenge.....................................................................................................................................................177
  Junkyard over time:.......................................................................................................................................................178
  Mysteries of the Junkyard Pokiwol:.......................................................................................................................179
  Adventure Seeds.............................................................................................................................................................179
  Londinium, Britannia, Pax Romana..........................................................................181
  ENEMIES AND ALLIES...........................................................................................183
  ENEMIES................................................................................................................................. 183
  Fringe Pirates......................................................................................................................183
  ALLIES..................................................................................................................................... 186
  APPENDIX................................................................................................................. 187
  FIRST MISSION....................................................................................................................... 187
  Interlude 1.........................................................................................................................................................................187
  Discovery............................................................................................................................................................................187
  Interlude 2.........................................................................................................................................................................192
  
  7
  Occupation........................................................................................................................................................................192
  Interlude 3.........................................................................................................................................................................195
  Mission................................................................................................................................................................................195
  Interlude 4.........................................................................................................................................................................202
  NEWS REPORT....................................................................................................................... 204
  
  8
  Fringeworthy
  LONG AGO
  Before the dawn of recorded history, a race of gentle beings called the Tehrmelern created
  a vast network of inter-dimensional pathways that spanned both space and time. For a 
  hundred thousand years they traveled and traded to these alternative worlds, spreading 
  their love of peace. Then, almost overnight, an unforeseen terror ended the 
  Commonwealth of the Tehrmelern, leaving their greatest creation to those who would 
  follow.
  PRESENT DAY EARTH
  A Japanese research team, lead by Takahiro Hatsumi, was investigating the ecological 
  effects of an unusually warm Antarctic summer, and they made a startling discovery that 
  was destined to change man's role across the universes.
  They found an alien building buried deep in the melting Antarctic ice, the dead body of 
  Captain Oates of the Scott expedition laid near the door. In his hand was a softly glowing 
  crystal tetrahedron. The building contained a 25-foot, gleaming silver ring. The team 
  stepped through the center of the ring without harm. They turned and to their surprise, 
  one member of their expedition had vanished without a trace, Sayuri Tenuma.
  OTHER EARTHS
  A week later, Sayuri Tenuma stepped out of the ring with a wondrous story. She told of 
  other portals and of walkways that lead to other worlds, alternate Earths, and to a strange 
  guardian called "Schmert" who talked in rhyme and told her that she had a key to the 
  portals. 
  They presented this information to the United Nations, and sparked a UN seizure of the 
  buried base, deep under the Antarctic ice. At the same time, the UN creates the United 
  Nations Inter-Ddimensional Agency: UNIDA.
  FRINGEWORTHY
  It was quickly discovered that only one person in a hundred thousand possessed that 
  unknown quality which allowed them to travel the dimensional pathways. A desperate 
  worldwide search began to find and train explorers for this greatest frontier. The world 
  press soon began to label these pathways "Fringes" as the first Inter-Dimensional 
  Exploration teams were established in UNIDA. These UNIDA personnel became the first 
  of humanity to cross the Fringes. Young and old, rich and poor, from every nation they 
  came. These are the Fringeworthy, sent to unlock a modern day Pandora's box ... or die 
  trying.
  WELCOME TO UNIDA
  You are that special one in a hundred thousand. You are Fringeworthy.
  
  9
  Players Guide
  But still I could make out nothing distinctly on account of a thick mist in
  which  everything  there  was  enveloped,  and  over  which  there  hung  a
  magnificent rainbow, like the narrow and tottering bridge which Mussulmans
  say is the only pathway between Time and Eternity.
  A Descent into the Maelstrom
  Edgar Allan Poe, 1841
  WELCOME TO THE FRINGES!
  You are that special person, that 1 in a 100,000 that has that special something that makes you 
  Fringeworthy, one of the Gifted. Why you were so blessed is a mystery, as there seems to be no rhyme or 
  reason to those who have the gift and those that don’t. 
  For those born on United Nations Earth, otherwise known as “Earth Prime”, you were recruited by 
  UNIDA to explore and exploit the riches of the Fringepaths. A million-million worlds and counting are 
  out there, and your job is to contact those worlds and help forge a new Commonwealth of Worlds!
  Earth Prime is still the fractious world that we know and love, but now there’s the added element of 
  contact with other whens and alternate cultures that will appear alien to our sensibilities. The earliest 
  contacted world is Earth Primes strongest ally, Britannia Earth Prime, otherwise known on Earth Prime as 
  “Victorian Earth” or “Steampunk Earth”. (Which the Brits really dislike being called.)
  In the next couple of years, more people will be encountered and added to the burgeoning collection of 
  alternate cultures and people. 
  CAMPAIGN TYPES
  Your GM may choose to run a campaign that takes place in the following campaign eras:
  
  The Early Years: From discovery of the Fringes to 5 years later when all the Fringe races in
  this book were contacted.
  
  Exploration Years: 5 to 20 years after the discovery of the Fringes. All the primary Fringe 
  races have been contacted and you can now play anyone of them besides Earth Primers and
  the Victorians. Towards the end of this era, the Fringeborn appear as a playable character 
  type.
  
  Established Years: 20 to 120 years after the discovery of the Fringes. Many more worlds 
  have been contact and the start of the New Commonwealth beckons. Other Fringe empires 
  are out there waiting and not all of them want to join. 
  
  New Commonwealth: 120+ years after the discovery of the Fringes. The Big System is 
  back online and new wonders and dangers abound. Everyone is Fringeworthy now. 
  CHARACTER GENERATION
  The Sheila Mortenson Story
  Sheila Mortenson of Accounts Payable had said yes to a date with Ed Powers of the bank's IT 
  department. They had taken in a museum showing of alternate world artifacts at the Kansas 
  Museum of History. With her background in investment banking, she knew that at best, the "Fringe
  Tech" impact was still building, but right now, investing in Fringe Tech was a risky venture.
  
  10
  After the museum, Ed took her to the Blind Tiger brewpub for dinner and drinks. Shelia just 
  bubbled over about what she had seen in the museum. "I mean it! If I were Fringeworthy, I'd jump
  at the chance to visit other worlds. Just think of it!"
  "The toil and the tedium," said Ed, sipping a brew, "the danger. Did you hear about the third team 
  of Fringeworthy? Mongols killed three of them! No, it's not for me, nothing would get me to join 
  up."
  "Ed," she replied, "you just got to learn to live a little. Besides, you never know what you'd do if 
  the opportunity came up."
  Outside, a dark sedan pulled up and four men dressed in black, wearing sunglasses, got out of the 
  sedan, and surveyed the area. A small, slim Asian woman, dressed in white with a blue beret, 
  stepped out of the rear of the sedan, holding a glowing crystal in her hand. She closed her eyes 
  and slowly waved the crystal in the air. "This way," she said in flawless English, pointing to the 
  restaurant.
  Inside, after taking another sip of his drink, Ed said, "Besides, it's for the UN. You know, black 
  helicopters and MIBs, that kind of stuff."
  "'MIBs'?" replied Shelia. "Ed, you watch too much sci fi. There are no 'Men in Black'…"
  Just then the four men dressed in black entered the restaurant, the Asian woman in the middle of 
  them. She focused her gaze into the dark interior of the restaurant. A waitress walked up, but was 
  stopped by one of the men, who flashed a badge at her.
  The Asian woman stepped forward, catching her bodyguards off guard. They quickly caught up 
  with her as stepped up to Sheila and Ed.
  Both of them sat there dumbfounded as the woman held a glowing crystal in front Ed, then in front
  of Shelia. When it was near Ed, the glow dimmed. In front of Sheila, it brightened. "Ma’am, please
  hold out your hand," requested the Asian woman. Shelia held her hand out and the woman 
  dropped the crystal into it. It flared and Shelia felt a surge go through her.
  "I'm Colonel Wei Lei of UNIDA," said the woman. "Congratulations ma’am, you are 
  Fringeworthy."
  Ed just stared at the crystal, then up at Sheila with disbelieving eyes nodded and said, "Are you 
  sure Sheila? Do you want to go through with this?"
  Taking a deep drink of her beer, Shelia said, "Yes. What now?"
  ARCHETYPES
  Not everyone has an idea of what type of character they want to play. Sometimes you need a jumping off 
  point to make your own character. And sometimes you need a quick character for a one-shot adventure or 
  convention game. This list, coupled with the Archetype list in Savage Worlds Deluxe will get you started. 
  These are Novice characters from different worlds and races. Some will have a free Edge and some won’t,
  it depends on their world of origin. 
  Victorian: Adventurer(ess)
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Riding d6, Shooting d8, Taunt d6 +6 additional skill points
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Alertness
  
  11
  Victorian: Air Marshal
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Shooting d8, Notice d8, Persuasion d8, Intimidation d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Investigator
  Victorian: Archeologist
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Investigation d6, Knowledge (Ancient History) d8, Knowledge (Archeology) d8, Notice d6, 
  Shooting d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Rich, Scholar
  Victorian: Mad Inventor
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d4
  Skills: Investigation d6, Knowledge (Science!) d8, Knowledge (Steam Technology) d6, Notice d6, Repair
  d6, Shooting d6, Weird Science d10
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: One Major, two Minor
  Edges: Arcane Background (Weird Science), Gadgeteer
  Victorian: Jungle Lord/Lady
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d6, Stealth d6, Taunt d8, +6 additional skill points
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Beast Master
  Golden Horde: Warrior
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d6, Riding d8, Shooting d8, Stealth d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Florentine, Quick
  Golden Horde: Noble
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d8, Notice d8, Riding d8, Shooting d8, +3 additional skill points
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Noble
  
  12
  Erder: Engineer
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d6, Knowledge (Early Electronics) d6, Knowledge (Mechanical Engineering) d6, Notice 
  d6, Repair d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Handy Man
  Erder: Whale Hunter
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d8, Knowledge (Whaling) d6, Shooting d6, Throwing d8, + 5 additional skill points
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny
  Norlander: Knight 
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Riding d8, Survival d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Florentine, Sweep
  Gear: Horse w/barding, Chainmail armor, Sword 
  Norlander: Priest
  Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
  Skills: Fighting d4, Healing d6, Knowledge (Religion) d6, Notice d6, Persuasion d8, +5 additional skill 
  points
  Charisma: 2; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: Brawny, Charismatic, Healer
  Pax Romana: Legionnaire 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d10, Intimidation d8, Shooting d8, Survival d6, Throwing d8
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, two Minor
  Edges: First Strike
  Gear: Chainmail, Short Sword, Roman Carbine
  Pax Romana: Freedman
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Knowledge (Specific type of Craft or Farming) d8, Notice d6, Repair d6, Streetwise d6, +5 
  additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  
  13
  Edges: Brawny, Handy Man
  T’Ziel: Warrior Priest
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Religion) d8, Notice d8, +5 additional skill points
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: One Major, one Minor, Outsider
  Edges: Acute Sense of Smell, Hard to Kill
  T’Ziel: Temple Guardian
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d10, Notice d8, Survival d6, +4 additional skill points
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: One Major, one Minor, Outsider
  Edges: Acute Sense of Smell, First Strike, Brave
  Blizniz: Healer
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Healing d8, Notice d4, Persuasion d10, +6 additional skill points
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major), Bad Eyes (minor), All Thumbs
  Edges: Calming Aura, Charismatic, Command
  Blizniz: Counselor
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
  Skills: Knowledge (Psychology) d6, Notice d6, Persuasion d10, Streetwise d6, +5 additional skill points
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major), Bad Eyes (minor), All Thumbs
  Edges: Calming Aura, Charismatic, Elan
  Dimixi (Spinner): Construction Worker
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d8, Knowledge (Civil Engineering) d6, Notice d6, Repair d6, Throwing d6, +5 
  additional skill points
  Charisma: -2; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  Edges: Acrobat, Handy Man, Quick
  Dimixi (Hunter): Police Officer
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d8, Fighting d8, Knowledge (Dimixi Law) d6, Notice d8, Shooting d6, Throwing d8
  Charisma: -2; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: One Major, two Minor
  Edges: First Strike, Command, Quick
  
  14
  WORLD OF ORIGIN
  Creating your hero for Fringeworthy is as easy as creating a character for any Savage Worlds game. You 
  hero will be a member of the United Nations InterDimensional Agency (UNIDA) and serve on an 
  Interdimensional Exploration Team (IDET) that explores the world of the fringes. Or she can be a 
  Victorian from Victorian Prime and be a member of Her Majesty's Trans-Æthereal Exploration Service. 
  Or she can be from any of the Fringe Cultures detailed further in these rules.
  If you are playing in the “Established Years” or “New Commonwealth” campaigns, a further character 
  type is available for you play: The Fringeborn. The Fringeborn are the children of explorers who inherited
  the Fringeworthy ability and were raised to be Fringe explorers. They can be as young as 16 years old, but
  everyone has grown up travelling to the “safe” worlds of the New Commonwealth. The Fringeborn start 
  showing up at the end of the “Exploration Years” campaign. Whether or not they are available is up to the 
  GM.
  TRAITS
  Once you’ve decided on your hero’s world of origin, you now choose your character’s attributes and 
  skills. 
  Attributes
  Your character starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. 
  You have 5 points to spread across these attributes as you see fit. It costs 1 point to raise an attribute one-
  die type, and you cannot raise an attribute above d12.
  SKILLS
  Heroes from United Nations Earth Prime, Britannia British Empire Earth Prime and Mat’Demka Prime 
  have 17 skills points to spend, reflecting their more advanced education systems. All other heroes from 
  other cultures have 15 skill points. It costs 1 point to buy a skill at d4, and 1 point to raise a skill by a die 
  type, up to the same die type as the skill’s linked attribute. It costs 2 points per die type to raise a skill 
  over its linked attribute. 
  All skills in the Savage Worlds Deluxe rules are available in Fringeworthy. However, the only Arcane 
  Skills that are initially available are Psionics and Weird Science, along with their respective associated 
  edges, Psionics and Weird Science. In addition, there is a new Arcane Skill that is automatically available 
  for all heroes to learn, Crystal Key Use. It is associated with the Fringeworthy edge.
  For Heroes from Britannia Earth Prime, the Piloting skill also includes airships.
  Driving includes various forms of animal-drawn vehicles for heroes from all cultures except those from 
  United Nations Earth Prime, Erde Prime, and Mat’Demka Prime. Heroes from Britannia Prime also 
  include steam-powered vehicles.
  New Skill
  Crystal Key Use (Spirit)
  This is the skill that all only Fringeworthy gettake as a free skill at d4. It is the ability to command and use
  the powers of the crystal keys created by the Tehrmelern. For more information on using Crystal Keys, 
  see Arcane Background (Fringeworthy).
  
  15
  LANGUAGES
  There are over a thousand languages on United Nations Earth Prime, and even more on Victorian British 
  Empire Earth Prime, so a complete list of languages is impossible. But the top five languages in order 
  are:However, the top five languages in order are:
  
  Mandarin
  
  Spanish
  
  English
  
  Hindi/Urdu
  
  Arabic
  These represent about 50% of all spoken languages in the world, so there is a good chance that your 
  character might speak one of them. Rounding out the top ten, here are the next five most spoken 
  languages in the world:
  
  Bengali
  
  Portuguese
  
  Russian
  
  Japanese
  
  German
  These represent 13% of all spoken languages. However, it’s very likely that your character speaks none of
  these languages, and at best is only fluent in just one. This is a decision that you have to make when you 
  create your character. In countries where more than one language is spoken, you will probably speak the 
  official language, plus any local or regional languages or dialects.
  Skill 
  Ability
  d4 
  The character can read, write, and speak common words and phrases
  d6 
  The speaker can carry on a prolonged but occasionally halting conversation
  d8 
  The character can speak fluently
  d10 
  The hero can mimic other dialects within the language
  d12 
  The speaker can speak masterfully
  Your character starts with a d8 in their native languages, but other languages must be learned. The die 
  level is more of an indication of how well you can understand and comprehend a language. When reading 
  a language, you may have to make a language roll to comprehend complex wording or phrases. 
  Additionally, when you step through a portal, the Fringe system will "gift" you with a new language at d8.
  This language will be the one spoken by the majority of the populace nearest to the portal on the alternate 
  world, within a hundred miles or so of the portal. You will speak the language in the local dialect and with
  no issues with the translation, as any colloquial phrases will be translated into ones you understand, within
  reason. There are always some phrases that don't translate well between cultures or species. In addition, 
  you'll be able to read and write in that language. This language gift does not give you any cultural 
  information or knowledge of mores and beliefs. You just speak the language like a native.
  SECONDARY STATISTICS
  Charisma is how likeable your hero is, and it is added as bonus to Persuasion and Streetwise rolls. 
  Charisma starts at +0 unless you change it by taking Edges or Hindrances.
  Pace is at 6”, unless it is changed by Edges or Hindrances.
  Parry is set to 2 plus half of your Fighting die type. Edges, Hindrances, and some equipment can modify 
  your Parry stat.
  Toughness is set to 2 plus half of your Vigor die type. Edges, Hindrances, and Armor can modify your 
  Toughness. If your Vigor goes above d12, all fractions are rounded down.
  
  16
  HINDRANCES AND EDGES
  At this point you can decide to add any Hindrances to your hero. If so, you can use the points gained to 
  buy some of the benefits listed below. A major Hindrance is worth 2 points and minor Hindrance is worth 
  1 point. Your character can have a maximum of 1 major and 2 minor Hindrances.
  For 1 Hindrance point, you can gain a new skill point. For 2 Hindrance points, you can raise the die type 
  by one for an attribute or buy an Edge.
  All Human characters start with one free Edge. The T’zeil, Blizniz, and Dimixi do not start with a free 
  Edge. By default, all player characters get the Fringeworthy Edge, and canthe take Crystal Key Use if 
  they wish skill at d4, and two Crystal Key Powers. See the Fringeworthy Edge for more information about
  this.
  The Arcane Background (Psionics) is the only Arcane Background that can be initially taken by your 
  character. Psionics are as rare as being Fringeworthy, but unlike being Fringeworthy, Psionics can be 
  inherited. If you want to make your character Psionic, consult your GM to see if they are comfortable to 
  have such a character in UNIDA and IDET. Currently, there is only one known Psi member of IDET: Wei 
  Lei of IDET 1.
  GEAR AND MONEY
  Your hero is a member of UNIDA and serves on an IDET team. Your signing bonus as a Fringeworthy is 
  $1,250,000  on United Nations Earth Prime or 200,000 £ on Victorian British Empire Earth Prime 
  ($1,250,000 in equivalent value). All four team members of IDET 1 donated a large portion of their 
  bonuses to charity, so there is a lot of peer pressure on other IDET Explorers to do the same. 
  You can buy all the non-military weapons and gear that you want, whether or not you can take it with you 
  may be a problemis another thing. 
  Additionally, the first missions will have a budget assigned to it. This budget does not apply to your basic 
  or combat load outs, or your assigned vehicle. The budget is for military items and items that are beyond 
  your character’s abilities to legally obtain. Yes, you can go to a nation that has less that rigorous 
  regulations for military grade weapons and come back with an armful of RPGs and AK-47s. But you’ll 
  never get past customs in Australia, and if you fly directly to Hatsumi, General Base Commander Borodin
  will have your gear confiscated and send you back to Alice Springs for “retraining”. Do not tweak the 
  nose of the Russian Bear. 
  CHARACTER BACKGROUND
  Now take some time to work out your character’s background. What did he do for a living? Where did he 
  live? Who are his friends and family? Remember your character didn’t appear fully formed, he grew up, 
  had life experiences, all of which colors his life and history before he was found to be Fringeworthy. If 
  you don’t want to decide what country your character is from, you can roll on this table. This table 
  represents the populations of the world: Roll a d100 to randomize your nationality.
  D
  100
  Nation
  D
  100
  Nation
  1
  -20
  People's Republic 
  of China
  7
  6
  South Africa
  2
  1-37
  India
  7
  7
  Spain / Portugal
  3
  8-42
  United States of 
  America
  7
  8
  Colombia / Peru / Venezuela
  / Chile
  4
  Indonesia
  7
  Myanmar
  
  17
  3-45
  9
  4
  6-48
  Bangladesh
  8
  0
  Sudan / Ethiopia
  4
  9-50
  Brazil / Mexico
  8
  1
  Argentina / Paraguay / 
  Uruguay
  5
  1-52
  Pakistan
  8
  2
  Poland / Hungary / Bulgaria
  5
  3-54
  Russia
  8
  3
  Tanzania
  5
  5-56
  Nigeria
  8
  4
  Kenya / Somalia
  5
  7-58
  Japan
  8
  5
  Morocco / Algeria / Egypt
  5
  9-60
  Mexico
  8
  6
  Israel
  6
  1-62
  Philippines
  8
  7
  Canada
  6
  3
  Vietnam
  8
  8
  Afghanistan
  6
  4
  Germany / 
  Scandinavia
  8
  9
  Indonesia
  6
  5
  Egypt
  9
  0
  Nepal
  6
  6
  Greenland / 
  Iceland
  9
  0
  Uganda / Rwanda
  6
  7
  Turkey
  9
  2
  Uzbekistan / Mongolia / 
  Tuva
  6
  8
  Iran / Iraq / Syria / 
  Jordan
  9
  3
  Saudi Arabia / Emirates
  6
  9
  Thailand
  9
  4
  Malaysia
  7
  0
  France
  9
  5
  Vietnam / Laos / Cambodia
  7
  1
  United Kingdom
  9
  6
  Philippines
  7
  2
  Sub Sahara Africa
  9
  7
  Central America
  7
  3
  Italy / Greece
  9
  8
  Republic of China on 
  Taiwan
  7
  4
  South Korea / 
  North Korea
  9
  9
  Romania / Albania
  7
  5
  Ukraine / Georgia
  1
  00
  Pacific Islander
  We encourage you to write up a background for your character. Where did she grow up? Who are her 
  friends? Is she married or just dating? Lots of questions. All of them potential plot hooks for your GM to 
  
  18
  use and make your game more enjoyable and exciting. The best way to do this is in steps. Feel free to 
  alter these as the situation warrants. A T’Zeil would have a radically different early life from that of a 
  person born on United Nations Earth.
  Remember that this is optional, but it really helps in fleshing out your character and how she relates to the
  other characters on her team.
  Step 1: Your early years
  This is your character’s early life from birth to about 18 years of age. These are the years that shaped your
  character and made them who they are as an adult. As you write it out, consider their family and 
  upbringing. Always consider the following questions:
  •
  Were the character’s family rich? Poor? Well educated? Isolated? Religious? Politically active?
  •
  How big is the character’s family?
  •
  Does the character get along well their family?
  •
  What nation is the character from? What region? (See the random chart if you’re stuck.)
  •
  What kind of education did the character receive?
  •
  Did the character have friends and what were they like? Did the character get into much 
  trouble?
  Step 2: Adulthood
  As the character matures, they find out what they really are good at. This is the time people try a lot of 
  things, before they decide on a course for their life. College life, military service, traveling the world, or 
  even working at a low paying job, these are all things that can happen. Also, first loves and marriage 
  occur during this time, if at all. Things to consider:
  •
  What was their first real job or even if they had one?
  •
  Did they fall in love and get married? Are they just dating?
  •
  Do they keep in touch with their old friends? What about new friends?
  •
  Are their parents still alive? Still married? What about their siblings?
  •
  Where do they live? The same place they grew up? In the same country? In a city or town?
  Step 3: I’m What?
  Now they find out that they are Fringeworthy. They may or may not be offered an obscene amount of 
  money to represent their country in UNIDA as an explorer. There will be a lot of pressure on them from 
  family and friends, their workplace and especially their government. Things to consider:
  •
  Did their spouse or significant other encourage them to sign up? Did they do the opposite and 
  discourage them from joining UNIDA?
  •
  Do they spread the wealth from their signing bonus or keep it all to themselves?
  •
  Does their government want them to do things like get new technology or knowledge and not 
  share it with the world? Spy on other nations or worlds? Be an ambassador for your nation?
  •
  In the early years, you get more than your allocation of 15 minutes of fame. You are a rock 
  star. Do you have a stalker or stalkers? Do you get a posse of “new friends”? Do you like 
  living in the Fishbowl that being Fringeworthy is?
  Step 4: Welcome to Alice Springs, Australia!
  After accepting the offer, (We knew you would, otherwise there wouldn’t be a game if you didn’t.), you 
  and your family are shipped off to the growing community of Alice Springs Fringeplex. All basic training 
  takes place at Alice Springs for all recruits. Of course, the first thing that happens is that you’re shipped 
  
  19
  off to Hatsumi Base and marched through the portal. This is done so that everyone in your training cadre 
  speaks the same language. Then it’s back to Alice Springs and your year of Hell. Remember, you can’t 
  fail basic training; you’ll just be put into a job that fits your abilities. Things to consider while you’re 
  doing 50 pushups for the drill sergeant:
  •
  How does the character on your right treat you? Do you both get into trouble? Become fast 
  friends?
  •
  Do you help this character with training or education UNIDA puts you both through?
  •
  What do you do when you’re not training? Do your families like each other? 
  •
  Do you get invited to one of Borodin’s infamous parties where the vodka flows like water?
  •
  Where were you sent for your final exam? This should be the same for everyone at the table. 
  How well did you do? What did you screw up? Don’t roll dice for this bit, talk it out with 
  everyone and decide just how successful you were. The final exam typically drops you 
  somewhere with the clothes on your back, and a day’s worth of rations. You have to make it to 
  a specific location by a certain date without getting in trouble with the locals to get a passing 
  grade.
  Step 5: Your first mission
  This step is optional. The GM will provide the mission you all went on and whether or not it was 
  successful, but the details will be up to the players to decide. As you write this one up, include the player 
  character on your left. Something happened to them and you came to their aid or something happened to 
  you and they came to your aid. Or you both get into a fix and require the team to get you out.
  GMs, the mission should be a milk run, something that they shouldn’t have screwed up or have a problem
  with. Things like collecting artifacts from the Junkyard Pokiwol or delivering supplies to the underground
  base on Rebellion Earth. Something that couldn’t possibly go wrong…
  Again, don’t roll dice for this one: you all survive, so it’s a matter of what happened and how everyone 
  worked together to find a solution to the problem. Once you finished writing this up from your character’s
  POV, the GM is encouraged to give everyone an extra benny or two for the effort for your first real 
  adventure.
  Wrapping it up
  As you do each step, obvious skills, Hindrances, and Edges will come to mind. Remember, you only have
  so many skill points which limits you as to what you can make a real skill, or something your learned but 
  never put into practice. The GM might give you a +1 bonus to try and do the skill or remember things you
  learned in that 11th   grade history class with that hunky teacher. But resist the urge to put everything and 
  the kitchen sink into this background. Each step should be a couple of paragraphs at best, not a novel. 
  
  20
  BASIC TRAINING
  Basic training for your character adds 20 experience points to them. This represents 4 raises, and changes 
  the rank of the character from Novice to Seasoned.
  IDET Training
  Once a Fringeworthy person is found and joins the IDA, she is trained for 6 months at the Alice Springs 
  Military Base. All current knowledge of the Fringepaths and allied worlds is shared with the recruit. An 
  intense course of physical conditioning, survival training, and first contact protocols is required of (some 
  say inflicted on) each candidate, before she can be offered an assignment in IDET. A recruit who 
  successfully finishes their training gains the following four advances:
  
  The character can raise lowest of the following attributes one die level:
  o
  Agility
  o
  Strength
  o
  Vigor 
  If there are two or more of these attributes at the same die level, you must pick one to raise and
  leave the rest at the original die levels.
  
  The character can raise both Fighting and Shooting skills one die level as long as they are less 
  than their Agility attribute. 
  o
  If the character does not have either Fighting or Shooting skills, they gain one of these 
  two skills at d4, player’s choice.. 
  o
  If both skills are at Agility, then increase one of the two skills by one die level. 
  o
  If only one skill is at the same level as Agility, increase the other skill 1 or 2 die levels. 
  If you only raise the skill one level, then you can spend the other skill point on any 
  other skill that is below Attribute level. 
  
  Two additional Advances to spend as you see fit.
  At the end of their training, the IDET recruit will have 20 experience points and a total of 4 advances.
  TÆSS Training
  Once a Fringeworthy person is found and joins the TÆSS, they undergo a similar training regimen as 
  IDET and gains similar but not identical bonuses:
  
  The character can raise lowest of the following attributes one die level:
  o
  Agility
  o
  Strength
  o
  Vigor 
  If there are two or more of these attributes at the same die level, you must pick one to raise and
  leave the rest at the original die levels.
  
  The character can raise both Fighting and Shooting skills one die level as long as they are less 
  than their Agility attribute. 
  o
  If the character does not have either Fighting or Shooting skills, they gain one of these 
  two skills at d4. 
  o
  If both skills are at Agility, then increase one of the two skills by one die level. 
  o
  If only one skill is at the same level as Agility, increase the other skill 1 or 2 die levels. 
  If you only raise the skill one level, then you can spend the other skill point on any 
  other skill that is below Attribute level.
  
  21
  
  A d4 in Knowledge (20th-21st century technology)
  
  One Advance to spend as you see fit.
  At the end of their training, the TÆSS recruit will have 20 experience points and a total of 4 advances.
  The Sheila Mortenson Story
  Sheila is a 30-something accountant. She’s not a warrior, but she did take a class in self-defense, 
  so she has some familiarity with Aikido. She’s a fan of mystery novels, and her hobbies include 
  amateur theatrics, nature hikes, and photography. She has a mild phobia about snakes, but she 
  thinks it’s under control. She lives in a condo in Topeka, Kansas, and worked at a bank. That was 
  her world before she found out that she was Fringeworthy. 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Knowledge (Accounting) d8, Knowledge (Acting) d6, Knowledge 
  (Photography) d6, Fighting d6, Investigation d8, Tracking d4
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Loyal, Phobia (Snakes, minor)
  Edges: Fringeworthy, Attractive, Brave 
  After much negotiation, she secured her signing bonus with plans to start a program for 
  disadvantage kids in Topeka. Then she’s off to Alice Springs to meet with her fellow inductees. 
  With her on the flight is Jeremy Grage, a 50-year-old farmer from Kansas. He was in town and 
  was recruited in the same sweep that found her. At Alice Springs, they meet Harlan Friemering of 
  Canada, Gihei Nijo of Japan, Sanjiv Cheema of India, and Tia Montealegre of Mexico. Of the six 
  of them, Tia and Gihei spoke no English. That was taken care of with a special trip.
  After being introduced and assigned apartments on base, they were packed into a waiting aircraft 
  and flown to Antarctica. “The reason we do this is that the portal gifts a common language to 
  everyone who transits through it,” said Lucas Welkert, the UNIDA rep flying with the recruits. 
  “So, one of the existing teams will take you on through and back again so that you and your future
  teammates all can talk to each other.”
  “So we’ll all be speaking English?” asked Sheila.
  Lucas pursed his lips and said, “Not exactly…”
  Landing on the ice sheet runway was interesting. The engines did not stop as the passengers and 
  cargo were offloaded. Director Borodin was there to greet his new charges as well as Gordon 
  Conrad of IDET 1. “This will be a short visit,” said Borodin in his deep, gruff voice, “but 
  understand that you will have to get used to the conditions here. It will be your home for half the 
  year. Let me introduce you to Colonel Conrad, leader of Team 1. Colonel…”
  “Thank you, Director,” said Conrad. Then he turned to the recruits, and the two translators. 
  “OK, before you freeze your asses off here, let’s get this shit out of the way right now. Follow 
  me!”
  Borodin winced, but nodded to Conrad, who led his charges to the elevator shaft. “Welcome to 
  Deep Shaft 9,” he said with a chuckle, “A joke that only nerds get. This shaft goes down to the 
  ground floor of the dome. Some sort of sci-fi magic keeps the ice and water from drowning the 
  place, and so far, no one wants to mess with it.”
  Sheila listened with half an ear, as they slid down into the blue ice of the ice sheet covering the 
  Ross Sea. She could hear the ice groan and crack as they descended. Then suddenly they entered a
  huge blue tinged dome of ice. Electric lights shown everywhere, dotting what looked like a village 
  on the floor of the dome. There were roads that crisscrossed the surface and dead trees still 
  standing. The focus of the village was a white building… not of human manufacture. Man-made 
  buildings fronted it. It was to this building that Conrad led the recruits. 
  
  22
  A small Asian man, who saluted Conrad, met them on the way. Conrad sloppily returned the 
  salute back. The two spoke rapid fire in a language that Sheila couldn’t understand. “This is 
  Colonel Saidi of the Malaysian Army. It’s their turn to guard the portal, and he says its effing 
  cold.” Conrad smiled, as did Saidi. “He’ll escort us to the portal, so don’t give him no lip. He 
  does speak English, Japanese, and Hindu.” Saidi smiled even bigger. 
  They walked through the village of arctic huts and buildings. The large white building loomed 
  over all of them. It’s smooth curving sides defied conventional design. “It looks like something 
  Frank Gehry would build,” commented Harlan. “All curves and no straight lines.”
  They entered through a set of doors that took them past Quarantine and the vehicle entrance. 
  Inside the building the walls curved and bowed unnaturally. Fortifications faced the center of the 
  room. And in the center of the room…
  It was a black, blacker than anything Sheila had ever seen. A thin silver ring contained it. The 
  portal and ring were suspended in the air above the floor. A silver ramp lead up to the face of the 
  portal. Waiting for them were four soldiers with blue berets. “Fringe Division Peacekeepers” said
  Conrad. “Since none of you have any weapons experience yet, we’re going in with an armed 
  guard.” The leader of the squad saluted Conrad, who returned it. Then the two clasped hands in a
  way that said they had some history together. “This is Mstislav Egorov, late of IDET 2, now 
  second in command of the Fringe Division.”
  “Why do we need protection?” asked Gihei through his translator.
  “Fringe pirates,” said Mstislav matter of factly. “Though we haven’t had a raid in a while, we 
  can’t take chances. Follow us.” With that, he did a hand sign and the four soldiers moved through 
  the portal and vanished. 
  “After you,” said Conrad. “No sense in putting this off.”
  One by one, the six recruits walked up and through the portal. Sheila was the last one through. 
  She went from the cold of the dome to the relative warmth of the platform. On the platform were 
  the four soldiers, and four more manning a firebase in the middle of the platform. 
  Conrad stepped through last, and said, “So, can you understand me now?” Gihei and Tia both 
  turned with an odd smile and nodded. “Good, this is where we put you through the initiation. Only
  Fringeworthy know about it.”
  He stepped forward and stood before the recruits with a serious look on his face. “OK, you’re 
  here, you’re Fringeworthy. You can do whatever the f*** you want to do. If you want to go 
  walkabout, then pick up some water and a couple of week’s worth rations from the firebase and go
  mother***ing walkabout. However, if you want to learn what’s out the f*** is out here, then 
  repeat the following.”
  The five senior Fringeworthy stood at attention, then placed their left hands on their hearts and 
  raised their right hand. Then in unison, they said, “I pledge my life to my comrades.” 
  The recruits quickly stood roughly at attention and repeated the hand gestures and the opening 
  preamble.
  “I pledge to protect our homeworld from all enemies external and internal. I pledge to do my best 
  to better my fellow man. I will go and find new worlds and new people and make them our friends.
  I will do so, even though I may lose my life doing so. I will do this because I am baddest 
  motherf***er ever born. I will do this, because I am Fringeworthy. So I pledge.” 
  The recruits echoed “So I pledge.”
  “OK,” said Conrad. “Now you’re motherf***ing Fringeworthy.”
  Initiation over, Conrad showed them sights of the platform and introduced them to the rest of the 
  Peacekeepers on the platform. Then they exited the platform back to Antarctica and Hatsumi 
  
  23
  Base. As they stepped out, Colonel Saidi was there to welcome them back. “So, do you understand
  me now?” he asked in perfectly understandable Malaysian…
  Afterwards there was a party back at Hatsumi base, at which they were introduced to the base 
  personnel, and given the tour of the facilities. Next day, the recruits made their goodbyes to their 
  new friends and flew back to Alice Springs. After setting up her apartment and familiarizing 
  herself with base and the heat of the Australian summer, Sheila started basic training…
  “I am Staff Sergeant Sayid Tuah,” said the short Malay man facing the six recruits. “You will 
  address me as Sergeant Tuah. Not ‘Sarge’ not ‘Sergeant’, and definitely not ‘sir’. I am Sergeant 
  Tuah to you while I train you and perhaps make you a better person. I wish I could wash you out 
  of this program, but I can’t. However, I will not pamper anyone who cannot keep up or not listen 
  to orders. Do you understand?”
  “Yes!” replied some. Sheila wisely replied “Yes Sergeant Tuah.”
  It took a bit of personal perseverance, because the training was hard, but no one was left behind. 
  Sheila had thought she was in shape, but the training said otherwise. She learned to shoot a pistol 
  and rifle, how to dig a latrine, how to move under fire, and she learned teamwork. After every day,
  the six would get together at the base canteen and go over the day’s events and how they were 
  going to kill Sergeant Tuah. Well, maybe not. 
  At the end of her training, Shelia had put on some muscle, and found that she was a better fighter 
  thanks to her training. Their graduation exercise was to be dropped off as a team someplace on 
  Earth with no resources and then make it to a UN office in that country. Their starting point was 
  Marrakesh and they had to get to Casablanca, Morocco. It took them a week, but they ended up 
  outside the UN office in a 1972 VW minivan dressed as Moroccans. That and a collection of odds 
  and ends that ended up decorating their homes at Alice Springs and in the Fringeworthy bar at 
  Hatsumi base. IDET 13 was now a team ready to go.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Knowledge (Accounting) d8, Knowledge (Acting) d6, Knowledge 
  (Photography) d6, Fighting d8, Investigation d8, Shooting d4, Tracking d4
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Loyal, Phobia (Snakes, minor)
  Edges: Fringeworthy, Attractive, Brave, Martial Arts (Knockout Blow)
  FRINGEBORN
  Availability: Established Years and New Commonwealth campaigns
  You’ve grown up on the Fringepaths, eaten at the table of the Great Khan, seen the wonders of Rome, and
  hunted dinosaurs in your Fringe Scout troop. You are the Fringeborn. You were born with the 
  Fringeworthy, a trait that you "inherited" from your Fringeworthy mother when she walked through a 
  portal while carrying you in her womb. You’ve been raised to be a Fringe explorer, Fringe scientist, 
  administrator or other Fringeworthy career. You’ve also been trained how to survive and live on the 
  Fringes. 
  The first Fringeborn were born in the early years of exploration. The child of a Fringe explorer, the first 
  Fringeborn were treated as rare treasures and raised to be the very best Fringeworthy person they could 
  be, whether or notwhether they wanted to be one or not. 
  When you reached 4 or 5 years of age, you got to visit places other people only dream about. Meet people
  who treated you like a king, visited lands and see saw sights that others only see in the movies. You have 
  had the best education possible. You received training on how to survive in jungles, deserts, ice covered 
  wastelands, and in places that defy logic. It’s great right up to the point when you realize that your 
  
  24
  government expects you to do your duty and serve as a Fringeworthy. That This usually happens around 
  16 or 17 years of age that when this realization hits you. 
  You may have taken this news with a shrug, “I get to do the same things I’m already doing, and now I get 
  paid for it.”
  You may have reacted angrily over this development, “Just because I was born Fringeworthy doesn’t 
  mean I want to be drafted into the service!”
  And everything else in between. 
  So, when making a Fringeborn character decide how they took the news that they were expected to serve 
  and what they did about it. They won’t be inducted into UNIDA or TÆSS until they reach 21 years of 
  age, so that they get some higher education, the equivalent of 4 years of college, thanks the accelerated 
  training regimes put into place by both all Fringe services.
  Remember, Fringeborn are only available in the “Established Years” or “New Commonwealth” 
  campaigns types.
  Creating a Fringeborn
  You create your character as normal with the following changes:
  
  Because of their training and life experience, Fringeborn get 6 points to spend on 
  AtributesAttributes.
  
  If you are playing a Fringeborn who is 16 to 18 years of age, they only get 15 skill points.
  
  You get the Fringeborn edge for free, instead of addition to the Fringeworthy edge.
  After you create your base character, they then go through either IDET or TÆSS basic training. However, 
  they do not get the free attribute raise. Instead, you get an additional Advance to spend as you see fit.
  The First Fringeborn
  Jason Conrad, the son of Gordon Conrad and Wei Lei-Conrad, has just graduated from the IDET 
  Academy in Alice Springs, Australia. He’s lean like his father, and like his mother, has the psionic 
  gift as well. He’s also bilingual thanks to his parents.
  Before going to the Academy, his Attributes and skills were the following:
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Driving d4, Fighting d4, Investigation d6, Knowledge (History) d6, 
  Knowledge (Fringepaths) d6, Language (Chinese) d8, Language (English) d8, Notice d6, Psionics
  d6, Repair d6, Shooting d4, Survival d4
  Charisma: -; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Curious, Transit Vertigo (minor), Stubborn
  Edges: Fringeworthy, Fringeborn, BraveArcane Background (Psionics), Luck
  Powers: Empathy, Telepathy, Disguise
  When he graduates from the IDET Academy, his Attributes and skills become the following:
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d4, Driving d4, Fighting d6, Investigation d6, Knowledge (History) d6, 
  Knowledge (Fringe Pirates) d4, Knowledge (Fringepaths) d6, Language (Chinese) d8, Language 
  (English) d8, Notice d6, Psionics d6, Repair d6, Shooting d6, Survival d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Curious, Transit Vertigo (minor), Stubborn
  Edges: Fringeworthy, Fringeborn, Arcane Background (Psionics)Brave, Luck, Explorer
  
  25
  Powers: Empathy, Telepathy, Disguise
  FREELANCERS
  Availability: All campaigns
  Not everyone works for UNIDA or TÆSS. Some folks find out that they are Fringeworthy and instead of 
  joining up, sell their newfound ability to the highest bidder. Others are Fringewalkers, people who found a
  warp or Ring Station on their world, and stepped through, and never came back home. Some are UNIDA 
  or TÆSS Fringeworthy who quit, and went into business for themselves. No matter where they came 
  from, they are in it for themselves.
  What ties them together is that they are Fringeworthy and they just want to see what’s out there. They 
  band together mostly for protection, but mostly because even though they are rugged individualists, they 
  find that they have a common core with other Freelancers. 
  Freelancers are the mercenaries of the Fringes, selling their services not for money, but goods, food, 
  ammunition, books, and whatever else strikes their fancy. They will take gold or silver, as that’s easy to 
  trade either for cash or directly for an item. They will scout new worlds, seek out adventures, and boldly 
  go where no one has gone before. And thenThen sell that information for whatever they can get for it.
  Creating a Freelancer
  Because their background is so varied, you have following choices: 
  
  Ex-UNIDA or TÆSS 
  
  Independent Fringeworthy
  
  Fringewalker.
  Ex-UNIDA or TÆSS:
  Create your hero as you would normally. Your GM may let you take an extra Advance to represent your 
  time on the Fringepaths before you quit the service and went Freelance.
  You will get to equip your hero with whatever she could buy before quitting. The only vehicle she’ll 
  probably have is a bicycle and lots of spare inner tubes and tires. UNIDA will take back all the standard 
  issue weapons and gear, unless she quits while on a mission. If she does quit from UNIDA while on a 
  mission, she automatically gets the Wanted (minor) Hindrance and going near any UNIDA or TÆSS 
  teams can get sticky. However, if she returns items like their XM8 rifle, and issued computers, and her 
  uniform, UNIDA may drop the charges. 
  Sadly, the Earl of Greystone is not so forgiving.  If you quit from TÆSS while on a mission, you will get 
  the Wanted (Major) hindrance, as the Earl will want to bring you back to Victorian Earth to stand trial for 
  mutiny. You’re better off resigning from service properly, and then petition for permission to use the 
  portals on Victorian Britannia Earthprime to travel the Fringes. The Earl will grant it, as he hopes that 
  you’ll see the error of your ways and come back to his service.
  Independent Fringeworthy:
  When they came a knocking, you thanked them for finding out that you were Fringeworthy, but decided 
  that you didn’t want to join, even after they threw tons of money at you or told you that you had to do it 
  for Queen and Country. 
  After a while, you realized that you did want to travel and see the worlds, but you didn’t want to do it 
  working for the government. So, you either cashed in your life savings, started a Kickstarter, or got a 
  grant from a foundation or corporation, and showed up at the one of the UNIDA bases and told them, 
  “Please let me through, I’m going to see everything.”
  
  26
  Were you prepared? Well, you probably read every book published on being an explorer, you devoured 
  the stories from the Fringes, and watched every documentary there was. So That’s when you were certain 
  that you could do it. AndMoreover, you were one of the lucky ones, you survived long enough to realize 
  that you needed to join forces with other like-minded people and then go exploring.
  Your hero is created usual, 5 attribute points, 17 skill points, but your starting funds can be a bit higher, as 
  you’ve sold the farm, hocked your jewels, and sold all your comics on eBay. You start with 1d10 x $1000 
  in cash. You would have more, but since you’re paying someone to transport you to either the Antarctic or
  the Congolese Protectorate, a good portion of your funds have been spent. Your remaining cash is all you 
  have left to buy your personal transportation, weapons, ammo, and supplies for however long they will 
  last. 
  Fringewalker:
  This person has come from a totally different world and culture and may not even be human. Work with 
  your GM if you plan to do a non-human hero by using the Making Races rules in the Savage Worlds 
  Deluxe book. You start with 5 Attribute points and 15 Skill points. After you create your hero, you can 
  then apply 1d4 Advances to him, representing his experiences on the Fringepaths. 
  Select what sort of gear would be available to the hero from his culture, starting cash is $500 + d10 x $10.
  Any cash left over can be turned into the equivalent amount of silver or gold at $20 an ounce for pre-20th 
  century cultures.
  
  27
  FRINGE CULTURES
  Humans, United Nations Earth Prime
  Platform: 0 Prime; Portal: 1
  World: United Nations Earth Prime
  First Contact: N/A
  Technology Level: 10
  United Nations Earth Prime Humans are the prime movers of the United Nations Interdimensional 
  Agency (UNIDA) and the one of the peoples involved in the exploration of the Fringepaths. Primers They
  have had a short and violent development period that all but ended in the latter half of the 20th century.
  Discovery of the Fringepaths united the majority planet into a spirit of brotherhood and adventure that 
  was closely guarded by the United Nations. This spirit caught on with other contacted worlds and 
  bolstered the hopes that the resources of unlimited worlds could create a golden age of technology and 
  wellbeing. Psychologically, the discovery of new worlds and races also gave humanity a mirror to see 
  how cultures grow, prosper, and fall.
  Slow to see economic benefits at first, many now realize that the Fringepaths are a treasure house for 
  Earth. Ecologists hope to resurrect extinct species. Industrialists know that the mineral resources and oil 
  on other worlds can be tapped and supplement dwindling stocks on United Nations Earth Prime.
  However, there are those who see the Fringepaths as something evil. Driven either by religious or 
  xenophobia, there are those on United Nations Earth Prime that plot to destroy UNIDA and the pathways 
  by whatever means possible.
  Racial Edges & Hindrances
  Free Edge
  United Nations Earth Prime humanity starts with a free Edge at character creation.
  Extra Skill Points
  United Nations Earth Prime humanity starts with 17 skill points to spend at character creation.
  
  28
  Humans, Britannia British Empire Earth Prime
  Platform: +2 Prime; Portal: 10
  World: Victorian PrimeBritannia Earth
  First Contact: 2012
  Technology Level: 7+
  The BritonsBrits (also called Victorians by some) were the first Fringe Culture that was encountered on 
  the Pathways by an IDE teamT. This team of Brits from Her Majesty, Queen Victoria’s Trans-Æthereal 
  Exploration Service was investigating the Alternate 0,8 portal when they encountered the team from Earth
  Prime. The Brits had discovered the Fringepaths 6 months earlier than Earth Prime had. They had been 
  exploring the pathways longer than the IDET teams and they had explored the Alternate platforms from 
  Alt +2 to Alt 0.
  While the Brits understood that they had little technical chance of defeating these people from the future, 
  they still maintain an independent operation, working in conjunction with the IDE teamsT units in 
  exploring this vast uncharted new universe. In the meantime, several members of the Trans-Æthereal 
  Exploration Service are working with the UNIDA in the hopes of gaining a century's worth of technology 
  in trade.
  Strangely, this Alternate Earth had a similar history to United Nations Earth's Prime's, but with a host of 
  different people. There had been an American Revolution but it was followed by a re-conquest of the 
  Colonies in 1813. The empire is still on the rise and respected across their world.
  The Brits have become an integral part of the Alien Services and work closely with the UNIDA and 
  adhere respectto most of its rules and decisions. They are still shaken by the cultural norms of United 
  Nations Earth Prime, though a few have gone "native" on United Nations Earth Prime.
  Languages
  English (98%), Russian (10%), French (45%), Spanish (18%), Chinese (10%), German (20%), Arabic 
  (15%), Hindi (35%)
  Names
  Variable, Viscount Terrance Greystone, Colonel David Wellington Smyth, Col Jonathan Drake, Dr. 
  Henderson Cartwright, David Peters, Percival Forsyth, Winston Churchill, Lord William Barton
  Racial Edges & Hindrances
  Free Edge
  British Empire Earth Victorian humanity starts with a free Edge at character creation.
  Extra Skill Points
  British Empire Earth Victorian humanity starts with 17 skill points at character creation.
  Skill Restriction
  British Empire Earth characters Victorians cannot start with Knowledge or Craft skills that make use of 
  technology or knowledge later than the 19th Century. Their Common Knowledge rolls are at -2 for 20th 
  and 21st century technology until they reach the rank of Veteran. 
  Additionally, if a Victorian Briton tries to repair a damaged piece of equipment or vehicle that uses 
  modern technology, their Repair roll is at -2, until they reach the rank of Veteran. This skill restriction is 
  only for the Early Years campaign setting.
  
  29
  Skill Availability
  Victorians Britons have the following new Knowledge skill focuses available for technology unique to 
  their world:
  
  Steam Technology
  
  Babbage Computers
  
  Instruction Weaving (Programming Babbages)
  
  Steam Fitter
  
  Steam Vehicles
  
  Mechanical Devices
  History:
  Point of Divergence: 
  1812: In Europe, General Wellington is victorious over French forces in Spain. The Emperor Napoleon 
  was grievously wounded in Russia after an early crossing of the River Niemen on April 3rd, 1812. The 
  wound later became infected and Napoleon died on the way back to Paris on April 8th, 1812. The war was
  over in Europe, as the French army withdrew and settled into an internal squabble over who now rules 
  France and her conquered territories. 
  War is averted when Aa fast sloop from Britain delivers news that the British Orders of Council of 1807 
  have been withdrawn. The Order prohibited neutral parties from trading with France and her allies during 
  the Napoleonic Wars. This Order had caused much friction between United States of America and Britain,
  with many American ships trying to break through the British blockades to deliver goods to France. With 
  Napoleon dead and France in turmoil, there was no need to enforce the order. With no war, the more 
  moderate Federalist candidate, DeWitt Clinton, wins the American Presidential election of 1812, 114 
  electoral votes to James Madison’s 103.
  Still, there is a movement afoot in America to conquer portions of Canada, though the New England states
  are against angering the British. In November, De Witt Clinton is elected President of the United States of 
  America by the narrowest of margins.
  In Europe, General Wellington is victorious over French forces in Spain. The Emperor Napoleon however
  was grievously wounded in Russia during the retreat from Moscow. The wound later became infected and
  Napoleon dies on the way back to Paris on December 7, 1812.
  1813 - 1815: In Europe, the French empire is in upheaval, and quickly descends into multiple civil wars, 
  as ally fights ally. The British forces wisely withdraw from the continent and wait to see what arises after 
  the dust settles.
  In America, frontiersmen, angry that DeWitt Clinton won the election, stage a raid from Fort Detroit 
  across the Detroit River on the city of Sandwich and Fort Malden. They are beaten back by the well-
  trained British troopsMilitia lead by General William Hull.
  In retaliation, British troops cross the river and take Fort Detroit and the surrounding settlements. 
  President Clinton tries to negotiate a withdrawal of British troops when more frontiersmen from Buffalo 
  Creek and attack Fort Niagara. Consequently, the talks break down and the British forces mass at the 
  border. Reluctantly, Clinton asks Congress to declare war on Britain.
  Wellington is sent to "teach those brutes a lesson" with several divisions of battle harden troops. The 
  British Navy successfully blockades the major ports, while the New England states surrendered to British 
  forces.
  The war is bloody; Philadelphia is burned, as is Washington. New York City switches sides and pledges 
  loyalty to the crown, providing a major port in America for Britain. American forces are caught between 
  
  30
  two fronts in the northern states south of New York: British troops on the Atlantic seaboard, and troops 
  from Upper Canada streaming through the captured Michigan Territory.
  The Spanish besieged New Orleans, in an attempt to recapture the southern portion of Louisiana. Andrew 
  Jackson manages to break the siege and drive the Spanish troops into the swamps, where they died by the 
  hundreds at the hands of the Choctaw and other denizens of the swamps. A year later the British try their 
  hand at capturing New Orleans, but again Jackson holds them off long enough to work out a deal with the 
  Crown. By this time, the United States of America is no more, only pockets of resistance keeps British 
  troops busy.
  New Orleans and a portion of Louisiana become an independent state, with a generous trade agreement 
  with England along with access to the Mississippi river. The remainder of the Louisiana territory is 
  claimed by England, with Spain consolidating its hold on the Western portion of North America, up to the 
  Columbia River. Above that, Russia laid claim to the land, Rossiyskaya Amerika.
  The former United States are divided up into small provinces, each one assigned a governor appointed by 
  the crown. Provincial assemblies are allowed, but could be disbanded at any time by the governor or the 
  crown.
  1820 - 1860: California breaks free from Spanish rule, backed by both Russian and British interests. 
  Mexico soon rebels, and Spain loses its major foothold in North America. The only possession they have 
  left is Florida, a benighted land of unruly savages and mosquitoes. A few years later, they sell Florida to 
  England, who also doesn't know what to do with its new possession.
  France settles into five separate states, divided by language and cultural lines. Kings rule two, one 
  becomes a dictatorship, one restores the Republic in a smaller form, and the fifth attempts to create a 
  socialist state, without a central government. It fails five years later, and is absorbed into the other four 
  states: The New Republic of France, the Kingdom of Normandy, the Kingdom of Provençal, and the 
  Republic of Gascony.
  Gold is discovered in San Francisco, but is declared a national resource, stymieing any potential gold rush
  to the region. Claim jumpers are summarily shot by Californian soldiers. California becomes a major 
  player in Pacific trade with two major ports: San Francisco and San Diego. Financed by the newly 
  discovered gold, California becomes a trade powerhouse, with ships headed to every major port on the 
  Pacific Rim. The Sandwich Islands are annexed by California, as are several other Pacific islands. The 
  Sandwich Islands are renamed Isla de Patria de Hawai'i. 
  California is a unique blend of Spanish, Indian, Russian, and British cultures. The primary language is 
  Spanish, though it is becoming a unique dialect thanks to the influences of the other cultures. It is a 
  constitutional monarchy, with the Californian Dons tightly holding the reigns of government. 
  In 1850, Charles Babbage finishes his first Analytical Engine, demonstrating it to the Admiralty as a more
  efficient means to tabulate reams of data, even to calculate ranges on the fly. Later, using the work of the 
  physicist Joseph Henry, Babbage added the ability for his engines to communicate with each other 
  telegraphically. This spawned a special kind of Babbage engine that dealt entirely with telegraphic 
  communications, sending information across the world at lightning speed.
  Britain's holdings in North America were consolidated into a single entity in 1855: the Commonwealth of 
  America. The Commonwealth consists of Upper and Lower Canada, the former United States and its 
  territories, and Florida. The seat of government is in New York City on Manhattan Island. (The city of 
  Washington was destroyed and turned into several farms.) 
  However all is not well in the Commonwealth. The Sons of Liberty, the followers of Jefferson and 
  Adams, are a constant thorn in the side of the British. They attack government offices with bombs, print 
  treasonous tracts trying to instigate public unrest, and other terrorist style attacks. Their goal is to restore 
  the American Republic or destroy it so the Brits can't have it.
  
  31
  1860 - 1897 (year of contact): The Commonwealth of America is fast becoming the major economic 
  engine in the British Empire. The Republic of Louisiana is a major benefactor of this trade, due to their 
  ownership of the mouth of the Mississippi River.
  In 1870, the Great European War raged through most of Europe, starting when Prussia, Bavaria-Saxony, 
  and Austria declared war against the New Republic of France. The Republic calls on it allies, and soon the
  Kingdoms of Normandy and Provençal took up arms. By 1871, Except for Britain, Europe was at war. 
  Many new weapons and tactics were created and tested during the war, including the first military use of 
  lighter than air airships. The Great European War ended in a muddle by 1876, with no one gaining or 
  losing any territory.
  Britain stayed neutral in Europe, but elsewhere in the world she took advantage of the conflict. First to go 
  was the Belgian holdings in Africa, as Britain conquered the Belgian Congo and swept across the 
  continent and added much of Central Africa to its territory. This new territory was formed into the 
  Congolese Protectorate.
  Mexico finally relented and allowed the people of Tejas to secede and form the República de Tejas. 
  Mexico still controls the lower Rocky Mountains up to the lower Colorado River, but does not do much 
  with the territory. The region becomes a no man’s land of small bandit villages. These villages raid in all 
  directions, but have special immunity because Mexico refuses to go after them and refuses to allow 
  California, Rossiyskaya Amerika, and the Commonwealth of America to cross the borders and go after the
  bandits.
  Along the Commonwealth border, Britain has establish Her Majesty's Aerial Constabulary, commonly 
  know as the Sky Marshals, to patrol the skies in massive airships, patterned on the designs created by the 
  Bavarian-Saxon Count Von Zeppelin, along the border between the Province of Colorado and Mexico. 
  In late 1895, Viscount Terrence Greystone, son of the liberator of the Congo, Lord John Greystone, heard 
  rumors about a white man that appeared years ago in the region of County Greystone and performed 
  many tricks that Viscount Greystone recognized as a man using modern day technology. Only this had 
  occurred in the 1780s!
  Following local stories and rumors, Viscount Greystone visited a local shaman, Sese Ndango, one of the 
  sources of the stories. Ndango used to visit the Viscount when he was a child, along with his friend, 
  Cosgrove Shropshire, and tell them stories and let them play with his totems. One of which was a grey 
  crystal that one day lit up for the Viscount, and then later on for Cosgrove.
  When he visited Ndango about the stories, the old man led him to a warren of caves considered holy by 
  the locals. Through a set of winding passages, Ndango showed him what he and his people guarded for so
  long: a perfectly hemispherical cavern, in the center of which was a silver ring that floated in midair…
  Viscount Greystone returned two weeks later, brain full of stories about his trip, tales about a tree that was
  a house and creature known as Schmert. With Cosgrove at his side, he proved he wasn’t insane, as the two
  of them entered and returned backreturned through the silver ring. 
  However, it took a trip back to the cavern with observers from Her Majesty's Government to prove that he
  was not a raving lunatic to everyone else. Afterwards, Terrence Greystone found himself a new member 
  of the Prime Minister's cabinet and the head of Her Majesty's Trans-Æthereal Survey Service.
  Trans-Æthereal Survey Service
  The British Trans-Æthereal Survey Service was created in 1897 as an official secret service. Her Majesty 
  and the Prime Minister decided that for now, these portals and other worlds would be an Official Secret, 
  and Viscount Greystone had to operate under tightest secrecy. A shadow MP was created and advice on 
  how to deal with this discovery was sought out from Her Majesty’s most trusted agent, Mycroft Holmes. 
  He helped in creating the TÆSS charter, which included exploring new worlds and finding worlds that 
  
  32
  Britain could trade with. The new ministry was also to contact Schmert and the rest of the Tehrmelern and
  offer an alliance of sorts between the two peoples. 
  The first expedition was on horseback and consisted of the Viscount Terrence and his friend Cosgrove 
  Shropshire, a native Congolese with some English blood in his family tree. They were to ride horses, but 
  the animals proved skittish on the platform and nearly threw the two of them off when they stepped onto 
  the pathway. Sending the horses back through, they made the trek on foot, camping out on the pathway 
  about midway.
  UnfortunatelyUnfortunately, the first TÆSS mission to meet with Schmert was unsuccessful. The world 
  that Viscount Greystone had visited when he first entered the portals was completely different. A pocket 
  stop dominated by a large mountain, and that was is approximately 100 miles in circumference, and 
  surrounded by a tall wall, and dominated by a large mountain in the center. The mountain is 2 miles tall 
  with 10-mile wide base. They dubbed the pocket stop “Olympus Mons”. If you climbed over the wall, you
  would find yourself on the other opposite side of the pocket stop.
  After this mission failed, Viscount Greystone sailed to each of the British Empire's possessions and sought
  out others with the Gift. He found three others, Hong Chan, Captain Jason Dupree, and Ben Reiher. They 
  formed the core of the TÆSS Explorer Corps. A steam lorry was built to run on the pathways, and the 
  team learned how to operate it. Meanwhile the best of the British sciences built devices for them to use to 
  explore other worlds. The Viscount formed two squads: Squad 1, consisting of himself, Cosgrove, Hong 
  Chan, and Ben Reiher. Captain Dupree formed Squad 2, and using the crystal key, went looking for more 
  recruits. 
  Squad 1’s first mission was launched six several months later. They explored the gates on their prime 
  platform. Of the eight, only three were unlocked: the gate that was found in the Congo, a gate in the 
  middle of the Great Victoria Desert in Australia, half buried in sand, and a submerged gate, but the warp 
  was on land on the eastern shore of India.
  The second mission of the TÆSS Sqaud 1 explored the alternate platform for the Victorian node. Seven of
  the gates were locked and not explored until later by a combined TÆSS and IDET mission. The only gate 
  that was open was the pocket stop. So, with gear in place, they headed out to the System platform and 
  found that the gates for Venus, a swamp covered world with dinosaurs, and Mars, a red desolate world, 
  with nearby ruins that did not look to be of human manufacture, were the only gates found to be opened. 
  The second mission took little over a week to complete, during which, Captain Dupree was dispatched, 
  with the crystal key, to find more people with the Gift. 
  The rest of the first exploration team tested new devices to allow them to find out more about the other 
  side of the portal before stepping through. One was a collection of brass pipes, each curved, and when 
  assembled formed a spiral hoop eight feet in diameter. In practice the hoop was assembled as the first 
  piece was inserted into the portal. The curve of the pipes brought them back through the portal and when 
  fully assembled spun in place. There were hooks on the hoop, where various devices would be attached 
  drawn into and through the portal to the world on the other side.
  The devices ranged from a clockwork air sampler, to a scoop on a long chain that would be attached to a 
  hook, and then the scoop tossed through the portal. The hoop would bring the chain back through, where 
  it would be taken up by an explorer and pulled back through the portal. Hopefully the scoop would gather 
  up soil or other samples from the other side. 
  The most used device was a small clockwork plate camera that would be attached to the hoop and then 
  take a picture on the other side. The images that were taken on the other side were most informative. 
  Subsequently, a modified Lecia camera that was purchased on an alternate world, would replace the plate 
  camera.
  After two months of searching, Dupree found five more people with the Gift. They made up the second 
  exploration team, Squad 2. The Squad 2 was to continue on down the Victorian node and explore the Star 
  
  33
  platforms. They were the first to document the flashing lights on the pylons, and thanks to the Sample 
  Hoop, they were able to assign meanings to each of the lights. They did lose their sample devices and the 
  hoop when they tried to sample an alien world. Luckily, they had a spare.
  Squad 1, in a steam lorry built by Ben Reiher, traveled to their “Line +1”, otherwise known as Node +1 to
  the UNIDA mapping system. (Victorians put the prime platforms on top of the map, not at the bottom of 
  the map as UNIDA does.) On this line, they found that all the Alternate platform portals were locked 
  down. On the Prime platform, they fouind a single gate that openeds to a forest primeval. They fouind 
  signs of animals, but did not find any other signs of life.
  On Line +2 (Node 0), they fouind two open gates: One that leads to the Junkyard pokiwol, and the other 
  leads to Victoria Earth II, and here is where they encountered UNIDA and… well that would be telling. 
  See “Victoria-Victorians” adventure for more information on the first encounter.
  Relations with the United Nations and England
  For the Government of Her Royal Majesty, Elizabeth I, Queen of the United Kingdom of England, 
  Scotland, and Wales, recognized Sovereign of Commonwealths and Territories under the English 
  Crown.
  From the Government of Her Britannic Majesty, Victoria Regina, Empress of India, Queen of the 
  United Kingdoms of England, Scotland, and Wales, Sovereign of the Territories and Trusts 
  recognized as Britannia.
  Pax, HRM Victoria with great joy send heart felt greetings and well wishes for the health and 
  prosperity of our cousins upon your own Earth. It is with much gladness that such a familiarity 
  exists to bolster the success of our endeavors, as we embark upon a mutual journey of discovery of
  these realms that exist outside our own. 
  To which Our Sovereign, wishes to implore of yours assistance as can be rendered to our own. In 
  this  We may better travel together as partners, withholding nothing from one another. The 
  amazement the advances in the Arts and Sciences made by yourselves leaves Us nothing short of 
  breathless, and optimistic to wonder what such a future holds for our own sake. 
  Firstly, so that all matters of future commerce and assistance may be conducted for the mutual 
  satisfaction of either Worthy Government, assistance regarding certain technical and educational 
  aspects are most desirable:.
  
  Complete set of Royal Society of Engineers Proofs for Weights and Measures for the 
  modern measurement system known as Metric. 100 sets to be distributed within the 
  Britannic Empire as standardized samples for representation and comparison.
  
  Complete sets of accurate text and graphical or artistic representation for the education 
  of HRM Subjects from grammar school, through Years one to seven, to Collegiate level 
  to bring into wider usage this system and integrate ourselves comfortably with your own.
  
  Complete sets of the Royal Society of Engineers standards and agreements for Industry 
  and Scientific concerns. For the distribution throughout the Britannic Empire to bring 
  about a standardized, efficient, and compatible system to bring the industrial strengths 
  and capacities into alignment with you in Our allied effort.
  
  Complete sets of such testing, sampling, and measuring equipment as necessary for the 
  administration under the Crown for enforcement as a regulatory Office, with such 
  jurisdiction to overrule Parliament in matters regarding Law pertaining to Standards set
  for education, commerce, and industry.
  We entreat you to see to the mutual aid such an agreement benefits the good commerce and lively 
  friendship between both our Realms and to most readily pass such Law or Decree for this to come 
  to pass.
  
  34
  Your Most Staunch Brethren,
  Representing Her Royal Britannic Majesty’s Empire and Prime Minister. Robert Gascoyne-Cecil, 
  3rd Marquess of Salisbury
  
  35
  Humans, Golden Horde
  Platform: -1 Alternate; Portal: 4
  World: Gazar Eer or Eje
  First Contact: 2013
  Technology Level: 4+
  After grinding Europe and the Moslem world into dust, the Horde of the Great Khan returned home to 
  create a dynasty that would last a thousand years, claiming to control the whole world, Gazar Eej. As each
  new Khan came to power, he would ride the road of tribute to the West and South. Europe, the Middle 
  East, and North Africa, all prayed for a long life to the current Khan, hoping to live in peace for at least a 
  generation till the next Khan comes to power.
  Each Khan can trace lineage back to the greatest Khan, Genghis Khan. It may not be a straight line, but 
  the blood of Genghis flows through the veins of each of his “descendants”. The current Khan, Batai Khan,
  is in his middle age, and has six sons, Nyma, Orin, Boji, Jiny, Yekeg, and Banua, all serve him as generals
  or administrators of his realm. His eldest, Nyma, is in line to inherit the crown, pending approval of the 
  Grand Council. His brother Orin, is in contention for the throne as well. He has many daughters as well, 
  most of whom have been married off to various princes and lords to cement the hegemony of the empire. 
  The ones who are still single, Javach, Sune, Boke, and Toqa, are either too young to marry off yet, or have
  proven themselves useful to their father.
  By accident, the IDET explorers that surveyed this world were forced to tell scholars of the “Ways to the 
  Worlds”. In a stroke of genius, though mostly to save their own skins, they offered the Golden Horde a 
  partnership with the IDA to help make the Khan even wealthier and his children strong across a hundred 
  Worlds. In a good mood that day, the Great Khan released the team and found a dozen Fringeworthy 
  among his own people to go with the explorers back to Earth Prime.
  This and subsequent additions to the Fringeworthy, mostly ignorant peasants and warriors, has lead to a 
  diplomatic morass and the hope that education can help the Golden Horde achieve a stable society in the 
  span of a generation or two.
  Languages
  Mongolian (98%), Mandarin (45%), Yue (10%), Minnan (10%), Xiang (10%), Wu Minbei (10%)
  Names
  Male: Chuli, Qutai, Geria, Bayanai, Joodu, Solai 
  Female: Nevnai, Damdai, Galdai, Mongke, Tengra, Chidai
  Racial Edges & Hindrances
  Free Edge
  Heros from Gazar Eej start with a free Edge during character creation.
  Warriors:
  Born Fighters
  The Golden Horde warriors are raised as fighters, and start with a Fighting d4.
  Brave
  On the whole, warriors are fairly fearless, and gain a +2 to all Fear checks.
  All for the Khan!
  The hero is loyal to the Khan and will try to bring back any new technology and other finds back 
  to Gazar Eej.
  Illiterate
  
  36
  Golden Horde warriors for the most part are illiterate, and cannot read or write. 
  Skill Restriction
  Golden Horde Fringeworthy cannot start with Knowledge skills that make use of technology or 
  knowledge later than the 15th Century. 
  
  37
  Humans, Erder
  Platform: -1 Prime; Portal: 02
  World: Erde Prime
  First Contact: 2012
  Technology Level: 8
  The Erders or Heavies, as the IDET teams called them, were one of the first two races invited to join the 
  IDA. Their Earth is a colder and nearly glaciated world where the climate took a turn for the colder after 
  the second century AD. This predominantly German stock adapted and grew to become this Earths most 
  technically developed race. Additionally, this Earth is larger than normal. Approximately 7,650 km in 
  radius, it has a surface gravity of 1.2G. 20% larger than other Earths, this world still has the normal 
  continents in roughly the same shape and position, just 20% larger. A person who weighs 72 kg on United
  Nations Earth, would weigh 86.4 kg on Erde.
  The average Erder is home oriented and driven by a strong work ethic. They stand a little under 5 feet in 
  height are extremely stocky in stature and mostly wear beards. Their religion is an odd blending of 
  Christian and Pagan beliefs strung together with its core being basically positive towards technology and 
  continued growth. They are governed by a group of Elders.
  Only Erder males have been allowed out on the Fringepaths so far. Their chauvinistic tendencies have 
  angered some of the female Fringeworthy and amused others. The IDA considers them a heavy-duty asset
  to cooperation and development of the Fringes.
  Languages
  Deustch (90%), Anglish (60%), Slova (10%), Old Latin (40%), Old English (55%)
  Names
  Yoseff, Oakmann, Gordo, Bottcher, Yon Keiber, Tonn Ordd
  Racial Edges & Hindrances
  Brawny
  Fringeworthy from Erde are a tough bunch, and start the game with the Brawny Edge.
  Skill Restriction
  Erde Fringeworthy cannot start with Knowledge skills that make use of technology or knowledge later 
  than the early 20th Century. 
  
  38
  Humans, Norlander
  Platform: -5 Prime; Portal: 7
  World: Airthai Prime
  First Contact: 2013
  Technology Level: 5
  On this Earth Alternate, a plague of never before seen virulence cleansed the tropics and lower latitudes of
  most humanity in the 7th Century. Due to some superstition and some common sense, the virtually 
  untouched high-northern populations stayed stable. Only after a century, did they explore the southern 
  areas of their world. The devastation there was staggering.
  By the turn of the millennium, these industrious people had begun to re-colonize the more temperate 
  regions and install their beliefs and culture to the very few survivors they found. Settling North America, 
  they pressed westward. In the East they passed the Urals and the rich farmlands of the Ukraine. In 1116 
  A.D., Olaf the Explorer and his band stood in the crumbling glory of Rome.
  Empty lands and little politics have allowed these people room to grow. Now with printing, medicine and 
  the help of the IDA, the Norlanders have a good chance to develop a stable and progressive society
  Languages
  Latin-Germanic (50%), Latin (50%), Norland Trade (50%)
  Names
  Lars, Olaf, Sven, or Orum. Often the surname is created by adding sson to the end of their father's name, 
  such as Lars Larsson, (meaning son of), or they gain an appellation of some deed or special event from 
  the persons past, such as Thorfin Skullsplitter. His son, Eric, would go by the surname "Eric Thorfinsson 
  Skullsplitter"
  Racial Edges & Hindrances
  Strong
  Norlander Fringeworthy are known to be strong, living a tougher life than Earth Prime humans, and start 
  the game with the edge Brawny.
  Skillful Fighters
  Norlanders learn at an early age how to fight and defend their territory. They start with a Fighting d4 skill 
  at character creation.
  Skill Restriction
  Norlander Fringeworthy cannot start with Knowledge skills that make use of technology or knowledge 
  later than the early 16th Century.
  
  39
  Humans, Romana Universa
  Platform: -2 Alternate; Portal: 11
  World: Romana Universa
  First Contact: 2011
  Technology Level: 15th Century, social skills 12th Century
  In this alternate, Rome did not fall. A few minor twists in politics saw a succession of fair but stagnant 
  rulers who kept the empire on a status quo. One of the twists was an ex-Thracian soldier, sold into slavery,
  became a gladiator, led the largest slave revolt ever seen, defied the old Roman Republic, defeated every 
  legion sent against him, and in the end conquered Rome and became her first emperor, Spartacus Licinius 
  Thracius in 70 BCE.
  The Roman Empire covers all of Southern Europe up to the Baltic Sea, as far east as the Volga River, 
  Caspian Sea and the former Persian Empire. It extends southwards, including the entirety of the Arabic 
  peninsula and North Africa, primarily along the coasts, as far south as Ætheopia on the east coast and 
  Senegal on the West. The interior is still uncharted. 
  While technology has advanced to the development of steel, the printing press, gunpowder and the 
  beginnings of the mechanical age, social science is stubbornly mired in tradition and the printed word of 
  Roma.
  Slavery is still common and an emperor is on the throne, Spartacus Galenus Plinius Augustus. Colonies 
  cover the world and the only problems left are the people on the other side of that Great Asian Wall. 
  While trade is common with the East, a military presence still lines the border.
  The Roman pantheon, with various modifications and additions, including one simplification in 1123 CE, 
  is still in place. Christianity is three small Judaic cults, with very little influence. Islam never formed, 
  Mohamed was never born on this world, so various Semitic cults in the Abrahamic faith still exists, but 
  never came together into a consistent whole. Judaism is still the dominant religion on the Arabic 
  peninsula, though highly moderated by the Romans.
  The Warp to this world is located in Southern England, near the city of Londinium. Most of the initial 
  Roman Fringeworthy were either Brits or Legionnaires from across the empire. As time progressed, more 
  and more Roman Fringeworthy were recruited from Roman Europe, Middle East, and North Africa.
  The Legio I Alternis Mundus Britannia was formed and based in Londinium. Initially, the LEG I AMBRT
  was made of Fringeworthy that IDE teams found searching Britannia and Gaul. It was unconventional, as 
  half the Fringeworthy were women. It took a special dispensation from the emperor to allow them to be 
  part of the LEG I AMBRT. They were designated as Mulieres Atque Pugnator, or Women Soldiers. They 
  were segregated into an Amazonus Cohort, but in practice, the women mingled freely with their male 
  counterparts. 
  The Warp opened in Southern England and the IDET explorers were captured by local authorities. Given 
  time, contact was made and the Pax Roma Universa formed to help the IDA and gain new technologies 
  for the empire. Facing minor rebellion in the provinces, slave revolts, waste management and a mass of 
  religious and ethnic intolerance, the IDA has its hands full.
  Languages
  Imperial Latin (High) (75%), Latin (VulgarCommon) (9595%),  Latinized Celtic (720%), Greek (620%), 
  Latinized Germanic (210%), Latinized Egyptian (30%), Various Semitic Languages (10%), Cushtic 
  (15%), Berber (15%), Latino-Punic (5%)
  Both versions of Latin have undergone grammar simplification. Imperial Latin has had the number of 
  noun cases reduced from 7 to 5 and a normalization of verb conjugation. It still sounds like Latin when 
  spoken, and native speakers can still read, somewhat, Latin texts from the early years of the empire.
  
  40
  Common Latin has become even more simplified, reducing down to just 4 noun cases and a very 
  simplified set of verb conjugations. It only recently in the past 150 years has become a written language, 
  as it is the language of the people. It sounds a bit like modern Italian, but it’s not. It has many Celtic, 
  Germanic, African, and Persian loan words in it, such that a modern Italian speaker would have to make a 
  language check at -4 to understand what was being spoken. 
  In the Londinium region, the main language spoken is a heavily Latin influenced Celtic Brythonic. So 
  when Fringeworthy enter this world through the nearby portal, they will speak Celtic Brythonic natively.
  Names
  Roman citizens use three names: The praenomen or personal name, only used by family members, the 
  nomen gentilicum or surname to indicate to which gens or family group they belonged to and the 
  cognomen or nickname which distinguished between different members of the family who had the same 
  two first names. Example names: Caius Horatius Epidianus, Tiberius Manlius Ruricius, Livilla Pollia 
  Gnaea, Sabina Viria Naissa, Secundus Treblanus Osterianus.
  Non-citizens gaining citizenship, such as discharged auxiliary soldiers, usually took the nomen of the 
  current Emperor. Current names: Secundus Fulvius Licinius Philadelphus, Hostia Memmia Licinia Nicia
  Officially, slaves did not have their own names but used their owner's praenomen with the suffix "por" 
  from puer, "boy" (Marcipor, Publipor, Quintipor) for male slaves and the suffix "pola" from puella, "girl" 
  (Marcipola, Publipola, Quintipola). In some quarters it is fashionable to give them Greek names, often 
  followed by the genitive form of the owner's name. A freed slave generally took his former master's 
  praenomen and nomen with his own personal name as a cognomen but some chose their own praenomina.
  Racial Edges & Hindrances
  Free Edge
  Romans start with a free Edge during character creation.
  Skill Restriction
  Roman Fringeworthy cannot start with Knowledge skills that make use of technology or knowledge later 
  than the 15th Century. 
  
  41
  Reptilian, T’Ziel
  Platform: -3 Alternate; Portal: 4
  World: Trazon
  First Contact: 2012
  Technology Level: 4
  The Trazon Portal station was a guarded religious shrine. The priests and guardians of the gate were 
  always those who made the crystals glow. While they knew of the platform, they believed it a holy place 
  and entry was forbidden except for the Emperor and his immediate family. Every day, the Emperor, his 
  “wives”, and his children, cross over to the Fringe platform and leave a sacrificial offering of meat for 
  T’Mak. 
  The IDET explorers who arrived on this world, noticed the pile of rotting meat in front of the portal and 
  went through. While this could have spelled disaster, the IDET explorers realized the significance of the 
  shrine and were treated like gods. Breaking a commander’s orders, the team zoologist helped save the 
  wounded T’Ziel Emperor, T’Baal. This was the highest honor and in time the council of the wise began to
  understand that the Platform was a gateway to other worlds and newfound friends. The T’Ziel became 
  ‘bound’ to the IDA to serve, protect and gain honor for the T’Ziel across countless worlds.
  Their religious beliefs circle around the Portal station; it was a solid, immutable artifact of the great god 
  T’Mak. T’Mak appeared to the T’Ziel long ago and watched over them, teaching them the arts of 
  metalworking and civilization. The emissaries of T’Mak would come and take the shape of the T’Ziel and 
  help guide them along. For millennia the T’Ziel and the emissaries worked together. 
  Then came the great sundering. The emissaries became demons and T’Ziel slew them all. T’Mak came 
  one more time and told them that he had to leave, but that one day, new emissaries will take the place of 
  the slain ones. And then he left. 
  And then there was a religious war over who was going to guard the temple. The current emperor, T’Baal,
  has held his position for the past 60 years. His primary qualification for his rule is that he can make the 
  sacred crystals of T’Mak glow. These crystals are set into the temple’s entrance and are fiercely guarded 
  by the priests of T’Mak. All of who can make the crystals glow. 
  The average T’Ziel is lizard-like and over 6 feet in height. The average lifespan of a T’Ziel is 48 years. 
  With modern medicine, their lifespan could easily double. They have limited binocular vision, but have 
  superior peripheral vision and their eyes can operate independently of each other. Their body colors range 
  from green to black, with patterns based on where they live, such as stripes, mottled patches and dots.
  Their magnificent lacquered armor bristles with blades, making them a fearsome sight. Most T’Ziel feel a 
  firearm has little honor in combat and will not use one if a blade or bow is handy. The T’Ziel value honor 
  over almost anything else. They don’t form lasting relationships with members of the opposite sex, other 
  than for the regular act of procreation. To human eyes, there is no difference between male and female 
  T’Ziel. The T’Ziel sexes emit different scents, pheromones, and their acute sense of smell is how they 
  distinguish between male and female. 
  Trazon is an Alternate Geological Earth. The day is 36 hours long, and the continents are radically 
  different from those on Earth Prime. The Moon is 5% smaller, and has a 20.2 Trazon day cycle (30 Earth 
  Prime days). The average temperature on Trazon is 20°C (68°F), and only the poles get below 0°C. 
  The T’Ziel family practices were a shock to the first IDET team to encounter them. The females will lay a
  clutch of 3 eggs on average about a mile away from the nearest village. For the next 64 days, (96 Earth 
  Prime days), the eggs are tended by their mother. She makes sure that they are at the right temperature and
  well protected from predators. Except for the last day. 
  
  42
  On the last day of gestation, the eggs are left alone. The hatchlings must now use their superior sense of 
  smell and fighting instinct to make their way back to the village or home. Only 1 hatchling in 5 survives 
  the gauntlet. 
  The IDET team were appalled by this, and tried into intercede and were not very politely told to keep their
  snouts out of what was none of their business. 
  T’Baal is unique among the other rulers of alternate races as to have actually traveled to Earth Prime and 
  spoke to the UN in New York City. There are several T’Ziel living in Alice Springs, Australia, and Death 
  Valley, USA. 
  Physical Properties
  Size: 6’ to 7’ 4” tall. 
  Gestation: 96 days. 2-4 children, 80% infant mortality
  Lifestyle: 48 years
  Languages
  T’Zienn (100%), T’Ziel (98%), Trade (40%)
  Names
  Male names: De’Keerak, Ta’Hranni, Sk’Rugss
  Female names: Su’Lurrag, Y’Vruni, Wo’Gii
  Racial Edges & Hindrances
  Strong
  T’Ziel’s are naturally stronger than humans and start with d6 Strength instead of a d4.
  Outsider
  Due to their reptilian appearance, they have a -2 to their Charisma to humans.
  Acute Sense of Smell
  The T’Ziel possess an acute sense of smell, equal to that of a bloodhound, vulture, or T-Rex. They gain a 
  +2 to scent based Notice rolls, as long as there is an atmosphere to carry scents. They gain a +2 to 
  Tracking rolls. 
  Lukewarm-blooded
  T’Ziel are lukewarm-blooded creatures and like hot weather. Their preferred temperature range is between
  15° to 55° C (60° to 130° F). In temperatures between 15° and 7° C (60° to 32° F), they must make a 
  Vigor roll or incur -1 Fatigue. Temperatures below 0°C (32°F) will force the T’Ziel to make a Vigor roll 
  every 30 minutes at -1 for every 6°C (20°F) below 0°C (32°F) or receive  -1 Fatigue. When they fail their 
  third Vigor roll, they will fall unconscious and must make a Vigor roll every 30 minutes or die.
  Normal winter weather gear does not work for T’Ziel, as they do not produce enough body heat. A heated 
  parka or other similar gear will protect them from cold weather. Bringing the T’Ziel into a warm 
  environment (+15°C/60°F) will stop any the effects of cold and the T’Ziel recovers Fatigue 1 point every 
  hour.
  Skill Restriction
  T’Ziel Fringeworthy cannot start with Knowledge skills that make use of technology or knowledge later 
  than the 13th Century. 
  
  43
  Elephantoid, Blizniz
  Platform: +5 Alternate; Portal: 7
  World: Zarbachee
  First Contact: 2012
  Technology Level: 4
  The elephantine form of the Blizniz and their strong herding culture make them an unlikely combination 
  for sentience. Their gentle ways in a World-Savanna of predators made no sense when the predators 
  avoided them like the plague. As an IDET filmed these odd and friendly creatures, the Blizniz approached
  and presented the explorers with gifts of turnips. Not only were these creatures sentient but also they were
  universally Fringeworthy.
  Of the millions of Blizniz that live on their world, only a few dozen of the younger have joined with the 
  IDA. Learning amazingly quickly, they have specialized in Medicine and Philosophy while adding rich 
  essays and their long oral history to mankind’s records. From humanity and other races they collect 
  literature and printing technology to create a written language for themselves.
  IDET explorers at first winced at the thought of working with Blizniz. In time a few admitted that they 
  actually liked them. In turn, the Blizniz admire humanity’s dedication to peace.
  Physical Properties
  Size: 5 foot tall, 6 foot long, 3 foot wide. 
  Gestation: 450 days. 1 child, 10% infant mortality
  Lifestyle: 85 years
  Languages
  Blizniz (98%), Philosophical Blizniz (30%), Archaic Blizniz (25%), Ancient Blizniz (05%), Old Blizniz 
  (50%)
  Names
  Obafamy, Olugbata, Oluyemi, Onithede, Owodunni
  Racial Edges & Hindrances
  Strong
  Blizniz’s are naturally stronger than humans and start with d6 Strength instead of a d4.
  Large
  Blizniz are large creatures and gain a +2 to their Toughness, but they are also easier to hit, so they are also
  +2 to hit.
  Tough
  Blizniz large and tough and start with a d6 Vigor instead of a d4.
  Calming Aura
  The early in their evolution, the Blizniz developed the ability to exude a psionic calming field around their
  person. This aura is the size of medium burst template. Any creature with hostile intent that enters this 
  aura must make a Spirit roll or become calm, and non-violent. 
  If two or more Blizniz are close enough to have overlapping auras, the auras reinforce each other and 
  boost the calming effect. Creatures entering these reinforced auras must make a Spirit roll at -1 for each 
  Blizniz reinforcing the aura, up to a maximum of -4.
  Pacifist
  
  44
  These gentle creatures are mentally incapable of attacking another sentient being, but they can defend 
  themselves and their friends. They become physically ill at the thought of initiating violence. 
  All Thumbs
  The Blizniz have a hard time using human fashioned technology and suffer a -2 to repair or use any piece 
  of human or humanoid technology.
  Bad Eyesight
  Lacking binocular vision and poor eyesight, the Blizniz suffer a -2 to Notice rolls to see anything more 
  than 5” away. This condition can be corrected with special glasses.
  Skill Restriction
  Blizniz Fringeworthy cannot start with Knowledge that make use of technology or knowledge later than 
  the 13th Century. 
  
  45
  Arachnoid, Dimixi
  Platform: +4 Prime; Portal: 3
  World: Mat’Demka Prime
  First Contact: 2012
  Technology Level: 9
  Mankind’s third ally on the Fringepaths was found on Prime Platform +4. These creatures are descended 
  from a large spider-like ancestor. Having an even lower incidence of Fringeworthy in their population 
  than humans, (1 in 500,000), Earth’s spider-like ally was eager for peaceful contact and a sharing of any 
  technology to supplement their dying world. Dimixi are even closer to humans in personality than Slargs. 
  With the same social, political and family structure as humanity, they mirror mankind’s progress and 
  development.
  Dimixi come in two racial types and a variety of ethnic colors. Surprisingly, this species has antennae that 
  have no other function other than the fact that they move when the Dimixi talks or feels intense emotion, 
  and as a form of sexual attraction. Size and the shape of the antennae’s lobes, coloration, patterns all add 
  to the attractiveness of an individual. They have 8 limbs: The first two are their fine manipulating limbs, 
  ending in intricate 4 digit manipulating claws. The second set of limbs are used as gross manipulating 
  limbs and walking limbs. The last four limbs are strictly walking limbs. They can assume a “centaur” 
  pose, freeing up their second set of limbs and attain their maximum height.
  Dimixi breathe through spiracles through their sides into a unique set of flow-through lungs. The 
  “exhaust” spiracles have sphincters that can be vibrated by the expelled air and let’s the Dimixi to make a 
  series of sounds. Because of their flow-through lungs, and that they do not possess vocal cords, the 
  Dimixi voice is a wheezing buzz to human ears. 
  Many of the larger species of Arachnoid on Mat’Demka have this same lungstructure. Smaller forms of 
  crustaceans have more primitive versions of this lung system. All forms of higher life on Mat’Demka are 
  invertebrates, all descended from ancient crustaceans, some of amazing sizes. The largest known form of 
  life on this world is the great Do’Matku. It is a giant crustacean, some 15’ long, 8’ tall, and 6’ wide armed 
  with great pincers. It is a herbivore, and due to its full grown size, fairly immune to the veldt Sto’Soka, 
  Sto’Kiuko and other predators. 
  All creatures on Mat’Demka molt and shed their old exoskeleton for a new one. For a full-grown Dimixi, 
  the molting process takes a full day and the Dimixi can do nothing other than talk. During this time, the 
  Dimixi are incredibly vulnerable, as their new exoskeleton has yet to full harden. Dimixi molt once a year,
  typically in the fall.
  Dimixi come in two physically different races, one that specializes in hunting and one that specializes in 
  spinning as a way of life. Hunters have become economic specialists and authority figures and Spinners 
  have become the Dimixi thinkers and technicians. Hunters are taller and thinner than Spinners, and have a
  smaller abdomen. The two different races can interbreed and produce viable offspring of either type.
  Spinners can produce thick webs from their spinnerets, up to 15 mm (0.57”) in thickness, and it only stays
  “sticky” long enough to be incorporated into a structural web. The thinnest they can make their webs is 5 
  mm (0.19”).
  Hunters can produce two kinds of web: sticky, capture web, and thin “tripwire” web. In the pre-industrial 
  age, Hunters would go out and lay several tripwire webs and then weave a capture 4’ wide capture net. 
  When a suitable prey animal trips the tripwire web, the Hunter would run quickly along the web and 
  throw the capture web onto the prey, entangling them. 
  Dimixi form long-term relationships and have large extended families. A female Dimixi lays up to 6 eggs 
  in a clutch in a web-lined cocoon. The first children to hatch will kill and eat those that didn’t hatch in 
  
  46
  time. The survivors then make their way out of the cocoon and start the process of growing. Because of 
  the short gestation period, Dimixi are now facing a population explosion situation.
  Dimixi construction techniques may revolutionize high-rise construction on Earth Prime and other IDA 
  worlds. They have heavily industrialized their world. In fact, they have come to realize that they have 
  nearly passed a point of no return when it comes to their environment. They are now desperate for new, 
  greener technology and energy sources to replace the polluting sources that they are using now. 
  Physical Properties
  Size: Spinners: 4’ 7” tall, 6’ 9” long, 3’ 5” wide; Hunters: 4’ 9” tall, 7’ long, 2’ 8” wide
  Gestation: 86 days, 2-6 offspring, 50% infant mortality
  Lifespan: 38 years
  Languages
  Barjiel (95%), Stejiel (95%), Technical Stejiel (45%), Akiel (95%)
  Names
  Taka-Gaa Mil’Deh, Sko-Ghe Mil’Taka, N’Aqra-Tae Mat’Taka - The names listed are a Father, son and 
  daughter.
  Racial Edges & Hindrances
  Agile
  Dimixi start with a d6 in their Agility attribute.
  Natural Born Climbers
  Dimixi are all, natural born climbers and start with the Climbing skill at d4. 
  Carapace
  Dimixi have a +1 to their Toughness due to their exoskeleton armor. However, any damage done to the 
  exoskeleton will not heal until the next exoskeleton is formed and the old exoskeleton shed during 
  molting. For two hours after they shed their old exoskeleton, their new exoskeleton is soft and pliable and 
  in fact allows the Dimixi to grow in size by a few millimeters. During this time, they lose their +1 to 
  toughness until they exoskeleton hardens. Young Dimixi shed as much as once a week as they grow.
  Blunt damage from an object, such as a club or a sledgehammer, will crack the carapace and carapace 
  cannot heal this damage. This only happens if the character takes a wound from combat. If the wound is 
  soaked, no damage is done to the carapace.
  Internally, the wound effects will be healed, but the Dimixi will be prone to various diseases and fatigue 
  quicker because the exoskeleton no longer has secure muscle attachments. A Dimixi with a damaged 
  exoskeleton has a -1 to all Fatigue and Vigor rolls until their next molt.
  Large
  Dimixi are large creatures and gain a +1 to their Toughness. They are also easier to hit, so they are +1 to 
  hit. 
  Web spinning
  Dimixi can spin webs from the spinnerets on the tip of their abdomen. 
  Spinner Dimixi can spin up to 20” of thick super strong 15mm web, or 60” of thin strong 5mm web. 
  When they do this in a single spinning session, the Spinner gains a point of fatigue, and has to eat and rest
  to recover. Super strong web has a Toughness of 15, while strong web has a toughness of 12. It takes a 
  round to make 1” of web of either type.
  
  47
  Hunter Dimixi can spin up to 20” of 5mm strong web, or 100” of tripwire web. Hunter strong web can be 
  spun with extra adhesive and stays sticky for up to four hours before it dries out. Hunters would weave a 
  capture web the size of a small burst template and throw that web up to 4” to snare a prey. The capture 
  web is always attached to a length of non-sticky strong web for retrieval of the prey.
  Tripwire web is very strong and very thin thread-like webbing that is used for hunting. Typically, a Hunter
  would weave a ground web of tripwire threads about 10” in diameter. They can make a Notice roll to 
  determine if the prey is of sufficient size. This can give them the drop on the prey if they get a raise on 
  their Notice roll. Like Spinners, if the Hunter Dimixi spin a full length of web of either type, they gain a 
  point of fatigue. 
  Because of the thread like nature of their tripwire web, many Hunters learned to weave cloth from their 
  webs, which they later used to make clothing, coverings, and other fabric items. Sufficient layers of 
  tripwire cloth can give a +2 Toughness against projectile weapons. However, it is very flammable and 
  cutting or blunt weapons ignore this toughness. 
  Both races can use their strong web for rappelling down the side of structures. They produce sufficient 
  web to reach the ground and then attach and climb down the web. They receive a +2 to their climbing roll 
  when they use their web. 
  Poor Touch
  Because of their carapace, Dimixi have a poorer sense of touch. They are -2 to any touch based Notice 
  rolls. 
  Scary Appearance
  Dimixi have a -2 Charisma with all non-Arachnoid based sentients. They also cause a Fright check when 
  first encountered by individuals that have never met a Dimixi before.
  Skill Availability
  Dimixi have the following new Knowledge focuses available for technology unique to their world:
  
  Web Weaving
  
  Web Construction
  
  Tension Structures (Building structures that use tension as a structural element.)
  
  48
  HINDRANCES
  All the standard Savage Worlds Hindrances are appropriate for use in Fringeworthy. Additionally, a hero 
  can take several new Hindrances when you create your character. After all, nobody is perfect.
  Cruel (Minor)
  Your hero has a cruel streak running through him. He takes delight in the suffering of others and to cause 
  suffering in others. As a child, he took delight in pulling the wings off of insects and teasing other 
  children. He has a -2 Charisma with those people who are aware of his cruelty unless he makes a 
  Persuasion roll and convinces them that he's changed.
  Fringe Vertigo (Major)
  Fringespace is not on good terms with your sense of balance or your sense of wellbeing. All Agility trait 
  tests are at -2 on the Fringepaths or near the edge of a platform. If you are forced to the edge of a platform
  or Fringepath, you immediately take a d8 fright check against Spirit. If you fail the check, you suffer from
  minor panic attack, become Shaken, and then fall to the ground paralyzed with fear. You must make a 
  Spirit trait test to recover from the panic attack. You do not become jaded from repeated exposures. Some 
  pocketstops, such as the 0,2 Junkyard pocketstop, will force a one time check when you first enter them.
  Transit Vertigo (Minor/Major)
  For the minor version of this hindrance, you become shaken when you pass through a Ring station, a 
  transit portal or a warp. 
  For the major version of this hindrance, you must make an immediate Vigor roll or become ill from the 
  transition for d12 minutes, basically you are shaken. If you roll a one on the Vigor die, you not only 
  become ill, you suffer a point of Fatigue.
  Wild Talent (Major)
  You have uncontrollable psionic powers. This manifested at birth, puberty, ingestion of psychoactive 
  drugs, or through the Psi inducing drug, TK-47. This Hindrance allows you take the Psionic skill as 
  though you have the Arcane Background (Psionics) edge. 
  The effects of this hindrance are that when you are stressed, the Wild Talent will invoke a randomly GM 
  selected power and use it against the cause of the stress. No skill roll is required. 
  Taking a Wound during combat, or losing a Social Conflict by 5 or more causes this stress. To resist the 
  Wild Talent, you must make a -2 Spirit check. On a success, you resist the urge to lash out with your 
  mind. On a failure, the GM randomly selects a power and uses it on either the source of the stress or on 
  the hero, depending on the power, for the duration of the power. 
  On a critical failure, you lose it, and you go on a rampage attacking everyone, including allies, either 
  physically or psionically, using whatever powers the GM selects. Every round, you must make a -2 Spirit 
  test until you succeed to stop the rampage, or when you’re rendered unconscious.
  You can try to do a controlled invocation of the Wild Talent, by making a -2 Psionics skill check. If 
  successful, the GM randomly choses a power and you can control it normally. On a failure, nothing 
  happens. On a critical failure, you suffer from Backlash. See the Arcane Background section for more 
  information.
  
  49
  Xenophobic (Minor/Major)
  While the character has no problem with dealing with other people from his homeworld, when it comes to
  aliens and other “cousin” races, like Neanderthals, that’s another thing. The character has an intense 
  dislike of these alternate races. The character finds dealing with aliens to be an unpleasant task, and he has
  an intense dislike of being in the presence of other alien races. When dealing with alien races, the 
  character suffers a -2 to Charisma for the Minor version, and a -4 to Charisma for the Major version.
  If the character openly voices his beliefs and hatred of other races he can then face ostracism or open 
  conflict.
  EDGES
  Background Edges
  Actor
  Requirements: Novice, Spirit d6
  You are a natural entertainer. You thrill the audience and make strong men weep. You gain a +2 to the 
  Persuasion skill when you perform on stage, impersonate someone, or take on a role.
  Fringeworthy
  Requirements: Novice, Free to Player Characters.
  All player characters start out with Fringeworthy as a free edge. For more information, see “Arcane 
  Background Power (Fringeworthy)” for more information.
  Handy Man
  Requirements: Novice, Smarts d6
  When it comes to working with your hands, you're second to none. You can make just about any object or 
  device, given the right resources and sufficient time. You gain a +2 to the Repair skill and to all craft or 
  construction based Knowledge skills.
  Combat Edges
  Combat Driver
  Requirements: Seasoned, Agility d8, Driving d6
  You are Hell on wheels when it comes to driving while in combat. You can make your vehicle dodge and 
  dance around adversaries. During a chase, you get to add a +2 to your Driving skill roll. In combat, if you 
  make a successful Drive roll, your vehicle is -1 against all ranged combat rolls. On a raise, the vehicle is 
  -2 against all ranged combat rolls. This use of this edge takes an action.
  Combat Veteran
  Requirements: Seasoned, Spirit d6
  War is Hell, and so is the 2AM shift in ER in Chicago, as is working Homicide as cop or as a CSI with a 
  bug fetish. You've seen things that would make other run away gibbering. You don't take it in stride, but 
  you can keep your lunch down and deal with what's left of your buddy. You gain a +2 to your Spirit rolls 
  during combat situations or post combat areas (such as finding corpses after a battle) as well as dealing 
  with emergency situations. While you're immune to gore, other types of horrors still can affect you.
  
  50
  Martial Arts
  Requirements: Novice, Agilty d8, Fighting d8
  This edge can only be taken once. The martial artist is skilled in one of the many kinds of martial arts. He 
  is never considered unarmed in combat and so is never subject to the Unarmed Defender rule. With a 
  successful unarmed attack, he adds +d4 to his Strength damage roll (as if he were using a small weapon).
  Opponents without the Martial Edge do not gain the Gang Up bonus when fighting the Hero.
  The martial artist must take one of the following bonus abilities:
  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout 
  blow. The opponent must make a Vigor roll or fall unconscious, otherwise, they are shaken, 
  and they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get a 
  +2 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll at -2 to block the weapon. Only applies to melee 
  combat or to attacks by arrows.
  Martial Arts, Improved
  Requirements: Veteran, Martial Arts, Fighting d10
  The character now adds +d6 to his barehanded damage.
  Additionally, the special abilities are modified as follows:
  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout 
  blow. The opponent must make a Vigor roll at -2 or fall unconscious, otherwise, they are 
  shaken, and they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get a 
  +4 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll with no penalty to block the weapon. Only applies to 
  melee combat or to attacks by arrows and spears.
  Martial Arts Master
  Requirements: Legendary, Improved Martial Arts, Agility d10, Fighting d12
  The character now adds +d8 to his barehanded damage.
  The martial artist gains the following benefits for their special ability:
  
  Knockout blow: On a raise to their Fighting roll, the martial artist may deliver a knockout 
  blow. The opponent must make a Vigor roll at -4 or fall unconscious, otherwise, they are 
  shaken, and they take normal damage from the blow.
  
  Hands of Death: The martial artist can deliver deadlier blows than a normal person. They get a 
  +6 to damage.
  
  Weapon Parry: The Hero can parry weapons with their hands. If an opponent scores a hit on 
  the Hero, they can make a Fighting roll at +2 to block the weapon. Only applies to melee 
  combat or to attacks by arrows and spears.
  
  51
  Professional Edges
  Doctor
  Requirements: Seasoned, Intern, Healing d8, Smarts d8
  You are a medical doctor and you are trained in healing and caring for the sick and injured. You get a +2 
  to your Healing skill rolls. Up to 8 other individuals in a group can gain a +2 to their natural healing rolls 
  when you travel with them.
  Fringe Diplomat
  Requirements: Veteran, Charismatic, Spirit d8, Intimidation d8, Persuasion d8, Streetwise d8
  The Fringe Diplomat edge allows the hero to withstand the sometimes-offensive nature of alien cultures. 
  He is able to eat living creatures and suck down grotesque substances without gagging or making 
  offensive gestures. He is immune to the shock of being in the presence of other sentients with naturally 
  terrifying forms (like the Dimixi) and is even able to make close physical contact with these beings. This 
  ability only applies to other sentients. You get a +2 to any fear checks when encountering aan intelligent 
  species not of your own species. 
  The Fringe Diplomat has to be part cowboy to keep up with the unbelievable level of intricacy and 
  complexity that alien races bring to the table. He must be able to switch protocols on a dime in order to 
  appease customs that appear counter intuitive or against all rational belief systems. He has to be able to 
  shake the hand of a known tyrant and work deals that the devil would shy away from in order to complete 
  the mission and bring everyone home alive. The Fringe Diplomat is not always required, but when he is, 
  there is no substitute. The Fringe Diplomat can make a Common Knowledge roll for an alien culture at no
  penalty to understand etiquette and cultural mores. 
  Fringe Explorer
  Requirements: Veteran, Smarts d8, Notice d8, Streetwise d8, Survival d8, Explorer 
  The Fringe Explorer is a special type of explorer. She’s part woodsman and part city rat, the Fringe 
  Explorer knows what it takes to survive. She is trained to use the same principles used by the U.S. 
  Marines; improvise, adapt and overcome. The Fringe Explorer's main purpose is to get the team to the 
  mission and to get them home in one piece. She is trained to acquire whatever the team needs; be that 
  food, water, guns, or petrol. No team is complete without their Fringe Explorer. They gain a +4 to Notice, 
  Streetwise and Survival skills. Additionally, they can make a common knowledge roll against a foreign 
  culture after living in that culture for 1 week.
  The Fringe Explorer edge allows the hero once per encounter or scene to scrounge whatever equipment, 
  supplies, or transportation needed for a given situation. They can only scrounge for one item, though the 
  item can be a collection, such as a toolbox full of tools. Generally, this item will not be brand new or in 
  the best of condition, but will suffice in a pinch. 
  To use this ability, the Fringe Explorer has to make a Streetwise roll. On a normal success, they find an 
  item of average quality. On a raise, the hero finds an item of good or better quality. Rolling a 1 on the 
  primary die results in a critical failure that can put the Fringe Explorer into danger, as she is caught 
  “scrounging” for the item by the item’s owner.
  Explorer
  Requirements: Novice, Smarts d6, Survival d6, Notice d6, Streetwise d6
  
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  The hero has received training unique to interdimensional explorers. They have learned to live anywhere 
  and survive. The hero receives a +2 to Survival, Notice, and Streetwise skills, and can make a common 
  knowledge roll against a foreign culture after living in that culture for 2 weeks. 
  Intern
  Requirements: Novice, Healing d6, Smarts d6
  You are training to become a doctor and you have some medical training. You get a +1 to your Healing 
  skill rolls. Up to five other individuals in a group can gain a +1 to their natural healing rolls when you 
  travel with them.
  Master Crafter
  Requirements: Veteran, Smarts d10, Handy Man
  You are a master at creating, building, and crafting objects or devices given enough time. You gain a +4 to
  the Repair skill and to all craft or construction based Knowledge skills.
  Thespian
  Requirements: Veteran, Spirit d10, Actor
  You are a master at performing any role. You can emote with the best of them. You thrill the audience and 
  make strong men weep. You gain a +4 to the Persuasion skill when you perform on stage, impersonate 
  someone, or take on a role.
  Power Edges
  New Power
  Requirements: Novice, Arcane Background or Fringeworthy
  An arcane or Fringeworthy character may learn a new power or Crystal Key power by taking this Edge. 
  He can take this edge multiple times, and he can choose from any of the powers that are normally 
  available to his Arcane Background or from the Crystal Key Powers list.
  Power Points
  Power Points are not used in Fringeworthy. See Using Arcane BackgroundsPowers.
  Social Edges
  Fanatic
  Requirements: Novice, Spirit d6
  You are true believer in a cause, religion, or other belief, and nothing will sway you from this belief. 
  Attempts to persuade you are at -2, and you get a +2 to resist Intimidation attempts that force you to act 
  against your beliefs. You have a -2 to your Charisma if others know that you are a fanatic to a belief 
  system. You are quite willing to die for your beliefs.
  
  53
  Weird Edges
  Fringeborn
  Requirements: Novice, the “Established Years” or “New Commonwealth” campaign types
  You inherited your mother’s Fringeworthy abilities and were raised to be a Fringe explorer. You spent a 
  good portion of your childhood on worlds other than that of your birth. Because of this you are familiar 
  with the local Fringe races near Earth Prime. You can make a common knowledge roll for any of the 
  player Fringe races worlds and cultures in this book at no penalty.
  Because of your training, you get a +2 for any Fringe-related Knowledge checks.
  Fringe Attuned
  Requirement: Veteran, Notice d6, Fringeworthy
  You seem to have a 'sixth sense' when travelling the Fringepaths, and pick up on subtle clues others miss. 
  Even when there seemingly are no clues, you can generally trust your hunches. When you're on the 
  Fringepaths or platforms, you gain a +2 Notice bonus.
  Fringe Sensitivity 
  Requirements: Veteran, Fringe Attuned, Notice d8
  The hero has formed some sort of connection with the fringe system. He is able to detect fringe portals 
  and warps without the need of a crystal. He can make a Notice roll to detect a nearby portal or warp. On a 
  success, he can detect a portal within 10". On a raise, the range increases to a 100".
  Also, the hero has an uncanny knack for finding his way around the fringe system. Whenever he steps 
  onto a platform he may make Notice roll to determine how many platforms positive or negative he is from
  his home platform. On a normal success, he knows how far he is from his from his home portal within 
  2d10 platforms. On a raise, he knows how far away he is within d10 portals. On a second raise, he knows 
  exactly far away he is. If he fails his roll, he is unsure of how far away he is. On a 1 on the primary die, he
  thinks that his home platform is in the opposite direction.
  Fringe Tech Savant 
  Requirements: Veteran, Smarts d8, Repair d8
  The hero has an uncanny ability to figure out how to use alien technology that is found on the 
  Fringepaths. He gets a +2 to a Smarts roll to figure out how to use or what the purpose is for single alien 
  device.
  Mellor Hunter 
  Requirements: Veteran, Hero has previous Mellor encounter, Vigor d8
  The hero has had a previous encounter with a Mellor and either has suffered a lifeforce leech or a memory
  leech by the Mellor. Fortunately or unfortunately, the Mellor unwittingly left a piece of its genetic matter 
  in the hero, allowing him to detect a Mellor in disguise after spending a day in close contact with the 
  disguised Mellor. After a day, the hero can make a Notice roll at -2 to detect that the person he's been 
  drinking beers with is in fact a Mellor. On a raise he knows what kind of Mellor he's dealing with.
  Improved Mellor Hunter
  Requirements: Legendary, Mellor Hunter, Vigor d12
  The same as Mellor Hunter, except that the hero does not suffer a -2 to his notice roll.
  
  54
  Psionist 
  Requirements: Veteran, Arcane Background (Psionics), Smarts d8
  The hero has learned how to control their psionic powers and can use them more effectively. They get a 
  +2 to all Psionics skill rolls. 
  Master of Psionics
  Requirements: Legendary, Arcane Background (Psionics), Smarts d12, Psionist
  The hero is now a master of psionics and gains a +4 to all Psionic skill rolls.
  ARCANE POWERSBACKGROUND
  Using Arcane PowersBackgrounds
  In Fringeworthy, arcane powersbackgrounds, such as Psionics or Crystal Key Powers, do not use power 
  points. Instead, they take a penalty equal to half the Power Point cost for the power, rounded down, and 
  then they make the arcane power background roll. For example, using the Charm power, which costs 2 
  Power Points, is an arcane power background roll at -1. 
  Once cast, check the results below:
  
  Success: The power activates as usual.
  
  Raise: A raise on the roll grants any additional bonuses to the power stated in its description. 
  Armor, for example, grants a +4 bonus to Toughness with a raise.
  
  Failure: All currently maintained powers are cancelled and the caster is Shaken.
  Backlash 
  Channeling psionic or Crystal Key energy comes with certain risks. If a caster rolls a 1 on the arcane skill 
  die when using one of his powers it automatically fails and he suffers 2d6 of psychic damage, and loses 
  Fatigue. 
  Maintaining Powers
  Heroes can maintain powers for the stated duration, but each power maintained inflicts a –1 to cast any 
  new powers. Each power has a penalty for maintaining it for the stated extra duration. For example, to 
  keep Empathy going after the first three rounds, the Psionicist must make their Psionics roll at -1 to have 
  the power last 5 more minutes. This does not count as an action on the part of the caster. 
  Interrupting Powers
  If a character with an activated power is Shaken or suffers a wound or Fatigue level, he must make a 
  Smarts roll to maintain all his currently activated powers, at a -1 for each active power. If the roll is failed,
  all powers are instantly dropped. Wound and Fatigue penalties apply to this roll. Powers automatically 
  shut down if the caster sleeps or is rendered unconscious.
  Arcane Power Background (Psionics)
  Arcane Skill: Psionics (Smarts)
  Starting Powers: 3
  Until it was discovered that Wei Lei and the maternal line of her family possessed bona fide psionic 
  powers, the claims of psychic powers was the realm of charlatans and con men. But when a real live 
  
  55
  telepath, in the form of a small Asian woman, Wei Lei’s mother, was able to pass multiple double-blind 
  tests, many a skeptic had to admit that psionic powers were real. 
  With willing subjects to test, it was discovered that the great majority of mankind and primates possessed 
  some form of psi abilities. For the vast majority, empathy was most common psi ability, but not at a 
  conscious level. It only operates at the subconscious level. It was one of the first mutations in chordate 
  evolution that lead to all types of social animals, such as ants, bees, canines, man and other great apes. 
  Humans, chimpanzees, gorillas, orangutans, even lemurs, all operate in a form of an unconscious 
  “morphic field” of empathy. This morphic field is what led to social behavior and community among all 
  primates. Sociopaths lack this empathic gene and are not part of the morphic field. 
  The tests determined that psi powers operate through the electromagnetic spectrum, and that Faraday 
  cages, powerful magnets and tinfoil hats could block the use of telepathy and empathy. This explains why 
  testing mind readers failed in a testing environment: All the ambient electromagnetic fields in a lab pretty 
  much block ordinary telepaths.
  However, Wei Lei, her mother, and all her maternal aunts and cousins, were not ordinary telepaths. They 
  had honed and bred their psi abilities to a point such that the weak electromagnetic fields in a lab don’t 
  block them. However, a MRI or Faraday cage will block their abilities. Tinfoil hats, not so much. 
  Wrapping your entire body in tinfoil or a flexible Faraday mesh would work, but only if it was grounded.
  One of the side discoveries that came from this research was that skeptics, like James Randi, were found 
  to be fairly strong empaths. However, since they were never trained to use their power directly, they were 
  only able to use it subconsciously. Many were expert “cold readers” and never knew that their empathic 
  powers were assisting them in their cold reads of people. It was also discovered that many famous 
  “Psychics”, such as Uri Geller, were still frauds and charlatans.
  Research is still ongoing into how telekinesis in various forms functions through the electromagnetic 
  field, as well as research into artificial telepathy devices. However, awaking or “inducing” conscious 
  control of latent psionic powers is possible through various methods:
  
  Study and practice: The hero spends time, learning how to call up their latent psionic 
  powers by being taught by Psionist, (A person with the Psionist or Master of Psionics 
  edge). At least once a session, they must have a scene where they spend time being taught 
  a specific psionic power from the Psionist. Then they must spend two advances to fully 
  buy the Arcane Background (Psionics). After the first advance is spent they gain one power
  of their choice and the skill Psionics at d4. After the second advance is spent, they gain two
  more powers. 
  
  The Venkman Method: Pioneered by a famous parapsychologist, the Venkman Method 
  uses negative feedback to cause a latent psionic power to manifest. The negative feedback 
  is provided through electric shocks. The hero is put through a course several tests, where 
  they try to manifest a specific power. 
  For example: To manifest Telekinesis, the hero would try to move an object using only the 
  power of his mind. Failure to do so, results in an electric shock administered by the tester.
  To succeed and manifest a psionic power requires 6 successful Vigor checks. The first raise
  counts as an additional success. On a critical failure, the person takes d4 electrical damage 
  that ignores armor, and they cannot be tested for the rest of the session.
  Once 6 successes are gained, the hero can spend an advance to buy Arcane Background 
  (Psionics) with only one power, the one they were tested on. However, they can gain new 
  
  56
  powers by using the New Power edge, also they will have to buy the Psionics skill to 
  control their newfound powers.
  
  Neurochemical Inducement: In the years of study of psionics, researchers learned the 
  neurochemical processes of known psionics and created a chemical cocktail that can 
  induce the awakening of latent psionic powers in most people: TK-47. However, it is a 
  strong psychotic drug and due to the brain blood barrier, TK-47 must be injected directly 
  into the region of the brain where the psionic neurological structures are. Luckily the 
  dosage is less than a drop, and the location is in the lower portion of the brain. Still minor 
  surgery is required to do this. 
  If done by a professional Medical NPC, no roll is needed to administer the drug. If done by
  another hero with the Healing skill and at least the Intern edge, then it is a -2 Healing skill 
  check. On a failure, the drug is injected in a location where it has no effects. On a critical 
  failure, the drug is injected in the absolutely wrong place and the patient goes violently 
  insane for d4 hours.
  On a successful administration of TK-47, the hero makes a -2 Vigor check. If he succeeds, 
  he immediately gains the Arcane Background (Psionics) and 3 powers. The GM picks one, 
  and the player picks the other two. On a failure, the hero does not gain any psionic powers.
  On a critical failure, the hero goes violently insane for d4 hours, and then gains the 
  Hindrance Wild Talent. They have Psionic powers, but they have no control of them. 
  Arcane Power Background (Fringeworthy)
  Arcane Skill: Crystal Key Use
  Starting Powers: 2: Locate Portal & Find FringeworthySpecial
  Your character was born Fringeworthy. He has the rare ability to use the Tehrmelern portals that lead to 
  the Fringepaths. All player characters get this arcane power background for free. It can also be granted to 
  an existing player character or NPC through other means.
  This grants you a connection to the crystal keys that the Tehrmelern created to control the portals. 
  Through this connection, you can now call on different crystal key powers and perform various actions. 
  By default, Fringeworthy are grantedcan take the arcane skill, Crystal Key Use at d4, as well as two 
  crystal key powers: Locate Portal and Find Fringeworthy. You gain more crystal key powers by taking 
  the edge New Power when the character gains a raise. 
  You can only use a single Tehrmelern crystal and command one crystal power at a time. Crystals are rated
  from 1-11. Types 8 to 11 have a defensive power. Types 9-11 have an offensive power. All crystals act as 
  key at varying security levels for the portals and other Tehrmelern technology. (See Crystal Keys for more
  information.)
  The first Crystal Key power that was discovered was the Find Fringeworthy power. Captain Oates had 
  written about this ability in his journal:
  …and I felt a force or some feeling more akin to “that way” when I invoked the crystal. Schmert 
  had told me to picture the crystal as a compass in my mind, a compass that did not point North, 
  but to those that had the gift that I had. The crystal dimmed and glowed redly in my outstretched 
  hand, I felt compelled to turn towards my furry companion. When I faced Schmert, I felt a distinct 
  kinship with him, beyond that of one who had saved my live and provided me with succor.
  “That my dear friend, 
  
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  Is how it always ends. 
  You seek one with the gift, 
  And the crystal finds one in a jiff. 
  They are your brother, your kin. 
  Despite outward appearance or furry skin.”
  New powers besides the two already known, Find Fringeworthy and Locate Portal, will have to be 
  discovered or revealed by Sayuri. A player character can try to “discover” a new power simply by trying 
  to use it. This attempt is at an additional -2, and they must have the appropriate crystal key for that power. 
  If successful, the player character has “unlocked” that power for the rest of the characters. The unlocker 
  automatically gainunlocker automatically gains that power at no cost. Everyone else will have to use an 
  advance to buy the new power.
  PSI POWERS
  Fringeworthy introduces new Psi powers that can be used by your character with the Psionics Arcane 
  Background. These descriptions only include the casting penalty and not the Power Point cost. 
  Charm
  Rank: Novice
  Casting Penalty: -1
  Range: Smarts
  Duration: 5 minutes (-1/2 minutes)
  Trappings: A smoldering gaze, pheromones
  This power allows the Psi read the emotions or thoughts of the target and gain the trust of the target. If 
  appropriate, the target may develop a romantic interest in the Psi. On a successful casting of this power, 
  the target attitude is raised one level of the Reaction Table. On a raise, the target’s attitude is raised two 
  levels. For example, a normal success will increase an Uncooperative attitude to Neutral, and on a raise, 
  increase it to Friendly.
  Once Charm wears off, the target's reaction depends on the Psi’s actions. If the Psi persuaded the target to 
  do something they would not normally do, or took advantage of them in some way, they are likely to 
  realize that something odd has happened on a successful Smarts roll. If the Psi was subtle and did not take
  unusual advantage of the target, they may never realize they have been Charmed.
  If the Psi rolls a 1 on their Psi die, regardless of the wild die, the target instead reacts negatively towards 
  the Psi, and the Psi takes a -4 penalty on Persuasion rolls to affect that target.
  Disguise
  Rank: Seasoned
  Casting Penalty: -2 to -3
  Range: Touch
  Duration: 10 minutes (1/10 minutes)
  Trappings: Illusionary appearance.
  Disguise allows the character to psychically assume the appearance (but none of the abilities) of another 
  person. The base casting penalty -2, plus a -1 penalty per level of Size difference between the character 
  and the person she is impersonating. The character cannot emulate someone more than 2 Size levels 
  different from themselves. 
  This is a psychic disguise, the character using it does not, in fact, change their shape or size. Instead, she 
  is mentally altering her appearance in the minds of everyone around her. As such, this does not fool 
  
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  cameras, sensors, and, most importantly, Constructs. Robots, golems, and especially the undead, can see 
  the character just as she normally appears. 
  It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person being 
  mimicked; the penalty increases to –4 with a raise. If the person is unfamiliar with the mimicked 
  individual, the penalties are –4 and –6 respectively.
  Empathy
  Rank: Novice
  Casting Penalty: -2
  Range: Smarts
  Duration: 10 minutes (-2/5 minutes)
  Trappings: Concentration.
  Empathy is the ability to read surface emotions. With a successful Psionics skill roll, the caster learns the 
  emotional state of one person within range. For as long as the Psi keeps this power running, the Psi gains 
  a +2 Charisma when dealing with that person, as she can follow the emotional state of the person's mind. 
  On a raise, the Psi gains a +4 Charisma bonus.
  Greater Healing
  Rank: Veteran
  Casting Penalty: -5 or -10
  Range: Touch
  Duration: Instant
  Trappings: Laying on hands, taking on the wounds of the target.
  The Greater healing power restores wounds more than one hour old. This use of the power requires 
  Psionic skill roll at -5 and otherwise works exactly like the healing power. It can also be used to neutralize
  any poison, disease, or sickness. The effects of these maladies will temporarily affect the caster for one 
  round.
  Greater healing can also heal Permanent Crippling Injuries. This requires a Psionic skill roll at –10 and 
  1d6 hours of time. Only one casting is permitted per injury — if it fails, the injury really is permanent. 
  Additionally, the caster will temporarily take on the crippling injury for 1d4 rounds. Limbs will wither, 
  aches and pains from the injuries will propagate to the caster. 
  Additionally, if a limb is regrown, the target will be incredibly hungry, as their body has consumed 
  enough resources to grow a complete limb back. This is reduced somewhat if the character has the Obese 
  hindrance. Then their body burned fat is burned first before using other resources. They are now visibly 
  thinner, but this will only last until their next couple of meals and they will be back to their normal 
  weight.
  Healing
  Rank: Novice
  Casting Penalty: -2
  Range: Touch
  Duration: Instant
  Trappings: Laying on hands, taking on the wounds of the target.
  Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no 
  effect on wounds more than one hour old. Also, since this is empathic healing, the healer takes on the 
  wounds and injuries that the person they are healing possesses. If the healer takes 3 or more wounds, they 
  
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  will pass out for 1d4 rounds before regaining consciousness. They may appear to be dead, but instead they
  are shunting the wounds that they healed off into the ambient morphic field.
  For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll 
  suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
  Healers can heal themselves, but they suffer double the normal wound penalties as they are directly 
  shunting their wounds into the ambient morphic field and healing their body. It also bloody hurts when 
  they do this. So expect screams.
  After a successful healing, the target of the healing will be ravenously hungry, as their body has used up 
  its internal stores energy and protein to repair damage in a matter of seconds. The target of the healing 
  will be at -1 Fatigue until they get a good meal.
  For Extras, the GM must first determine if the ally is dead (see Aftermath on in the Savage Worlds Deluxe
  rulebook). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the 
  game Shaken.
  Healing can also cure poison and disease if used within 10 minutes of the event. The healer will suffer the 
  effects of these maladies for 1d4 rounds when they successfully cure them.
  Psychic Invisibility
  Rank: Seasoned
  Casting Penalty: -3
  Range: Self
  Duration: 3 (-1/round)
  Trappings: Concentration.
  Psychic Invisibility does not make the caster invisible. Instead, it makes everyone within a Large Burst 
  Template not want to look at themhim or her or notice that they are present. When an affected person 
  turns to look in the direction of the caster, they will avoid looking directly at them and ignore his 
  presence. They will try to avoid walking into him and move out of his way if possible. He can talk to 
  them and they can respond back, but they will be unable to locate the source of his voice, even if he was 
  standing next to the person looking for him.
  However, because the person is not really invisible; cameras, sensors, constructs, and the undead can see 
  the caster just fine. Also, if the caster interferes, injures, or otherwise physically interacts with a person 
  within the Large Burst Template, that person can make a Spirit test to see if they can shake off the mental 
  aversion of seeing the caster. If they are successful, they are no longer affected by this power and can see 
  him normally. If the person has the Arcane Power Background (Psionics), they may make a Psionics skill 
  test instead of a Spirit test to resist the effects of this power.
  From outside the Large Burst Template, the caster is hard to see and attempts to locate him requires a 
  Notice roll at -4. 
  Attempts to use the Tracking skill to find the caster will be at -2 when the tracker enters the Large Burst 
  Template. This occurs even when the tracker is following tracks in snow, moist ground or other easy to 
  track surface material.
  With a raise on a successful casting of this power, the caster is -6 to be noticed from outside the Large 
  Burst Template, and if he interacts with someone inside the template, the Spirit test or Psionics skill test to
  notice him are at -2.
  Telepathy
  Rank: Novice
  Power Points: 2
  Casting Penalty: -1
  
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  Range: Smarts x2
  Duration: 3 (1/round)
  Trappings: Brain communicators, psychic connection, Psi conference call.
  The caster can communicate with anyone and everyone in line of sight through telepathy. Once the 
  connection is made, the caster can break eye contact and move out of line of sight. This is only a method 
  of communication, not mind reading. 
  Specifically known individuals who are not in line of sight, but within the range of one mile, is an 
  additional -2 penalty for casting this power, and it is at -4 if they are further away than a mile. Once 
  connection is established, the connection may be maintained as desired, but requires concentration. This 
  inflicts a -2 penalty to all other actions no matter how many connections are maintained.
  CRYSTAL KEY POWERS
  All Fringeworthy can learn to tap into the special powers granted by the Tehrmelern Crystal Keys. 
  Starting characters automatically start with two powers: Find Fringeworthy and Locate Portal. As your 
  character gains experience, they can learn to use new powers of the Crystals. All of these powers require 
  that the caster is holding a crystal key in their hand. If the caster does not have a key, they cannot use any 
  of these powers.
  Novice Low Level Powers:
  Cutting Torch
  Crystal Types: 4 - 11
  Range: Touch
  Casting Penalty: -2
  Duration: 4 minutes (-1/minute)
  Trapping: A brilliant, white-hot jet of flame from the crystal key
  The Cutting Torch power lets the wielder to cut through quarter-inch steel plate at 2 feet a minute. In 
  terms of breaking things, the torch does 2d8 points of damage to non-living matter. For purposes of what 
  is living or non-living matter, microorganisms and Mellor are treated as non-living matter. If you try to 
  put living matter into the flame jet, the jet will immediately shutdown. A Mellor that is currently using a 
  stored shape and possesses a crystal key will not be harmed by this power.
  Defense
  Crystal Types: 4 - 11
  Range: Touch
  Casting Penalty: -1
  Duration: 1 hour (-1/10 minutes)
  Trapping: A shimmer that surrounds the body of the user.
  Protects the wielder from electrical and burn damage by giving them an extra, virtual wound slot, on a 
  raise, the wielder gains 2 virtual wounds slots. If the wielder takes enough damage from an electric or fire 
  source to cause a wound, this power takes the wound instead and then dissipates. You cannot spend a 
  benny to prevent this wound from being taken.
  While this power is active, the wielder does not have to make a Vigor roll from low radiation and they 
  only have to make a Vigor roll once an hour for high radiation. 
  The caster does not have to hold the key to keep this power active. However, to continue the power, the 
  caster has to have the key in their hand.
  
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  Find Crystal Key
  Crystal Types: All
  Range: Varies
  Casting Penalty: 0
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  Finding Crystal Keys is fairly difficult; the only guaranteed way is to look for the glow of a crystal when a
  Fringeworthy person gets close. Using this power makes finding a crystal key a simple task. When this 
  power is invoked, the wielder can detect a Crystal Key within 1 mile. On a raise, this distance increases to
  10 miles.
  The wielder doesn't get the exact location of the Crystal Key, just a "getting warmer/getting colder" 
  feeling. The crystal key's brightness increases and decreases in a similar manner with proximity to the 
  Crystal Key. When there are multiple keys, the wielder can focus on the closest and ignore the rest.
  Find Fringeworthy
  Crystal Types: All
  Range: Varies
  Casting Penalty: 0
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this power. 
  When this power is invoked, the wielder can detect Fringeworthy within 100 feet of the crystal. On a 
  raise, this distance increases to approximately 1,000 feet.
  The wielder doesn't get the exact location of the other Fringeworthy, just a "getting warmer/getting 
  colder" feeling. The crystal key's brightness increases and decreases in a similar manner with proximity to
  the other Fringeworthy.
  When there are multiple Fringeworthy present, the wielder can focus on one Fringeworthy individual and 
  ignore the rest. This takes a successful Smarts roll to ignore the other Fringeworthy. The wielder can 
  change "targets" by making another Smarts roll and reacquire the other Fringeworthy she had previously 
  ignored.
  Flashlight
  Crystal Types: All
  Range: N/A
  Casting Penalty: 0
  Duration: 1 hour (-1/30 minutes)
  Trapping: A single facet of the crystal key glows very bright and shines a beam of light in a single 
  direction.
  You can use a crystal key as a flashlight and shine a triangular beam of light out to 120". The color of the 
  beam matches the color of the crystal key. Gray, white, clear, and rainbow crystal keys shine with white 
  light and black crystals shine UV light.
  Locate Portal
  Crystal Types: All
  Range: Varies
  Casting Penalty: -1
  
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  Duration: 2 hours (-1/1 hour)
  Trapping: The crystal key glows brighter and pulses faster the closer it is to the target.
  When you activate this power, you can sense the direction and distance to the nearest portal or warp from 
  your current location. The range that you can detect a portal is 150 KM/90 miles or 300 KM/185 miles 
  with a raise.
  Seasoned Mid-Level Powers:
  Expert Find Fringeworthy
  Crystal Types: 4-11
  Range: Varies
  Casting Penalty: -1
  Duration: 30 minutes (-1/15 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  This powers works just like the Find Fringeworthy Crystal Power, but the range is increased.
  Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this power. 
  When this power is invoked, the wielder can detect Fringeworthy within 2 miles of the crystal. On the 
  first raise, this distance increases to approximately 5 miles. On the second raise the distance is increased 
  to 10 miles.
  Improved Defense
  Crystal Types: 9 - 11
  Range: Touch
  Casting Penalty: -2
  Duration: 2 hour (-1/10 minutes)
  Trapping: A shimmer that surrounds the body of the user.
  Protects the wielder from electrical and burn damage by giving them two extra, virtual wound slots, on a 
  raise, the wielder gains three virtual wounds slots. If the wielder takes enough damage from an electric or 
  fire source to cause a wound, this power takes the first two wounds instead and then dissipates. You 
  cannot spend a benny to prevent this wound from being taken.
  While this power is active, the wielder does not have to make a Vigor roll from low radiation and they 
  only have to make a Vigor roll once every 2 hours for high radiation.
  The caster does not have to hold the key to keep this power active. However, to continue the power, the 
  caster has to have the key in their hand.
  Offense
  Crystal Types: 9 - 11
  Range: 12/24/48
  Casting Penalty: -1
  Duration: Special
  Trapping: A beam of light that streaks out from crystal to the target.
  The Crystal Key can be used generate a stun force, and shock those within a Medium Burst Template. If 
  the wielder scores a success, targets with in the area of effect must make Vigor rolls or be Shaken. With a 
  raise, victims must make Vigor rolls at -2.
  
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  Portal Adjustment
  Crystal Types: 4 - 11
  Range: Smarts
  Casting Penalty: -1
  Duration: Special
  Trapping: The crystal key and the warp are surrounded by a slow pulsating glow.
  A successful activation allows the wielder to move a warp 10 feet. On a raise, the warp can be moved up 
  to 100 feet. This power can only be used once a day on a portal. Warps may only be moved at a slow 
  walking pace of 3" up to the distance specified. The wielder can perform no other actions other than 
  walking at the same pace while moving a portal, as this requires their complete concentration.
  Time Lapse Transfer
  Crystal Types: 7 - 11
  Range: Portal
  Casting Penalty: -1
  Duration: Special
  Trapping: The crystal key faces light in sequence, counting up.
  The wielder can disable the portal or warp to prevent any Fringeworthy from transiting through the portal 
  until a set time has passed. This can be used to prevent untrustworthy companions from sneaking back 
  through a Planetary Portal and deactivating the portal, thus marooning the team on a world.
  When activated, the wielder can set the duration the portal is disabled to any desired length of time. A 
  higher-level crystal key can override this setting by invoking this power again at -2, and then setting the 
  duration to zero. The wielder who set the duration can always set the duration to zero by making a Smarts 
  roll while holding the same crystal he used to set the original time duration.
  Veteran High Level Powers:
  Improved Offense
  Crystal Types: 9 - 11
  Range: 12/24/48
  Casting Penalty: -2
  Duration: Special
  Trapping: A beam of light that streaks out from crystal to the targets.
  The Crystal Key can be used generate a stun force, and shock those within a Large Burst Template. If the 
  wielder scores a success, targets with in the area of effect must make Vigor rolls at -2 or be Shaken. With 
  a raise, victims must make Vigor rolls at -4.
  Improved Portal Adjustment
  Crystal Types: 6 - 11
  Range: Varies
  Casting Penalty: -2
  Duration: Special
  Trapping: The crystal key and the warp are surrounded by a slow pulsating glow.
  A successful activation allows the wielder to move a warp 1,000 feet at a 3" pace. On a raise, the warp can
  be moved at a pace of 6". This power can only be used once a day on a warp. The wielder can perform no 
  
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  other actions other than walking at the same pace while moving a warp, as this requires their complete 
  concentration.
  Master Find Fringeworthy
  Crystal Types: 7-11
  Range: Varies
  Casting Penalty: -2
  Duration: 1 hour (-1/30 minutes)
  Trapping: The crystal key glows brighter the closer it is to the target.
  This is the pinnacle of finding nascent Fringeworthy on a world, this power works just like the earlier 
  versions of the power, you just receive directional information and how close you are to the Fringeworthy.
  Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this power. 
  When this power is invoked, the wielder can detect Fringeworthy within 20 miles of the crystal. On a 
  raise, this distance increases to approximately 50 miles.
  Hero Ultimate Powers:
  Ghost Transfer
  Crystal Types: 74 - 11
  Range: Self
  Casting Penalty: -2 plus -1 per two people included in the transfer
  Duration: Special
  Trapping: The crystal key becomes ghostlike in appearance.
  The wielder places the Crystal Key in the control pylon and then activates this power. As long at the key 
  is in the control pylon, any number of people can be affected by this power by stepping through the portal.
  The wielder has to be the last person through and they must take the key with them. Those affected by this
  power are transported to the world in question but only as an immaterial ghost-like being that can pass 
  through people and solid objects. To move or interact with anything solid on that world or to become 
  visible to the inhabitants of that world, the ghost transferred person must make a successful Spirit roll. 
  This effect only lasts d4 actions.
  Life Support Dome
  Crystal Types: 74 - 11
  Range: Self
  Casting Penalty: -2
  Duration: 30 minutes
  Trapping: A transparent dome flickers around the crystal.
  When the hero activates this power, it creates a 15-foot radius wide force sphere centered on the crystal. 
  The dome provides a standard Fringespace atmosphere. This includes the same percentage of gasses, 
  pressure, and temperature as on the platforms and pathways. This dome is very similar to the one that 
  protects the portal at Hatsumi base. The dome only prevents the intrusion of dangerous environmental 
  effects, not hostile natives. This can be used to re-activate portals that have been merely submerged. 
  However, it will not unearth buried ring stations.
  Mirror Transfer
  Crystal Types: 74 - 11
  
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  Range: Self
  Casting Penalty: -5
  Duration: Special - See Text
  Trapping: Crystal turns to its negative color briefly
  When activated, the hero's molecular handedness is reversed upon transit through a portal. Their DNA and
  other biological molecules that have a left and right-handedness are swapped right for left. This effect will
  last until they step back through the portal back onto the platform.
  While the hero can no longer eat the food of that world, they are almost certainly immune to any disease. 
  This is especially useful when exploring plague worlds. The explorer needs to be sure to bring enough 
  food on their person or vehicle to survive the duration of the visit. There is no problem drinking the water 
  as long as it isn’t normally toxic to the explorers.
  Solid Transfer
  Crystal Types: 74 - 11
  Range: Self
  Casting Penalty: -2
  Duration: N/A
  Trapping: The crystal dips into the hero's hand for a moment.
  This power only works on object made of non-living matter, excluding microbes and bacteria. When the 
  object is pushed or tossed through the portal, it becomes embedded in the nearest appropriately sized 
  object to the Planet-side portal. This object must be made of non-living matter. If no such object exists, 
  the transited object is then embedded in the ground and can be dug up at a later time. This is used 
  primarily to hide objects for later retrieval. Sometimes the detection of the enclosing object can be 
  confusing. But for the most part, the enclosing object will always be heavier than an unaffected object. To 
  remove the embedded object from the enclosing object, they must be taken through the portal. This will 
  separate them back into two objects.
  If a person steps through the portal when this power is activate will be stripped naked of all clothing, 
  weapons and other gear. If they drive a vehicle through, the vehicle will be embedded along with their 
  clothes and any gear on the vehicle.
  Timed Transfer
  Crystal Types: 74 - 11
  Range: Self
  Casting Penalty: -2
  Duration: 4 hours
  Trapping: The crystal flickers like a clock beat.
  When this power is activated, the hero can set a recall time up to 4 hours without any extra expenditure of 
  power. For every 3 points of Crystal Power Points, the maximum time period is increased by an additional
  2 hours. When the time duration expires, the hero begins to glow for a minute before they pop out of the 
  portal back on the platform with any gear they had on their person and anything non-living that they 
  where holding in their hands. Holding on to a support beam will remove it from a building. Holding onto 
  a rock or brick wall, only brings the rocks or bricks that the hero was physically grasping. As with the 
  problem portal, distance from the portal or warp does not matter.
  
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  Legendary Powers:
  Intermediate Area Transfer
  Crystal Types: 4 - 11
  Range: Portal
  Casting Penalty: -5
  Duration: Special
  Trapping: The crystal unfolds into a cup, and then closes.
  When this power is activated, the hero creates a pocket universe with a Ring station at either end. The exit
  Ring Station transits the heroes on to the destination world. This temporary pocket stop is typically a mile 
  in length and a hundred yards wide in a natural setting. It has standard Fringespace atmosphere and 
  gravity, but none of the restrictions on electricity and nuclear material. Time spent in this pocket stop 
  allows the heroes equipment and vehicles to regain normal function and can be activated before finishing 
  the transit onto a world. This power only works when there is a functional Ring Station on the destination 
  world. It does not work with Warps.
  Mind Transfer
  Crystal Types: 4 - 11
  Range: Self
  Casting Penalty: -42
  Duration: N/A
  Trapping: The crystal disappears into the hero's hand only reappears when the hero returns.
  When activated, the hero's consciousness displaces the mind of a sentient being or animal on the Planetary
  side. The hero's body is held in a non-physical space until they return to the platform. The individual that 
  they take over suffers nothing but a memory loss and the minor consequences of whatever the explorer 
  did with the body while in possession of it. Passing through any Portal or the death of the host body forces
  the exit of the unharmed Fringeworthy to exit unharmed from the other side of the Platform-side ring. If 
  the return was caused by the death of the host body, the hero must make a Vigor roll with a +2 bonus 
  otherwise they take a wound. They must also take 1d10 Mental1 Fatigue damage from "dying" to their 
  Stability score. Mind transfer is extremely difficult to master, so any attempts at using this power are 
  made at -4 to the Crystal Use skill roll.
  
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  EQUIPMENT
  This job is funded by the UN and therefore, money is tight during the early years of UNIDA. Missions are
  assigned a budget for procurement of military grade weapons and gear that cannot be acquired through 
  civilian channels. It is also for items that are not readily available or that require highly specialized skills 
  to create and build. 
  Eventually, UNIDA will have access to the resources of a million, million worlds to draw upon to pay for 
  any reasonable request. Prices for the latest in military gear will be in the thousands, if not tens of 
  thousands of dollars. These have a cost of “Military” assigned to them, and can only be assigned to a team
  if they have the budget. Your happy procurement officer will let you know if the item you requested is 
  available. Equipment is listed by campaign eras, from the early years to the eventual establishment of the 
  New Commonwealth.
  STANDARD IDET EQUIPMENT LOADS: THE EARLY YEARS CAMPAIGN
  This equipment is available for the first five years of exploration and surveying of other worlds. This is 
  also when the IDE teams find out what works and doesn’t work. 
  Standard Load (~2lbs)
  Cost: $1,000
  This is kept on you at all times -- even when sleeping
  Fatigue uniform (worn): Microfiber baggy shirt and trousers covered in pockets, underwear, socks, 
  boots, gloves, poncho, webbing. Additionally, IDET members are issued a field jacket made from a 
  cotton/polyester blend with more pockets and an optional quilted liner for cold weather wear. The uniform
  uses the MultiCam camouflage pattern. A black beret worn when in the field, and a powder blue beret 
  worn during training and in the Alice Springs IDET Headquarters.
  Personal basics (weight negligible): Shaving kit, toothbrush, soap, toilet paper, chewing gum, writing 
  implements and notebook, small radio with Bluetooth, and either a large tablet (+1lbs) or a small tablet 
  laptop computer.
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Canteen with one quart of water
  Light Duty Load (~5lbs)
  Cost: $400
  Fatigue Uniform (worn): Standard issue fatigues.
  Black Beret (worn): Standard issue beret, work in the field.
  Pistol (2.5 lbs.): Glock 27 9mm, 2 magazines
  Combat Load (~25lbs)
  Cost: $7,800
  Amour vest (4 lbs.) +4/+8 Armor, MultiCam camouflage pattern
  Helmet (1lb) +4 Armor, MultiCam camouflage pattern
  Assault Rifle (76 lbs.): XM8 F90 Assault Rifle with six magazines
  Pistol (2.5 lbs): Glock 27 9mm with three magazines
  L83A1 Smoke Grenades (2 lbs): 2 smoke grenades. The L83A1 smoke grenade, when used outdoors, 
  covers an area equal to a medium burst template when there is no wind. If there is a wind, use the cone 
  
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  template for coverage, with the cone pointing in the direction the wind is blowing. Lasts 10 rounds and 
  provides a +2 concealment bonus.
  AN/PRC-154 Rifleman radios (2 lbs): Range 2 miles and provides Bluetooth connectivity to wireless 
  devices.
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Subsistence Load
  Can be dropped or left in camp for maximum mobility, this is a 49 gallon container full of gear and 
  equipment.
  Size 33” x 24” x 24”, 49 gallon container, Weight 110 lbs.
  
  1 domed, 10-person tent
  
  10 sleeping bags
  
  1 rope, 164 feet
  
  10 vinyl insulated sleeping mats and lightweight thermal blankets
  
  1 pack of 180 water purification tablets and one 5 gallon flat-pack water container
  
  1 tool kit in a canvas bag: Hatchet, jackknife, screwdriver, hammer, hoe head, etc. +1 to Craft 
  skills.
  
  1 collapsible trenching shovel
  
  1 multi-fueled cook stove
  
  10 enameled plates and cups
  
  2 repellant-treated mosquito netting packs
  
  10 gas masks
  
  1 medical kit (provides basic supplies for healing attempts)
  Additional Gear
  Thermal fatigues (13.5 lbs), Cost: $250. Cold weather clothing.
  Light Protective Suit (10lbs), Cost: $150. Thin, sealed HAZMAT suit with respirator and full-face mask.
  NOT pressurized.
  Heavy Protective Suit (25lbs), Cost: $250. $2,000. Thick, sealed HAZMAT suit with respirator and full-
  face mask. Can be pressurized.
  IDET Mess Dress (negligible), Cost: $15,000. An all white uniform, each one a bespoke, tailor made 
  dress uniform. The pants trousers have a powder blue stripe on the outer seam of both legs. All piping on 
  the jacket is powder blue, with powder blue epaulets with the person’s rank woven in. On the right 
  shoulder is the UN patch and on the left shoulder is the UNIDA patch. Any awards are worn over the left 
  breast pocket. Only worn during formal occasions. Comes with black, patent leather dress shoes or knee-
  high, black, patent leather boots. When outdoors, a powder blue beret with the IDET insignia is worn. 
  UNIDA will only provide one of these to IDET personnel. If the hero loses it or destroys it, it will cost the
  hero $15,000 and one month (four visits to the tailor for fittings) to get a new one.
  IDET Service Uniform (negligible), Cost: $130. This is aA light gray uniform that is worn by personnel 
  in situations in which non-formal dress business dress is called for. It is worn in most workday situations 
  in which business dress would be called for. It comes with a dark grey version of the UN and UNIDA 
  patches on the right and left shoulders respectively. It can be worn at most public and official functions. It 
  can be worn with either black, patent leather shoes or with knee-high, black, patent leather boots. 
  Headgear is a black beret with IDET insignia.
  
  69
  IDET Service Jacket (2lbs), Cost: $400. This is a dark gray jacket in the style of a standard business suit.
  It can be worn over the IDET Service Uniform. Has a black version of the UN and UNIDA patches on the
  right and left shoulders respectively.
  IDET Service Jacket, Summer weight (1.5lbs), Cost: $300. This is a lightweight version of the IDET 
  Service Jacket for use in warm weather. Light gray in color, it has a white version of the UN and UNIDA 
  patches on the right and left shoulders respectively.
  RANGED WEAPONS IDET
  Assault 
  Rifle Types
  Range
  D
  am
  R
  OF
  C
  ost
  W
  ght
  S
  hots
  Notes
  XM8 – 
  PDWF90 Carbine
  12/24/4
  824/48/96
  2
  d86
  3
  4
  500
  7
  6.5
  3
  0
  AP 2, Auto, 3RB,
  Bullpup design
  XM8 – 
  Carbine
  20/40/8
  0
  2
  d8
  3
  5
  00
  7
  .5
  3
  0
  AP 2, Auto, 3RB,
  Grenade launcher
  XM8 – Sniper
  30/60/1
  20
  2
  d8+1
  3
  5
  00
  7
  3
  0
  AP 2, Auto, 3RB,
  integrated scope +2 aim
  XM8 – Auto 
  Rifle 
  24/48/9
  6
  2
  d8
  3
  5
  00
  8
  /13
  3
  0/100
  AP 2, Auto, 3RB
  Pistol 
  Types
  Range
  D
  am
  R
  OF
  C
  ost
  W
  ght
  S
  hots
  Notes
  Glock 27 
  (10mm)
  12/24/4
  8
  2
  d6+1
  1
  2
  00
  3
  9,
  13, 15,17,
  & 22
  AP 1, Semi-auto
  Makarov Type
  59
  12/24/4
  8
  2
  d8
  1
  3
  00
  4
  9
  AP 1, Semi-auto
  Special
  Range
  D
  am
  R
  OF
  C
  ost
  W
  ght
  S
  hots
  Notes
  L83A1 Smoke
  Grenade
  5/10/20
  n
  /a
  n
  /a
  M
  ilitary
  1
  n
  /a
  MBT/Cone See 
  notes.
  M320 M203PI
  40 mm GLM Grenade 
  Launcher
  4024/48
  80/16096
  3
  d64d8
  1
  M
  ilitary
  3
  1
  Med burst 
  template, Snapfire, see 
  notes
  40mm Baton 
  Round
  4/8/16
  1
  d4-1
  1
  M
  ilitary
  -
  1
  See notes for 
  M3203PI GLM.
  40mm Star 
  Parachute
  20/40/8
  0
  1
  d4*
  1
  M
  ilitary
  .
  5
  1
  Illuminates a 
  LBT for 7 rounds, see 
  notes
  40mm CS 
  Grenade
  20/40/8
  0
  1
  d6*
  1
  M
  ilitary
  .
  5
  1
  Covers a MBT 
  for 4 rounds, see notes
  M72F1 LAW
  24/48/9
  6
  4
  d8+2
  1
  M
  ilitary
  6
  1
  Med burst 
  template, AP 30, Snapfire,
  HW, see notes
  * Impact from the grenade round if it hits a person.
  
  70
  XM8 Modular Rifle system
  After the discovery of the Fringepaths, Heckler & Koch resurrected the 
  XM8 rifle project and offered to produce the groundbreaking weapon 
  system for the United Nations. The XM8 is a modular system, allowing the 
  user to reconfigure the weapon for different purposes and missions. It can be
  configured into the following:
  
  A compact PDW (personal defense weapon) with a 9.5-inch 
  (241mm) barrel. 
  
  A carbine with a 12.5-inch (318mm) barrel and the M320 40mm 
  Grenade Launcher Module (GLM). 
  
  A sniper rifle with a 20-inch (508mm) barrel and integrated scope.
  
  A automatic rifle with a 20-inch (508mm) barrel and a 100 round 
  drum magazine.
  The rifle can be reconfigured from one configuration to another in half an 
  hour without a skill roll if you have the instructions on how to do it. 
  Otherwise it requires either a Knowledge (Military weapons/arms) or a Craft (Gunsmith) skill test to 
  make the change in configuration.
  The main issue with the XM8 weapon system is that it’s a prototype. None of the weapons provided by 
  Heckler & Koch were production line weapons. The weapons provided to the UN were in fact taken from 
  the second round of testing by the US Army. Only 200 were produced, and several were “upgraded” 
  during the testing program. The XM8 is a modular system, however model numbers 120 and above are 
  not compatible with model numbers 031-119, so you cannot use parts from one model run in the other. In 
  addition, all replacement parts for the XM8 are individually made by H&K at a premium cost. 
  Because of this, if the player rolls critical failure (double 1s), the weapon is broken and has to be repaired 
  by H&K or an expert gunsmith. This will take a week. Additionally, the GM can give a player with an 
  XM8 a benny and declare the weapon jammed. Clearing the jam takes 2 actions and a Shooting skill test. 
  M3203PI 40mm Grenade Launcher Module
  A detachable, 40mm grenade launcher, and can be used either attached to the XM8 F90 in Carbine 
  configuration, or hand-held with the optional, but necessary, butt stock. It can chamber high explosive, 
  smoke, CS, and illuminating grenades, plus it can chamber 40mm less-than-lethal baton rounds. 
  40mm Grenade Types
  Baton rounds: The baton will do 1d4-1 damage to the target and shake the target unless he makes a 
  successful Vigor roll. On a raise, the target must make a Vigor roll at -2. Baton rounds do not get an extra 
  die of damage on a raise.
  Star Parachute: A special round that fires a parachute star flare that will illuminate an area the size of 
  large blast template for 42 seconds or 7 rounds. The flare is hot enough to start fires, so if it lands or is 
  shot at a flammable object, the object will catch fire.
  CS Grenade: The CS grenade covers a medium burst template with tear gas. In light wind conditions, use
  the Cone template in the direction of the wind for the area affected. In medium to heavy winds, CS gas is 
  ineffective. Anyone within the template must make a Vigor roll or become shaken. Even if the person 
  succeeds, the effects of CS gas will impose a -2 to all actions while they are inside the CS cloud. After 
  exiting the cloud, a successful Vigor roll will shake off the effects of the CS gas, otherwise the person will
  still continue to suffer the effects of the gas. Effects go away with immediate treatment or after 3 rounds 
  
  71
  outside the CS cloud. A gas mask with eye protection will negate the effects of the CS gas. Just a filter 
  mask without eye protection will impose a -1 to all actions while in the cloud.
  M72F1 LAW
  This is a specially modified version of the M72 LAW for use on the Fringepaths. A standard M72 can be 
  fired on the pathways but it will not detonate, because it uses an electrically fired detonator. The M72F1 
  replaces the detonator with a percussion cap initiator and a detcord “fuse” to fire the warhead. 
  Additionally, the AP value of warhead is only applied to the target that the rocket round has hit. Items in 
  the burst template take normal damage.
  Each M72F1 LAW is hand made by taking an existing M72A7 and rebuilding the warhead with the new 
  detonation system.
  IDET ISSUED EQUIPMENT
  Crystal Key Personal Carrier
  Also known as the "Football" and "Schmert's Purse", the CKPC is the specially designed container for a 
  Team Leader to carry an assigned Crystal Key on their person. It's a small purse like pouch, lined with 
  felt. Between the double layer of Aramid cloth and the felt is a chain mail pouch made of welded links. 
  The pouch hangs around the neck by a wire cable that has a thick coating of flexible plastic.
  The CKPC lock has a toughness of 16, and the pouch itself has a toughness of 12. The wire cable's 
  breaking point exceeds the toughness of the average human's neck: That is, you'll behead the person 
  wearing the CKPC before the cable breaks.
  VEHICLES
  Moskovi Reconnaissance Vehicle MRM-30 and MRM-30A
  Acc/Top Speed: 5/36 (3/20 Amphibious) Toughness: 18(7) Crew: 1+9 Cost: $200,000
  Length: 4.25" Width: 1.75" Height: 1.25" Range: 300 miles Year of Manufacture: 1972-75
  The MRM-30 (Moskovi Razvedyvatelʹnaya Mashina-30) is the only diesel powered version of the MRM 
  line. Due to it's poor performance in most of the Soviet territories, the MRM-30 line was scrapped or sold 
  to Soviet clients. Several MRM-30s are still being used in Cuba and Vietnam. UNIDA was able to secure 
  several working models from both countries.
  The MRM-30A is an amphibious version of the MRM-30 from Vietnam. The MRM-30A can be sealed 
  airtight with an internal air supply for 4 hours for a crew of 8. However, as this is a modification of the 
  MRM-30 frame, it is prone to overheating and fogging of the windshield when in use.
  The Alice Springs staff modified the vehicle by with the addition of an air turbine to the starter motor. 
  This modification lets the IDE team to turn off the engine when on the platform and then they can restart 
  the engine without the use of electricity. 
  
  72
  Austin FG K100 
  Acc/Top Speed: 5/40 Toughness: 10(3) Crew: 2 Cost: $20,000
  Length: 2.6" Width: 1.3" Height: 1.25" Range: 400 miles Year of Manufacture: 1955 - 65
  The workhorse truck of the British Empire, UNIDA was able to procure several models of the FG K100 
  from various trucking companies in Australia. All were diesel powered and used mechanical fuel 
  injection, perfect for use on the Fringepaths. After some major refurbishing at the Alice Springs facilities, 
  they were retrofitted with compressed air turbines attached to the starter motor. The only downside was 
  that the despite the boffins best attempts, the FG K100’s air tanks would lose pressure slowly. The best 
  advice was to turn over the engines once every 12 hours to refill the air tanks. An external air hose can be 
  attached to run the turbine.
  The FG K100 becomes the go to vehicle as it was designed to take loads up to 5 tons and just about 
  anything could be put on it’s bed for carrying. This includes a 2,000 gallon,000-gallon fuel tank, a camper
  shell, flatbed platform, and even a small crane. The Alice Springs motor pool personnel includeds several 
  FG K100 fansaficionados, so modification of the FG K100 can be done in a day with the requested 
  payload. 
  The FG K100 comes with curved curbside-view windows, allowing the driver to see the edge of the 
  Fringepaths with ease. One requested modification to the FG K100 is the addition of a trailer hitch, so that
  it can haul additional trailers. 
  
  73
  Touring Bicycle
  Acc/Top Speed: ½ Pace/3x Pace Toughness: 8 Crew: 1 Cost: $2,000
  Length: 1” Width: 1” Height: 0.5”
  The staple of the early Fringeworthy explorers, touring bicycles carried all their gear. The average touring 
  bicycle can carry up to 125lbs of gear in panniers (travel bags) mounted in pairs over the front and back 
  wheels, and in cases that fit over top of both wheels. An optional trailer can carry an additional 125lbs of 
  gear. Cruising speed on a touring bike is about 2x Pace, and this speed can be maintained for long periods 
  of time.
  Fully loaded, acceleration is 1/3 Pace, and if the trailer is used, top speed is only 2 times Pace. At cruising 
  speed, it takes about 4 hours to cross a Fringepath, and 6 hours with a trailer attached. You can try 
  crossing a pathway at top speed, at half the time, but for each 30 minutes of pedaling, you must make a 
  Vigor roll or suffer a point of Fatigue. 
  Fringe Road Train
  Acc/Top Speed 5/15 Toughness: 10(3) Crew: 4 Cost: $2,500,000
  Truck: Length: 6” Width: 5” Height: 3” Range: 1000 km 
  Trailer: Length: 12.5” Width: 6” Height: (unloaded) 1” (loaded) 6.2”
  The Fringe Road Train (FRT) has been called the unholy union between an Australian road train and a 
  diesel locomotive. The massive truck is 6 meters long and 5 meters wide. Inside are two full sized, 12-
  cylinder, diesel-hydraulic train engines, capable of moving over 182 metric tonnes of cargo. Manned by a 
  4-man crew, the FRT pulls up to four RTTs (Road Train Trailers) each carrying four 12.2 m intermodal 
  cargo containers. They are not road legal, being designed to operate only on the Fringepaths and are twice
  as wide as any semi-truck on the road today. It has a special suspension and multiple wheels to prevent it 
  from high-centering on the portal ramp. The RTTs are also designed with multiple wheels to prevent high-
  centering.
  The crew consists of 2 drivers and 2 engineers. The drivers operate in shifts, taking turns driving the FRT 
  from a right-hand cab. This is so they can maintain a safe distance from the edge of the Fringepath. The 
  engineers are needed as the diesel-hydraulic engines were refurbished from old Vietnamese trains. They 
  need a lot of TLC and parts that hard to get, at least, initially. Top speed is 96kph, it rumbles down the 
  paths like a demon. 
  There is a small cabin for the drivers and engineers and sleeps 4, along with a small kitchenette and 
  bathroom.
  
  74
  STANDARD IDET EQUIPMENT LOADS: EXPLORATION YEARS CAMPAIGN
  This equipment is available after the first five years of exploration and surveying of other worlds. This is 
  also when the IDE teams find out what works and doesn’t work. 
  Standard Load (~2lbs)
  This is kept on you at all times -- even when sleeping
  Fatigue uniform (worn): Microfiber odor absorbing baggy shirt and trousers covered in pockets, 
  underwear, socks, boots, gloves, poncho, webbing. Additionally, IDET members are issued a field jacket 
  made from a cotton/polyester blend with more pockets and an optional quilted liner for cold weather wear.
  The uniform uses the OptiCam smart camouflage system. On the platforms and Fringepaths, the uniform 
  is gray in color. After electrical capabilities return, the uniform adapts to the terrain around the wearer. 
  This grants a +1 to Stealth tests. The uniform has the following presets: Olive Drab, UN paie blue, Dark 
  gray jacket, light gray shirt and pants. The beret also uses the OptiCam smart camouflage system and has 
  the presets of Field black and UN powder blue.
  Personal basics (weight negligible): Toothbrush, soap, toilet paper, chewing gum, writing implements 
  and notebook, either a large tablet (+.5 lbs) or a small tablet laptop computer.
  Survival Knife (2 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Filter Canteen with one quart of water. Can filter out most contaminants and when used with water 
  purification tablets, can create a quart of potable water. Filter has to be changed out ever 80 quarts of 
  water.
  Combat Load (~25lbs)
  Amour vest (3 lbs.) +4/+8 Armor, uses OptiCam camouflage system
  Helmet (1lb) +4 Armor, with face veil. Uses the OptiCam camouflage system
  Assault Rifle (7 lbs.): FN SCAR-L Assault Rifle with six magazines. Optional Opticam camo cover.
  Pistol (2.5 lbs): Glock 27 9mm with three magazines
  RDG-2 Smoke Grenades (2 lbs): 2 smoke grenades. The RDG-2 smoke grenade, when used outdoors, 
  covers an area equal to a medium burst template when there is no wind. If there is a wind, use the cone 
  template for coverage, with the cone pointing in the direction the wind is blowing. Lasts 10 rounds and 
  provides a +2 concealment bonus.
  NavICom C4I-FW (1 lbs): Integrated inertial navigation system, communication system, and ROV 
  controller. Has radio range  of 10 miles, and allows the user to communicate with teammates by voice, 
  text, or icons on the NaviCom display. 
  Survival Knife (1 lbs): Large knife that holds assorted miniaturized survival gear, such as matches, 
  fishing hooks and line, snare wire, etc., in the hilt.
  Subsistence Load
  Can be dropped or left in camp for maximum mobility
  Size 33” x 24” x 24”, 49 gallon container, Weight 120 lbs.
  
  1 domed, 10-person tent
  
  10 sleeping bags
  
  1 rope, 164 feet
  
  10 vinyl insulated sleeping mats and lightweight thermal blankets
  
  2 osmosis water purification systems and two 5 gallon flat-pack water container
  
  75
  
  1 tool kit in a canvas bag: Hatchet, jackknife, screwdriver, hammer, hoe head, etc. +1 to Craft 
  skills.
  
  1 collapsible trenching shovel
  
  1 multi-fueled cook stove
  
  10 enameled plates and cups
  
  2 repellant-treated mosquito netting packs and patches
  
  10 gas masks
  
  1 medical kit (provides basic supplies for healing attempts)
  Additional Gear
  Thermal fatigues (10lbs). Cold weather clothing.
  Light Protective Suit (9lbs) Thin, sealed HAZMAT suit with respirator and full-face mask. NOT 
  pressurized.
  Heavy Protective Suit (25lbs) Thick, sealed HAZMAT suit with respirator and full-face mask. Can be 
  pressurized.
  IDET Mess Dress (negligible) An all white uniform, each one a bespoke, tailor made dress uniform. The 
  pants trousers have a powder blue stripe on the outer seam of both legs. All piping on the jacket is powder
  blue, with powder blue epaulets with the person’s rank woven in. On the right shoulder is the UN patch 
  and on the left shoulder is the UNIDA patch. Any awards are worn over the left breast pocket. Only worn 
  during formal occasions. Comes with black, patent leather dress shoes or knee-high, black, patent leather 
  boots. When outdoors, a powder blue beret with the IDET insignia is worn. UNIDA will only provide one 
  of these to IDET personnel. If the hero loses it or destroys it, it will cost the hero $22,000 and month’s 
  worth of fittings to get a new one.
  IDET Service Uniform (negligible) A light gray uniform that is worn by personnel in situations in which 
  non-formal dress is called for. It is worn in most workday situations in which business dress would be 
  called for. It can be worn at most public and official functions. It can be worn with either black, patent 
  leather shoes or with knee-high, black, patent leather boots. Headgear is a black beret with IDET 
  insignia.IDET Service Uniform (negligible), Cost: $130. This is a gray uniform worn by personnel in 
  situations in which business dress is called for. It is worn in most workday situations. It comes with a dark
  grey version of the UN and UNIDA patches on the right and left shoulders respectively. It can be worn at 
  most public and official functions. It can be worn with either black, patent leather shoes or with knee-
  high, black, patent leather boots. Headgear is a black beret with IDET insignia.
  IDET Service Jacket (2lbs), Cost: $400. This is a dark gray jacket in the style of a standard business suit.
  Can be worn over the IDET Service Uniform. Has a black version of the UN and UNIDA patches on the 
  right and left shoulders respectively.
  IDET Service Jacket, Summer weight (1.5lbs), Cost: $300. This is a lightweight version of the IDET 
  Service Jacket for use in warm weather. Light gray in color, it has a white version of the UN and UNIDA 
  patches on the right and left shoulders respectively.
  RANGED WEAPONS IDET
  Assault Rifle
  Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  FN SCAR – L 
  (CQC)
  12
  /24/48
  2
  d6
  3
  5
  00
  6
  .5
  3
  0
  AP 2, Auto, Grenade 
  launcher
  FN SCAR – L 
  (LB)
  20
  /40/80
  2
  d8
  3
  5
  00
  7
  .5
  3
  0
  AP 2, Auto, Grenade 
  launcher
  
  76
  Pistol Types
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  Glock 27 
  (10mm)
  12
  /24/48
  2
  d6+1
  1
  2
  00
  3
  9
  ,13,
  15,17,
  & 22
  AP 1, Semi-auto
  Makarov Type 
  59
  12
  /24/48
  2
  d8
  1
  3
  00
  4
  9
  AP 1, Semi-auto
  Special
  R
  ange
  D
  am
  R
  OF
  C
  ost
  W
  gt
  S
  hots
  Notes
  RDG-2 Smoke 
  Grenade
  5/
  10/20
  n
  /a
  n
  /a
  M
  il
  1
  n
  /a
  MBT/Cone See notes.
  FN40GL
  40
  /80/160
  3
  d6
  1
  M
  il
  3
  1
  Med burst template, 
  Snapfire, see notes
  40mm Baton 
  Round
  4/
  8/16
  1
  d4-1
  1
  M
  il
  -
  1
  See notes above for M320 
  GLM.
  40mm Star 
  Parachute
  20
  /40/80
  1
  d4*
  1
  M
  il
  .
  5
  1
  Illuminates a LBT for 7 
  rounds, see notes above
  40mm CS 
  Grenade
  20
  /40/80
  1
  d6*
  1
  M
  il
  .
  5
  1
  Covers a MBT for 4 
  rounds, see notes above
  M72F1 LAW
  24
  /48/96
  4
  d8+2
  1
  M
  il
  6
  1
  Med burst template, AP 
  30, Snapfire, HW, see notes above
  * Impact from the grenade round if it hits a person.
  FN SCAR-L
  The MK 16 Mod 0 SCAR-L is the SOCOM United States military choice 
  of a 5.56mm x 45mm carbine/assault rifle to replace a number of existing 
  weapons such as the M4A1 and the CQBR.
  The MK 16 can be configured with a 14 inch barrel (standard), with a 10 
  inch barrel (CQC) or with a 18 inch barrel (LB). The weapon features an 
  adjustable stock that can be extended, collapsed or folded over. The MK16
  features a number of Picatinny rails for the mounting of accessories, 
  including the FN40GL 40mm grenade launcher.
  FN40GL Grenade Launcher
  A detachable, 40mm grenade launcher, and can be used either attached to 
  the FN SCAR-L in either configuration, or hand-held with the optional, 
  but necessary, butt stock. It can chamber high explosive, smoke, and illuminating grenades, plus it can 
  chamber 40mm less-than-lethal baton rounds. When using baton rounds, the range is 4/8/16.
  When using baton rounds, the baton will do 1d4-1 damage to the target and shake the target unless he 
  makes a successful Vigor roll. On a raise, the target must make a Vigor roll at -2. Baton rounds do not get 
  an extra die of damage on a raise.
  
  77
  FRINGEPATH SYSTEM
  CRYSTAL KEYS
  Originally discovered in the Antarctic and explained in the journal of Captain Oates, the lost member of 
  the Scott Expedition to the South Pole, the Crystal Keys gave the explorers a head start on exploration. 
  While not a necessity for Fringe travel, their usefulness has paid off many times. The four-sided crystal is 
  a simple key adjusting the pylon settings of the smaller portals. One simply inserts the crystal, makes the 
  changes necessary, and removes it.
  Each crystal has a rating that can be used to Change the current settings of any portal locks equal to or 
  under its rating. Further functions are suspected, but it’s up the Game Master to decide that for his own 
  campaign world.
  Two things that are known about Crystal Keys are:
  
  All crystal keys glow when a Fringeworthy individual is within 10 feet of the crystal. 
  
  If the crystal is in physical contact with a Fringeworthy, they receive a mental cue that a 
  Fringeworthy is within 10 feet, but no directional information other than a hot/cold feeling 
  when they are pointed in the right direction. If the Crystal Key is on their person, but not 
  touching their skin, they will get the impression of familiarity when they are near the 
  Fringeworthy individual. They will feel that they know the person, even when that is 
  impossible. To get more information, the Fringeworthy would have to invoke the Find 
  Fringeworthy crystal key power.
  Crystal Key Types
  This foolproof systemThe crystal key type  cannot be altered
  nor can the crystal key’s rating be changed. Thirteen crystal
  keys were described in Captain Oates journal. Whether or
  not there are others, is left open to speculation.
  There are 3 types of crystals: Black, Orange, and Security-
  Rated (11 different colors of differing authority).
  #
  Cr
  ystal
  Description
  1
   
  Gr
  ay 
  Limited General Use
  2
   
  W
  hite 
  General Use
  3
   
  Pal
  e Green 
  Privileged General 
  Use
  4
   
  Br
  own 
  Limited Access 
  Maintenance
  5
   
  Re
  d 
  Maintenance
  6
   
  Cle
  ar 
  Privileged 
  Maintenance
  7
   
  Bl
  ue 
  Limited Security
  8
  Yel
  General Security
  
  78
   
  low 
  9
   
  Da
  rk 
  Green High Risk
  1
  0 
  Pur
  ple 
  Quarantine
  1
  1 
  Rai
  nbow 
  Top Security
  Security crystals (type 1 to 11) have additional abilities based on their authority level, but all have the 
  ability to control transit to and from the Fringe Platform. Placing the crystal in the control pylon allows a 
  portal to be activated or deactivated if the rating of the crystal was equal or higher than the one last used 
  to deactivate the portal. Portals can be deactivated from either world-side or platform-side as long as a full
  ring station is present. Once deactivated, the pylon displays no indicator lights world side or platform-
  side. If only a Warp is present on a world, the Fringeworthy there can be locked, forever trapped until the 
  portal is activated again from the Platform.
  In addition, every security crystal has a number of tools that can be accessed by the user through the 
  Crystal Key Use skill. Most people call them “powers” but in fact they are a collection of functions and 
  tools that can enhance the user’s actions or control how the portals operate or function.
  Crystal Activation
  Crystals must be held in the hand or appropriate grasping appendage or in direct contact with the 
  skin/hide/carapace for the race user to activate any function, except when they are required to be placed in
  a control pylon.
  PLATFORMS
  The entire Fringepath system is a collection of linked sets of platforms, which because their creation 
  became automated, that are uniform in appearance. They differ primarily in the necessary number of 
  connections Pathway Portals needed thatto link the platform to the other platforms in each node or other 
  nodes. Each portal node is a Prime to Alternate to System to Stellar -Hub to Star -System string of 
  platforms.
  
  A Prime Platform has a 50' high pathway portal at the 6 o'clock position that leads a pathway that 
  takes you to the Alternate Platform and eight 25' high portals that lead to different locations on that 
  (Prime) world at positions 1, 2, 4, 5, 7, 8, 10, and 11 o'clock.
  
  An Alternate Platform has eight planetary portals (25’ high) and four pathway portals (50’ high). 
  Each planetary portal links to an alternate of the Prime world or to a pocket world. The pathway 
  portals link to the Prime platform, the System Platform and laterally to two other nodes.
  
  A System Platform has eight planetary portals plus two pathway portals. Each planetary portal links 
  to some location in the Prime world’s star system. Normally this is on the surface of some 
  astronomical body. The two pathway portals lead to the Alternate Platform and the Star-Hub 
  Platform respectively.
  
  A Stellar Hub Platform has eight Pathway portals (50') plus a Pathway portal (50') that links it to the 
  System Platform. Each of these eight portals leads to a Star -System platform around a different 
  nearby star within 40 light years of the Prime.
  
  A Star -System Platform differs from a System Platform in that it has only one Pathway portal 
  connecting it to the Stellar -Hub Platform. This is the end of the tree as the Tehrmelern see it. The 
  
  79
  eight planetary portals each connect to some location in the local star’s system. As with System 
  Platforms this is normally on the surface of some astronomical body.
  The sole purpose of any platform appears to be support for the transit portals. All portals are named after 
  the hour it would correspond to on a clock face - 3, 6, 9, 12 for Pathway Portals and 1, 2, 4, 5, 7, 8, 10, 11 
  for Planetary Portals. This pattern is repeated millions of times. Each node is connected laterally, creating 
  the appearance of an infinitely long string of nodes.
  Each disk-shaped platform is 613 feet in diameter and 4.37 feet thick. It is anchored in a column of space. 
  Atmosphere extends 97 feet from the edge of the platform where it shears to a vacuum. Another 47 feet of
  safety extends to a point where any object will disappear in a blaze of light as the matter re-enters “real” 
  space. It is hypothesized that this transfer is a complete matter to energy conversion. The blaze of light is 
  what we expect to see at the event horizon of a black hole.
  The upper and lower surface of the platform has 91% of Earth Prime normal gravity (.91G). There is only 
  microgravity along the side causing a gravity shear at the platform edge. All portals are on the upper side 
  of the platform. Atmosphere is sucked into the lower surface and oozes from the upper surface of the 
  platform, creating what is believed to be an air filtration system. The surface of the platform has 
  microscopic irregularitiessurface is covered in a nonrepeating pattern of nested triangular ridges that not 
  only provide excellent traction, but also prevent the formation of a vacuum seal on the underside bottom 
  surface unless some kind of sealant is added. A filled water glass placed lip down will soon fill with 
  bubbles on the upper platform surface. However there is very little pressure and it is impossible to 
  perceive the flow normally due to the downward draft on the platform. Since the platform is in a column 
  of air, some of which is outside of the gravity of the platform, there is a constant breeze falling on the 
  upper and under surfaces of the platform. This breeze blows down and then out, off the platform, where it 
  rises vertically until it flows back into the gravity well. It is very easy to float an object vertically, but 
  eventually that object will come crashing down on the edge of the platform as the air currents swirl inside 
  the gravity well. If you manage to travel far enough up from the surface the atmosphere will thin to 
  vacuum. Eventually you will find yourself falling to the other side of the platform. SoTherefore, the 
  column of space is actually a ring. The length of this column has never been determined but it is estimate 
  to be over 150 miles long. This fact has only been discovered determined by experimentation, never by 
  observation. 
  
  80
  The platform is illuminated to the equivalent
  of twilight. This light is the full human
  visible spectrum plus a little ultraviolet.
  There is no infrared or high-energy radiation
  or particles. You can see clearly but reading
  for humans is difficult without an additional
  light source. Some light is emitted by the
  platform itself. The rest comes from what
  appears to be a dense star field that
  surrounds the column of space that holds the
  platform. Movement in that space causes
  some stars to exhibit changes in color and
  position. Some theorize that Fringespace is
  compressed space where minor movements
  translate to huge distances relative to the
  positions of the stars in the star field,
  resulting in Doppler shifts in the star’s color.
  In reality these stars are stress points in the
  boundaries between universes. In any case,
  viewing this star movement induces vertigo
  in a significant number of Fringeworthy.
  The Fringepath atmosphere is a constant 67
  degrees Fahrenheit and 35% humidity. The
  air is easily breathable but has a strange taste
  due to its composition (oxygen 21%,
  nitrogen 78.1%, argon 0.9%). The surface of
  the platform is dull silver in color and from
  its hardness appears to be metallic. It is
  almost impervious. The surface feels like
  extra-fine grit sandpaper. It affords little
  rolling resistance, but footing is sure. The
  platform and pathway does not resound if
  struck and the interface between the
  atmosphere and vacuum doesn’t reflect
  sound, so the Fringepath is quiet. However,
  the atmosphere transmits sound as normal
  otherwise.
  
  81
  PORTALS
  Any nuclear or radioactive material passing through a portal or warp decays immediately into a harmless 
  nonradioactive isotope. Shielding cannot stop this process. Any electrical storage device is also drained as
  it passes through a warp or portal. On the Platforms or Fringepaths, all electricity is neutralized, with the 
  exception of biologically generated electricity. Again, shielding cannot prevent this loss. The loss of 
  energy does not harm the equipment. If power is restored outside the Fringepath system, the equipment 
  will function properly. Magnetic properties cease to exist while in the Fringepath system. This will 
  completely erase magnetic tapes and disks. Magnetic properties will return in 1-10 minutes but batteries 
  must be recharged.
  Touching the black of a portal or warp is a commitment toward transition by the Fringeworthy. A person 
  or object will be pulled through at a rate of 1.1 inches per second (1/16th mph) with a pull of one megaton
  against resistance. After that the surface of the ramp becomes slipperier to ease resistance. If that still isn’t
  enough, it shears the object. This is the minimum speed. No maximum speed is known. Velocity is always
  conserved during transit. Only the Fringeworthy can make the transition to the platforms. Any material 
  carried or thrown through a portal by a Fringeworthy will make the transition.
  Materials thrown through by a non-Fringeworthy will fall to the floor on the other side of the Portal 
  without making the transition. A non-Fringeworthy walking through a ring or warp will only step through 
  to the other side of the ring. Other than occulting vision, a warp or portal has no effect on non-
  Fringeworthy. There is no limit to the length an object can be once the Fringeworthy initiates transit. It 
  will remain Fringeworthy throughout its transit not matter how long that takes.
  Note: If transit failure or intentional severing separates any part of an object making transit, it 
  remains Fringeworthy for up to 10 minutes unless a non-Fringeworthy creature touches it; at which
  point it becomes normal.
  Objects can rotate in any direction when transiting as long as an ever-increasing amount of mass is on the 
  other side of the warp. An explorer can stick her head through a portal, lean back, and say a few words of 
  warning as the rest of her body is pulled through. This has provided the opportunity for the creation of a 
  number of complex devices for taking pictures and measurements of the other side of a portal without the 
  
  82
  danger of the explorer making the transit herself. However something has to be left behind on the other 
  side, announcing the presence of the Fringeworthy.
  Animals are a special case of objects. A Fringeworthy person can bring all non-sapient animals through a 
  portal. However, very few are Fringeworthy on their own. Crows are an exception. They seem to be 
  universally Fringeworthy regardless of their world of origin. Intelligent animal species are rarely 
  Fringeworthy. Non-Fringeworthy intelligent members of any race cannot transit into Fringe space.
  Reaction to Fringe travel varies by species. Cats hate Fringe space and should only be transported 
  restrained and preferably sedated.
  Planetary Portals – World Side
  The Antarctic Fringe Portal is the standard design used on planetary surfaces and on the platforms that 
  lead to other worlds and alternate Earths. These portals are, in appearance, a rotating silver ring filled with
  an opaque dull black energy. All portals of this design possess a ramp leading to and from the ring as well 
  as a control pylon on the right side. The exact composition of the ring metal and the energy that powers its
  movement has not been determined because the ring metal is indestructible and unstoppable. No samples 
  can be taken for analysis. The Planetary Portals are 25.37 feet in diameter and rotate between 113 to 229 
  seconds per revolution, floating slightly above their “supporting” surface. Unlike platform material, rings 
  are warm to the touch. They are entirely frictionless. They have ramps leading up to the warp (but not 
  through) on both sides of the portal. Regardless of which side you enter a planetary portal from a world; 
  you always exit inward on the platform.
  Planetary Portals – Platform Side
  These portals are, in appearance, exactly the same as the world side portals. However, entering opposing 
  sides of a Planetary Portal from a platform results in exiting from different sides of the portal on the 
  destination world. 
  Pathway Portals – Platform Side
  The Pathway Portal ring follows the same design as a Planetary Portal but does not possess a control 
  pylon. These rings are exclusive to the platforms and lead only to the Fringepaths that link to other 
  Platforms. Pathway Portals are 53.37 feet in diameter. Like other rings, they are freely rotating at an 
  average rate of 1 rotation per 171 sec. As with the world rings, the metal is frictionless, warm to the touch 
  and indestructible by any known means. The height of the ramp where it intersects the warp is eight feet. 
  Regardless of which side you enter a Pathway portal; you always exit on the upper surface of the 
  roadway. It took a triplet of black holes and a dying star to create the energies that bridge the universes. 
  Anything with that kind of energy density will disrupt the portal. Otherwise the transition will take place.
  When you enter the Pathway Portal from the Platform side of the ring, you exit on to the pathway that 
  connects to that side of the platform. If you enter the Pathway Portal from the side facing away from the 
  center of the platform, you exit onto the pathway connected to the opposite side of the platform.
  Pathway Portals – Pathway Side
  On this side, the Pathway ring is suspended in space with the pathway seemingly emerging from the base 
  of the event horizon approximately 8 feet above the base of the ring. These main transit rings measure 
  53.37 feet in diameter. Like other rings, they are freely rotating at an average rate of 1 rotation per 171 
  sec. As with all rings, the metal is frictionless, warm to the touch and indestructible by any known means.
  
  83
  Warps
  A warp is the second type of portal available to the Fringeworthy on a world. It has no visible components
  (ring, ramp, control pylon) and may be the subspace extension of a buried or inaccessible ring. If It is 
  created when an object blocks a ring, then it creates a warp in the closest open space. Warps are rainbows 
  of energy that are only visible to the Fringeworthy and have the same size and function exactly like rings. 
  They are the most common type of portal to populated worlds and alternate Earths. It has been theorized 
  that the warp function was used for undercover work with cultures too fragile or primitive to have contact 
  with alien beings.
  At 50 feet away, the Rainbow Effect begins to fade from the direct line of sight of the Fringeworthy. At 
  100 feet, there is no visible sign that a warp exists. This rainbow effect can be seen in pitch 
  blacknesspitch-blackness. From the platform side of the portal, the "Rainbow Effect" can be turned ON or
  OFF with the use of the correct crystal key and the control pylon.
  The only indication that a Planetary Portal exits to a ring station or a warp from the platform is whether 
  control pylon light #4 is lit or can be lit. That indicates that the rainbow effect of a warp is turned on. This 
  is good proof that only a warp exists world-side.
  All normally operating warps require a “safe landing area” of less than 41 inches of water and no 
  encroaching trees or drop off within 37 inches. If this environment does not exist, the warp will “back off”
  until these conditions can be met. It is theorized that on a world that experienced planet-wide flooding the 
  warp might be orbiting continuously just above the whitecaps.
  Pylons
  Control Pylons are the only known access points for making minor adjustments to the portal’s operation. 
  They are mounted on right side of a Planetary Portal, before the ring and to the right of the ramp – facing 
  toward the center of the Fringe Platform or on only one side of the world side portal. Control Pylons are 
  cylinders 30 inches high and 4 inches in diameter with a 45% bias on the faceplate. Inside the circular 
  faceplate is an equilateral triangle 3.5 inches on a side composed of 9 smaller equilateral triangles. Each is
  1 inch on a side. The top-most triangle is a depression where a crystal key will fit. The other triangles are 
  either indicator lights or switches.
  The planet side pylon only has the depression for the key, the activation button and the activation light 
  centered on the face of the pylon.
  Key 
  Depression
  This is the slot in position 1 where a crystal key is inserted to make changes to 
  the ring or warp in question. The pylon will only respond to a crystal of security rating 
  greater than or equal to that of the last crystal used to make any adjustments. A pylon can
  be set to a lower security rating by pressing on the crystal before removing it. It will 
  flash once for each level it is reduced and double flash if it cycles back to its starting 
  setting. A pylon can be set to unlocked so no crystal is needed to change settings.
  Portal 
  Indicator
  This position is an indicator of whether the portal is ON or OFF. If the indicator 
  is lit, the portal is ON. 
  Portal 
  Activation 
  Button
  This position is a button that, if a crystal key of the correct rank is inserted, 
  activates the pylon, allows the operator to turn the portal ON or OFF.
  Rainb
  ow Effect 
  Indicator
  This position is an indicator of whether or not a Rainbow Effect is turned ON. If 
  the indicator is lit the Rainbow Effect is turned ON.
  Rainb
  ow Effect 
  This position is a button that, if the pylon is active, can turn the Rainbow Effect 
  ON or OFF.
  
  84
  Button
  These last 4 Positions are indicators of Dangerous or Deadly conditions on the other side of the Portal. 
  The risk is dependent on whether the indicator is STEADY or BLINKING.
  CONDITI
  ONS
  STEADY 
  BLINKING
  Low 
  Pressure 
  Low 
  Pressure 
  Vacuum
  Low 
  Temperature 
  Low 
  Temperature 
  Sub-Atmospheric 
  (cryogenic)
  High 
  Pressure 
  High 
  Pressure 
  Crushingly High 
  Pressure
  Hight 
  Temperature 
  High 
  Temperature 
  Incinerating 
  Temperatures
  As with all Tehrmelern technology associated with the Fringepaths, the pylon’s composition, power 
  source and construction are completely indeterminate. It has been speculated that the pylons have other 
  functions but none have been discovered to date.
  Key Depression
  Key Depression
  Activation Light
  Activation Light
  High Pressure
  High Pressure
  High Temperature
  High Temperature
  Rainbow Effect
  Rainbow Effect
  Portal Activation
  Portal Activation
  Low Temperature
  Low Temperature
  Low Pressure
  Low Pressure
  Rainbow Light
  Rainbow Light
  Portal Activated
  Portal Activated
  Steady light, low-
  temperature 
  indicated
  Steady light, low-
  temperature 
  indicated
  Blinking light, high-
  pressure indicated
  Blinking light, high-
  pressure indicated
  Crystal Key
  Crystal Key
  
  85
  UNITED NATIONS INTERDIMENSIONAL AGENCY
  The United Nations Security Council founded the United Nations Interdimensional Agency (UNIDA) 
  within hours of Dr. Hatsumi’s announcement of the discovery of a portal that lead to other worlds. The 
  first head of UNIDA was Aleksander Borodin, a retired Russian General with plenty of experience in 
  Arctic operations and conditions. Within a year, primarily at the prompting of the Peoples Republic of 
  China, a new Director-General was appointed: Dao-Zi Feng. Director-General Feng is a billionaire 
  
  86
  Chinese entrepreneur who formerly served as an IDE team member until he was attacked by a raptor on 
  Alt 0,11. Through his government contacts, he was able to finagle the position of Director-General, and 
  was instrumental in reorganizing UNIDA. Borodin became the director of Interdimensional Exploration 
  and overall commander of all portals on Earth Prime as they were opened. 
  UNIDA is a semiautonomous agency; it operates independently and manages its personnel without UN 
  oversight. The only exception is for the position of Director-General. The UN Security Council has the 
  authority to fill that position as they see fit. Since the first Director-General was Fringeworthy, the policy 
  for future appoints was to appoint from the ranks of Fringeworthy. When Borodin became Fringeworthy 
  due to crystal attuning, he was later appointed Director-General of UNIDA. This was after he spent a 
  couple of years traveling the Fringepaths with IDET 1. 
  Because the initial Fringeworthy were all given military rank by their respective nations, only the non-
  Fringeworthy staff and employees directly report to UNIDA. The Fringeworthy members are semi-
  independent, they answer to both their home nation as well as to the Director of IDE and the Director-
  General of UNIDA. This can cause some friction when the Fringeworthy receive orders or “suggestions” 
  from their governments that go against UNIDA policy.
  Additionally, because the Fringeworthy are semi-independent, they do not fall under the purview of the 
  Office of Human RelationsResources. That office is only concerned with non-Fringeworthy staff and 
  employees. And due to their independence from UNIDA, all signing bonuses and pay that the 
  Fringeworthy accrue, comes from their respective governments’ military branches. 
  WORLD AEROSPACE EXPLORATION AGENCY
  After Gordon Conrad rode a bicycle to Mars and then became the first person to set foot on Mars, (in a 
  used Russian spacesuit), there was a scramble by the various major space agencies, NASA, 
  ROSCOSMOS, ESA, CNSA, JAXA, ISRO, and KARI, to wrest Fringe enabled space travel from 
  UNIDA. They met and formed the World Aerospace Exploration Agency, WAXA. An affiliated agency, it 
  is not under the direct command of the United Nations, and operates independently. 
  When new Fringeworthy are found that have various technical skills or piloting experience, WAXA will 
  approach the individual with counter offers to those made by UNIDA. After WAXA procured its own 
  Crystal Key, from the Tehrmelern ruins on Cydonia, Mars, they conducted their own searches for 
  Fringeworthy.
  Their primary mission on the Earth Prime node is to provide support for non-Fringeworthy WAXA 
  astronauts. Travel to other worlds in the solar system became that much easier when you were assured of 
  a prebuilt base and regular supplies from Earth of food, water, and other sundries. 
  WAXA Explorers were the first to visit other worlds around distant stars and bring back signs of life, alien
  life, from other planets. 
  UNITED NATIONS PEACEKEEPERS, FRINGE DIVISION
  After the first encounter with the dinosaurs and less than friendly locals on other worlds, the UN Security 
  Council created the Fringe Division, an arm of the UN Peacekeepers that directly reports to the Under-
  Secretary General of the UN. Its charter is to protect UN interests and its agents on the Fringepaths and on
  other worlds. Its initial membership was taken from the original ranks of UNIDA Fringeworthy, all 
  volunteers who decided exploration wasn’t their cup of tea. The first Fringe Peacekeeper unit was also the
  first truly independent military body that was only beholden to the UN Security Council. Theoretically, it 
  could operate on Earth Prime protecting UNIDA and UN interests without approval from the nation or 
  region the operation took place in.
  
  87
  The first unit consisted of 6 individuals from as many countries. Under Major Indumal Tandon, an 
  experienced soldier from India, the first Fringe Peacekeeper Squad did its best to show how things were 
  done. As time went on, the Fringe Division, under the command of now General Tandon, became a force 
  to be reckoned with.
  The Fringe Division maintains its fighting readiness with constant trips to the Hunting Lodge portal and 
  other locations, including training with the Golden Hordes Divine Heaven Warriors and the Roman Vel 
  Mundi Legionnaires.
  When needed, a squad will accompany an IDE team to a potentially dangerous world on the Fringepaths. 
  Typically, the leader of the IDE team has authority to command the squad, though the squad leader has the
  discretion to override those commands if they would put both the team and the squad in peril.
  FRINGECORP
  Placeholder: FringeCorp: A corporation formed to license the likenesses of Fringeworthy, UNIDA 
  equipment, marketing. Portal 1 stores.
  
  88
  Game Masters Guide
  UNDIA
  In the Early Years campaign, two individuals really defined how UNIDA was shaped and formed: 
  Aleksander Borodin and Dao-zi Feng. 
  In Year Zero, having a retired Soviet era/Russian Federation era retired general in charge, meant that 
  Borodin had the scavenger skills to acquire equipment, hire whoever he needed, and find funding 
  wherever and from whomever he could get a hold of. Even he would admit, that he didn’t get the best deal
  and was forced to accept less than state of the art equipment, and that in many cases he left the UN 
  responsible for several large IOUs. But he had an operational base in less than three months, land granted 
  to him by the Australian government at Alice Springs for the headquarters of UNIDA, and he had 
  established the standard operating procedures that were used for many years by UNIDA. 
  After Dao-zi Feng was appointed Director General of UNIDA, and Borodin Director of Interdimensional 
  Exploration (IDE), the genius that had made Feng a billionaire in Shanghai, China, was used to run and 
  fund operations across both the UNIDA Headquarters in Alice Springs and UNIDEBA. He had 
  connections to corporations and used them to acquire state of the art equipment and gear for the 
  Fringeworthy teams. There was some speculation that he privately profited from some of these deals, but 
  no one has ever been able to prove that. 
  In addition to being a billionaire, Director General Feng is also Fringeworthy. He can inspect operations 
  both on and off the Fringepaths and use this knowledge to better run UNIDA as a lean, mean exploration 
  machine. In fact, having a Fringeworthy Director General was so important, that after Feng retired, the 
  next Director General was appointed from the ranks of UNIDA Fringeworthy. When Borodin became 
  Fringeworthy due to crystal attuning, he was later appointed Director-General of UNIDA. This was after 
  he spent a couple of years traveling the Fringepaths with IDET 1.
  Between a former Soviet era officer and a self-made Chinese billionaire, UNIDA couldn’t have had a 
  better start. While the two men didn’t see eye to eye on every topic, they did agree on how things should 
  work within UNIDA and that they had to have minimize interference from the UN, especially the General 
  Assembly, and operate UNIDA as a semi-independent organization. This did mean cutting funding ties 
  with the UN, but by the time this had happened, other sources of funding had been put into place.
  UNIDA MISSIONS
  Director Borodin set standard operating procedures for how missions would be handled. 
  
  No Cowboys: No hopping in a vehicle and going out there just to see what’s there. Every 
  time an IDE team stepped through the portal on to the Fringes, they had a mission and 
  goal. 
  
  Scouting: Scouting missions were soon established after IDET 4 was formed. Every team 
  had to do a scouting mission once an exploration season. They were to provide basic 
  information about a world, so that when the next team went through, they would have 
  some foreknowledge of what was on that world. 
  
  Training: If you weren’t doing a mission, recovering from a mission, you were training for 
  the next mission. Each team would go through vigorous physical training and depending 
  on the information that had been gathered, classes in history and diplomacy for the 
  suspected society on that world.
  
  89
  
  Mission Planning: Based on the information gathered by a scouting mission, each team and
  whatever experts they needed, would plan their next mission and what the goals would be 
  for that mission. Director Borodin was initially involved in all of these planning sessions 
  until there were just too many of them. After that, he would have representatives from his 
  office involved for all but the most important or dangerous missions. Those he attended the
  meetings personally. 
  
  Crystal Keys: Only the team leader and Director Borodin had access to the Crystal Keys 
  that controlled access to the Fringes. 
  
  The Mission Toast: Just before a team left on a mission, he would hand over the key to the 
  team leader and lament on not being able to go with them. Then, in a tradition that hasn’t 
  changed in many years, he’d opens a drawer, take and places shot glasses on to the table 
  for each team member and one for himself. Then he producesd a mason jar filled with a 
  clear liquid that had garlic cloves floating in it. It was his homemade vodka. He then 
  pourss a shot into every glass and then makes a toast: “May each of you be the best that 
  you can be. May your endeavors be fruitful and may you all return to us. Tvoye zdorovye!”
  Drinking is not mandatory, he hasd been known to provide water for those who didn’t 
  drink alcohol.
  With this basis, Director Borodin established a means for many successful missions, despite having teams 
  made up of misfits and malcontents. It still didn’t help when a team was made guests of the Khan, or 
  when a team was forced to take shelter in a cave far from the portal after being attacked by dinosaurs. But 
  it worked for the other 90% of the time.
  FINDING FRINGEWORTHY
  The other mission that only the most skilled in Crystal Key use had to perform was searching for more 
  Fringeworthy. During the Antarctic winters, the most skilled in using the Crystal Keys would be sent out 
  on trips to different countries to search for more Fringeworthy candidates. Wei Lei is one of these, and 
  very probably one of the Heroes as well. 
  The basic mission that they would go on is fairly straightforward. You only need to run this mission once 
  or twice for your players, just so they know what it takes to find new Fringeworthy. You can make it 
  interesting by making the hero’s teammates her security detail as she roams the streets and back alleys 
  looking for Fringeworthy. Throw in some encounters with street people, misunderstandings, and at least 
  one chase scene to make this a fine adventure.
  To start, the Hero and her security team arrive a major city. The Hero fires up the Crystal Key power Find 
  Fringeworthy, Expert Find Fringeworthy, or Master Find Fringeworthy. Depending on which security 
  level of of thesecrystal key the Hero has in her possession, will increase his her chances of finding a 
  Fringeworthy. 
  Since Fringeworthiness only occurs in 1 in 100,000 people, only cities with sufficient population will 
  initially be scouted for new candidates. As time goes on, the net will be cast wider. The biggest bottleneck
  to these searches is that the more advanced powers can’t be discovered or used until a Crystal Key of the 
  right level is found. 
  How Eeach of the different level powers affects the chance of success arechance of success is as follows:
  
  Find Fringeworthy: Time spent: 1 week
  1. The hero activates her power. If she gets a raise, she gets a +2 bonus to her Smarts 
  check.
  2. She makes an initial -4 Smarts check. A success just confirms that a Fringeworthy 
  person is nearby. On a raise, the hero can narrow down the target’s location to a 
  small region of the city. 
  
  90
  3. Once in that region, she can make a normal Crystal Key invocation of the power if 
  neccessarynecessary. If she gets a raise, she gains a +2 to their Smarts check.
  4. She then makes a -2 Smarts check to locate the Fringeworthy person.
  
  Expert Find Fringeworthy and Master Find Fringeworthy: Time spent 1 day
  1. The hero activates her power. If she gets a raise on her Expert Find Fringeworthy 
  power, she gets a +2 bonus to her Smarts check. If she gets a second raise on the 
  Find Fringeworthy power or a raise on the Master Fringeworthy power, she gets a 
  +4 Smarts bonus.
  2. She makes her initial scan for Fringeworthy and makes a -2 Smarts check. A 
  success confirms one Fringeworthy is within her scan range and where they are 
  located. A raise indicates that there are two Fringeworthy individuals within range. 
  A Smarts check is needed to focus on only one of them. Otherwise she only knows 
  the vague directions they are in. 
  3. When she is in the area that she believes the target is in, she activates her Crystal 
  Key power if necessary. In this case a raise only gets her a +2 bonus to her Smarts 
  check as it won’t get the benefit of the extended range.
  4. She makes a Smarts check to locate the Fringeworthy person.
  To confirm that the right person was found, the hero just needs to place the Crystal Key into the palm of 
  the Fringeworthycandidate. If they are such, the key will glow and a thrill will run up the arm of the 
  individual.  Once found, the individual will be actively recruited to join UNIDA. 
  From these steps, one can see that the rate of finding Fringeworthy individuals will be hampered mostly 
  by the lack of higher level Crystal Keys. The rate of finding new Fringeworthy will be the following:
  
  1 Fringeworthy per month, per NPC or Hero searching, and using the Find Fringeworthy 
  power.
  
  1 Fringeworthy per week, per NPC or Hero searching, and using the Expert Find 
  Fringeworthy power.
  
  1 Fringeworthy per 2 days, per NPC or Hero searching, and using the Master Find 
  Fringeworthy power.
  TEAM BUDGETS
  In the Early Years campaign, neither UNIDA nor TÆSS have much money to spend. The UN is cash 
  strapped in the early years and is totally dependent on member nations dues payments and grants of cash 
  to operate. Because UNIDA is semi-independent of the UN, it gets just enough to administer day-to-day 
  operations. 
  In Year Zero, having a retired Soviet era/Russian Federation era general in charge, meant that Borodin had
  free reign to acquire equipment, hire whoeverwhomever he needed, and to find funding wherever and 
  from whomever he could get a hold of. Even he would admit, that he didn’t get the best deal and was 
  forced to accept less than state of the art equipment. It does mean, however, that every mission on the 
  Fringepaths has tomust be planned outplanned and budgeted for. 
  This does not say that the IDE team members didn’t get some of the latest gear. In many cases 
  sponsorship deals would be made, and in exchange for a team member selling some item or device for a 
  corporation, they would get the latest gear from that manufacturer. Apple was the first to sign a deal with 
  Gordon Conrad, so that every IDE team member gets the latest Mac desktop laptop computer for use at 
  home and at Alice Springs in his or her offices. Wei Lei signed a deal with Pipo Technology, and now all 
  UNIDA personnel get the latest in Android tablets and phones at cost. These deals mean that the heroes do
  
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  have access to some sophisticated equipment, but it probably will not work on the Fringepaths and 
  platforms. 
  Additionally, untested technology, such as small fuel cell units and compact solar power systems will be 
  available, but these are prototypes and they may breakdown, malfunction, or even explode. This also 
  means that all the vehicles that UNIDA procures will most likely be used vehicles in the Early Years 
  campaign. The Moskovi is a venerable armor personnel carrier that’s forty years old, so finding spare 
  parts for it will be hard. The initial vehicle finds will be made mostly in Australia, diesel vehicles of all 
  sorts. If one is lucky, a still working steam vehicle, either a tractor or a lorry, can be found and either 
  leased or purchased outright. But all these will be antiques until sufficient funds and reasons for better 
  vehicles will allow the construction of brand-new Fringe-capable vehicles.
  This all concerns a mission’s budget. To keep this simple, each mission that the heroes go on will have a 
  base budget of $10,000 plus $1,000 for each team member. Vehicles do not count towards this budget as 
  most would exceed it. They will be issued and any repairs will have to come out of any remaining funds 
  in the team’s budget.
  From this budget, they will have to requisition everything: Their basic loadout, weapons, ammunition, 
  food, water, camping gear, and medical kits. Returning this gear will net them a credit equal to one half 
  the value of the requisitioned gear. Uniforms are the exception. They will be issued one each of a field 
  uniform, service uniform, and a mess dress uniform. They will have to purchase their own replacements if
  their issued uniforms are damaged or lost. 
  UNITED NATIONS
  INTERDIMENSIONAL
  EXPLORATION BASE
  ANTARCTICA OPERATIONS
  (UNIDEBA)
  WHITE ISLAND
  The complex on White Island will grow over the years
  in complexity and size. Initially, it is nothing more than
  huts borrowed from McMurdo Station. Then every year
  it grew in size with new facilities and construction,
  culminating in a series of large geodesic domes dotting
  the shore of White Island. 
  Before the other Earth Prime ring stations were opened,
  UNIDEBA, AKA “Hatsumi Base”, was the focal point
  for IDE Teams. 
  Situated on the shore of a small bay where the ice
  moves the slowest, Hatsumi Base began life as a
  collection of 4 huts “borrowed” from McMurdo
  Station. Base Commander Borodin then commandeered
  three more huts that were on the tarmac in New
  Zealand. Guidelines where placed out to the crevasse
  and a team of contractors were tasked to cut a shaft
  
  92
  straight down to the dome. This was done using explosives and drilling equipment commandeered from a 
  Russian Science expedition. 
  By the end of the summer season the shaft had been cut to the mysterious “dome” and rappelling lines put
  in place so that the UN Peacekeeping Forces could descend into the dome and ascend back up. In the 
  dome itself, a generator and other gear were lowered down. 
  During the first winter, a dedicated team chiseled out a vertical shaft to the surface that was large enough 
  for a mine elevator that had been procured from South Africa. The mine elevator was large enough to hold
  vehicles such as trucks and armored fighting vehicles. A special building on skis was constructed to hold 
  the elevator and it’s associated equipment. All of this was shipped by boat to McMurdo Station in the 
  spring.
  The first overwinter at the dome and Hatsumi Base was miserable for the personnel stationed there. They 
  had to commute to the dome shaft on a regular basis and the UN Peacekeepers needed constant resupply 
  as they guarded the portal. The conditions inside the dome were far more pleasant than on the surface 
  such that the Peacekeepers never went topside until the Antarctic spring.
  During the first winter, Borodin used his authority to take ownership of several Antarctic huts, including 
  several used ones. After quick refurbishing and a coat of bright orange paint, a dozen more huts were 
  ready for transport by ship to McMurdo Station and the transported over the ice to Hatsumi.
  In addition, he assembled a team of support professionals, experienced in Arctic and Antarctic operations. 
  This caused some consternation in the UN Security Council, and the UN General Assembly. He testified 
  many times before both bodies in New York, explaining that for the mission to succeed, he needed 
  experienced professionals to live and work at UNIDEBA, (he never called it Hatsumi base), and that 
  political appointees would either die or be less than useless. He did mollify the Security Council some, by 
  hiring experienced professionals from every permanent member of the council.
  Finally, with tacit Security Council approval, he “acquired” a 10 kiloton nuclear warhead of Russian 
  manufacture. It’s located near the portal and can be activated by the Peacekeeper commander within the 
  ice dome, or from the surface by Borodin or acting base commander. It’s removed 10 years later as 
  conditions and security on the Fringe paths has changed enough, and saner minds decided that it was a bit 
  too much.
  When IDET 1 arrived in the spring, the mine elevator was in place in a special hut that straddled the shaft 
  cut in the ice. A covered walkway with plenty of guidelines was in place and the new huts were in place 
  and up and running. In the dome new construction was underway, including a quarantine facility. The 
  entrance to the ring station building was being sealed and an “air lock” of sorts was being built. 
  IDET 1 had been tasked to travel to the portal where Sayuri Tenuma had met Schmert, so beyond the UN 
  presence, a veritable forest of tents and portable huts were set up by most of the world’s news services. 
  This collection of tents and huts became, over the years, a permanent collection of structures and hotels 
  for the world’s press and other visitors to Hatsumi Base.
  Life at UNIDEBA
  Until the first “warm water” portal on Earth Prime was opened, Hatsumi Base wais the focal point of 
  UNIDA and the world. Several facilities are were built in the domed area under the ice: A hospital, 
  quarantine facilities, barracks, guest facilities, fortifications around the portal building, and a small motor 
  pool for staging vehicles.
  On the surface, a host of huts and habs dot the surface of White Island. A covered walkway leads from the
  main cluster of buildings to the elevator building and access shaft leading down to the dome. During the 
  summer months, the base is a hive of activity. New facilities being built, visitors, press flights, and the 
  ever-important mission prep for one of the IDE teams about to venture onto the pathways. On the ice, a 
  landing strip is kept cleared for flights to and from the base from either New Zealand or Australia. 
  
  93
  Initially, a line of communication balloons was put in place between the Ross Ice Shelf and Wellington, 
  New Zealand. These wereThey carried  broadband communication systemsbroadband communication 
  systems that provided high-speed data connections between Hatsumi base and McMurdo Station. Two 
  years later a communications cable wais laid from McMurdo Station to Wellington. Then a remotely 
  controlled underwater ROV carried another cable from McMurdo to the dome, connecting Hatsumi Base 
  to securely to the rest of the world.
  Because of climate change, the ice began to recede farther into the Ross Ice Sheet until seven years later 
  the northern tip of White Island finally touched open water once more. Under the ice, this was much more
  apparent, as a ring of water would form in the spring and roise up as the summer progressed. After seven 
  yearsyears, the ring of water was 20 feet tall. The local seals took advantage of this, driving small schools 
  of fish right through the dome’s electrostatic force field onto the surface of the seamount. There they had 
  a feast and some took up permanent residence within the dome. To accommodate the new residents, 
  secure barriers were set up to keep humans from bothering the seals.
  On occasion, visitors from the other Fringe worlds will arrive, typically unannounced. Some just need 
  resupply, which UNIDA will gladly do, keeping an account of what was taken and used. Others are 
  official delegations from these other Earths to the UN. These representatives are put in the guest quarters 
  until a flight to New Zealand can be arranged. 
  Mysteries of UNIDEBA
  The biggest mystery of UNIDEBA is the electrostatic force field dome that keeps the ice and water out of 
  the old base under the ice. The Ross Ice Sheet breaks over this dome, and what water there is that’s visible
  during the summer months cannot pass through the electrostatic field of the dome. But seals routinely pop
  through with the catch of the day, and leave with ease. Water can be carried through the dome, but falling 
  ice in the elevator shaft stops when it hits the force field. 
  An experiment was tried where a paper cup of water was dropped onto the force field. The cup passed 
  through, but the water didn’t. However, when the cup of water was placed on the floor of the elevator, the 
  water remained in the cup. 
  Excavations were made at the center of the dome in hopes to find what was causing the effect., What they 
  found was a flat expanse of metal 2 meters under the surface. Subsequent investigations using ground-
  penetrating radar revealed that the metal is completely under the surface of the seamount the base is 
  situated on. Seismic readings find that the seamount contains a cylinder 303 meters in diameter (994 feet) 
  and 1,524 meters tall (5,000 feet). It is the largest structure on Earth. No opening could be found and any 
  attempt to cut through the metal fails, as it is a form of Tehrmelern metal with self-healing capabilities.
  It took 5 years of patient exploration and research before and triangular indentation was found in the top 
  of the cylinder. It took several years before a combination of keys was able to open a door into the great 
  machine. The cylinder houses a massive device, whose exact purpose is unknown. However, a control 
  center was found that would operate for any Fringeworthy using both an orange engineering key and a 
  type 7 key or higher. The controls give access to the following features of the electrostatic force field:
  
  The size of the dome. The dome can be expanded to over a mile in radius. The dome is 
  actually a globe, and as the dome is expanded, it will push aside the water and ice surrounding 
  it. If pushed too fast, it could overwhelm the UNIDEBA surface base and crush it.
  
  The climate inside of the globe. The climate can be adjusted to near tropical conditions, with 
  separate controls for temperature, humidity, even wind speed.
  
  Illumination. During the cold winter months, a false sun will shine in a typical 24-hour cycle: 
  12 hours of daylight and 12 hours of night. This artificial sun can be positioned anywhere in 
  the sky overhead. The visible sun is just an image on the inside of the top of the globe relative 
  to the viewer.
  
  94
  There are other controls that remain dark. They were probably for devices and machines that existed on 
  the original base, but where lost when the dome was reduced to the smaller size it was discovered at. They
  were most likely flooded and then grounded off by the Ross Ice Sheet. 
  When it was first expanded a little bit, no more than 10% larger than its original size, dome shoved the 
  thick ice out of the way. This partially collapsed the vertical shaft to the dome and temporarily trapped the
  personnel in the dome until the elevator was repaired. 
  After much discussion by various authorities and a long arduous debate in the UN General Assembly, it 
  was decided to “restore” the dome to full functionality and size. However, due to the fact that the ancient 
  facilities are now on a sea mount, 300 feet below sea level, that plans be put into place to construct an 
  elevated road with a spiral ramp down to the top of the seamount. This included plans to install stairs and 
  elevators in the spiral ramp.
  UNITED NATIONS INTERDIMENSIONAL EXPLORATION BASE, 
  ODO ISLAND, (UNIEBOI)
  This portal is available for use in game in either the Middle or Late campaign. As the GM it is your 
  decision when to open this portal and the subsequent construction of the base. The results of opening this 
  base or the Doggerland base, is that with a warm water port, with year round access, there’s no reason to 
  use Hatsumi for much more than research.
  ODO ISLAND
  Odo Island is a part of the Japanese Izu Island chain, and is south of Tokyo and west of Hachijo Island. 
  It’s about an hour’s flight to Tokyo, or a day’s trip by sea. It’s not a large island, only 10.38 square 
  kilometers in area. 
  The ring station lies at the base of Odo Island, approximately 2 km west of the island. The ring station 
  may have been on the surface, but as Odo Island is a dormant volcano, that bit of the island more than 
  likely collapsed into the sea, taking the ring station with it. The warp subsequently appeared on the 
  western shore of the island.
  Odo Island was once home to a fishing village and several small farms. It is also incredibly mountainous 
  as it is a dormant volcano. The volcano last erupted in 1054 C.E. and did massive damage to a portion of 
  the island. Local legends say that a monster lives in the mountain and it occasionally rumbles into life, 
  belching fire and lava. After the portal was opened, the Japanese government relocated the inhabitants to 
  another island in the Ogasawara subprefecture. 
  Due to the unsuitability of the island’s steep terrain, a massive floating island was constructed off the 
  western shore of the island, and the warp moved of its own accord onto the structure. Officially named 
  United Nations Interdimensional Exploration Base, Odo Island, (UNIEBOI) the large artificial structure 
  gained the nickname of “Monster Island” or “Kaijū Shima” in Japanese (怪獣島) by the local workers.
  Kaijū Shima is one of UNIDA’s  main bases of operations, as it’s a warm water port, and that it’s only a 
  short trip to Japan. Located on several shipping lanes, it is the only other base capable of unloading and 
  loading container ships. A floating airport capable of handling the largest of airliners is part of the 12 
  square mile artificial island. The portal itself is situated in a large building with plenty of room for the 
  portal to wander across the floor as it is directly over the submerged ring station 1,600 meters below. So 
  far, no sign of the ring station has been found. Presumably the ring and associated buildings are buried 
  under a submarine landslide.
  UNIEBOI is the base of operations for Chinese, Indian, Siberian, Japanese, Indonesian, Southeast Asian, 
  and Australian based IDE teams. It is also the primary gateway to United Nations Earth in either the 
  Middle or Late Campaign.
  
  95
  Several Commonwealth World consulates are located here, though these are more like way 
  stations, as the rent for space is astronomical. It's cheaper to put all the main consulates in Tokyo, than on 
  Kaijū Shima. Because it is located within the Japanese economic zone, there is a customs office and all 
  newly arriving personnel from the Fringepaths must go through customs. So, folks who just wander in 
  from the paths get to stay in the capsule hotel located in the Portal Building until they can get a temporary
  visa from both Japan and the United Nations.
  Life at UNIEBOI
  Life is hectic at UNIEBOI, with container ships showing up 24 hours a day, being unloaded or loaded. 
  Home to the Interdimensional Transportation Service, (IDTS), it is the hub of the massive Fringe Road 
  Trains. 
  PORTALS EXPANDED
  PORTAL DEFENSIVE ABILITIES
  Defensive Energy Burst
  Portals, Pathways, Rings and Control Pylons are virtually idiot-proof and cannot be damaged by any 
  known means. Weapons fire directed against a person or object in transit results in a 5d10 energy burst 
  fired at the origin of the weapons fire. This only occurs if the attack hits the transiting target. Misses are 
  ignored.
  The portal never misses, but it will not fire if it cannot get a clear shot at the origin of the attack. Also, the 
  attack must do physical damage to the target, so only directed energy (Lasers, particle beams, etc.) and 
  kinetic energy attacks (Punches, bullets, swords, etc.) are responded to. Chemical weapon attacks do not 
  provoke a response, nor do Psi attacks, including various forms of Telekinesis (Blast, Bolt, Burst, 
  Entangle, Pummel, and Telekinesis). 
  Additionally, mines and grenades do not prompt an energy blast because they self-destruct. 
  Fringe Pirates take advantage of this this function, by attaching a cable on a spooling frame to themselves 
  or their vehicles, and leaving it behind on the pathway or platform they are transiting from. The spools 
  contain about a thousand feet of cable, and will take 83 days to completely unspool, so severing the cable 
  is the only option to prevent the portal from firing the energy burst. 
  Severing the cable with weapons fire is a -6 to the shot. Most cables have a toughness of 8-12 depending 
  on their thickness. If the attacker successfully severs the cable, except for the attack on the cable, the 
  portal will stop returning fire.
  In summary:
  
  Attacks on an object or person that is transiting through a portal, cause the portal to return 
  fire on the origin of the attack.
  
  The portal only uses its attack if there is a clear line of sight back to the attacker from the 
  portal.
  
  Portals have 360° line of sight.
  
  The portal attack never misses, and does 5d10 of energy damage. 
  
  The portal only fires if the attack hits the object of person transiting through the portal.
  
  The energy blast is immediately fired after a successful hit. 
  
  The hit does not have to do any damage, even when the target successfully makes a soak 
  roll and takes no damage.
  
  96
  
  This attack only occurs as long as the target is still in transition through the portal. This 
  includes any object that is securely attached to the target.
  Mellor Defense
  In the final days, the Tehrmelern were able to reprogram the Fringepaths to distinguish between normal 
  and mutant Mellor. When any mutant Mellor appears on the Fringepaths or approaches a portal in its 
  natural form the Tehrmelern Mellor defensive function is triggered. The portal will fire a 5d10 energy 
  blast at every Mellor within line of line of site of the portal every round. This attack always goes first at 
  the beginning of the round, before any other actions, and will continue to fire until the Mellor is 
  destroyed. This attack ignores all Mellor immunities or resistances. This attack also doesn’t care if 
  something or someone is in the way, unlike the standard defensive fire.
  By the way, the portal never misses. 
  HEALTH BENEFITS
  Portal transition tends to kill harmful bacteria and viruses and cleanse the traveler’s system of any odd 
  organisms that they didn’t have at the last portal use. The largest organisms that will be removed are 
  simple single-celled animals or flora. Larger parasites, such as tapeworms, flukes, and fleas, will not be 
  removed, and must be dealt with in a more traditional manner. However, if they are any harmful bacteria 
  or viruses in the parasite, then these are cleansed from the parasite. Additionally, the hero’s immune 
  system is strengthened and allows them fight parasitical infection better and be gets rid of the parasite 
  sooner than normal. They also can make a Vigor roll for airborne infections, which normally do not allow 
  for a Vigor roll.
  In game terms, the hero is cured of any diseases they may have contracted on a world. However, the 
  physical effects of the disease will have to heal normally. A hero covered in buboes from the black plague 
  will be cured of the plague, but the buboes must heal normally. If the disease causes a Fatigue loss, the 
  hero will still suffer the Fatigue loss for a few days until her body recovers from the ravages of the 
  disease.
  In addition, the immune system is boosted for those who travel the Fringepaths, making them better able 
  to fight off diseases that the Fringe system does not cleanse from the body. Cancer, radiation damage, 
  poisoning, and other similar afflictions can be put into remission after a year of travel on the Fringepaths. 
  The immune system is repaired, and retuned. This retuning will, cureing various autoimmune diseases, 
  such as leprosy. 
  Finally, the boosting effect will increase the lifespan of the hero by a factor of 20. For older explorers, this
  boost can cause a “rejuvenation” effect: Arterial plaque is removed, late onset diabetes is reduced or 
  cured, and hair loss reversal has been reported. The hero isn’t actually younger, but their biological 
  systems are so energized that their bodies are able to resist stress, repair damage, flush fatigue, and 
  environmental poisons, and restore function to marginal cells. In the end they look and feel like non-
  Fringeworthy humans who are years younger. However, it doesn’t keep them from getting a hangover. 
  Because their body is better at repairing itself, they can regenerate lost limbs and heal lame ones over 
  time. They can overcome the effects of debilitating diseases, and resist poisons. They can do the 
  following:
  During a game session:
  
  They get a +2 to resist infection from Touch or Induction caused diseases.
  
  They can make a Vigor roll to resist Airborne diseases.
  
  Once per session they can make a Vigor test reduce a Long-Term Chronic, Majorly 
  Debilitating Disease to a Long-Term Chronic, Minorily Debilitating Disease.
  
  97
  
  Once per session, they can make a Vigor test to reduce a Long-Term Chronic, Minorily 
  Debilitating Disease to a Short-Term Debilitating Disease.
  
  They can recover from a Short-Term Debilitating Disease 2d6-2 days, minimum of one day
  being sick from the disease.
  
  Normal recovery time for the Fringeworthy 2d6-2 days minus half the Hero’s Vigor.
  Once per rank a hero can make a Vigor test vs. a body-related Major hindrance and a Vigor+2 test for a 
  body-related Minor hindrance, and on a success then spend an advance to either reduce the Major to a 
  Minor hindrance, or remove a minor hindrance all together. Additionally, the following Hindrances can be
  cured:
  
  The One Arm hindrance can be reduced by -2 after a successful Vigor test once per session
  and spending an advance. A second advance would have to be spent to completely remove 
  this hindrance, but not in the same session it was reduced to a Minor hindrance.
  
  The One Eye hindrance can be reduced to a Minor Bbad Eeye hindrance on a successful 
  Vigor roll and spending an advance. 
  
  The Major Bad Eyes hindrance can be reduced to a Minor hindrance on a successful Vigor 
  roll and spending an advance.
  
  The Minor Bade Eyes hindrance can be completely removed on a successful Vigor roll and
  spending an advance.
  
  The One Leg hindrance can be reduced to a Lame hindrance on a successful Vigor test and 
  spending an advance.
  
  The Lame hindrance can be completely removed with successful Vigor test and spending 
  an advance.
  The exception is if the hero has the Elderly Hindrance and then they have to buy it off with one of their 
  Advances after they have been using the Fringepaths and portals for 5 game years. At that point, the 
  effects of the Elderly Hindrance are removed from the Hero. Over the 5 game years, their appearance 
  changes, and they appear more youthful, eventually appearing to be in their mid-40s to early 50s. 
  PROBLEM PORTALS
  “We also know of this Murphy!”
  --Schmert
  They cut across as wide a path as possible, without disrupting or mixing universes. But like all feats of 
  engineering, there were a few problems in the otherwise perfect system. There was a point where even the
  Tehrmelern rounded the hundred billionth decimal point without realizing time would show the errors in 
  new and creative ways.
  Maintenance would have been simple if the Tehrmelern had survived the living tidal wave of hell called 
  Mellor.
  The theoreticians who worked for the UN’s IDA suspected that damaged Planetary Portals and 
  transference oddities might exist early on. These bugs in the Tehrmelern portals would prove to be an 
  extreme danger to Earth’s first Fringeworthy Explorers. As time when on, it was surmised that the 
  majority of “problems” were in fact features that the Fringeworthy could invoke using the appropriate 
  Crystal Key. 
  Problem Portal Table
  Use problem portals sparingly, as they can cause major problems for the heroes. If you want to randomly 
  generate a problem portal then for each planetary portal on a platform do the following:
  
  Roll a d100. 
  
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  
  On a result of 100, roll on the following table:
  Problem Portals
  D100
  Minor Problem
  D100
  Serious Problems
  01-14
  Misaligned Warp
  01-15
  Misaligned Warp Height
  11-15
  Misaligned Warp Height
  16-25
  Fast Warp Drift
  16-20
  Timed Transfer
  26-35
  Hard Transfer
  21-25
  Time Lapse Transfer
  36-50
  Hard Splash Down Warp
  26-30
  Weird Down
  51-60
  Bad Transition
  31-35
  Splash Down Warp
  61-70
  Hot Sauce Transfer
  36-40
  Warp Drift
  71-80
  Ice Pack Transfer
  41-45
  Stellar Transfer Warp
  81-95
  Geronimo Transfer Warp
  46-50
  Ghost Transfer
  96-100
  Solid Transfer
  51-60
  Ghost Warps
  61-65
  Pusher Transfer
  66-70
  Rainbow Flux Warp
  71-75
  Hot Transfer
  76-80
  81-85
  Cold Transfer
  Slow Drift
  86-90
  Mirror Transfer
  91-95
  Intermediate Area Transfer
  96-99
  Mind Transfer
  100
  Roll on Serious Problems
  Minor Problem Portals
  The following are the minor problems that afflict portals, both Warps and Ring Stations, unless specified 
  in the problem description.
  Misaligned Warp
  Exiting these problem rings or warps will create unusual light images or “flicker” for 10d10 minutes or 
  until the explorer returns through the portal. While relatively harmless, the image is disconcerting to those
  who view it. Flickering has a 4 in 10 chance to cause headaches and nausea for the explorer.
  Misaligned Warp Height 
  A Warp with Misaligned Height is 1-4 feet off the ground.
  Timed Transfer
  A Timed Transfer is a normal transfer with a random or set time where the explorer is automatically 
  pulled from the world and dumped backwards from the portal to the platform.  This recall happens 
  regardless of the victim’s distance from the portal.  The victim begins to glow a minute before he or she 
  dematerializes.  There is a 1 in 10 chance that a Timed Transfer Portal also suffers from a Time Lapse 
  Transfer error.
  Time Lapse Transfer
  These are the portals that transfer explorers to a world and then refuse to allow their return to the 
  Platforms until a specific amount of time has passed.  This can be up to 100 days though the average is 
  
  99
  3d10 hours.  After the initial “Waiting Period”, an explorer can come and go through the portal as usual 
  without the time restriction. There is a 1 in 10 chance that at Time Lapse Transfer Portal also suffers from 
  a Timed Transfer error.
  Weird Down 
  Weird Downs are random problems associated with transit through a warp or ring with slight stability 
  problems. These manifest themselves as horrific booming noises, wind, light or other disturbing effects 
  that scare the willies out of the local natives. In the rarest of instances (1 in 20), the explorer will transfer 
  to the alternate or prime while leaving all possessions, equipment and clothing behind.  Exiting such 
  portals had a 50% chance or creating the same effects as an occasional cloudburst. (And possibly a 
  messiah complex)
  Splash Down Warp
  These Warps exit over water at a height of 1-10 feet. They function as normal warps in all other respects.
  Warp Drift
  Some Warps have been known to constantly move at a very slow pace.  These Warps may travel up to 10 
  feet per hour.
  Stellar Transit Warp
  These warps appear on a planet’s surface once in a specific or random time for d100 hours before 
  accelerating to an orbital location for up to d100 days.  The surfaces of these worlds are only accessible 
  for a very short time when the platform's pylon changes from dangerous to safe.
  Ghost Transfer
  Many Fringepath explorers find the Ghost Transfers to be the most disconcerting.  The explorer is 
  transported to the world in question but only as an immaterial ghost-like being that can pass through 
  people and solid objects and only possesses a 1 in 10 chance to move or interact with anything solid on 
  that world.  In fact they are only visible to the inhabitants of that world for d4 actions at a time. They are 
  the ghosts and poltergeists of legend.
  Ghost Warps
  Ghost Warps are stationary or drifting “False” rainbow warps.  While confusing to the Fringeworthy, they 
  can hide small Pocket Universes or Hells. They form in clusters of d10+1 and there is a 1 in 10 chance 
  that they will drift in the vicinity of a true functional warp, (seriously confusing the issue if a fast escape 
  is required).
  Pusher Transfer
  Normal in all other respects, the Pusher Transfer shoves the victim through the portal at 2-5 times the 
  velocity at which they entered. (Baseballs to bullets, Oww!) This effect occurs in both directions through 
  the portal.
  Rainbow Flux Warp 
  Flux is the energy picked up through a Rainbow Warp. These rare occurrences make an explorer stand out
  like a neon light to other Fringeworthy for d100 hours.  This effect is also visible to animals and small 
  
  100
  children and can have a very unnerving effect upon them.  It can also be detected as a halo-like effect by 
  camera, though not by normal vision.
  Hot Transfer
  Hot Transfers cause the Hero and all his equipment to radiate heat from the surface of his skin, clothes, 
  any surface, for d10 minutes. However, the hero is unaware of this until something catches fire. This heat 
  is hot enough to ignite paper, wood, fuel, or other material. Ammunition exposed to this heat can cook off 
  if heated for more than a minute. Additionally, a small burst of fire may appear in a random spot on the 
  Hero or his equipment. Treat this as a “Spot fire” and it does 1d10 damage.Exceptionally dangerous are 
  Hot Transfers that heat the external surfaces of the traveler and any equipment he or she carries to 110° F. 
  Most often a hot transfer will kindle a small burst of flame at a random spot on the victim.  This effect has
  been known to last up to d10 minutes. The Hero must make an immediate Vigor roll or become shaken. 
  This effect occurs in both directions through the portal.
  Cold Transfer
  Essentially this is the opposite of a Hot Transfer with the surfaces and equipment being chilled down by 
  -100° F. This can cause frostbite to any exposed skin if care is not taken to immediately warm the affected
  area.   In extreme cases, liquids have frozen and containers have been deformed or even burst by the rapid
  crystallization of their contents. This effect has been known to last up to d10 minutes. This effect occurs 
  in both directions through the portal.
  Mirror Transfer
  In a Mirror Transfer, the hapless explorer has everything about him reversed, right down to the molecular 
  level. This includes his DNA and proteins. This has the nasty effect of making almost all the food he is 
  likely to encounter on this alternate useless to him. Technically, the explorer could eat to bursting and still 
  starve to death due to the inability to absorb any useful nutrients. The only food of any value would be 
  what the explorer brought with him at the time of transfer unless some naturally occurring “Left-handed” 
  food could be located. This is very unlikely. Luckily, returning through the portal reverses this effect. 
  The beneficial side effect of the Mirror Transfer is that the Hero is immune to all pathogens and most 
  biological based poisons. 
  Intermediate Transfer
  An unusual occurrence where an Access Ring to an Alternate or Prime has a small closed universe set 
  before the actual gate.  A delay area like this is often a mile in diameter and in a natural setting.  They are 
  thought to be staging areas or created because of engineering difficulties encountered during the initial 
  attempt to access the Alternate. This is the same as the Crystal Key Power Intermediate Area Transfer.
  Mind Transfer
  These are the rarest of all Tehrmelern research portals where the explorer’s body is held between worlds 
  and his or her conscious displaces the mind of a sentient being or animal on the other side. While very 
  disconcerting to the Fringeworthy, the victim suffers nothing but a memory loss and the minor 
  consequences of whatever the explorer did with the body while in possession of it.  
  Passing through any Portal or Warp, or, in some cases, the death of the host body returns the Hero’s mind 
  back into his body and he then exits from the ring on to the platform.  If the return cause is the death of 
  the host body, there is a 2 in 10 chance that some counseling will be required for the explorer if they 
  survive a -2 Spirit check.  Failure indicates that the character takes 3 wounds, must make an 
  
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  Incapacitation Vigor roll. If he fails, a Hero with the Healing skill can try to stabilize him using the 
  normal Healing rules. Note, the Hero can soak this damage.
  Serious Problem Portals
  The following are the major problems that afflict portals, both Warps and Ring Stations, unless specified 
  in the problem description.
  Misaligned Height Warp
  A critically Misaligned Warp that is 5-15 feet off the ground and drops the traveler like a sack of sand.
  Fast Warp Drift 
  Fast drift is an alignment problem that can move a warp 20d10 feet per day. This is often in a random 
  direction.
  Hard Transfer
  A Hard Transfer is a dangerous condition where the victim making the transition is shocked unconscious 
  for 1-10 minutes and thrown through the portal exit.  Other effects include vomiting (30%), nausea (85%) 
  violent sickness (75%), memory lapse (35%), and half physical stats (65%) for up to 10 hours.   Metal 
  carried can be fused, weakened or crystallized into uselessness (45%)
  A memory lapse can be minimal, creating a state of confusion or a temporary loss of a few hours of 
  memory. There is a 10% chance the victim will suffer a full identity loss for up to 10 weeks
  Hard Splash Down 
  These warps exit over water at a height of 11-20 feet.  This guarantees an adventure just getting back 
  home through the warp. In all other aspects this warp functions normally.
  Bad Transition
  Bad Transitions resemble the results of a harsh brawl.  Victims, upon transit, are spun, thrown and ejected 
  from the portal as they exit.  In extreme cases they are launched from the system and thrown backwards 
  onto the platform or shot out of the warp.  Vehicles are generally damaged as if in a harsh frontal collision
  of up to 100 miles per hour without any additional injury to passengers.
  Hot Sauce Transfer
  This is a more severe form of Hot Transfer that can be picked up from a malfunctioning portal. In this Hot
  Transfer the excessive heat energy (100+ degrees) generated by the portal stays with the explorer as long 
  as he or she is on that world.  Most dangerous is that the explorer doesn’t feel this heat on their person or 
  equipment as everything, (including the explorer,) has been heated evenly.  The level of threat depends on
  what the explorer is carrying, for example, (matches, flares, certain flammable or explosive chemicals or 
  containers,) and how long he or she remains on that world.  There is a 5%1 in 20 cumulative chance per 
  day, that some object on the explorer will burst into flame and require extinguishing. (Tthe chance is 
  greater if the object is naturally flammable. of the dangerous variety – see above). Objects from that world
  that come into contact with the explorer have a 50% chance of busting into flame at a rate of 1d-4 objects 
  per day. The heat energy dissipates upon reentry to the portal.
  
  102
  Ice Pack Transfer
  This is a more severe form of Cold Transfer that can be picked up from a malfunctioning portal.  In this 
  Cold Transfer the rapid decrease in temperature, (-100° Fdegrees) generated by the portal stays with the 
  explorer as long as he or she is on that world.  Most dangerous is that the explorer doesn’t feel this chill 
  on their person or equipment as everything (including the explorer) has been cooled evenly.  There is a 
  5%1 in 20 cumulative chance that a spot on the explorer will spontaneously freeze and require warming to
  thaw or it will spread at a rate of 1d4-4 square inches per minute. Objects from that world that come into 
  contact with the explorer have a 50% chance of freezing solid at a rate of 1d-4 objects per day (talk about 
  giving someone the cold shoulder) The chilling effect dissipates upon reentry to the portal.
  Geronimo Transfer Warp
  A dangerously misaligned warp that is not vertical but horizontal to the ground. The Hero literally falls 
  out of the portal. The height they fall is 1d4 x 10 feet. It is recommended that you use trees, water, 
  whatever to cushion the falls of the Heroes. There is a 1 in 20 chance that the height of the fall is +20 feet 
  higher.
  Solid Transfer
  The most horrifying of all transfers is the Solid Transfer where Heroes or equipment become fused into 
  the atomic structure of a solid object. They are literally yanked through the portal and fused into the 
  nearest solid object or into the ground. 
  To determine who this happens to, shuffle and draw a card for each Hero, vehicle, and important piece of 
  equipment passing through the portal. On a Spade, that person or item is fused into another object. The 
  higher the suit of the card, the more of the person is fused. A 2 of Spades, just a hand or foot is fused. A 7 
  of Spades, half the person is fused. Ace of Spades, and the person is completely fused into a solid object. 
  (Within reason. If the nearest object is a tree, then the Hero center of mass is inside the tree, with his arms 
  and legs sticking out. )
  While never immediately fatal, it is an agonizing way to die unless the object and the Hero fused to it are 
  transported back through the portal.  The second portal transition automatically separates the victim from 
  the objects without ill effects (except possibly nightmares).
  While in the fused state, the Hero takes damage, ignoring armor, every round. From 2 to 4 of Spades, 1d6 
  damage. 5 to 9 of Spades, 2d6 damage. 10 and Jack of Spades, 3d6 damage. Queen to Ace, the Hero is 
  suffocating. If the head or upper body is fused into an object, the Hero will suffocate. They must make a 
  Vigor roll every round or take a wound from suffocation. If they become incapacitated, they will die in d4
  minutes.
  WEATHER ON THE FRINGEPATHS
  At first it was thought that the Fringepaths were a completely climate-controlled system where 67 
  degrees Fahrenheit and perpetual twilight were the norm. After a year of observation, explorers 
  catalogued several unusual phenomena.
  
  These phenomena are only associated with travel on the Fringepaths.  As they pass 
  through a Pathway Portal to a platform, they flow towards the center, pause for d10 
  minutes, and then move off through a random Pathway Portal.
  
  Most events move at a rate of 20+d10 miles per hour
  Weather Table
  D100
  Weather
  1-50
  None
  
  103
  51-58
  Mist Clouds
  59-65
  Rain Clouds
  66-70
  Memory Storms
  71-74
  Gravity Storms
  75-79
  Jelly Fire
  80-83
  Snow Storms
  84-88
  Noise Storms
  89-92
  Rainbow Storms
  93-95
  Electrical Storms
  96-98
  Psi Storms
  99-100
  Ghost Train
  MIST CLOUDS
  These are simple clouds of water vapor that travel the Fringepaths. More like a patch of dense fog, they 
  have a length of d4 miles and leave a coating of moisture on exposed surfaces.
  RAIN CLOUDS
  These dark clouds leave copious amounts of water behind as they travel the Fringepaths. The water is 
  pure and drinkable if collected. Average rainfall depth is about 1 inch.
  MEMORY STORMS
  These disturbances appear as a million or more blue lights that travel in a swirling cloud. Contact with the
  cloud is harmless, but many explorers have reported flashes of memory, like living a few minutes in 
  another beings’ body. While some experiences are mild, some have been terrifying and have caused the 
  recipient to require consolation or even therapy. Exposed heroes make a Spirit check. 
  
  Failure indicates a Hero suffers a -1 to future Spirit checks for 1d4 days. 
  
  On a success, the Hero gains a +1 to Spirit checks for 1d4 days.
  
  On a raise, the Hero gains a +2 to Spirit checks for 1d4 days.
  GRAVITY STORMS
  A cloud of dust, grit and debris swirl in this cloud. As the wind passes, gravity on the Pathway is 
  neutralized for 1d4 minutes. Moving objects will continue in a straight line but might veer left or right due
  to drag. Stationary objects will slowly start moving upwards from the pathway surface because of air 
  circulation.
  JELLY FIRE
  These clouds of boiling pinpoint lights are magnificent to behold. Swirling like a snowstorm, the minute 
  fluorescing globules build up on exposed surfaces until brushed away.  Jelly-like in nature, they smell like
  rotten eggs and are useless. The sticky residue evaporates in 10 minutes leaving no trace.
  SNOW STORMS
  This storm resembles a white boiling mass of clouds. The temperature instantly drops to freezing and a 
  small blizzard covers everything with snow and ice. Often an inch of snow is dumped in just a minute or 
  two.
  NOISE STORMS
  These sparking clouds carry a booming cacophony of sound with them.  While most is just noise, on 
  occasion, voices can be discerned along with other near familiar sounds.
  
  104
  RAINBOW STORMS
  Colorful and annoying, these storms build up static electricity and create a halo effect around those it 
  contacts. With nowhere to go, be careful how (or on whom) you discharge the built-up shock once you 
  leave the Fringepaths as it can persist for several hours. Otherwise it is harmless.
  ELECTRICAL STORMS
  Appearing first as Rain Clouds, these monstrous little thunderstorms discharge electrically. Any vehicle in
  such a storm has a 1 in 4 chance of being hit. Results of a hit in a random area do up to 2d20 points of 
  damage. Individuals have a 1 in 10 chance of being hit with 3d6 points of damage.
  PSI STORMS
  These oddities resemble Rainbow Storms, but charge the contacted individuals with PSI Energy. Any PSI 
  user gains a temporary +2 bonus to use Psychic powers for 24 hours. Non-Psionics become temporarily 
  psionic for 1d4 days. Randomly choose their power. Anti-PSIs exposed to this cloud suffer headaches and
  severe nosebleeds.
  GHOST TRAIN
  This is the “ghost train” out of legend and haunted house lore. On very rare occasions a Fringepaths 
  explorer has admitted, (usually after getting very drunk), to having encountered such a thing.  They are 
  usually the butt of their comrades’ jokes for months and others have tended to wonder about them after 
  such a telling. To date, no one has been found dead on the Fringepaths or Platforms flattened by an 
  imaginary locomotive.
  PYLONS EXPANDED
  “It’s nothing but idiot lights!”
  --Gordon Conrad
  The standard pylon control interface is somewhat lacking in verbose information on the conditions on the 
  other side of the warp. Many a Fringeworthy has commented on this issue, not knowing what the exact 
  parameters are for the blinking lights and a lack of other indicators for radiation, bio-compatibility, and 
  other information about the world on the other side.
  And they are right. There is an expanded interface for the pylon that can be accessed. However, it may not
  be what the hero was looking for. To open the expanded interface requires two crystal keys: A yellow type
  8 general security or higher crystal key, and an orange engineering key. 
  You use the security key to activate the pylon and then you touch this key with the orange key and then 
  invoke the power “Open Interface”. This requires a successful Crystal Key Use skill test at -4. If 
  successful, the expanded interface opens up and displays the enhanced information about the world on the
  other side of the warp.
  What the hero sees probably won’t make any sense to them. Humans use dials, indicators, scales, and 
  even words to deliver information about a system. Not the Tehrmelern. They use colors to indicate 
  different forms of information.
  The four basic colors of the Tehrmelern readout are:
  
  Green: Indicates a good condition the deeper the color. Associated with organic systems.
  
  Red: Indicates a good condition the deeper the color. Associated with nonorganic systems.
  
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  
  White: Indicates a dangerous condition when completely white, tinted green or red, not as 
  dangerous. White is the color of mold and decay.
  
  Black: Indicates a deadly condition when fully black. In different shades of grey, indicates 
  that the conditions are getting worse. If tinted green or red, indicates that the associated 
  system is decaying.
  The existing environmental indicators are replaced with updated versions and new indicators are added to 
  the interface: 
  Temperat
  ure
  Green indicates normal temperatures above 68°F, Red normal temperatures 
  under that. As more white is added to both colors, the temperatures go up or down 
  respectively. 100° F is a green-light white color, 32° F is red-light white in color. As 
  they get whiter and lighter, the more extreme the temperatures. Absolute white, you 
  die if you step on the other side unless you have some very tough environmental suits.
  Pressure
  Green indicates normal pressure within a few millibars. Low pressure the 
  color darkens until it reaches black for vacuum. High, but survivable pressure is 
  indicated by the color getting whiter and when completely white, the pressure is at 
  Tehrmelern maximum survivable pressure. This also happens to be human max as 
  well. Beyond that it gets darker until it goes black, at around 8 atmospheres, when the
  normal mixture of oxygen and nitrogen in the atmosphere becomes toxic.
  Radiation 
  levels
  Bright Red indicates normal radiation levels, as they go up, the color gets 
  darker and darker. 
  Humidity
  Green indicates humidity between 50% to 60% humidity. As the humidity 
  goes up, the color gets lighter and lighter, until it reaches 100% humidity, the color 
  will be a very light green. As humidity goes down, the color gets darker until it hits 
  0% humidity, and the color will be a very dark green, almost black.
  Atmosphe
  ric Content
  This globe display is multicolored, each color representing a different 
  atmospheric gas. Breathable atmosphere would be mostly violet, blue-white with a 
  hint of pink. The amount of each color indicates the percentage of the corresponding 
  gas in the atmosphere.
  Biocompa
  tibility
  Green is fully compatible to the person operating the pylon. Green to white 
  means that you can eat the food, but you’ll get sick or sufferer a minor nutritional 
  deficiency, and that most diseases are fully compatible. Green to black, the food is 
  poisonous, and when completely black, death will occur if you ingest anything from 
  that world. It also means that, with the exception of a few parasites, you are more or 
  less completely immune to any disease on that world.
  CRYSTAL KEYS EXPANDED
  Black Crystals allow portal-to-portal transfer of a Fringeworthy without transiting to the Fringepath first.
  The crystal is carried in the hand of the Fringeworthy as she enters the portal, causing a transit to the next 
  portal on the Prime (clockwise as viewed from the platform). If a full ring station exists, this occurs 
  regardless of the lockdown setting of the portal. However, a transit to or from a warp only occurs if the 
  portal is unlocked. A Black Crystal can be carried onto the Fringepath as long as it is not in contact with 
  the Fringeworthy’s skin or grasping appendage at the time of transit. However, throwing it through the 
  portal would actually send it to the next planetary portal (ring station or active warp).
  Orange Crystals, also known as an engineering key, act as simple keys for heavy Tehrmelern machinery 
  and other devices. Usually the crystal is placed in a receptacle like the one on a control pylon and an 
  
  106
  activating panel is pressed. However in some cases the activation occurs simply by the presence of the 
  crystal in the depression or even within 10 feet of the vicinity of the equipment. Equipment dangerous to 
  those nearby always requires the first method, confirming-activation. Orange Crystals only activate 
  equipment or special functions of control devices. By themselves, they have no effect on control pylons. 
  Additionally, these keys were used to access the platform maintenance pylons and other features of the 
  pathway system. One of those features is the additional Platform Portals. 
  CRYSTAL KEY ATTUNING
  Initially unknown to IDET and TÆSS, when a non-Fringeworthy person handles a crystal key at least 
  once a year, they gain a cumulative 1% chance, per year, of becoming Fringeworthy. This test is made 
  once a year, even if the person has not handled a key in the current year. 
  It must be noted, that for several years, Director Borodin handled every crystal key UNIDA had. At some 
  point, you as the GM can make that him very happy, and decide that Aleksandar Borodin becomes the 
  first attuned Fringeworthy. Don’t roll for this, just decide that it’s time to reveal this new power and have 
  him discover it as he hands out the team’s Crystal Key. 
  Because crystal keys can make non-Fringeworthy person Fringeworthy, the crystal key user can invoke 
  this power. It’s available to all crystal key types, but the higher-level keys make it easier to use. 
  Discovering this power can only happen after the crystal keys attune the first person naturally, or a 
  knowledgeable user demonstrates it. This power is entirely up to you, the GM, to allow in your game. 
  This will change who can access the portals and when.
  Make Fringeworthy
  Crystal Types: 1 - 11
  Range: Touch
  Casting Penalty: Varies
  Duration: Instant
  Trapping: Blinding light that matches the color of the key wraps the target of this power.
  This power can make a non-Fringeworthy person Fringeworthy. The caster holds the crystal in his hand 
  and invokes the power. The light is very bright when invoked, and is always the color of the crystal used. 
  The target then places their hand on top of the crystal and user finishes the invocation of the power. The 
  target must make a successful Spirit check at the same penalty as the caster. If they make the check, the 
  crystal makes them Fringeworthy. It’s a great high when it happens, and the target will be euphoric for 
  1d6 hours afterwards. 
  Optional: Crystal Keys have a cooling down period after having this power invoked. It is Crystal key 
  level times 1d4 days long. During this period, the key is completely useless and mutes in color until it 
  recovers enough energy to be used again.
  The casting penalty to use this power depends on which level of key you are using:
  Crystal
  Level
  Casting Penalty
  1 – 3
  -8
  4 – 6
  -6
  7 – 9
  -4
  10
  -2
  11
  0
  
  107
  FINDING CRYSTAL KEYS
  Crystal Keys are notoriously hard to find. The first key, a Gray Crystal Key, was found clutched in the 
  dead hand of Captain Oates. The second key, a White Crystal Key, was found on the Junkyard Pokiwol, 
  Alt 0,2, hidden under some junk. It was found using the Find Crystal Key power.
  The Victorian’s first key, a White Key, was passed down from Congolese shaman to Congolese shaman 
  over the generations. Some of the holders of the key became Fringeworthy, but never took advantage of it.
  TÆSS found their second key in some ruins on their Mars. It was a Gray Key.
  These finds were flukes, in many cases, most Crystal Keys will be found in the possession of other 
  Fringeworthy. Some may be found on Tehrmelern and Commonwealth worlds, typically in some secure 
  location, and tend to be higher-level security. All Master Mellor will either have Dark Green, Purple, or 
  Rainbow Crystal Keys inside them. Extracting these keys will be a bit problematic. 
  Fringe Pirates will have a collection of keys, ranging from multiple Gray and White keys, a couple of 
  Black and Orange keys, and one or two Pale Green, Brown, or Red keys. They know how to use them, 
  and will use them to great effect.
  FRINGE TRAIN
  The Fringe Train was how the Tehrmelern engineers and the Mellor traveled long distances on the 
  Fringepaths. The Fringe Train is tubular shaped vehicle. However, its exact size and dimensions are 
  dependent on the needs of the person who called the train. This can range from a small train that can hold 
  a team and their gear, to a larger train big enough to hold the team and a Moskovi MRM-30. The largest 
  size train that can be called, is 10 feet shorter than the distance between the 50-foot transit portals, and is 
  50 feet in diameter. 
  The train will always have a door large enough to accommodate the largest team member and vehicle. 
  Inside the train will be sufficient seats for the team. The seats conform to the body shape of its user. At 
  one end of the train is a control panel. After a moment looking at it, the writing on the panel becomes 
  readable, but not necessarily understandable. If a hero says anything similar to a request for help, the 
  voice command system will activate and the user assistance system will offer assistance in using the 
  Fringe Train. The assistance system will guide them through all the steps in using the Fringe Train, 
  including setting their home platform. The Fringe Train system will remember this setting until it is 
  changed for each Fringeworthy. 
  It must be noted that the assistance system does not have any information beyond that of how to use a 
  Fringe Train, and how to use its different functions. The system will chat with the user, but will soon run 
  out of things to say, as it is only a smart system, and not a true AI.
  The Fringe Train will take the heroes anywhere they want to go, to any platform they want to go to, in 
  almost no time at all. Want to visit the T-Prime platform? It’s a 5-minute jaunt away. However, you need 
  to know its address. Platform addresses are not simple. The address of platform consists of 5 sets of 
  numbers that correspond to the location of the prime world in the multiverse. For example, Earth Prime’s 
  address is the following:
  9720-297277-360-21238-28500
  Luckily, the assistance system will accept relative values, such as “5 nodes in that direction” or “20 nodes 
  past my home node.”
  To call the train, you have to do the following:
  1. The Hero must concentrate on what kind of Fringe Train that he wants to call. The 
  default is enough to carry him, his team, and any vehicles that they have.
  2. The Hero must a Black Planetary Crystal Key and Clear Crystal Key Clear or higher 
  color. 
  
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  3. The Hero must be on a platform, not a pathway.
  4. The Hero must hold the two keys together for 30 seconds until they both glow brightly.
  Five minutes after a successful call, a Fringe Train will arrive at the platform that the hero called it from. 
  The control panel, once it resets to a readable state, will show the current platform and node the train is 
  on. It is advisable for the hero to make note of this address if they wish to return to this platform or node.
  OTHER FRINGEWORTHY
  SLARG
  It walked through the portal into the ice dome at the UN Antarctic Interdimensional Exploration Base. As 
  the Marines surrounded it, with weapons drawn, it huddled into a ball said in a guttural tone "Feed me 
  please?" It was a large wolf shaped creature, but man sized. It was massive and looked like it was very 
  hungry.
  After cooler heads prevailed, the creature was taken to the cafeteria where it was fed a mixtures of food, 
  all of which it ate with aplomb. What was disconcerting about the being was that it had no eyes, just a pair
  of egg shaped bumps where eyes would normally be, and enormous ears. 
  When someone was introduced to the creature, it would "look" intensely at the person, leaving that person
  with the feeling that they had been CAT scanned. More than one person mentioned that their fillings 
  vibrated when the creature gave them the once over.
  With a full belly, the creature was talkative. It was the female of its species. A species it said was called 
  "Slarg". This was important, as it was a name from the second verse of the poem that Schmert had placed 
  in Sayuri's mind:
  Mushy Mellor, Slargs and Snellor
  Don't hide amongst the trees
  They'll clear away and there you'll stay
  Until the rise of Prime
  When questioned about the rhyme, she said, "What the f*** do I know about rhymes?" Most questions 
  about who she was or where she had come from were answered similarly. 
  Her name was Garr'l, though later she amended that and changed it to Garr'l Hatsumi. She was 
  Fringeworthy and was capable of speaking just about any language thrown at her. She submitted to a 
  medical examination as long as "You f***ers don't put me on a f***ing dissection table. You do that, and 
  I'll have your f***ing liver for dinner. Really, I will."
  However, when examined, she whimpered and shied away from the instruments and other examination 
  devices. Ultrasound gave Garr'l headaches, and that was when she confirmed that she used a form of 
  passive sonar to navigate. She also demonstrated her own sonar scan that emanated from the two egg 
  shaped lobes in her skull. Her sonar scan was limited to a few meters, and she said that it was her species 
  way of getting to know those that they decided to stay with. She also had large and very sharp canines, 
  similar to those of a jackal or a hyena. 
  She didn't know how old she was, Slargs didn't have a sense of time other than when they were hungry or 
  needed to sleep. She wouldn't say where she came from, just that she had heard about UNIDA and 
  decided to check out the new kids on the block.
  Soon other Slargs showed up, all part of a larger clan and it seemed that Garr'l was the head of that clan. A
  home was made for them inside the dome, as they hated going topside and out into the cold. A few did 
  venture out, attending dinners and sightseeing Earth Prime. Several attached themselves to an IDET team 
  
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  and would accompany them onto the portals, though it was soon found out that when trouble started, they 
  would run and hide. 
  Slargs were scavengers, and unless the meat was served cooked and tender, they would drag it back to 
  their quarters and let it rot for a while, till it got nice and gamey. Amongst themselves, they exhibit 
  dominance behavior, and an Alpha Slarg always was in charge. It must be noted, since they were sentient 
  and adverse to physical violence other than a savage looking snarl, they engaged in verbal assaults and 
  insults to determine who was top Slarg.
  Slargs are universally Fringeworthy, something that was confirmed when Garr'l gave birth to a pair of 
  pups, sired by Grr'k Anderson. Their upbringing was more or less "Follow the adults and don't get eaten." 
  After giving birth to them, Garr'l could care less about her offspring. 
  The two pups, Alpha and Beta, (Slargs didn't name their children, the child at a certain age would name 
  itself, if it lived long enough.), were born capable of eating solid food and within days could hold a simple
  conversation. They grew up fast, maturing in only eight years. The male took the name G'ralf Powers, and
  the female took the name Grr'eta Borodin. Both could speak any language and knew many skills, far more
  than what they could have learned during their childhood. This confirmed the suspicion that Slargs were 
  biological constructs created by some race, possibly the Tehrmelern. For what reason, nobody knew, 
  including the Slargs.
  Slargs, in appearance, resemble man-sized dogs, approximately the size of a Russian Caucasian dog, with 
  the complete absence of eyes. This lack of sight is balanced by a near human intelligence, a keen sense of 
  smell, taste, and excellent hearing coupled with a special echolocation “spatial” sense that emanates from 
  the two egg-shaped nodules on their heads. This spatial sense allows them to “see” an echo image within 
  200 feet in a 360 degrees sphere, both vertically and horizontally.
  Slargs are muddy brown to gray in color and have 64 sharp teeth. They have a sharpness of wit and a 
  highly abrasive, crass and generally temperamental personality. With a sense of humor fit for a scavenger, 
  they can be very disturbing to human types.
  Genetically, Slargs are related to Canidae, and Chiroptera, that is, canines and bats. There are also 
  unknown genetic markers and genes in their genetic code that defies analysis.  The current speculation is 
  that this is evidence of Tehrmelern genetic engineering. 
  GM Secret: Slargs were created to cure infected Mellor. One bite from a Slarg will deliver a genetic 
  package and heal a Mellor of the infection. Unfortunately, the Keegak sabotaged the project and caused 
  Slargs to be too terrified to actually bite a Mellor (or anything else). 
  During the Mellor Wars and before their actions in causing the wars was known, the Keegak sought out 
  the Tehrmelern and offered their services in combatting the Mellor menace. However, it was just a ruse to 
  allow them to sabotage any weapons the Tehrmelern managed to develop. To the Tehrmelern, it was 
  simply a problem of reprograming the Mellor and returning them to their “factory settings”. To 
  accomplish this, they decided to create multiple delivery systems to pin down and cure any infected 
  Mellor. Thus the Pangolisks and the Slargs were created.
  When a Slarg bites a Mellor, special salivary glands in its mouth create a genetic package that is injected 
  into the Mellor. The package contains hundreds of thousands retroviruses that infect the Mellor’s cells and
  completely bypasses the Mellor’s immune system, as the viruses are keyed to their genetic code. 
  Within minutes the Mellor starts turning blue as its genetic code is rewritten and it turns back into an 
  uninfected Mellor. In addition, the cured Mellor is now immune to the Keegak retrovirus and cannot be 
  re-infected. 
  And it would have worked, if it hadn’t been for those meddling Keegak. 
  The Keegak couldn’t sabotage the work on the cure itself, but they could sabotage the Slarg’s ability to be
  an effective weapon. To make sure that it wasn’t discovered immediately, they put in a genetic timer. The 
  first and second generations of Slargs would be exactly what was called for: fearsome fighters, willing to 
  
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  mix it up with a Mellor. However in the third generation, the switch would trigger and the Slarg’s “Fight 
  or Flight” reflexes would be switched. In addition, the prior two generations would die off due to 
  artificially shortened lifespans. 
  In the period of 5 years, they went from a fearsome fighting force to a mewling mass of cowards. Only 
  when they are cornered and have no other options, their fight reflex kicks in and they will fight to save 
  themselves. And they are the most fearsome fighters you will ever meet.
  Home World: Unknown
  First Contact: Year 1 (sort of)
  Technology Level: n/a
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d8, 
  Pace: 8; Parry: 8; Toughness: 6
  Skills: Climbing d6, Fighting d12+2, Knowledge d6 (previous locations or history), Notice d10+2, 
  Persuasion d8+2, Stealth d10+2, Survival d8, Swimming d6, Taunt d8 Tracking d8
  Special Abilities: 
  
  Bite or Claw: Str+d6
  
  Blind: They cannot see, but their echolocation ability allows them to function as though they have
  eyes in close quarters and negates the standard blindness penalties. However, they cannot see any 
  more than 34” away. 
  
  Echolocation: They have a sonar-like sense that compensates for their lack of vision. It operates 
  in a 360 degree, 34” sphere, and makes it very hard to sneak up on them. This gives them a +2 to 
  their Notice and Stealth skills. This ability also allows them to “See in the dark” and negates any 
  darkness penalties. They can also see invisible creatures that do not have some form of sonic 
  invisibility cloak.
  
  All Thumbs: Slargs know nothing about technology, and suffer a -2 to any repair rolls.
  
  Abject Cowards: Slargs will run from any threat of physical danger to the nearest hiding place or 
  back onto the Fringepaths if possible. Only when cornered and there is no other options other than 
  to fight or die, will a Slarg fight. Heaven help you when that happens.
  However, like many cowards, if they perceive themselves to be in a position of power over 
  someone, or that a person or other animal cannot harm them, they will taunt and insult that person 
  mercilessly. 
  
  Fleet-Footed: Roll a d10 when running instead of a d6.
  
  Cure Mellor: When a Slarg bites a Mellor, he will inject a biopackage that will cure an infected 
  Mellor in five minutes.
  
  Fringeworthy: All Slargs are Fringeworthy.
  Playing: Slargs are basically cowardly dogs with sapience. They care for and think mostly of themselves 
  and will run at the first sign of violence. Their priorities revolve around eating, sleeping, making puppies, 
  staying warm, nosing around, and staying away from danger. However, they are prone to insults and 
  seemingly aggressive verbal behavior, but only when they are feel that they are in no physical danger.
  They love to verbally spar with others, right up to the point that you’d want to punch them. Then they’ll 
  back down, fall on their back and assume a submissive position. They can be irritating and obnoxious 
  with constant requests for food. 
  If they’ve been around long enough, they hate scientists with a passion.
  “Aw Hell! A scientist? So, you want to stick something in my a****** doncha? ‘Get a 
  measurement’ isn’t it? OK, but only if you feed me bacon first… 20 pounds worth!”
  -- Grrt’l Hatsumi
  They roam from node to node looking for food and shelter but mostly for people who will give them what
  they want because they remind them of dogs and because they have some unique advantages. Their 
  
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  echolocation ability is exceptionally useful for obvious reasons but more importantly, they carry 
  knowledge of the places they have been. Many of them are familiar with Tehrmelern tech and they will 
  generally know what lies behind some portals.
  Unfortunately, the people they run into are usually adventurers so the relationship is generally cut short. 
  Once the Slarg realizes that these people are bullet magnets, they generally split. However, sometimes a 
  Slarg can bond with a person and will stick around with them, so long as he doesn't actually get hurt. If 
  the bond becomes strong, he may even find a little courage once in a while. 
  Slargs usually take a human name to impress others, mixed with odd guttural sounds. G’lak Kimsey, or 
  Grr’k Anderson.
  
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  KEEGAK
  The second race that came in off the Fringepaths was the Keegak. These short and physically odd bipeds 
  claimed to have been from an ecologically destroyed Alternate at Prime +15.
  The UNIDA psychologists distrust the Keegak and their motives. While their story of a hellish burned out 
  world has been verified, the 20 Keegak claim there are more of their kind scattered across many worlds 
  and that they had explored a thousand Alternate platforms in the local area before their world was 
  sterilized. Their actions and attitudes do not support what they say they are and, on smell, a Slarg 
  muttered, “Those Things! Nothing but Trouble!”
  The more superstitious of the alternate worlds call the short pale creatures Goblins and avidly dislike 
  them. The UNIDA, believing all races should have equal opportunity to the resource and help of the 
  Fringepaths, have designated them as refugees and set aside an Alternate at –3, 8 for their use and new 
  home. Keegak claim that all Keegak are Fringeworthy.
  Keegak Colony World: Kengah
  Kengah was a colony world of the Keegak, one of many that they founded after being introduced to the 
  Commonwealth. The two open portals lead to areas of complete devastation. The atmosphere contains 
  many containments and some fallout. It’s safe for humans on a short-term basis, but long-term stays are 
  not recommended. WHO experts have recommended wearing a P100 or P3 filter on a respirator facemask
  with faceguard. The Moskovi NBC filters provide 24 hours of clean air at positive pressure. Average 
  temperature of Kengah is 30°C/86°F, with no icecaps at the poles. Based on isotope analysis of the fallout,
  whatever happened to this world, it occurred 1,000 years ago.
  Their devastated ecology and scarce numbers have drawn aid from the UNIDA and made them an 
  exploration partner. This may well not be their home world though they claim they were trapped on it 
  since the beginning of time. Their populations live in squalor and fear of their elders. Their philosophy is 
  simple: who is the strongest makes the rules.
  Stone Ruins: This nothing more than a scattering of foundations and partial walls, a once thriving city of a
  100,000, now reduced to a population of a couple hundred Keegak. Living conditions are poor, but the 
  Keegak survive, with small farms scattered amidst the ruins. 
  Some of the ruins show signs of intense heat and partial melting, as though they were exposed to 
  temperatures in excess of 1500° C. The Keegak will tell tales of creatures exiting the portal and raining 
  death on the city. They speak of great tongues of flame vaporizing whole buildings in an instant. 
  Seacoast City: The remains of a city lie half submerged in a wide circular bay. The portal stands 
  precariously on a bluff that looks like a great wind had weathered away the rock. Behind it are ruined 
  buildings, all showing signs of thermal and overpressure damage. The bay is 5 miles across and later 
  expeditions took core samples of the sediment and found a 2” thick glass layer forming the base of the 
  bay. However, the amount of residual radiation in the area is the same as any place else on Kengah. 
  The crater size suggests that >100MT Thermonuclear weapon was detonated in the city, but the damage 
  done to the buildings at the edge of the crater suggests a much lower yield, on the order of 2MT. Also, 
  parts of the “bay” were formed by subsidence and not by the explosive effects of a nuclear device.
  GM Secret: The Keegak were responsible for the Mellor virus but this is a heavily guarded secret that 
  they will keep from UNIDA. Not all Keegak are privy to this knowledge but those few that do have 
  intimate knowledge of the Mellor and Tehrmelern.
  After the creation of the Mellor, the Tehrmelern, following their standard pattern, tried to backfill their 
  biotech gap with various experimental projects. One of those projects was the Keegak. The Keegak were 
  an uplifted race based on a reptilian candidate on an alternate version of Earth where the ancestors to 
  mammals and dinosaurs died off in the Permian-Triassic extinction event. The proto-Keegak were 
  
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  allowed to “develop naturally” for over 90,000 years, watched over by a handful of observer Mellor, who 
  did not interfere with their evolution. When the Mellor declared them ready, they were brought into the 
  Commonwealth as the Tehrmelern’s “Special Children”. The Keegak, bitter at having been created at the 
  whim of someone who had just managed to get his research funding, they hardened their hearts and coldly
  and quietly made their plans to destroy the Tehrmelern.
  Their revenge would take the form of the Tehrmelern's other "beloved child": The Mellor.
  They were able to gain access to the secrets of Mellor because of the “familial” relationship. The Keegak 
  developed the Mellor virus as both a revenge for their treatment and as a gift to their “older brother”, 
  freeing the Mellor from the yoke of Tehrmelern control.
  During the early years of the Mellor Wars, the Keegak coalition spearheaded the anti-Tehrmelern 
  Commonwealth forces, trying to marginalize the Tehrmelern from decision-making in the war effort. 
  Since the Tehrmelern worlds were prime targets in the early part of the war, their numbers were much 
  reduced.
  The Commonwealth worlds spread the news about the infected Mellor to the non-Commonwealth worlds,
  slowing the Mellor dominance as the Mellor now had to deal with a populace aware of their influence.
  After ten years, the recovering Commonwealth worlds begin their campaign of cleansing nearby infected 
  worlds. Some natives saw these messengers as emissaries of their deities, calling them to a great cause. 
  Others saw them as monsters themselves bringing discord to their worlds.
  20 years into the war the Commonwealth realized the enormity of the task as they faced both infected 
  Mellor and emerging worlds bent on Fringe conquest. They asked the Tehrmelern to implement the 
  Fringeworthy filter. 25 years after the revolt, the Tehrmelern attempted a “final” solution with the Slarg 
  Project. They were designed to inject a genetic capsule into any infected Mellor, reverting them to their 
  original benign state. The remnants of the Commonwealth were stunned to discover that the third 
  generation of Slarg were abject cowards and could not perform their mission.
  While many in the Commonwealth chose to accept this as proof that the Tehrmelern were not the “wonder
  workers” their reputation suggested, for others this was one bit of bad luck too much. Then Tehrmelern 
  discovered that the Keegak once again had sabotaged a project but instead of admitting the error in trust, 
  they tried to cover it up out of familial loyalty. The Tehrmelern stonewalled the Commonwealth 
  investigators, but eventually the investigators uncovered the secret that the Mellor and the Keegak, both 
  “fake sentients” and the Tehrmelern’s favored children, were responsible for this epic bloodbath. Not only
  did the Commonwealth lash out at the Keegak, but they lashed out at the Tehrmelern as well. 
  The Commonwealth destroyed the Keegak home world, revoked the Tehrmelern’s membership in the 
  Commonwealth, and turned a blind eye to reprisals made against the remaining Keegak and Tehrmelern 
  alike.
  The Keegak wound up scattered throughout the Fringepaths.
  The colony world of Kengah, was one of the worlds that the Keegak had settled when they became part of
  the Commonwealth. During the Mellor Wars, it was found by forces of the Commonwealth and burned to 
  the ground. At this time, the restrictions on nuclear weapons and other devices was in place on the 
  Fringepaths. However devices based on Fringetech and Tehrmelern technology continued to function just 
  fine. Hideous weapons of destruction were created based on this technology and the Commonwealth 
  forces indiscriminately destroyed everything in their path. 
  One weapon in particular was the Sun Port. A temporary portal to the core of a sun would be opened, 
  releasing superheated, fusing hydrogen and helium. The material would immediately “explode” 
  vaporizing large areas. This is what happened to the Seacoast City, a thin stream of superheated plasma 
  was streamed on to the city, slowly burning, then melting it under the constant flow of fusing hydrogen. 
  The operators played the stream over the city, forming the crater. 
  Home World: Currently, Kengah Prime, Node +15
  
  114
  First Contact: Year 2
  Technology Level: On Kengah: 1850’s level tech, though there are several Keegak who know how to 
  manipulate and use Tehrmelern technology.
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d10, 
  Pace: 5; Parry: 2; Toughness: 6 
  Skills:  Fighting d4, Craft (any 2 Crafts), Investigation d8, Knowledge d8 (any 2 Sciences), Lockpicking 
  d6, Notice d6, Persuasion d6, Repair d8, Stealth d8
  Special Abilities:
  
  Size -1: Keegak stand between 3’ to 4’ tall.
  
  Sneaky: Keegak have the reputation of being sneaky little gits and therefore receive a Charisma 
  penalty of -2.
  
  McGyver: Almost all Keegak are a whiz with tools and making items. They have the same 
  abilities as the McGyver edge.
  
  Quick Reflexes: Quick and agile, Keegak are -2 to hit range attacks.
  Playing: These creatures are resourceful and keen. They are always helpful and subservient whenever it 
  suits their needs. To the casual observer, they seem creepy but eager to please. To the seasoned observer, 
  it’s obvious that they are up to something but it is impossible to tell exactly what. They are shifty and 
  rarely tell any more than they need to. Spending more than a few days with a Keegak will reveal their 
  inherent dishonesty. They are liars, devious, and are quite skilled at keeping their motives secret but they 
  are also subservient and always willing to lend a hand.
  Their ultimate goal is acceptance, despite their actions. The majority of Keegak were not involved or even
  aware of the Mellor Virus program. Most sullenly accepted the fact that they were someone’s laboratory 
  experiment and their history and culture were all a lie. 
  In actuality, their culture, their beliefs, their very way of life were their own. If the Mellor watching over 
  them interfered, it was just a nudge in the “right” direction. For the most part, the Mellor just watched 
  them develop and report back to their Tehrmelern masters. The Keegak achieved every advanced, 
  discovery, and ultimately a peaceful world government on their own. 
  
  115
  BROUPIAN
  The UNISS has no real concept of what the Broupians are or where they come from. These tripedal 
  intelligences have been seen on the Fringepaths multiple times and are now interacting with human 
  explorers.
  Broupians do not communicate with language. Having only a single multi-tone ‘broup’ noise that they use
  primarily to create an emotional impression. Using this as their baseline communication, they employ a 
  form of emotional telepathy that requires explorers to narrow categories as if playing twenty questions 
  with them. Telepaths of any standing have a much easier time ferreting out their underlying meanings.
  These odd life forms are usually found in clusters of three, each carrying three saddle packs. When forced 
  to defend themselves, they can generate a severe neurological shock that can drop a bull elephant. It is not
  known whether this is inherent to the species or a technological device.
  It is common to find them carrying Tehrmelern artifacts and crystals as well as a random supply of tools, 
  hardware, food and vials of scents. They will always trade for the most odiferous cheese that explorers 
  can produce.
  Clusters of Broupians are now coming to Hatsumi Base on a regular basis to trade, exchange information 
  and rest. They seem to enjoy riding with explorers on the Fringepaths. The French appreciate them.
  Secret: Three Broupians will bond with a new master, eventually change color when they find a place to 
  settle down, and then grow into a Tehrmelern House Tree. The tree will follow their master's instructions 
  as to how to grow and shape itself.
  Home World: Unknown
  First Contact: Year 5
  Technology Level: Functionally 0, but they can use any technology they encounter.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d12, 
  Charisma 0; Pace 6; Parry 2; Toughness 8
  Skills: Crafting d8, Fighting d6, Knowledge d8 (Tehrmelern Tech), Notice d8, Persuasion d6, Repair d8
  Hindrances: Curious, Language Barrier, Tri-Leg
  Edges: Shocking Touch (As the power Blast), Combat Reflexes, 
  Languages: Broup (100%), Whistle (50%), Thump (20%)
  Playing: These creatures are motivated by their curiosity and their love of cheese. They seem to be 
  attracted to humans and have found a fond affinity for UNIDA. They travel in threes and will travel with 
  any party that will take them, provided the party is nice to them. In exchange, they tend to know the 
  locations of where Tehrmelern artifacts can be found.
  Unfortunately, they are somewhat unpredictable. The language barrier often results in partial information 
  being received by the party. The Broupians also seem to have their own sense of urgency and priorities. 
  The party often walks into unpleasant situations because of this but it often leads to good salvage.
  These creatures seem benevolent and to-date have only attacked or willfully endangered those that have 
  sought to harm them.
  OLD MEN
  These Fringe traveling Neanderthal descendants, or “Old Men,” as they call themselves, are at a medieval 
  level of technology in terms of transportation and weaponry, late 19th century levels for medicine (highly 
  advanced holistic, herbal and surgical). Other technology they have adopted from the Pathways.
  They have a limited written language adapted from what they have found on the Fringepaths. Their native
  alternative, which they still prefer, consists of a system of knotted multicolored threads, beads and shells, 
  similar to an Incan quipu, or talking strings.
  
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  Most Neanderthals are stocky, shorter than humans by about 6 inches, and are better suited for temperate 
  or cooler weather. Their body structure is ill suited for running and jumping, but they can out walk and 
  out lift any average human.
  Home World: Unkonwn
  First Contact: N/A
  Technology Level: Functionally 1, but they know how to use up to Tech Level 10 equipment.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8, Charisma 0; Pace 6; Parry 6 (+1); 
  Toughness 6 (+1) 
  Skills: Climbing d6, Crafting d6, Fighting d8, Guts d4, Healing d4, Notice d6, Performance d4, Shooting 
  d4, Stealth d6, Survival d8, Swimming d6 Throwing d8,  Tracking d8
  Hindrances: Anachronistic, Outsider, Superstitious
  Edges: Brawny, Block, Woodsmen
  Languages: Ancient (95%), English (70%), Pangolisk (60%)
  Playing: The Old Men are a nomadic people; always on the move. Their people are spread out amongst 
  the paths. Why they wander the paths is unknown. It has been that way as long as any of them can 
  remember.
  They are pacifists by nature and slow to anger. However they will fight to defend themselves and they are 
  formidable foes when pressed. They have a sharp wit and their spoken language is more complex than our
  own, making full use of all the sounds that their vocal apparatus can create. And they can sing. Song and 
  poetry are important aspects of their communication skills.
  Spiritually, they are animists, believing that spirits and souls are in everything, and that appeasing these 
  spirits or souls before hunting, building, sex, and other activities is very important for success. They 
  believe that evil spirits can possess the unwary and control their actions.
  Only males are seen on the Fringepaths, often in the company of Pangolisks and Broupians.
  PANGOLISKS
  Some things that came in off the Fringepaths were unusual, such as the Slargs or Broupians. And then the 
  first Pangolisk showed up with a can opener, three cans of beans, and a cry for “ELP.”
  The Pangolisks are best described as six-legged anteaters covered in both fur and scale. Their middle set 
  of legs end in limited manipulative hands, while the front legs sport a formidable set of digging claws.
  This marsupial-like species lays eggs, and keeps their young safe in a large belly pouch; along with 
  anything else they deem interesting. Old Men are known to manufacture vest-pouch harnesses for their 
  favorites.
  Pangolisks are mighty diggers, and have been instrumental in finding unusual artifacts and bringing them 
  to the attention of Fringeworthy explorers. Pangolisks, like Broupians, tend to appear in clusters.
  Secret: Pangolisks become extremely alarmed in the presence of Mellor in any form, including 
  shapeshifted into a non-Mellor form. They secrete a natural paralyzing toxin that incapacitates Mellor 
  when they are attacked, and can be spit up to 30 feet when they are under duress.
  Home World: Unknown
  First Contact: n/a
  Technology Level: Functionally 0, but they can use any technology they encounter.
  Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d8, Charisma +1; Pace 6; Parry; 
  Toughness 6 (-1)
  Skills: Climbing d4, Fighting d4, Guts d4, Investigation d6, Notice d8 (+2), Persuasion d6, Stealth d8, 
  Survival d10, Swimming d6, Taunt d4, Tracking d10 
  Hindrances: Curious (Major), Loyal (Minor), Pacifist (Minor), Small (Major)
  Edges: Alertness, Power: Detect (Mellor Only), Power: Stun (Mellor Only, Vigor -4), 
  
  117
  Languages: Pidgen English/Pango (85%), Pango (50%), Korean (7%)
  Playing: While “Pangos” are moderately intelligent and can understand simple language, their attempts to
  vocalize human speech are cryptic at best, and can create massive confusion. They will cluster about 
  IDET explorers like cats, showing them pretty shiny bits while chirping incomprehensibly and tugging at 
  their knees in random directions.
  Pangolisks are takes names like: Irl, Oy, Ak, E-by, A-by, It-ty. IDET explorers tend to tag them with 
  number on their harnesses and call them descriptive names such as Buddy, Lassie, Squeak, and First Alert.
  SNELLOR
  Mushy Mellor, Slargs and Snellor
  Don't hide amongst the trees
  They'll clear away and there you'll stayUntil the rise of Prime
  It's the second stanza of the poem that Sayuri Tenuma recites in Latin when under hypnosis. We know 
  who the Mellor and Slargs are... But who are the Snellor?
  If you know the history of the Tehrmelern, they were not warriors, but creators. Yes, they did fight wars 
  between themselves, but they were never warriors. Clever, brilliant, egotistical, but not a warrior. 
  When the Mellor War broke out, they needed something or someone to fight for them. A group 
  Tehrmelern took a predator bird, a falcon, and turned it into a warrior. 
  The Snellor. 
  While “Mellor” translates as “blessed children” and “Qellor” translates as “blessed servants”, Snellor 
  translates as “Blessed Warriors” or “Holy Warriors”. They are the ultimate warrior, not fully aware, but 
  also not non-sapient. They are the first line of defense used by the Tehrmelern to defend their remaining 
  cities and research bases. 
  The Snellor are an intelligent killing machine. They are merciless, but will verify the situation before 
  opening fire. They will kill someone if they deem it necessary. Trying to reason with them is useless, as 
  they will follow their orders without fail. But they are not machines, they will adapt to the situation and if 
  they have to, and will ally themselves with others to further their orders. 
  They are all uniformly tall, 7 feet, and weigh in at 220 lbs. They are not mammals, though they have been 
  engineered into a humanoid appearance, except for their heads, which retain the falcon appearance. They 
  are covered in fine white feathers, which shows off their muscles and form. There is no easily 
  distinguishing marks to indicate which is the male or female. Rumor has it that all Snellor are female.
  They are quick, strong, and work together as a team, supporting each other, and will always go after either
  the leader of those who are fighting them or the biggest threat first. That does not mean they will ignore 
  others. If someone proves to be a substantial nuisance, they will be dealt with. 
  They wear Tehrmelern ceramic metal armor, incredibly tough and durable. White in color, it is the finest 
  in powered armor ever made. The Snellor pass it down to their offspring when they become to infirm to 
  fight.
  The Tehrmelern designed them to have a limited lifespan, 100 years at most, as they didn’t want to have 
  immortal warriors. They reproduce by laying eggs, larger than an ostrich egg. The eggs hatch in 90 days, 
  and the Snellor then raise the chick. No combat training is necessary, as they are genetically programmed 
  to be warriors. They are taught to speak and other skills. 
  Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12, Vigor d12
  Skills: Fighting d12, Shooting d12+1, Notice d12+2, Intimidation d10, Knowledge (Battle) d10
  Pace: 8;Parry: 8;Toughness: 15/9
  Special Abilities:
  
  Armor: +6 armor, negates 4 AP. +2 Strength when worn.
  
  118
  
  Fearless: Never suffer from fear effects and cannot be intimidated.
  
  Hardy: If Shaken, further Shaken results do not result in a wound.
  
  Infravision: Can see by detecting heat.
  
  Regeneration: Slow regeneration, makes a natural Healing roll once per day.
  
  Size +1: Large and muscular. 
  
  Command: +1 to troops to recover from Shaken
  
  Tactician: Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card 
  per success and raise. These may be given to any allies throughout the course of the battle.
  
  Marksman: Aim maneuver (+2 Shooting) if Snellor does not move.
  
  Alertness: +2 Notice.
  
  Trademark Weapon: Snellor Portable Railgun Rifle. +1 Shooting when using this.
  Range: 50/100/200, Dmg: 2d10, ROF: 3, Rnds: 100, Wt: 12, Min Str: d10, Special: 3RB, Auto
  TEHRMELERN
  Far too smart and peaceful for their own good, the Tehrmelern paved pathways between an astonishing 
  number of Alternate worlds. Living in a golden age, they were little able to cope with the tide of hell they 
  accidentally unleashed on themselves.
  With all of their amazing technology and child-like love of life, they vanished.
  To guard and repair the pathways and worlds, they left a few trusted technicians like Schmert, whose job 
  was complex. Theoreticians believe there are many Tehrmelern like Schmert set to help on one final great 
  project, a hope for the Tehrmelern race. Schmert’s activities seem to prove this. As crazy as his contacts 
  with the IDA have been, he seems pleased for humanity’s noble venture to the Pathways.
  In structure, the Tehrmelern look like a cross between a bear and a cat-like biped. Their tails are 
  prehensile. 
  Tehrmelern History
  The small creature clung to the upper branches of the mother tree and cried.  Its heart was 
  broken. It had done the mating dance as its instincts lead it. As had all the males of the clan, but 
  none of the females selected him.
  Morning came again and the time of bonding was now. Shaking the tears from its furry face, it 
  descended to the central branches again where the thick wide limbs afforded room to strut and 
  preen. Other males were already moving in the familiar pattern of the dance, written molecule by 
  molecule in their DNA. The unattached females watched with sharp dark eyes for the one who 
  would match closest the pattern etched in her hindbrain. Not all patterns were identical. Few 
  dances produced even one match per female. But even so, the clan was growing which improved 
  the odds. With numbers came safety for all.
  With an aggressive leap he jumped into the middle of the choreography and flung himself into the 
  pattern, but after the initial shock of surprise their eyes drifted away. He knew he was failing. 
  Fear surged through his mind and for the first time he moved differently. Not by much, a mere 
  twitching of his prehensile paws. A tiny change in the arc of his swaying limbs. But different.
  A female’s eyes snapped to his and a thrill exploded through him like lightning as she imprinted on
  him. Unconsciously he made another change and another female displayed acceptance. Before the
  end of the dance fully half of the available females had bonded to him. A day that started so badly 
  now would be filled with joy and exhaustion.
  So the creature that was neither bear, nor dog, but its own creature, began its climb to sentience. 
  Not by acts of aggression but by creativity would racial dominance be attained?
  
  119
  Originally arboreal, the Tehrmelern had little to fear from the predominately ground based predators.  The
  trees were rich with symbiotic life so feeding themselves was a simple task.  Unlike other races, the 
  Tehrmelern won their mates by distinguishing themselves through artistic means such as sounds, dance 
  and finally crafts.  Tool use became a means to create more interesting and thus desirable objects to lavish
  on potential mates.  This stimulated the development of intelligence and individuality.  This artistic aspect
  lent itself to the development of Tree houses.  A proper tree house, artistically speaking, required the work
  of an entire family or clan.  Eventually its construction took more than one generation to accomplish since
  the longer-lived tree itself needed to be molded into the proper shape.  They evolved as the Tehrmelern 
  evolved.  Their competition for uniqueness was the driving force throughout their history.  They embraced
  the different, but they also built strong bonds to create new objects and art, which could not be created 
  alone.  Strong clans arose and continued to extend outward. There was much to discover:  art, science, 
  mathematics, and literature.  Each Tehrmelern sought a new niche to fill from the mundane to the sublime.
  However, each super clan eventually grew large enough and existed long enough that every variant of 
  thought and expression seemed to be present.   They saw the other clans as identical, superfluous, and 
  repugnant.  Unfortunately this occurred when the super clans were the equivalent of the 20th century 
  Earth's super nations.  They despised the sameness in the other clans and went to war to eliminate them. 
  Being nearly identical, they simply decimated each other.
  After the clans recovered, the second war they fought was over diminished resources.  In desperation, the 
  Tehrmelern developed space travel to harvest the abundant resources that were existed in the solar system.
  Eventually they developed their biotech to the point that physical need no longer existed.  They always 
  tried to use biotech to solve their problems and advance their culture.  Sometimes they would reach an 
  impasse and be forced to develop something in the physical sciences to bridge the gap – to bring them to 
  the next level.  Then they would use the new bio-tool to fill in the gap.
  Unlike so many other races, they learned the lesson of history and resolved to wait until uniqueness would
  blossom  in  other  groups.    Their  salvation  was  the  pursuit  of  truly  epic  goals:    justice,  universal 
  welfare, immortality, and travel to distant worlds.  They formed a true world society.  The use of space 
  grew over the next
  300 years. When need was eliminated, they had mature interplanetary space tech and the ability to grow.
  They never developed Faster-than-Light travel (FTL).   That was one universal law they never learned 
  how to bend to their will.  But, in the many attempts to bypass that universal law and to visit distant 
  worlds, they instead breached the barrier of interdimensional space.   They thought they had succeeded in 
  creating FTL travel. However, when the first expedition to a new world didn’t detect any radio 
  transmissions across interstellar space from their home world, they realized that they were in another 
  universe where those transmissions had never been sent.
  The Tehrmelern's original intent was to use Fringe travel as a means to achieve efficient inter-system 
  travel.  Of course, once you’ve discovered Fringespace, you soon find that you don’t need to go to “alien”
  systems in your own universe.  Alternates and Parallel universes are much more desirable.  The discovery 
  of inhabited alternate worlds provided the ultimate Tehrmelern epic goal:  To unite all Tehrmelern, 
  whatever form they may take, into a single commonwealth. That required a system of transportation and 
  communication: the Fringesystem.
  The original platforms were much larger than the standard 600’ wide platform that is the mainstay of the 
  current Fringe System.  The Tehrmelern needed a larger staging area as they developed portal creation 
  devices and interdimensional sensor arrays. The original moon-sized platform is still connected to 
  Tehrmelern-Prime.
  Ten years passed as they developed technology for navigating the fringes, but that did not stop them from 
  exploring this new multi-verse they had discovered.  The Fringe configuration around T-Prime is non-
  standard with lots of experimental platforms; moving further out, the configuration becomes more 
  
  120
  standard.  Establishing portal connections creates severe inter-dimensional stresses and noise.  After eight 
  permanent local connections and/or up to 9 Pathway connections, any more connections require 
  considerably more resources and energy. Therefore, when the Tehrmelern automated the creation of the 
  Fringepaths, they chose this as the best hands- free configuration and let the system automatically add 
  new nodes.  Other configurations are possible, but require more engineering involvement and oversight to
  maintain stability.  After a few centuries of development, the automated system was adding about 1000 
  new nodes a day to the network.  The commonwealth grew to be connected to a million, million worlds 
  after only 100,000 years.    They soon realized that the standard Fringesystem would not be able to 
  support the levels of commerce that the Commonwealth would generate.  So “The Big System” was built 
  on the backbone of the smaller Fringe System, and it was capable of transporting entire worlds from one 
  universe to another or making a delivery of a carton of eggs to a kitchen table. Commonwealth members 
  lived as gods.
  After 500 years of exploration and construction, there was a sufficient backlog of undeveloped alternates 
  populated by very un-Tehrmelern looking sentients, that a solution to contacting those worlds was sought.
  Showing the true power of the commonwealth, an entire world was turned into a lab, with the first useable
  Mellor prototypes shambled out of the vats about a year later.
  The word Mellor means “Beloved Children” in Tehrmelern. They were created to build benevolent 
  relationships in the worlds to which they were sent, raising the ethical and cultural standards of each.  
  Being masterful shape changers, telepathic by touch, and virtually immortal, the Mellor had plenty of time
  and more than enough ability to bring their assigned world up to the minimum standards needed before 
  the offer of membership in the Commonwealth would be offered. A full member in the Commonwealth 
  had:
  
  A world government.
  
  A period of peace that is sufficient to provide the opportunity to re-arm and re-new conflict – 
  but they don’t.
  
  A minimum standard of living for all sentients on the planet.
  Additionally, they had to show continued societal stability after being introduced to the Tehrmelern and 
  other races of the Commonwealth.  Slavery would be allowed but only if those worlds permitted any slave
  to freely leave, emancipating himself/herself/itself.  Achieving one of the goals and actively working 
  toward both of the others earned client status.   Such worlds gained some benefits from the 
  Commonwealth, but access to more powerful tech was restricted or overseen.
  So while the original Tehrmelern embraced all the other Tehrmelern they had found, per their goal, the 
  original Tehrmelern of T-Prime continued to dominate the Commonwealth due both to their technological 
  superiority and their age as a culture, even though more competitive races had been found.    Many races 
  resented the Tehrmelern hegemony, but still enjoyed the benefits.  The Tehrmelern never dreamed that 
  they had sown their own downfall almost from the very beginning of the Commonwealth.
  After the creation of the Mellor, the Tehrmelern, following their standard pattern, tried to backfill their 
  biotech gap with various experimental projects.  One of those projects was the Keegak.  The Keegak were
  an uplifted race, but were allowed to “develop naturally” for over 90,000 years, watched over by a 
  handful of observer Mellor, who did not interfere with their evolution.   When the Mellor declared them 
  ready, they were brought into the Commonwealth as the Tehrmelern’s “Special Children”. The Keegak, 
  bitter at having been created at the whim of someone who had just managed to get his research funding, 
  they hardened their hearts and coldly and quietly made their plans to destroy the Tehrmelern.
  Their revenge would take the form of the Tehrmelern's other "beloved child".
  They were able to gain access to the secrets of Mellor because of the “familial” relationship.  The Keegak 
  developed the Mellor virus as both a revenge for their treatment and as a gift to their “older brother”, 
  freeing the Mellor from the yoke of Tehrmelern control.
  
  121
  Less than one year before the Mellor war, 70% of the Commonwealth contained infected Mellor, 
  approximately 274 billion worlds.  The plan was to dominate each world with a Master Mellor and 
  subordinate High Mellor, and create a massive standing attack force out of the local populace.  But the 
  plan was sidetracked when a Master Mellor who had infiltrated a full Commonwealth world was 
  accidentally struck down.  The multiple High Mellor it had controlled fought a war for control (king of 
  the hill – Mellor style). The resulting violence on a world where such was unheard-of triggered a media 
  firestorm. The Mellor on other worlds figured the jig was up. The war went hot.
  The infected Mellor on full Commonwealth worlds used the Big System to launch world-buster attacks 
  against other full Commonwealth worlds – especially the Tehrmelern home worlds.   Many full 
  Commonwealth worlds were almost destroyed.  Tehrmelern Prime lost a continent.  In desperation, the 
  Tehrmelern shut down the Big System with devastating social and economic effects.
  Many worlds simply collapsed while trying to cleanse themselves of the Mellor influence.   Other worlds 
  were completely destroyed by the combined forces of the surviving Commonwealth worlds attempting to 
  halt the infection and the Mellor on those worlds, trying to break free.
  The newest members of the Commonwealth and client worlds were the least reliant on the largesse of the 
  Commonwealth and the Big System.  They were the quickest to regain stability after the shutdown.  Still, 
  it took 10-20 years to recover while the infected Mellor were bringing the war to them through the Fringe 
  system.
  Meanwhile, the Keegak coalition spearheaded the anti-Tehrmelern Commonwealth forces, trying to 
  marginalize the Tehrmelern from decision-making in the war effort.  Since the Tehrmelern worlds were 
  prime targets in the early part of the war, their numbers were much reduced.
  The Commonwealth worlds spread the truth about the infected Mellor to the non-Commonwealth worlds, 
  slowing the Mellor dominance as the Mellor now had to deal with a populace aware of their influence.
  After ten years, the recovering Commonwealth worlds begin their campaign of cleansing nearby infected 
  worlds. Some natives saw these messengers as emissaries of their deities, calling them to a great cause.  
  Others saw them as monsters themselves bringing discord to their worlds.
  20 years into the war the Commonwealth realized the enormity of the task as they faced both infected 
  Mellor and emerging worlds bent on Fringe conquest.  They asked the Tehrmelern to implement the 
  Fringeworthy filter.  25 years after the revolt, the Tehrmelern attempted a “final” solution with the Slarg 
  Project.  They were designed to inject a genetic capsule into any infected Mellor, reverting them to their 
  original benign state. The remnants of the Commonwealth were stunned to discover that the Slarg are 
  abject cowards and could not perform their mission.
  While many in the Commonwealth chose to accept this proof that the Tehrmelern were not the “wonder 
  workers” their reputation suggested, for others this was one bit of bad luck too much.  The Tehrmelern 
  discovered that the Keegak once again had sabotaged a project but instead of admitting the error in trust, 
  they tried to cover it up out of familial loyalty.  The Tehrmelern stonewalled the Commonwealth 
  investigators, but eventually they uncovered the secret that the Mellor and the Keegak, both “fake 
  sentients” and the Tehrmelern’s favored children, were responsible for this epic bloodbath.  Not only did 
  the Commonwealth lash out at the Keegak, but they lashed out at the Tehrmelern as well.
  The Commonwealth destroyed the Keegak home world, revoked the Tehrmelern’s membership in the 
  Commonwealth, and turned a blind eye to reprisals made against the remaining Keegak and Tehrmelern 
  alike. The Keegak wound up scattered throughout the Fringepaths.
  The Tehrmelern, when faced with attack from their own Commonwealth, reprogrammed the Fringepaths 
  to prevent transport of functional energy weapons including nuclear weapons, Mellor, and those without 
  the Fringeworthy energy signature.  They did not shut down the pathways entirely because some 
  Tehrmelern still wanted to help.
  
  122
  The T-Prime Tehrmelern decided to leave their original Fringepaths to create a new one, from a solar 
  system many light years distant in their own Universe.  Once they left, taking their home world with 
  them, the infected Mellor tried to gain control of the Fringe system by sending an enormous power surge 
  and logic bomb through the system. This damaged or locked down most of the portals but failed to free 
  the Mellor.
  The system tried to repair itself, but in many cases the lock-down was so secure that it took a Tehrmelern 
  to bring it safely back online to begin repairs.   These Tehrmelern are not the T-Prime Tehrmelern who 
  left, but from alternates and parallel universes.  They shudder at the thought of releasing the infected 
  Mellor, and weep for the uninfected Mellor who are trapped on worlds the war never reached.  They have 
  had difficult timey restoring functionsystem while leaving the blocksblocked portals sealed up, so now 
  they repair one portal at a time.  Each Tehrmelern is responsible for about 50 thousand portals.   Each 
  platform takes about 2 weeks to complete their repairs.   In a few hundred years the system should be 
  completely repaired, but that won't eliminate the infected Mellor threat.
  The Thousand-Year War was really some of the damaged portals coming online.  The trapped, infected 
  Mellor or natives discovered them functional, and ventured out for conquest.
  Home World: Alternate Tehrmelern worldsT-Prime (Unknown)
  First Contact: 
  Technology Level: 26+
  Attributes: Agility d10, Smarts d12+3, Spirit d12, Strength d6, Vigor d6, Charisma 0; Pace 6; Parry 4 
  (+1); Toughness 5
  Skills: Climbing d8, Driving d6, Fighting d4, Guts d8, Healing d10, Investigation d10, Knowledge (3 
  science and history d10), Notice d6, Persuasion d6, Piloting d6, Repair d12 (+2), Riding d6, Shooting d4, 
  Stealth d6, Survival d6, Swimming d6, Taunt d8, Throwing d4, Tracking d6
  Hindrances: Heroic (Major), Enemy (Minor): Keegak, Delusional (Minor): Optimist, Quirk (Minor): 
  Talk in Rhymes
  Edges: Acrobat, Ambidextrous, Gadgeteer, Jack-of-all-Trades, Level Headed, Imp. Level Headed, 
  McGyver, Mr. Fix It, Prehensile Tail
  Languages: Tehrmelern types A-L (100%), Slarg (90%), Keegak (90%), English (85%), Broop (80%), 
  Pango (75%), French (60%), any other as needed (50%)
  Playing: Tehrmelern are a noble race that is too friendly and curious for their own good. Having solved 
  just about every secret the universe had to offer about the physical world, they seek to unlock the essence 
  of life itself.
  When Tehrmelern encounter humans they are always friendly but reserved. They will only give just 
  enough information to set them on their way. There's nothing as noble and fun as a quest for knowledge. 
  This is a core concept of their belief system and the reason they speak in rhymes and riddles.
  If a Tehrmelern comes across stranded humans, she will lend a hand. They can fix just about anything and
  always carry small amounts of food and water, or know of a door nearby where it can be easily gotten.
  THE OLD COMMONWEALTH
  With the collapse of the Tehrmelern “Big System”, most of the older Commonwealth worlds collapsed 
  into barbarism. The younger members of the Commonwealth, were able to draw on their knowledge and 
  prior experience to survive the collapse more or less intact. With the old Commonwealth a distant dream 
  for most of the citizens of these worlds, they are ruled by functional immortals. Most still have functional 
  Tehrmelern Doc Boxes and other medical wonders. But only for the few, not the many.
  
  123
  TEHRMELERN TECHNOLOGY
  Qellor
  While many have marveled at the wonder of the Mellor as the Tehrmelern's greatest accomplishment in 
  bioengineering, it's the Qellor that has proven to be the most useful product of the Tehrmelern's ingenious 
  minds.  The Tehrmelern needed a servant that could deal with nature just as they would, but one that was 
  versatile and adaptable to different conditions.  If anything, the Qellor were the older brothers, in level of 
  advancement, to the Mellor and their shape shifting abilities.
  Qellor are biological robots that can be programmed to do different jobs and functions.   But more 
  importantly, they can be programmed to grow new limbs and other organs as needed.   Unlike the Mellor, 
  this growth process takes time and fuel in the form of foodstuffs, minerals and other items, including 
  metals.  The sight of a Qellor with four right limbs, scything through a field is something to behold.    
  Equally impressive are the various Qellor behind it, gathering the grain, weaving baskets from the cut 
  stalks and others threshing the grain into the baskets, while still others gather the baskets onto their backs.
  While the specific appearance varies depending   on   the   function, most Qellor conform to a standard 
  group of attributes. Physically, the Qellor look like a seven-foot tall, walking stick figures with a large dot 
  for a head. They have a minimal digestive system and subsist on a special concoction of nutrients that are 
  manufactured by a Provider Qellor. This Qellor is programmed to be a large feeding machine that looks 
  like a giant sow on her side with hoses that the worker Qellor attach to their food intakes.  When a new 
  organ or limb is required, they grow a more complete digestive system and a functional mouth in their 
  chest.  When the organ or limb is finished growing, the digestive system falls off and is recycled into the 
  Provider Qellor.
  The Provider Qellor has an advanced digestive system and needs only to be fed organic matter. It can then
  take this matter and convert it into the necessary nutrients needed for the Qellor workers.
  In addition to the Provider Qellor, is the Mother Qellor. A non-ambulatory womb, the Mother Qellor can 
  create new Qellor based on preprogrammed settings. The Mother Qellor only produces new worker 
  Qellors as needed or due to accident, existing Qellor have been rendered inoperable. They can be 
  reprogramed to produce new and different Qellor, but you would need an orange engineering key and a 
  programming symbiont. The last symbiont was seen 2,000 years ago.
  Qellor are smart tools, and they can communicate and were given a subservient personality and are 
  invariably polite.   They are incapable of hurting anything that they are not programmed to harvest or 
  slaughter... or harm any intelligent creature.   This was a safety control that the Tehrmelern built into the 
  Qellor along with a ton of safeguards to prevent the accidental mistaking of an immature member of an 
  intelligent species for a food animal.    Most importantly, Qellor are not Fringeworthy and if brought onto 
  the Fringepath they die.   Unlike the Tehrmelern purely mechanical robots that can be brought across and 
  go dormant until repaired by a Tehrmelern engineer, these beings are tied to their world and if they are 
  ever forced to leave it, cannot be restored to function.
  Anti-Alloy
  A non-conducting metallic solid that is steel-hard at temperatures over 20 degrees F. Under 20 degrees F, 
  it becomes plastic and can be shaped like clay.  It has a hardness of 10 and 30 hit points/inch at room 
  temperature.
  
  124
  Omni Styling Brush
  A hairbrush that combs, cleans, and can be set for a fantastic combination of color dye by pressing a 
  colored triangular spot on the grip.  This dye is not water-soluble until removed by the brush's cleaning 
  action.
  Memory Crystal
  They usually contain a small scene of a pleasant memory from the owner.     If shaken, the 4-inch 
  diameter sphere will clear and become reprogrammed with the user's next thoughts.   A crystal will often 
  hold the final memories if accident or death produced a strong emotional shock.   A crystal can be used in 
  interrogation to capture a subject's remembrance of a conversation, a place visited, a person's face, 
  etcetera, if the subject is made to hold it.  It cannot be used to capture passwords or abstract concepts.
  Tehrmelern Translator Beads
  Dropped in the ear, the bead painlessly embeds itself in the body's auditory receptors.   From that point 
  on, the individual can understand (but not speak) 98% of spoken languages he or she may encounter. 
  Unfortunately, it takes two individuals using these devices for direct communication. They are most 
  commonly found in Tehrmelern corpses and can roll away unseen unless care is taken when examining 
  the bodies.   These will be found most often in highly developed worlds, such as destroyed old 
  Commonwealth primes or expo worlds where there was a lot of inter-world commerce with no common 
  language in use. This device provides translation of all forms of communication including pictographs, 
  spoken, and written. They are practically indestructible.
  Tehrmelern Universal Translators
  While appearing to be a simple thin band, button, or jewelry item, these ultra-high tech devices provide 
  translation for both sides of a conversation in a completely imperceptible fashion.
  Unlike the translation beads, all participants are able to converse in the most common and pronounceable 
  language between them.   When communicating through electronic media, the translator will not be able 
  to translate for the other side, so it will default to their language as the common tongue.  With effort, the 
  wearer can choose which language is to be the common tongue. This is a Smarts test at -2.
  These devices are found on worlds where first contact from the Commonwealth was recent (before the 
  Mellor war) and they had not yet been granted client status, so access to the most advanced tech was 
  limited. These devices were used to help prevent misunderstandings between cultures, which has on 
  occasion plunged them into conflict.   This device provides translation of all forms of communication 
  including pictographs, spoken, and written.   They are practically indestructible.
  Tehrmelern Medical Kit (Doc Box)
  These extremely rare artifacts were first found medical storage containers in some high tech ruins of a 
  Tehrmelern world. They come in two varieties: The Commonwealth technological model and the 
  Tehrmelern biomachine. Both function identically, with one requiring a power source, the other a medium
  well 16-ounce steak and two pounds of vegetables. The medical storage containers can keep the biological
  version in stasis when not in use. Both Doc Boxes will request specific chemical materials for the creation
  of healing nanobiomachines.
  The Doc Box can diagnose and treat just about any injury that a hero can suffer. This includes loss of 
  limbs. Some say even decapitation if you can get at least the head to the Doc Box within an hour. Which 
  is why you should lay in a supply of Biobags.
  
  125
  The technological Doc Box uses individual tools and devices to diagnose and treat injuries. It is designed 
  to be used by untrained personnel and will guide the user in its proper use. 
  The biomachine Doc Box will simply attach itself to the injured person and begin treating them. I many 
  cases, it will wrap itself around the injury and begin treating the wound. 
  The Doc Box ignores the Golden Hour rule for healing, any wound modifiers, and failure rolls on the 
  Injury Table. The Doc Box can fix anything without needing to roll for it. 
  Healing Wounds
  Doc Boxes heal 1 wound when attached to the patient. It will automatically stabilize the patient when 
  attached to them. It applies nanogel and makes nanobiomachine injection, these will speed the healing 
  process such that the Hero will heal 1 wound ever 3 days, no rolls needed. It will also inject a 
  nanobiomachine “package” appropriate for the species that will give the patient a health boost similar to 
  what the Fringeworthy acquire from using the portals. 
  Lost Limbs
   Lost limbs will be regrown in 1d4+2 weeks. The Doc Box will create a nanogel that will promote 
  regrowth of the limb. It will start as a miniature version of the limb and grow larger over time.
  During the regrowth period, the Hero will have to double his intake of protein, carbohydrates, and other 
  nutrients. Every ounce of protein they eat, becomes another half ounce of regrown muscle. The nanogel 
  will have to reapplied daily. And unless they exercise the limb during regrowth, they will temporarily 
  remain Lame, as the limb needs to regain muscle mass and muscle tone. This will last for 1d4+1 weeks.
  Broken bones will be reset perfectly, and through use of nano-binders, useable after only an hour of 
  resting. They will be fully healed after one day. While they are healing, the Hero will be at a -1 to any 
  activity using that limb.
  Decapitation and Resuscitation 
  Yes, if you get at least the head back to the Doc Box, within one hour, more or less, that person can be 
  saved and resuscitated. It’s better if you bring their body along, as the Doc Box can rejoin the head to the 
  body and keep both alive during the healing process. Death, however, is the one situation where getting 
  the victim back to the Doc Box within an hour is vitally important. Unless they are of a species that can 
  survive long exposures to vacuum, after an hour most brains will be too damaged for the Doc Box to 
  repair. Even the Doc Box cannot repair decayed neurons. 
  If you can get the dead victim to the Doc Box in under 15 minutes, there will be no issues in reviving 
  them and restoring them to full health and intelligence, with no roll needed. Every 15 minutes after that, 
  the victim must make a Vigor roll, at -1 for every 15 minutes it to see if they temporarily lose 1 die of 
  Smarts:
  
  Success: No loss of Smarts.
  
  Failure: A temporary loss of 1 die of Smarts, no lower than d4. After 1d4 weeks, their 
  Smarts will be restored.
  
  Critical Failure: A temporary loss of 1 die of Smarts, no lower than d4. After 1d4+2 
  weeks, their Smarts will be restored. Unfortunately, all Smarts based skills drop by one die.
  All d4 Smarts based skills will be lost. The victim suffered too much brain damage to 
  retain them.
  A resuscitated victim will be healed as normal. Lost limbs will regrow as usual.
  Regrowing a full body will take 10 weeks, during which the Doc Box cannot be used for anything else. 
  Also, during this time, every day you will have to provide at least 4 pounds of protein and 6 pounds of 
  
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  other nutrients as raw material for the regrowth process. You can feed it steaks, potatoes, celery, lettuce, 
  apples, and the odd banana, it doesn’t care as the Doc Box will process it all as necessary.
  For decapitation, the whole body is regrown at the same time in a massive body shaped nanogel bag. 
  When finished, the victim will be awakened from an induced coma. The downside is that while the Doc 
  Box can regrow a body, it cannot regrow muscle mass or tone. The victim will have their Agility and 
  Strength attributes reset to d4.
  If you can also provide the victim’s body, the repair process will only take 2 weeks, while the person is in 
  an induced coma. Most of the repair will center around restoring spinal cord and nerve connections. Any 
  other wounds to the body will be repaired and the victim will be restored to full health. (Baring any lost 
  limbs, which are subject to the limb regrowth rules.)
  Finding Doc Boxes
  Functional Doc Boxes are rare finds, you either find them in the ruins of a Tehrmelern population center 
  or Old Commonwealth world, or you find them in the possession of someone either using them to help a 
  local civilization, or by a survivor of the Mellor Wars, using the Doc Box to keep them alive.
  Find them in ruins is rare, up to the GM to decide whether or not the player should find one or not. If 
  found in Tehrmelern ruins, it will most likely be a biomachine version stored in medical storage 
  containers. Old Commonwealth civilizations preferred the technological version of the Doc Box, and it 
  may not be in the best condition, unless it’s stored in a secure and environmentally shielded location. 
  Technological Doc Boxes found in ruins and not in secure storage, have a 5% chance of a malfunction 
  that could kill the person attached to it. Some may be tuned to a specific species and cannot be used on 
  other species.
  Biobags
  Where you find Doc Boxes, you’ll find Biobags. They range from thick fabric bodybag looking 
  containers to hard-shell cases, to ones that look more appropriate for bowling balls than people. They are 
  used for critically injured or dead individuals, and places the victim into a form of medical stasis. The 
  victims are not stabilized, but they are also not bleeding out. They are in stasis until removed from the 
  Biobag and hopefully attached to a Doc Box. You do not have to open the Biobag, the Doc Box can attach
  itself through the material of the Biobag.
  Biobags come in all sizes, with some large enough for something the size of a blue whale or dinosaur. 
  Most are within human range, with a few large enough to hold a Dimixi or Blizniz. The bowling ball-
  sized ones are for heads. 
  For dead victims, the “clock” stops when they are placed in the Biobag for the purposes of resuscitation. 
  If you can get the victim into a Biobag within 15 minutes, then there will be no penalties resuscitating 
  them even if you get them to a Doc Box a week later. 
  Biobags do not last forever, they must be renewed by a Doc Box after every 6 months’ worth of use. This 
  is also how long you can keep a victim in a biobag before they start to degrade. After 6 months, the 
  victim, alive or dead, makes a Vigor check. If they fail, the clock restarts and they either awake inside the 
  bag, of if they are dead, decay inside the bag. Luckily the Biobags have a “freshness” indicator, a green 
  strip that gets shorter with every use, so you know when the “sell-by-date” is for the person inside it.
  Food Boxes
  Another find the Heroes might make is a Tehrmelern “Food Box”. A Food Box is a biological machine 
  that takes in organic matter and produces nutritious and filling food for the species that operates it. Any 
  non-nutritive matter is excreted in cubes or in fabricated containers if toxic. These biomachines are rare 
  
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  finds, as they usually starve to death unless there is a ready source of organic matter for them to consume. 
  Food Boxes are mobile and will move to the nearest non-sentient form of organic matter and consume it 
  to stay alive. 
  The food it extrudes, is typically brown in color and has the consistency of greasy clay. It’s a bit salty in 
  flavor, but otherwise, flavorless, chewy, and not at all appetizing. It will extrude enough food to satisfy 
  the daily needs of the species using it. For a human, this means a 4.6-pound loaf of brown… stuff. For 
  Dimixi, the nutrients and are in liquid form. The loafs are extruded in an organic skin that can be recycled.
  It is easily cut or pierced with normal eating utensils. 
  The conversion for source material is 5 pounds of pure organic material for one human, and 10 pounds of 
  soil or loam, or 100 pounds of dirt or sand. The latter will produce large 1’ ceramic cubes suitable for 
  construction. 
  The Food Box was created for situations where emergency rations had to be produced. The Food Box 
  with sufficient organic input can produce a nutritious food loaf every minute. 
  “George” The Living Screwdriver
  George is a furry little screw driver with big brown eyes.  He can purr and make squeaky noises. George 
  eats small bites of meat and bits of metal.  He prefers hamburger and rusty screws. George's central core 
  is steel, and his tip is organic steel that he can transform into any form of screw driver: standard, phillips, 
  star driver, hex driver, or even hex nuts. He is “self-driving” and doesn’t require turning or twisting by his
  owner. He can drive a 10 inch wood screw with no problem.
  If he’s left alone for while he calls out curiously, seeking companionship. He makes a “grop-grop” sound. 
  If he can't sense anyone in the immediate area, he goes into suspended animation. This is usually after a 
  day or so of searching. Waking him up takes petting and happy thoughts. (Sticking him in your pocket for 
  a day or so will work.)
  George is happy riding around in someone's pocket seeing new machines and tightening or loosening 
  fasteners.  He is capable of the full gamut of emotions, fear, terror, loneliness, despair, joy, love, 
  contentment.
  All for no good reason.  George is a Screwdriver. He was created when a mechanic asked a Tehrmelern 
  for a screwdriver. The Tehrmelern gave him George. (He responds to George, goober, twisty, and Fred.)
  Mechanics with a weakness for cute furry things tend to adopt George and have conversations with him 
  while working. If George gets tired, he'll let you know.  Use him too hard and he'll faint, with his little tip 
  all limp and shapeless.
  THE MELLOR
  The Tehrmelern Engineer, Schmert gave us our first look at the wonder of the Fringepaths and along with 
  it a rhyme.
  Mushy Mellor, Funny Fellor 
  Running ‘midst the trees. 
  “Who’s There?” I said,
  As I stood on my head
  But no one answered me.
  Speculation on the rhyme hinted that a race called the Mellor were loose in the Pathways or “Trees”. The 
  last lines gave the impression of shock or confusion.  UNIDA researchers began to believe that the 
  
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  designers of the Pathways, the Tehrmelern, were either driven from the Fringe system or were 
  exterminated. This was a frightening realization.
  This realization was made flesh when the first encounter with the Mellor was made. The IDE team that 
  first met the Mellor barely survived the encounter. There were reports of at least two team members being
  shot by the other team members. This was due to the special nature of the Mellor. They were shape 
  shifters.
  Mushy Mellor, Hungry Fellor 
  Hiding ‘midst the trees. 
  “Who’s There?” I said,
  As it bit off my head
  And gurgled gleefully.
  -- Ed Powers
  THE HISTORY OF THE MELLOR
  With the ability to travel to alternate Earths, the Tehrmelern found that exploration was not their strong 
  suit. Unused to conflict and xenophobic fear that they encountered with contacting an alternate culture, 
  they decided that they needed emissaries, teachers, and most importantly, explorers, who could be their 
  proxies to these other cultures. 
  To create this ambassador, the Tehrmelern turned to that master of camouflage the Cephalopod. Using 
  these animals as the basic stock, they engineered a creature that could visually take on the form, texture 
  and coloration of any creature of comparable size. Sometimes this copying was not perfect, so they added 
  the ability to take a DNA sample and use that to help flesh out the mimicry. 
  To enable them to blend into a culture, they gave their new creation the ability to do a complete memory 
  dump of a creature and store that memory into a bank of highly adaptable neural tissue. This memory 
  bank could be tapped at any time and used as needed. Finally, they imbued their emissaries with the 
  ability to teach, convince, and preach the Tehrmelern way, so that these cultures could be guided to a point
  were they could be added to the great Tehrmelern Commonwealth. They called these new creatures 
  “Beloved Child” or Mellor. 
  The Mellor would then travel the Fringepaths, shepherded by a controller Tehrmelern, and then sent to 
  new alternate world to initiate first contact and guidance. They would return to the platforms at regular 
  intervals to report of their progress and receive new orders. 
  On an alternate world, the Mellor would find an isolated individual and copy their form and memories. 
  Sometimes this would be a domesticated animal, or even a wild one, as long as it allowed them to contact 
  other creatures and eventually any sentients on that world. 
  After the Mellor made contact, it would use its shape shifting and memory copying abilities to ingratiate 
  itself into the community and through judicious use of these abilities, begin to alter the cultural landscape 
  one person at a time. This process would take centuries, as the Mellor would use its knowledge and basic 
  programming to create a peaceful, creative society, ready for contact with the greater community of the 
  Tehrmelern Commonwealth. 
  The Mellor never became a leader, guru, or other major figure. If it did copy the memories of such a 
  person, it was to use this intimate knowledge of that person’s mind to convince them to follow a more 
  peaceful, ecological, or progressive course of action. 
  It was inevitable that a Mellor might be found out to be an alien creature. Hopefully, it would have 
  sufficient knowledge of the culture to sidetrack any attempts to find it and or dispose of it. However, a 
  few of them were killed as demonic creatures, witches, or even dissected to find out how they worked. A 
  smaller number were killed through misfortune or accident. 
  
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  Luckily only a small amount of their accumulated knowledge and experience would be lost. When they 
  returned to the Fringe platform to report, their controller Tehrmelern would do a complete backup of their 
  memories and DNA samples. At most, the Tehrmelern would lose about 10 years worth of knowledge and 
  experience about a world in the case of a Mellor death. 
  They would then take the backup and restore it to a newly created Mellor and send him back to that 
  world.
  Eventually, under the centuries long guidance of its Mellor, a culture will have matured enough to survive 
  the culture shock of being introduced to the greater Commonwealth of the Tehrmelern, and become part 
  of it.
  This was how the Commonwealth grew, and for a thousand millennia, that’s how it was. Towards the end, 
  Tehrmelern from alternate earths were put in charge of the Mellor, while the Prime Tehrmelern were able 
  to sit back and take it easy. 
  Then the Keegak Virus was released.
  The Keegak knew how the Tehrmelern Mellor system worked and with their initial corps of infected 
  Mellor, they struck. The Tehrmelern controllers were each attacked and replaced with a Master Mellor 
  duplicate, which, in the form of the controller Tehrmelern, went out and made contact with each of the 
  Mellors in that person’s “stable”. As each Mellor returned to report, it was infected by the Master Mellor, 
  updated with its new marching orders and returned to its world. But instead of preaching peace and 
  cooperation, it would now spread xenophobia and hatred as its mantra. 
  As for the Commonwealth worlds, the infected Mellor found likely targets and began the patient process 
  of infiltrating all levels of government, culture, and beliefs, all the while reproducing Great Mellor and 
  lesser Mellor as its army. 
  Sadly, this was even more the case on Tehrmelern Prime. Millions of Tehrmelern were duplicated and 
  killed, infiltrating every strata of society. It would have been the perfect plan, except for one accident that 
  occurred on a Commonwealth world. 
  The Master Mellor that controlled an army of a hundred thousand Mellor was killed in a vehicular 
  accident. With its death, the Great Mellor it once controlled, struck out at each other, seeking to become 
  the dominant leader of this army. This resulted in the exposure of this new and terrible version of the 
  Tehrmelern’s “Beloved Children” and the start of the Mellor War. 
  MELLOR ABILITIES
  Memory Leech
  A Mellor can absorb all the memories and all Smarts and Spirit-based skills of the person that they 
  touched. This copying process includes the creature’s DNA pattern. Skills that are based on Agility are 
  one die type lower and no lower than a d4. Strength-based skills are not copied. The Mellor can recall this
  memory with perfect fidelity and use the DNA pattern to change its shape to match the creature that they 
  copied. 
  The memory and DNA transference causes a chill to pass through the person, and sometimes they will 
  feel a little disoriented afterwards for a few minutes. 
  This copying process can be resisted if the person realizes what is happening. The person makes an 
  opposed Spirit roll, and if they succeed, the Mellor does not get a complete copy of the victim’s memories
  and skills. This leaves the Mellor possessing only whatever intelligence it already had to begin with, and 
  the potential for possible flashes of recognition of other people from its victim’s memories. In effect it is a
  killer in the shape of its victim.
  Tactics: Infected Mellor will wait until their target is asleep, very tired, drunk, in the throes of 
  lovemaking, or they may even physically assault the person. They’ll do anything to hide the effects of a 
  
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  memory leech. When they use this tactic, the target of the Memory Leech must make a -2 Notice roll to 
  realize they’ve been copied.
  Shape shifter
  If the Mellor has made a successful Memory Leech attack, they can then use the DNA and what they see 
  of the person to shape shift their external form to match the DNA pattern. A good memory leech will 
  include information on scars, abrasions, tattoos, and other marks on the victim’s body. 
  The preference is shape shift into a naked form of the victim and then put on clothing. But in a pinch, a 
  Mellor can simulate clothing, shoes, and even body piercings as needed. Mellor clothing cannot be taken 
  off. 
  Shape shifting is a free action and only takes a moment for the Mellor to transform from one stored shape 
  to another. 
  Mellor shape shifting often involves a great deal of internal re-organization. Not surprisingly, Mellor have
  no distinct internal organs to target with the exception of their brain, which is typically located in the 
  thickest body section. The difference between the brain of a Master Mellor and a Least Mellor is the 
  density of the tissue and the number of creases and folds. They both are about the size of a baseball and 
  weigh from 5 to 25 ounces. Mellor bones are almost an afterthought. They seem to possess flexibility 
  beyond any normal bone but can harden (some say at will) to something greater than shark cartilage. 
  Needless to say, even an isolation cell is not a prison to a Mellor. A Master Mellor once escaped through a
  food slot.
  Mellor Reproduction
  The Old Mellor were all born from a Crèche Mellor, a massive blob of tissue and wombs. The Crèche 
  Mellor can produce 100 fully-grown Old Mellor in 1 year. The Crèche Mellor had minimal intelligence 
  and could not move on their own. They required the support of several Quellor to tend it, feed it, remove 
  its waste products, and help with the births of new Mellor. None of the Crèche Mellor survived the Mellor
  war. At least, that’s what everyone believes.
  Note: Whether or not there are any surviving Crèche Mellor is up to you, the GM. If there is a fully 
  functional Crèche Mellor, it can be made to produce immune Old Mellor if a Slarg bites it. It can also be 
  infected with the Keegak Virus. If so infected, it will produce fully functional Master Mellor, and these 
  Mellor will be able to breed.
  Old Mellor were quite capable of reproducing more Mellor on their own. However, their method of 
  reproduction required the participation of a native female on the alternate world they were living on. The 
  Mellor would then take the DNA of the female and fashion embryos that were implanted within the 
  female. Depending on the species, this could be as few as two embryos, and as many as several dozen. 
  One of the embryos is in fact an embryonic Mellor. 
  When born, the baby Mellor will resemble a male juvenile of the species and it will grow and develop 
  normally for that species. The other embryos will produce females of the species. Depending on the 
  nature of the species’ genetics, they may be perfect clones of the female or fraternal twins. 
  When the juvenile Mellor reached the age of maturity, the parent Mellor will take it away and introduce it 
  to their controller Tehrmelern. There it will complete its education and receive orders for further 
  operations on that alternate world. It will operate in conjunction with its parent. 
  Master Mellor birthed from infected Crèche Mellor, can reproduce the same way as the Old Mellor. But, 
  the control system for their reproductive system was rewired by the virus and allows them to reproduce in 
  a different manner. Crèche Mellor produced Master Mellor can reproduce by injecting special genetic 
  capsules into the body of a corpse. The capsule contains nanobiomachines that will convert the body into 
  
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  a Great Mellor. Depending on the size of the corpse, these new Great Mellor may have to feed to increase 
  their size and mass to their standard bulk.
  If hard pressed and without any other resources, breeding-capable Master Mellor, and all other Mellor can
  undergo division like a giant bacteria, and divide itself into two Mellor one step down. This is called 
  Mellor Mitosis. For example, a Master Mellor can divide into two Great Mellor.
  These new Mellor will retain the memories of the parent Mellor, but none of the stored DNA patterns or 
  stored memories. These are lost during Mellor Mitosis. Both of these new Mellor will be undersized and 
  hungry. Very hungry. One will be dominant over the other, unless there is higher-level Mellor present.
  Curing Mellor
  If a Slarg somehow manages to bite an infected Mellor, special salivary glands in its mouth create a 
  genetic package that is injected into the Mellor. The package contains hundreds of thousands retroviruses 
  that infect the Mellor’s cells and completely bypasses the Mellor’s immune system, as the viruses are 
  keyed to their genetic code. 
  Within minutes the Mellor starts turning blue as its genetic code is rewritten and it turns back into an 
  uninfected Mellor. In addition, the cured Mellor is now immune to the Keegak retrovirus and cannot be 
  re-infected.
  Master Mellor become immune Old Mellor, Great and High Mellor also become Old Mellor, though their 
  mental facilities will not be up to par with normal Old Mellor. Medium, Lesser, and Low Mellor will 
  become cured, but then undergo convulsions and can die. They must make a Vigor test at -2. If they 
  survive the cure, they will turn into a juvenile form of an Old Mellor. However, they will never grow as 
  large and they will have limited mental and shapeshifting abilities.
  Least Mellor simply die if cured. There is simply not enough internal components for them to survive asin
  any form ofas an Old Mellor.
  MELLOR TYPES
  Old Mellor
  Old Mellor are the immortal servants of the Tehrmelern that miraculously escaped the “Mellor 
  Infestation”. These extremely rare survivors are found in remote places still tending equipment, guiding a 
  culture, or continuing a final order. They are gentle, impressionable and as trusting as children. Old 
  Mellor are helpful, pleasant and have an outstanding capacity as information carriers. Each Old Mellor 
  has the ability to remember up to 100 individuals. These forms are temporarily or permanently gained 
  either visually or by touch (visual copies do not include memories).
  Like any living creature, Old Mellor must eat. Luckily, they are omnivores and can receive sufficient 
  nutrition from eating whatever the locals eat. However, if they cannot find any form of food, they can put 
  themselves into form of hibernation until a source of food is available. They can only survive for 100 
  years this way, before dying.
  Any Old Mellor that comes into direct physical contact with a Mutant Mellor will be infected and become
  a Master Mellor in 4d10 hours. The infection culminates with a violent psychological battle as the hostile 
  invading retrovirus takes control of its victim. 
  Old Mellor
  Attributes: Agility d10, Smarts d6, Spirit d12, Strength d10, Vigor d6, Charisma +2; Pace 8; Parry 6; 
  Toughness 12
  Skills: Climbing d10, Fighting d8, Healing d10, Investigation d10, Language (Tehrmelern) d8, Notice d8, 
  Persuasion d12+1, Shooting d8, Stealth d10
  Special Abilities:
  
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  •
  Armor +3: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Low Light Vision: Can see in the dark.
  •
  Loyal: Loyal to the Tehrmelern and will obey their instructions.
  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 100 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 100 individuals they have stored in their 
  memory.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch wide, and at least 1 foot wide.
  Master Mellor
  The Master Mellor are the direct old Mellor stock infected with the Keegak Virus. These all but immortal 
  creatures closely resemble the original stock of Mellor. Like the Old Mellor, the Master Mellor can hold 
  up to 100 forms and minds in indefinite storage and is able to use any and all information from these 
  minds. These Mellor invade worlds to take the form of advisors to great leaders or powers behind the 
  throne, and then plunge the world’s societies into bloody wars of genocide. 
  Ninety-nine percent of the Master Mellor are sterile, as they were infected after the fact by the original 
  Master Mellor produced from rogue Keegak infected Crèche Mellor. 
  Master Mellor
  Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d10, Charisma 0; Pace 6; Parry 6; 
  Toughness 11
  Skills: Climbing d10, Fighting d8, Healing d10, Investigation d10, Language (Tehrmelern) d8, Notice d8, 
  Persuasion d12+1, Shooting d8, Stealth d10
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: Anyone who sees a Master Mellor shape change from one form to their natural form must 
  make a Fear check.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  Mental link to all inferior Mellor: Can control all inferior Mellor from Least to Great Mellor 
  within a hundred miles and know what they are experiencing.
  •
  Intelligence Leech: Can leech the target's Smarts score.
  
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  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 100 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 100 individuals they have stored in their 
  memory in one action.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  •
  Sterile Resistance: A sterile Master Mellor gains a resistance to one type of damage:
  Roll a D6:
  1. Kinetic Energy: Low energy kinetic energy attacks that do 2D6 or less in damage, 
  the Mellor will take no damage. This includes hand to hand, falling from a short 
  height, impact weapons, blade weapons, and most pistols. 
  Mellor can halve any damage that exceeds its Toughness from any high energy 
  kinetic energy attacks that do more than 2d6+1 in damage. This includes falling 
  from a great height.
  2. Cold: The Mellor doesn’t have to make a Vigor roll for temperatures above 12°F. 
  Subtract 1 from its Vigor roll for every -40 degrees below this, to a maximum of -3.
  3. Fire or Heat: The Mellor halves any fire damage that it takes. And doesn’t have to 
  make Vigor tests for heat exhaustion or stroke until the heat exceeds 120°F.
  4. Poison: The Mellor ignores all poison effects and damage.
  5. Radiation: The Mellor ignores all radiation damage effects.
  6. Toxic Atmosphere: Can ignore any mild to heavily toxic atmospheres or exposure 
  to crushing pressure or vacuum. However, Mellor still need to breathe, so an 
  atmosphere with no oxygen in it will still kill them. In a vacuum, this Mellor can 
  survive for up to 10 minutes before asphyxiating.
  Great Mellor
  The Great Mellor are the second rarest and most deadly of the Mellor. Simply looking at one of these 
  great beasts can inflict stark terror in a person. Normally, Great Mellor are under the control of a Master 
  Mellor, not necessarily the one that spawned them. If they are without a master, Great Mellor become 
  very territorial and will fight other Great Mellor for control of all lesser Mellor in a region. The Master 
  Mellor need not be present to keep the Great Mellor from fighting each other.
   Great Mellor are usually accompanied by any number of inferior Mellor types which they can control 
  from up to 2 miles away. They have extremely keen senses and are almost never ambushed.
  They can store the physical forms and memories of 12 previous victims of their choice. Reproduction 
  creates another Great Mellor or two High Mellor through Mellor Mitosis.
  Great Mellor
  Attributes: Agility d12+1, Smarts d6, Spirit d8, Strength d12+4, Vigor d12, Charisma 0; Pace 6; Parry 8; 
  Toughness 10
  Skills: Climbing d10, Fighting d12, Healing d10, Investigation d10, Language (Tehrmelern) d8, Notice 
  d12, Persuasion d12+1, Shooting d10, Stealth d10
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  
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  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Very Acute Senses: A Great Mellor can make a Notice roll at -2 to avoid being caught flatfooted 
  by an ambush due to their very acute senses.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear -2: Anyone who sees a Great Mellor in their natural form or shape change from one form to 
  their natural form must make a Fear check at -2.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  Mental link to Least to High Mellor: Can control Least to High Mellor and know what they are 
  experiencing.
  •
  Intelligence Leech: Can leech the target's Smarts score.
  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 12 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 12 individuals they have stored in their 
  memory.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  High Mellor
  The High Mellor are the second most formidable of the Mellor. They possess the same abilities as other 
  Mellor forms with some improved characteristics and damage per attack. The real threat is their 
  intelligence. They are not mindless carnivores and will avoid obvious traps and even the occasional subtle
  one. As ferocious as they are, they will not charge blindly unless there is no other way to survive. They 
  are more than willing to escape a deadly encounter alive and come back later to exact revenge upon a 
  current opponent. They have a maximum Smarts of d10 and they can store up to 8 sets of memories and 
  physical forms of their past victims and they can call them up with a few moments effort. While they are 
  still limited by how much mass they can add to their new shape, they can shed up to 50% of their mass if 
  that is what is required to make the duplication accurate and perfect. Adding the mass back is simply one 
  huge meal away. They are able to control other High Mellor of lesser intelligence than themselves as well 
  as all other lower forms of Mellor inside a 4000 ft range.
  Reproduction creates another High Mellor or two Medium Mellor.
  High Mellor
  Attributes: Agility d12, Smarts d6, Spirit d8, Strength d12+1, Vigor d6, Charisma 0; Pace 6; Parry 8; 
  Toughness 9
  Skills: Climbing d10, Fighting d12, Healing d10, Investigation d8, Language (Tehrmelern) d8, Notice d8, 
  Persuasion d12, Shooting d10, Stealth d10
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  
  135
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: High Mellor can perform a d12 Fright attack.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  Mental link to Least and Medium Mellor: Can control Least to Medium Mellor and know what 
  they are experiencing.
  •
  Intelligence Leech: Can leech the target's Smarts score.
  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 8 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 8 individuals they have stored in their 
  memory.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  Medium Mellor
  The Medium Mellor are like their monstrous predecessors in all respects other than size, strength and 
  dexterity. The Medium Mellor has improved chances of duplication, mind transfer and better Life Force 
  Leech. Medium Mellor can control and see through the eyes of any Lesser, Low or Least Mellor within 
  3000 ft. Medium Mellor can reproduce the same as Lesser Mellor but now possess the intelligence to 
  avoid the genetic collapse into a lesser form by willingly entering hibernation, available food permitting. 
  This is the lowest form of Mellor that can travel the Fringepaths using a Fringeworthy form and a key 
  crystal since the Tehrmelern activated the Mutant Mellor detection system. Lower level Mellor lack the 
  ability to successfully shape shift to a Fringeworthy form or the Intelligence to hack the system with a key
  crystal.
  Medium Mellor
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6, Charisma 0; Pace 6; Parry 8; 
  Toughness 9
  Skills: Climbing d8, Fighting d10, Healing d6, Investigation d6, Language (Tehrmelern) d8, Notice d8, 
  Persuasion d8, Shooting d6, Stealth d6
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: Medium Mellor can perform a d10 Fright attack.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  Mental link to Least and Lesser Mellor: Can control Least to Lesser Mellor and know what they
  are experiencing.
  
  136
  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 4 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 4 individuals they have stored in their 
  memory.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  Lesser Mellor
  The Lesser Mellor behave similar to Low Mellor in eating habits, hibernation and reproduction but what 
  makes them a serious threat is that they are much better at shape shifting and possess a chance of 
  absorbing their victims mind and memories. A successful Mind Transfer of the victim permanently adds 1 
  die to the Lesser Mellor’s Smarts up to a maximum value of d8. The chance may be slim but it makes 
  them a far more dangerous encounter. The Lesser Mellor also has the ability to Leech Life Force from its 
  victim in the form of CON. Any Lesser Mellor, that has built up its Smarts to d6 or better, can control and 
  see through the eyes of any Least or Low Mellor within 2000 ft. The same limitations of shape shifting, 
  reproduction and genetic collapse apply.
  Lesser Mellor
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6, Charisma 0; Pace 6; Parry 8; 
  Toughness 7
  Skills: Climbing d8, Fighting d8, Healing d6, Investigation d6, Language (Tehrmelern) d8, Notice d8, 
  Persuasion d6, Shooting d4, Stealth d6
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: Lesser Mellor can perform a d10 Fright attack.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  Mental link to Least and Low Mellor: Can control Least and Low Mellor and know what they 
  are experiencing.
  •
  Memory Leech: With a touch, they can absorb all the memories of the person they are touching. 
  This includes the person's DNA pattern. They can recall this memory with perfect fidelity. They 
  can store up to 3 individuals in memory.
  •
  Shape Shifter: They can change their shape to any of the 3 individuals they have stored in their 
  memory.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  
  137
  Low Mellor
  The Low Mellor, like the Least Mellor, are vicious carnivores. In addition, it may take the shape of its last
  victim for camouflage. It can only assume the forms of animals or at best a mindless copy of an intelligent
  creature but is still limited by mass. It cannot assume a form of greater mass than itself + the mass of its 
  latest victim. Low Mellor can reproduce in one of two ways. A Low Mellor can inject a genetic capsule 
  into a corpse which provides material sufficient to hatch another Low Mellor in d4 + 4 days. This 
  newborn Low Mellor cannot take the form of the host shell it grew out of. If no victim is available and 
  food is getting scarce the Low Mellor can either hibernate the same as Least Mellor or after d4+4 hours of
  coma, split into 2 Least Mellor. What makes the decision between hibernate or collapse and divide is 
  uncertain since it has nothing to do with intelligent choice. It may be hormonal, age-driven, environmental
  or simply blind chance. We just don’t know.
  Low Mellor
  Attributes: Agility d10, Smarts d4-2, Spirit d6, Strength d6, Vigor d6, Charisma 0; Pace 6; Parry 8; 
  Toughness 7
  Skills: Climbing d8, Fighting d8, Notice d8, Stealth d6
  Special Abilities:
  •
  Bite or Claws: Str+d6
  •
  Ambidextrous: No off hand penalty.
  •
  Two-Fisted: Can attack twice with both sets of claws.
  •
  Armor +4: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: Low Mellor can perform a d10 Fright attack.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Lifeforce Leech: A touch attack that drains the lifeforce from the target. On a successful Fighting 
  roll, the target takes a point of Fatigue. Can be resisted by the target by making a Vigor roll.
  •
  Low Light Vision: Can see in the dark.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  Least Mellor
  The Least Mellor are mindless eaters that will devour any life in their path. They often congregate in 
  swarms of up to a thousand if food supplies are plentiful. If a Least Mellor consumes an amount of food 
  equal to its body weight, it will fall into a comatose state for d4+4 hours after which it will divide into 2 
  Least Mellor. Least Mellor are the only Mellor that cannot shape shift to resemble their victim. Because of
  its fantastic metabolism, a Least Mellor will quickly begin to starve if food sources are not readily 
  available. Starving Least Mellor will go into a cannibalistic frenzy and after consuming their body weight 
  worth of food, the survivors will again enter a comatose state but instead of reproducing, the Least Mellor 
  will enter into a state of hibernation that has been found to last up to 1,400 years, possibly more. If 
  disturbed, i.e. if food disturbs them, they will awaken in d10 seconds and show no lethargy or lack of 
  ferocity.
  Least Mellor
  Attributes: Agility d10, Smarts d4-2, Spirit d12, Strength d8, Vigor d10, Charisma 0; Pace 6; Parry 8; 
  Toughness 9; Resilience 7
  Skills: Climbing d8, Fighting d8, Notice d8, Stealth d6
  Special Abilities:
  
  138
  •
  Bite or Claws: Least Mellor swarms do 2d8 damage from biting and clawing everyone in a 
  medium burst template. Damage is applied to the least armored portion of the victim.
  •
  Armor +2: Thick rubbery skin.
  •
  Construct: +2 to recover from being Shaken. Called shots do no extra damage. Does not suffer 
  from disease or poison.
  •
  Fast Regeneration: Mellor make a Vigor roll every turn to heal damage.
  •
  Fear: Low Mellor can perform a d10 Fright attack.
  •
  Hardy: Does not suffer a wound from being Shaken a second time.
  •
  Low Light Vision: Can see in the dark.
  •
  No Skeleton: Because they have cartilage instead of bones, Mellor can deform their bodies 
  enough to fit through any opening that is at least 1 inch high, and at least 1 foot wide.
  •
  Swarm: Parry +2. Because the Least Mellor attack by the scores, cutting and piercing weapons do
  no real damage. Area-effect weapons do normal damage. Characters can try stomping and kicking 
  to inflict damage equal to their Strength die every round. Because Least Mellor do not simply 
  disperse, but fight to the death, the characters must inflict three wounds to defeat them.
  FRINGE PIRATES
  Fringe pirates come in a wide variety of shapes and sizes. They can behave almost benevolently, to near 
  psychotic maliciousness, or any degree in between. Their motivations and methods can vary greatly from 
  one group to another. Rather than trying to and cover every aspect or to detail out each group one might 
  encounter, you will find three examples of what the party is likely to encounter. Each group has been 
  provided with enough information for the GM to flesh out as he sees fit for his campaign and his players.
  Let’s face the facts. Earth Prime is not the only world to have discovered or rediscovered that its access to 
  the Fringepaths has been restored. There are countless worlds out there that have access and if the 
  numbers hold true for most of them, each world can have anywhere from 20-50 thousand potential 
  Fringeworthy on them.
  On Earth prime it is impossible to count how many people possess a moral standard below what is 
  normally deemed acceptable. Add in the reality of multiple worlds and it is impossible to doubt that some 
  of these individuals of low moral beliefs won’t also be Fringeworthy.
  Even what “Primers” see as a healthy moral standard may be considered odd and bizarre on another 
  world. So the concept of Fringe Pirates, people who use the Fringepaths as a source of easy wealth with 
  no consequences shouldn’t be that hard to accept. It’s not so far away from what the explorers do right 
  now. A single ugly push down the moral scale is all it would take to make an IDET member into a Fringe 
  Pirate. What is surprising is that the first encounter with Fringe Pirates took as long as it did to happen. 
  The battle at +6 should have been anticipated and planned as a possible encounter by the IDSS. The fact 
  that it did take so long to happen indicates a few possible realities that have yet to be verified.
  One possibility is that the Fringe Pirates are from a prime or alternate very far away and they were just 
  expanding their territory. Another suggests that groups of Fringe Pirates are relatively small, working in 
  bands that patrol large areas and that they just hadn’t bumped into an IDE team by luck or design. Still 
  another suggestion about the Fringe Pirates is that they are remnants of the old Commonwealth that 
  managed to survive and after escaping their locked world, began doing what is necessary to survive in this
  new harsh reality.
  There are other ideas about how Fringe Pirates came about and what their goals are, but one thing is 
  certain. They are not to be trifled with. They ask for no quarter and give none. Fringe Pirates will do 
  anything to achieve their goals and escape alive, including risking weapons fire and explosive use on the 
  Fringepaths.
  
  139
  As a group they don’t have any distinctive markings, flags or colors, so don’t assume just because you 
  meet someone on the paths that doesn’t wear a uniform that they are Fringe Pirates. Don’t let your guard 
  down either. 
  A Fringe Pirate’s greatest fear is to lose his freedom. They will sacrifice anything and anyone to maintain 
  that freedom. Like a snake that is diving down its own lair hole, never chase a Fringe Pirate into territory 
  you don’t already know. They often have been out on the Pathways longer than “Primers” and know 
  where and when to spring a trap or lead to an ambush. Let’s be careful out there.
  CONFESSIONS OF A FRINGE PIRATE
  So, you want me to talk about being a, what was that, a “fringe pirate”. Whatever that is, I’m a 
  pathway raider, more akin to the Vikings than any pirate. So don’t imagine me to be one of those 
  fancy Dans, a wearing frills and a frock coat. I’m a raider and I am very good at what I do. That 
  is until you caught me and my men.
  How did I become one? I was born one. Me mam was raider, and carried me in her belly across 
  many a portal raiding worlds. I was born in the middle of a raid, if you believe the stories my dah 
  told, holding a pistol and demanding the doctor’s gold teeth! Ha! Good’un.
  Base? We never had a permanent base, we just moved along paths, stopping to raid any portal we 
  could open, reading the pylons so’s we wouldn’t get hurt by what lay on the other side. If we find a
  good garbage world, er, what you call a pocket world, we’d make camp, use the world as a raid 
  base, divvy up loot, and see about trading it for something good at those worlds we couldn’t raid. 
  Like medicine and stuff.
  Trade? Hell yeah, we trade when it’d be suicide to raid. We also know where the good trading 
  worlds are, so’s we heads on back to them. Where are they? Sorry lad, I won’t tell you. I got some 
  loyalty to those I’ve fought along side with.
  We trade because there is no good sitting on most of what we take. Sure some of that would keep 
  our raiding base going while we’re out raiding nearby worlds. But most of it would go to the 
  trading worlds for ammo and more weapons.
  That’s a good question lad. I think the first pirates were poor sods that found the portals by 
  accident. They found others a wandering the paths and banded together for protection. Others I 
  think were worlds like yours, they found the paths and used them for raids of other worlds for 
  goods and wealth. Some of them went rogue and went into the business for themselves.
  My band is only ten years old. I split off from my dad’s band when his got too big. I recruited a 
  handful of me old wet nurse mates and with me dad’s blessing, we headed out and recruited more 
  at a trade world. We knew from the talk that no one’s been this far for a while now, so we raided 
  our way out to here. That’s when we met you IDETs.
  That first bunch we met was all “Peace and Love” and we showed them peace and love.
  Peace of the grave, and the love of death. Ha! No, we only killed the most troublesome, the rest we
  left with plenty of water and those filthy MREs you call food. 
  We made a haul on that raid. Didja know that what you IDETs carry is worth more than gold at a 
  trade world? All that medicine! We can sell that on a low-tech world for gold and other valuables.
  But we let some of them live. That was a mistake. You came for us in force. That steam powered 
  Gatling gun them Brits were using was murder.
  Our raids? Yeah, some of them is brutal on chicken stealing worlds… What’s that? It’s a world 
  that’s got nothing better than chickens to steal lad. Other worlds gots gold and gems, others got 
  merchandise that can be turned into wealth.
  We’ve raided worlds where they treated us like gods and gave use our loot. Others, we had to take
  it from them. By force lad, bloody damn force. We scout them out, see if they are better armed than
  
  140
  we are, and if we are, we go at them, hammer and tong. It’s a bloody grisly business, one you have
  to harden your heart to, otherwise you’d end up eat’n your pistol, if you get my meaning.
  Oh, on those where they were better armed than us, then we pull out the trade goods and see if we 
  can get what we want through trading. That doesn’t work well on most “civilized” worlds and we 
  end up shooting our way out on the ones that want “papers” and “permits”. Any place where they
  has trains is too civilized for trade, but you can raid, if the portal is in the right place.
  On one world, with automobiles and such, we were able to raid a fancy street, Rodeo Drive I think
  it was called, and made off with lots of loot! The law officers just had pistols and shotguns, and 
  we had body armor, assault rifles, RPGs, and heavy machine guns. It was a pigpen shooting!
  Of course we seal every world off that we raid. We don’t want them following after us. That’s just 
  being smart.
  So’s what’s to happen to me and my band? A trial? Prison time? I think not lad. We know more 
  about the paths than you do. I’ll buy my freedom with a little bit of what I know. You IDETs will 
  have to watch your backs out there. Because if you don’t we’ll take you. That’s a promise.
  RAIDERS
  Raiders are more akin to Vikings than traditional pirates. They look for worlds that are easy to raid and 
  have goods that can be traded on other alternate worlds that aren’t easy to raid, or on the rare Market 
  world. They are wily and conniving, and they will treat anyone on the pathways as potential prey, unless 
  they know that they are other raiders or that they can kick their butts.
  When they approach unknown people on the pathways, they will put on a happy face and try to hide the .
  50 cal machineguns. Once they determine that they can take them, they will attack. As most of them are 
  always armed even when sleeping, they can attempt a surprise attack. They are not cold-blooded murders,
  but if you put up too much of a resistance, they will kill you. It’s more expedient that way.
  Raiders will set up a base of operations on any convenient world or pocket stop. These bases are transient 
  and function more as a storage site than as a true base. They are not manned except for those that were 
  wounded and healers/doctors taking care of the wounded. This does not mean these bases are easy 
  pickings for IDET. Every one of these people will fight because they believe that the only other 
  alternative is death. Trying to convince them otherwise will be hard to do.
  There is a loose confederation among the Raiders, one that most pay lip service to. New Raider bands 
  may pull recruits from several different bands, taking the youngest from each and striking out on their 
  own.
  Raider Setup
  Raiding Band:
  
  Personnel: 1 Pirate Commander, 1 Pirate Lieutenant, 5-6 Pirates, 1 Heavy Weapons Pirate. 
  
  Vehicles: 2 Diesel or Steam Powered Trucks or Lorries, Armored.
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Medium Machine Gun
  Raider Base:
  
  Personnel: 1 Pirate Commander, 2 Pirate Lieutenant, 8-10 Pirates, 2 Heavy Weapons 
  Pirate, 1 Mechanic, 1 Healer. There may be 2d6 Conscripts, but they are for base 
  maintenance or “entertainment”. 
  
  Vehicles: 4 Diesel or Steam Powered Trucks or Lorries, Armored.
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Medium Machine Guns
  
  141
  PRIVATEERS
  Some worlds have turned their Fringeworthy into a privateer force. These raiders operate with the 
  blessing of their government, raiding alternate worlds for their wealth and technology, and then returning 
  back home with the booty. If their world is the Prime world for the node, there may be as many as 8 
  different sources for privateer bands operating off of that platform. Depending on the political situation on
  their world, these bands may ignore each other, assist their allies, or attack each other on sight.
  Privateers tend to milk a world for as much as they can get from it before moving on to another or when 
  that world starts mounting a viable defense. Depending on where the portal is on a world, they may set up 
  a base and use locals for manpower and defense. 
  As they begin to spread out farther and farther from their homeworld, they will set up supply bases on 
  suitable worlds, especially those that can provide supplies, such as fuel, ammo, and weapons. These bases
  are always manned and defended, but they will treat with strangers first before firing upon them. Some of 
  these bases range from wooden stockades, to medieval fortifications, to full blown modern fire bases and 
  associated gear. And not a few are disguised as warehouses built around a warp.
  Privateer worlds tend to turn into Fringe Empires over time, as more and more Fringeworthy are born or 
  recruited.
  Privateer Setup
  Raiding Teams: 
  
  Personnel: 1 Pirate Commander, 1 Pirate Lieutenant, 4-5 Pirates, 1-2 Heavy Weapons 
  Pirates. 
  
  Vehicles: 2 Fringe Capable Armored Personnel Carriers
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Medium Machine Guns
  Supply Base:
  
  Personnel: 1 Pirate Commander, 3-4 Pirate Lieutenants, 10-20 Pirates, 5-6 Heavy Weapons
  Pirates, 3-4 Merchants, 6 Transport Drivers, 4 Mechanics, 20 to 40 Conscripts, 4 Healers.
  
  Vehicles: 2 Tanks, 5 Armored Personnel Carriers, 6 Cargo Vehicles
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Heavy Machine Guns, 2 Light Field Cannons
  Raiding Base:
  
  Personnel: 1 Pirate Commander, 3 Pirate Lieutenants, 10 Pirates, 3 Heavy Weapons 
  Pirates, 2 Mechanics, 20 Conscripts, 2 Healers
  
  Vehicles: 1 Tanks, 3 Armored Personnel Carriers
  
  Weapons: Assault Rifles, Heavy Semi-Automatic Pistols, Knives, Anti-Tank Weapons, 
  Medium Machine Guns, 1 Light Field Cannon
  ROGUE IDE TEAMS
  Sometimes, a team will decide that they have had enough dealing with the politics and bureaucracy of 
  Earth Prime and the United Nations and go rogue. 
  HOW TO RUN A SUCCESSFUL FRINGEWORTHY CAMPAIGN
  The kind of campaign you run should be a best fit between the role-playing style of your players, the kind 
  of characters they want to play and your own GM style. If you want to run a campaign of political 
  infighting and they want to shoot monsters, it will not end well. Many GMs and players create an 
  
  142
  agreement with broad strokes before the campaign starts to uncover expectations on both sides of the 
  screen.
  A campaign can change over time. If the team starts as one of the first through the Hatsumi Portal, their 
  first world will be the Fringepath itself. Later, as its secrets are revealed, the team can use the Fringepath 
  as a tactical tool and refuge when world or solar system exploring. Eventually, it can become simply a 
  means to get from point A to B.
  The scope of Fringespace is titanic. Worlds thought fully explored can yield new adventures as natives 
  uncover new artifacts. Political and religious alliances can change, turning the Fringeworthy from friends 
  into hated enemies. Over-reaching groups can unleash hellish diseases and world-cracking weapons by 
  design or mistake. That’s just one world.
  As the campaign winds on, worlds will begin to interact with each other. Power centers will be found on 
  the Fringepaths. As more secrets of the Fringepaths are exposed, safe areas may become deathtraps for 
  attack or defender alike. Your campaign should abound with opportunities to strike out in new directions.
  You don’t have to be part of UNIDA, TÆSS, or other governmental group. Once you are on the 
  Fringepaths, there is little stopping you from striking out on whatever path suits you. Many teams have 
  found a world that suited them and stayed for the duration (such as the Bureau 13 Prime). Others have 
  found the UNIDA to be too stifling, too compromising, or too slow to grasp an opportunity. As you meet 
  other power centers you might find a better fit, even to the point of being a double agent. Be careful, the 
  Fringepaths only seem safe. Don’t forget the Mellor.
  THE BASIC ADVENTURE AREAS IN FRINGEWORTHY:
  Earth Prime
  
  Characters spend their time enmeshed in the political, social or economic maneuverings of the 
  nations of the world as they attempt to gain advantage from discoveries of the Fringe.
  
  They are managers in the UNIDA or more directly involved in the development of new 
  technologies.
  
  They can work with the Alien CorpOffice of Interworld Relations to integrate alien speciesother 
  Fringe cultures into the UNIDA workforce.
  
  They guard Hatsumi Base from enemies and opportunists from within and without.
  The Fringepaths
  Fringespace is a world unto itself and qualifies as an Otherspace, except that it is suited to human life. You
  must understand that it is an artificial construct, and so its behavior is default behavior. IDA will learn 
  how to unlock new features, surmount limitations and prohibitions, and even exploit its nature for 
  unlimited power and eternal life. Fringespace will become a partner. An entire campaign could take place 
  solely in pursuit of discovering its secrets and bending it to the purposes of the IDA.
  Space Exploration
  Including the system platform for the Prime plus the eight system platforms for the Star Hub Platform, 
  there are 9 solar systems that can be explored for each Fringespace node. Many of these portals will go to 
  micro-gravity environments such as asteroids and small moons.
  These are excellent launch platforms for even primitive spacecraft. Satellites for Earth orbit can be 
  launched cheaply, even from great distances, since the main cost is getting the satellite into space.
  Since the Star Platform goes to stars within a 40 light year radius of the Prime’s solar system, stars that 
  were only blobs of light can be examined closely. Theories of solar development can be proven based on 
  
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  new evidence. Alien civilizations can be discovered, which if space faring, can provide proven 
  technological advances.
  World Explorers
  A million, million worlds are a lot of territory, but the primes and alternates are all in some way analogs of
  our Earth. The myriad ways in which they differ provides a rich campaign path. Extinct species can be 
  hunted or captured for resettlement. Expended mines on Earth Prime Zero are untouched elsewhere. 
  Disasters on one world can provide a warning on another similar Earth. Wars can be won or lost with the 
  introduction of new technologies from the explorers. Making short-cut journeys through the prime 
  planetary portals, bringing needed medicines faster than the quickest jets, can cure plagues.
  FRINGEWORTHY CAMPAIGN STYLES
  In a realistic campaign, teams will find themselves with many opportunities to be more than one of these 
  roles. This is a good thing since a campaign that focuses on only one type of adventure will lose its 
  freshness quickly. Travelogues make for boring adventures. They always need a human context.
  Exploration and Survey
  It’s a big unknown universe out there, but the team only wants to find out what’s near the portal before 
  moving on. They seek low hanging fruit and spectacle. While this type of adventure seems easiest, since 
  the team mostly reacts to the new world, first contact scenarios are always fraught with unexpected peril 
  and setbacks.
  Diplomacy
  Once the initial contact is made, power centers quickly appear and natives seek to exploit the explorers 
  and be exploited in turn. Drawing on historical examples of Earth Prime Zero, explorers can see the 
  pitfalls and promote mutually beneficial cooperation between groups, including UNIDA. Great dividends 
  later are reaped as stable worlds, friendly to UNIDA, provide havens and re-supply stations. Sometimes 
  past mistakes on our world can be redeemed.
  Vigilante
  The universe is full of bad people, who take advantage of the weak. They need to be cut down and the 
  IDE teamsT areis the lawnmower. These teams are the gunslingers of IDE,T who gain great pleasure at 
  taking the local warlord down a notch. They love playing knights in shining armor. Extreme groups will 
  start revolutions if they think a regime is evil or if the people suffer oppression without hope of change.
  World Conqueror
  They seek more primitive worlds and champion a group seeking world dominance. Once achieved, they 
  take their tribute off world to benefit Earth Prime or to underwrite further world conquests. This is a 
  common tactic of extreme political or religious factions in UNIDAET. Usually this is in conflict with the 
  UN articles of conduct, but may be unenforceable.
  Arms Dealer
  Where there is advantage to be had, usually someone is willing to kill to get it. There is a lot of profit or 
  advantage to be gained by helping a rising power center. An arms dealer cares not about the collateral 
  damage as long as the desired outcome is achieved. A few just want to share their love of destruction.
  
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  Historian
  The winners write history, so an unbiased account of events is impossible to find. Worlds that are 
  temporally offset provide priceless opportunities to discover what really happened. The subtle nuances of 
  the interplay of the personalities and forms of legendary leaders, religious belief, philosophy, and culture 
  all work to create the true history that may have never been known before. Becoming the confident of a 
  king is a dream come true for this explorer.
  Religion builder
  Most Fringeworthy have a religious faith due to choice, geography, or tradition. Many feel that their 
  beliefs need to be spread throughout Fringespace for the enlightenment or salvation of the heathen. It is 
  very easy for an explorer to pose as a higher being on a primitive world. Unless the rest of the team takes 
  action, zealots usually succeed to some extent.
  Fringe Police
  People are flawed no matter what forms they take. Fringe police spend most of their time patrolling, 
  checking for contraband, or chasing Fringe Pirates. They are often the first on the scene of a disastrous 
  Fringe Weather incident. They are usually the first to discover Fringe aware worlds that mount their own 
  exploration teams. Sometimes worlds will war on themselves or each other using the portals. Fringe 
  Police are masters of using Fringespace for tactical advantage and they have the best weapon tech 
  available. Somebody has to keep the peace.
  Big Game hunter
  Most of the great beasts of Earth United Nations Earth Prime are gone, but on alternates they shake the 
  earth, sky, and seas. These explorers may appear as one of the other groups, but show their true colors 
  when opportunity arises.
  Mellor Hunter
  Once you confront a Mellor, you are scarred forever. You will lose beloved friends and limbs. Some try to 
  exorcise their trauma by seeking the destruction of the malevolent race in all its varied forms. Some form 
  assault teams for personal payback. Others are content to identify their stomping grounds and nuke from 
  orbit. However, they absolutely will not stop until they are sure the Mellor are eradicated.
  Artifact Hunter
  Elvis is alive on many alternates with new albums for sale. Famous movies star different actors. 
  Destroyed or lost works of art can be found intact. These explorers play the what-if game and harvest 
  whatever they think will find a ready market back on United Nations Earth Prime Zero or its trading 
  partners. If not just in it for the money, these hunters are rabid collectors or glory hounds.
  Technology Hunter
  United Nations Earth Prime is heading for an ecological collapse. Only new and revolutionary tech from 
  advanced worlds or left behind on fallen worlds will save her. They operate with a sense of urgency, 
  knowing that fame and glory await their successes and billions will die if they fail. However, they tend to 
  fall afoul of the guardians of ancient artifacts or knowledge, or they are in turn exploited by high tech 
  cultures. In campaigns where exploration teams are rewarded monetarily for bring back technology; greed
  
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  can push explorers toward exploitation of the native population. Even combat between teams on the 
  pathways over choice items is not unknown.
  Merchant
  Such a deal they have for you. This is a common role during extended exploration of a world. Many 
  campaigns expect teams to live off the land and trade is a far more flexible tool than a hoe. Buying low 
  and selling high is usually pretty easy once you find out what a culture values. The best traders love the 
  deal for itself. If both sides think they got the best of the deal, the merchant has done her job.
  Agents of Good Intentions
  These teams delight in problem solving. They see themselves as agents of good will, nudging a world 
  down a better path, thwarting evil and oppression where possible. This is the ideal that the UN wants 
  UNIDAET to be. Unless they are careful, they can find themselves vigilantes, religion builders, or even 
  world conquerors. Restraint and a light touch usually produces better results. They have to be willing to 
  walk away, leaving others to finish the job.
  FRINGEWORTHY CAMPAIGN TYPES
  The Early Years: 0 to 5 years after discovery of the Fringes
  This is the very beginning; the discovery of the Tehrmelern Portal System by the humans of, what will 
  from now on be designated, “United Nations Earth Prime”. (Though there will be a faction that calls it 
  "Earth Prime".)
  The people of United Nations Earth Prime are about to get a huge shock. Not only are we not alone in the 
  universe, but also there are many, many universes and they are all accessible, on foot, by means of an 
  alien technology found in Antarctica.
  The world will be full of hysterical points of view. There will be recruitment posters, business ventures, 
  corporate and government espionage at unheard-of levels. The security measures to protect the identified 
  Fringeworthy will be massive since they will usually be detected in public and the detection squads will 
  probably be followed by who knows what interests, in an effort to get an inside track on this new horizon. 
  The story can begin with a PC’s discovery of their special nature. This allows the PCs to decide if they are
  going to take any of these most likely lucrative but probably illegal offers made by who knows. 
  OrAlternatively, it can begin on their first world adventure. What kind of world will they visit first?  Will 
  they be sent to an alternate or will they stick to their own universe and map out where their planetary, 
  system and star portals lead. Wherever they go, there is a timeline that does will involve major characters 
  of the game. Certain discoveries will not be made immediately. There will should be no Mellor encounters
  in the first 5 years of exploration. Furthermore, there are no reported incidents with Fringe Pirates or 
  Tehrmelern other than rare brief sightings of Schmert.
  The discovery and first contact with all the races not indigenous to United Nations Earth Prime are clearly
  laid out. SoTherefore, if you decide to follow the timeline as it stands and set yourself at the beginning, 
  you may be on hand when the Heavies are first encountered; or the Victorians, or the T’Ziel. You could 
  even be part of the contact team as long as the major players are still present. If you place your campaign 
  after a specific contact date, you can conceivably be one of those races, looking to leave your world for 
  whatever reasons make sense to you.
  
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  Campaign in Brief
  As a beginning Fringeworthy, the explorers’ motives are their own. Like all quickly cobbled together 
  organizations, UNIDA is going to have a period where chaos will rule and paper pushers will flourish. 
  With the desperate drive to find as many Fringeworthy as possible to make up the IDE teamTs, few 
  people are going to be scrutinizing Fringeworthy resumes and people of all sorts of character are going to 
  get in. Who knows what kind of deals will be made before a PC ever sets foot on a platform?  The GM 
  should be careful when mapping his campaign not to send his players to a world that has already been 
  identified in the timeline as a major player. All the major race worlds are identified at the top of each race 
  for this reason.
  The Role of the Heroes
  Essentially, the PCs will be in one of two groups: Explore or Supply. Their job will be to visit new worlds,
  determine what life is present, record all the information and return to base with that information. 
  Conversely, in the Supply role, they could be bringing supplies to teams situated on specific worlds where
  research is being performed. On route to locate these static teams they could have any number of 
  adventures up to and including rescue missions, running battles or reporting all hands lost. The first 
  adventures, excluding those catalogued in the timeline are open to anything the mind can conceive.
  Campaign Traits
  The technology will be limited to what has been discovered works on the Fringepaths; bicycles, diesel 
  powered jeeps and trucks. All the fancier items the UNIDA have will developed should be considered 
  Second Generation tech. Once the PCs have determined how tech works on the Fringepaths and what fails
  to work, they can then begin seeing new tech that has been developed with the Fringepaths in mind. (They
  should not be given this info. Let them discover that their laptops are empty after a mission or their digital
  cameras have no evidence of what they discovered recorded on them.)  We are talking about the early 
  missions, I’m sure quite a few discoveries and once in a lifetime images were lost because someone didn’t
  have a simple flash camera on hand. 
  K.I.S.S. – 
  Keep It Superbly Simple is a good handle to put on the first few adventures. It may be necessary to teach 
  a few lessons along the way. The IDE personnelTs didn’t know how to interpret the pylon readings the 
  first time they saw them. Every team could conceivably have relevant excerpts from the Antarctic Journal 
  but they don’t cover everything.
  Background
  The PCs are new on the scene. They have no idea what they may encounter on the Fringepaths. They 
  don’t know what the rules are. They don’t know who else may be out there. Someone had to discover that 
  atmosphere only extended 90’ laterally from the path. Hopefully the player doesn't mind creating a new 
  character after learning that lesson.Hopefully it won’t be your character.
  The World
  The world begins in an uproar about the new universes out there. There will be everything from political 
  upheaval to religious fanaticism. Then it will die down when it is determined only 1 in 100,000 are 
  Fringeworthy. Still, overnight, there will spring up, overnight, a black market for Fringe tech and artifacts.
  Fortunes will be made and lost and people will be hurt by it. The discovery that any pregnant 
  Fringeworthy who passes through a portal travels during the pregnancy will have a Fringeworthy 
  
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  offspring has will raised the promise of a great number of explorers in 20 years as well as spawned a 
  number of questionable practices regarding impregnation. The world turns.
  Key Concepts
  People are people and they will behave that way. Keep your situations real, keep your encounters realistic 
  and keep your PCs motivations always first in their minds.
  The Exploration Years: 5 to 20 years from discovery of the Fringes
  By and large the world has stayed the same. The new age of brotherhood that the discovery of the 
  Tehrmelern Portal System promises to bring is still in its infancy. Five years is not long enough to bring 
  about such a global change in the beliefs and attitudes of the people of United Nations Earth Prime. There 
  are still minor wars, but they are mostly being fought for different reasons. The Tehrmelern Portal System 
  or the so-called “Fringepaths” as the public has dubbed them, have brought about significant change in 
  our worlds goals and needs. With whole worlds that are automated farms to use for supply, the UNIDA 
  have has been trying to feeding many who previously had nothing. With enough food and shelter, 
  outbreaks of disease that were endemic in overpopulated areas are becoming fewer and fewer. The Power 
  that the UN now wields has been recognized by the world in general and the number of member nations 
  has almost doubled. Unfortunately everyone is still functioning on the old belief system as thatif the 
  discovery of the Fringepaths was were a new continent to be plundered and exploited. The IDA still has 
  not made peace with its dark twin, the ASA and while open conflicts between them have not broken out, 
  there are still suspicions, dangerous encounters and lots of saber-rattling going on. Economically, the 
  future of United Nations Earth Prime is looking good. With 10 new members in the IDA and countless 
  other worlds to discover and bring into the fold, it is a good time to be alive if you are Fringeworthy,
  Campaign in Brief
  All the major races have been contacted and with the creation of IDAC OIR (Office of Interworld 
  Relations),dimensional Alien Corps), PCs can now run characters of any race they wish. The more exotic 
  races will be rarer but present in IDE tTeams groups. According to the Timeline, the PCs are ripe for their 
  first encounter with Mellor, Fringe Pirates, undiscovered Tehrmelern Technology and major characters or 
  new races. Second Generation technology designed specifically for the Fringepaths is now becoming 
  available. Up until this point, the humans of United Nations Earth Prime have been the most 
  technologically advanced of the races encountered (excluding the Tehrmelern of course). This can now 
  change. Just because United Nations Earth Prime has nuclear power, space travel, advanced medicine and 
  is developing alternative energy sources doesn’t mean we it isare on top. There can beare races that have 
  been using the Fringepaths for a century or more, out there waiting to make contact with us. It also 
  doesn’t mean that our road to technological advancement is the only one that can be taken. GMs should 
  be creative. With an infinite number of universes out there, any conceivable technology that is 
  conceivable can be found.
  The Role of the Heroes
  Along with the earlier roles of Explorer and Supplyier come the new jobs of Observer, Soldier, Spy and 
  Trader. The Observer is going to be the IDE teams areT group assigned to a world not yet ready for 
  contact. They will go in “in costume” so as not to draw attention to themselves and learn from this new 
  world what their values are, their system of governing and approximate technology level. They will make 
  notes about when they feel this world will be ready for formal contact and how it should be gone about. 
  
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  The Soldier is part of the United Nations Peacekeepers, Fringe Division,the IDET group whose primary 
  function is protection of the Explorer, Supplyier, Observer and Trader teams from any hostiles they 
  encounter as they travel the paths and platforms. Their other role is the launching of rescue missions and 
  when formal enemies have been encountered, search and destroy missions. The high-ranking officer in a 
  soldier team may even be equipped with a relatively high ranking crystal and the right to use it to change 
  the settings on a given portal he or she deems too dangerous to leave open. 
  The Spy is the lone or pair of Fringeworthy travelers who visits another worlds with the intention of 
  obtaining secret or advanced intelligence and technology from a worlds that is not an yet officially 
  contacted by UNIDA member.
  The Trader is exactly as he sounds. He deals with everyone and anyone. He has to be careful who his 
  clients are and what he decides to trade but as there is little in the way of border guards or tariffs for 
  bringing in Fringepath artifacts, his life can be as dangerous or lucrative as he is willing to risk.
  Campaign Traits
  This could be considered the “Flash before the Bang” for Earth Prime and the IDA. This is the era where 
  the IDA is still discovering all the good things about the Fringepaths but hasn’t yet had any truly horrific 
  encounters. It is the time where the IDA may have grown to believe they are the most advanced 
  technologically, since the Tehrmelern are no longer here. Overconfidence and casual attitude should be 
  part of the everyday life of the Fringe Explorer since nothing has come out to challenge their supremacy 
  as yet. The PCs are at that perfect time to introduce them to a real threat.
  Let them encounter a Mellor-devastated world. Maybe they will find a few least Mellor in hibernation and
  not recognize them for what they are until it is too late. Maybe they will encounter a higher form in 
  disguise that, now released from its prison, will try to find out where they come from and how to infiltrate
  their society. The time is perfect for the UNIDA to get a serious scare about the fact that the Mellor are 
  still out there waiting for a chance to rise up and wipe out all non-Mellor races. Maybe the first Mellor 
  encounter will go down as a perfectly normal experience without the players ever knowing that they have 
  been identified and targeted for genocide.
  Background
  Right now the basics have been determined and laid out for all IDET explorers. What is safe and what 
  isn’t is part of the standard operating procedures for all Fringeworthy. The paper pushers have had their 
  fun but most likely the untrustworthy Fringeworthy agents have either been discovered or removed from 
  service; or quite possibly are dead. The Fringepaths can be very unforgiving when it comes to mistakes 
  made and backstabbers tend to find few people willing to stick their necks out for them.
  Technologically, the paths are still a million years ahead of Earth Prime, but necessity is the mother of 
  invention and the tech boys at UNIDA will have come up with a few gadgets that manage to get around 
  the Fringepath energy strictures.
  The World
  The Fringepaths is becoming more of a household word. It has become fashionable to be able to trace 
  your lineage to someone who is Fringeworthy. The Fringeworthy are the new Superstars whose only 
  entrance requirement is to make an alien crystal glow when they hold it. All the status barriers set up over 
  generations have been fully toppled on their ear when Mr. Privileged has to take a back seat in the 
  adventure of the millennium to Mr. Born-on-the-Streets. Interestingly enough, this has produced two 
  contradictory forces on Earth Prime. The first is procreation – have as many kids as possible in the hopes 
  of producing one that is Fringeworthy. The second is severe limitations on procreation because the 
  
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  improved food and living conditions has caused a population explosion and there is only so much space 
  available on Earth Prime. Although the ability to be Fringeworthy has no racial prejudice or privilege; 
  once discovered, such children are spirited off to Exceptional schools to receive the best education and 
  lifestyle possible in the hopes of training future explorers early.
  Key Concepts
  The Fringepaths are ours for the taking. The Tehrmelern are gone and we will reap where they have sown.
  We are currently the most advance culture using the paths and therefore we shall get the lion’s share of the
  goods. There is no one to truly oppose us in this endeavor and since there is enough for everyone we will 
  share with our friends but only because it makes us look noble. After all, who is out there who could say 
  otherwise?
  Adventure Hooks
  One of the secrets that has been smuggled out of Hatsumi Base is the Attunement rate for non-
  Fringeworthy to become Fringeworthy by close proximity to Fringepath Crystal Keys or portals. The 
  portals are too well guarded, but it is suspected that a small number of crystal keys of low rank (black or 
  grey) were smuggled out of the base. They are being used in a clandestine attempt to produce a large 
  number of future Fringeworthy by being placed in a group of nurseries at privately run hospitals. The 
  newborns will be exposed to them daily in an attempt to artificially induce Fringeworthiness in this select 
  group who will be raised with a master race education. What the super-privileged cannot obtain by 
  monetary means they will resort to technology to purchase.
  Established Campaign: 20 to 120 years after discovery of the Fringes
  “Good Evening, Bill Bounds reporting here at Hatsumi Base in Antarctica. It is the 20th Anniversary of 
  the Discovery of the Fringepaths and to date the Unified Worlds have accomplished ‘a good start’ as 
  described in Time Magazine. During these 20 years the laws governing trade, travel and aid using the 
  Fringepaths have been tested and hammered out. All parties in the IDA have agreed to the Fringetech 
  Accord which will see that all cultures receive equal shares in all discoveries and advances made directly 
  related to the Fringepath discovery. [Cue the smile]
  “It was here, 20 years ago today, that the first-ever Fringepath exploration from Earth Prime took place. In
  10 minutes, as the clock counts down to the second, the original Fringepath Explorer, Dr. Sayuri Tanuma 
  will walk through the ring behind me and recreate that historic journey to the Earth Prime platform...and 
  here she is, Dr Tanuma…”
  “…The majority of our viewers are not ‘Fringeworthy’ and so will never know what it feels like to stand 
  on a Fringe Platform or even another world; but that may be changing in the foreseeable future. Thanks to
  Fringetech and the pathways leading to other worlds in our solar system, we will soon realize the 
  colonization of Mars at a tenth the expected cost. When the biosphere is fully constructed and tested via 
  Fringepath, it will then be possible to send spaceships to Mars full of colonists who will simply move in 
  to their new homes. This is Bill Bounds, Good Night.”
  Campaign in Brief
  A lot of the novelty of the Fringepaths has worn off. They have become the means of supporting the 
  incredible demands of an overpopulated planet. The people of Earth Prime have had their lifestyles raised 
  to a level that cannot be sustained without the constant supplies brought in from the Alternate World 
  Farms. As with all changes in lifestyle, those who have want more and will not accept losing what they 
  have. The increased food and resources available from the Fringepaths have raised the quality of life all 
  
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  around the globe. Punitive laws have been put in place to reduce birth rates where they were out of control
  but they are proving to be too little, too late. At this point in history, Earth Prime has a huge population of 
  educated people who will not stand idly by if the level of their day-to-day lifestyle is radically changed or 
  begins to drop. This will put tremendous pressure on the IDA to keep the flow of food and raw materials 
  flowing in. It has been calculated that thousands would die in the first day if the Fringepaths were blocked
  or delayed even as little as 36 hours. The IDA is aware of this problem and is attempting to compensate 
  with increased flow through the Fringepaths and more efficient paperwork. The same is happening on the 
  other IDA worlds. This makes attacks by Fringe pirates very worrisome. Convoys hijacked or even 
  delayed as little as 12 hours can have terrible repercussions. The real threat is the possibility of the Mellor 
  realizing the precarious nature of the situation and taking advantage of it. Simply attacking enough 
  convoys or using suspicion of piracy by another IDA member could throw whole worlds thrown into 
  chaos and war.
  The Role of the Heroes
  Exploration is still one of the key roles of the IDETs but many times in this era, they will be called upon 
  to guard Platforms or protect shipments of supplies. From the free elite, the Fringeworthy have been 
  reduced to the pack mules that keep the bread coming into the house. The state is precarious and the 
  Fringeworthy know that right now, the world cannot survive without their help. Until a balance is 
  achieved where the member worlds of the IDA have enough control over their natural drives and enough 
  supplies to maintain themselves through a temporary blockade, the life of the Fringeworthy is going to be 
  more guard duty and less explorer.
  Campaign Traits
  The IDA is well aware of how dangerous the situation is. They also are the only ones who know about the
  threat of the Mellor. This information has not been passed on to the general population for fear that it 
  would cause mass hysteria. The last thing a world full of people just beginning to trust each other needs is
  a reason to start suspecting their neighbor is a xenocidal, shape-shifting beast bent on wiping out all races 
  but its own. All IDETs will be given rotating shifts so that they can still do some exploration but will be 
  required to do guard duty at least
  50% of the time they are on the Fringepaths. To this end they will be well armed and requests for weapons
  will not be delayed by red tape or counseled against as possibly making a bad first impression. In an effort
  to prevent any misunderstandings between races that could also be guarding convoys of needed supplies, 
  the IDETs will try to incorporate as many mixed race teams as possible. The standing order is “only fire 
  when fired upon”.
  Background
  Up until now, being Fringeworthy has been exciting, sometimes dangerous and often really cool. At this 
  point in history however, it has been explained to the teams just how important the flow of supplies to the 
  IDA worlds is. They have been made aware of the consequences of any disruption in that flow. All the 
  teams are feeling a little put upon but they all realize how important they have become. Until a good 
  buffer is achieved between the have and the need, the Fringeworthy may be all that stands between peace 
  and global war. To this end all Fringeworthy are now considered even more valuable. No one is 
  expendable and no one is to be lost on a mission if there is any way to avoid it. All teams are on maximum
  alert and severe penalties will be applied to any member, regardless of rank, if they are found to not be 
  following the new safety regulations. The word is “if your armor chafes, pad it. Just don’t get caught not 
  wearing it.”
  
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  The World
  It is a very dangerous time; a lot like the Cold War. Every group of Fringeworthy met on the paths may be
  viewed with suspicion unless they are recognized as members or friends. The IDA will be mixing teams 
  from many worlds to keep the possibility of misunderstandings to a minimum. On the outside of every 
  mission is the possibility of an attack by the newly discovered Fringe Pirates and the slowly encroaching 
  Mellor Menace. The teams are more likely to shoot and ask questions later and that has to be kept to a 
  minimum.
  Key Concepts
  With the increasing flow of supplies from the Farm Alternates and the increased security on these 
  missions, the Fringe Pirates may attempt to move in on worlds that the IDA cannot properly protect with 
  their numbers spread so thin. The Mellor may be watching and waiting for the opportunity to interrupt a 
  convoy or gain passage on one and then infiltrate the world the convoy is supplying.
  The New Commonwealth: 120+ years in the future
  The Fringepaths were discovered on Earth Prime more than 120 years ago. In that time, the world has 
  moved on. It has grown into what it should be; a member of an expanding community of worlds where 
  want and need and hate and envy are words that have been shed from the common people’s experience. 
  The newly formed community of universes suffered bumps and bruises along the way, but that is all 
  behind them now. The Mellor regrettably, have been destroyed. The Keegak are no more. The new 
  Commonwealth numbers nearly a hundred member worlds and all are being brought up to an equal level 
  of technology. Contact has been made with several worlds that were members of the original Tehrmelern 
  Commonwealth and they are eager to share in the prosperity such an arrangement provided.
  Campaign in Brief
  This is a foreseeable future for the people of the IDA. The Mellor War is over. The Third Keegak betrayal 
  was exposed and this time, there were no gentle Tehrmelern to prevent the genocide that followed. But 
  that was decades ago. The new commonwealth is slowly contacting more worlds and gaining more 
  understanding of the Tehrmelern Technology. Thanks to the hard work of Schmert and his clan of faithful 
  engineers, the Fringepaths are nearly repaired. Tehrmelern are rarely seen anymore and it is suspected that
  Schmert’s people, their work nearing completion, may be moving on to a private location where they can 
  take a well earned rest. The new commonwealth is still centuries away from understanding or duplicating 
  the technology of the Tehrmelern and even further away from discovering the true purpose of the 
  Fringepaths; but that is not to say they haven’t made advances on their own. While nowhere near the 
  advancement of the Tehrmelern, the commonwealth has developed some simple organic technology that 
  functions while on the Fringepaths. They will have access to nanotechnology that will extend lives and 
  repair cellular damage due to age or disease. While humans still don’t know what makes a person 
  Fringeworthy or not and research is still being done in this area, the actual mechanism is no longer 
  needed. It has become common practice to give all children born, low rank Crystal Keys as birthing gifts. 
  These are “Fostered” until the crystal glows in the child’s presence. At which time, it is given to a new 
  parent’s child for “Fostering”. This has had the effect of increasing the number of Fringeworthy in the 
  population to almost 30%. The work is promising and now quite practical. In less than a century, the trait 
  may be present in all living humans.
  
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  The Role of the Heroes
  New worlds are still being contacted. The Traditional roles are still present since no one knows what they 
  will encounter out there but some new roles have arrived. Contact Specialist, Diplomat and Fringe 
  Technician have been added to the list. The Contact Specialist has the job of studying the information 
  gathered by the many Observers and deciding what would be the best way to bring the new world into the 
  fold or if such an action is even possible. The Commonwealth council would have approved all this in 
  advance but they still have to send someone out, eminently trained in all the arts of knowing who to 
  contact and when to make such an approach. Such skills were deemed necessary when several truly 
  disastrous meetings were attempted and whole IDET teams were summarily executed or lost for years. 
  While contact with the first members of the IDA was successful, looking back on the methods used and 
  the results obtained, it has been suggested that the first IDET explorers were born under very fortunate 
  stars.
  The Diplomat is that role who visits other worlds that are aware of the Fringepaths and the New 
  Commonwealth but have chosen not to join. Relations have to be kept with such worlds and boundaries 
  set for expansion since they have as much right to use the Fringepaths as any other sentient. They would 
  maintain embassies on such planets and provide legal advice and council to commonwealth explorers, 
  traders, tourists, immigrants and emigrants.
  The Fringe Technician is the person who has devoted his life to knowing all that is currently known about 
  the Fringepaths and the Tehrmelern’s Technology. While they actually only know a fraction of what is 
  really out there to discover, they have been invaluable in developing new technology to work on the paths 
  and are usually the ones an IDET teams calls when they have a problem with a portal or a new piece to 
  Tehrmelern tech they need to understand and use. If there are 100 levels to Fringe Tech, they have 
  obtained 10, which is respectable, since the average Fringeworthy has 1.
  Campaign Traits
  A new “Golden Age” is upon the IDA and this can make people believe that nothing can go wrong. 
  History has shown humanity again and again that “those who fail to learn from it are doomed to repeat it 
  forever”. While PCs will have access to a very high level of technology, they will also have to deal with 
  more issues than who has the biggest gun. BFG9000 not withstanding, there is always someone out there 
  with a bigger gun and less qualms about using it. There is also the possibility of a confrontation with 
  another “New Commonwealth”. It has been less than 150 years since the Fringepaths were discovered and
  yet there were already Fringepirates within a decade of that date. They had to come from somewhere. 
  Who is out there and what have they been building all this time?  There is also to consider the Original 
  Tehrmelern who left the current Fringepaths to create another one of their own. They could have arrived 
  at their new Promised Land 40 years ago. Let us not forget that they once went to war against their own 
  people just because of competition within their own sphere of expertise. Will they truly ignore all that is 
  being done with their former creation or will they look in on us from time to time, hopefully not resenting 
  what they see; that we have made it work where they could not.
  Background
  The New Commonwealth is upon us all. Everyday the Fringepaths become more integral to the continued 
  existence of the worlds making up the IDA. From the few surviving members of the Old Commonwealth 
  a very harsh lesson has been learned; “Don’t put all your eggs in one basket!”  While Fringetech has 
  enabled all the member worlds to achieve the level of technology and comfort they wish, it has not halted 
  the exploration into other sciences. The Fringepaths made it simple to build bases on or in orbit of several 
  planets in the solar systems of the primes but from there, colonies were established that have become 
  
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  safety valves for overpopulation and isolationists. The Non-Fringeworthy had to take the old “across-
  normal-space” method to get there but they are now self-sufficient and trade goods with their parent 
  worlds. Every colony does it’s best to rely on the Fringepaths as little as possible lest they suffer the death
  the Old Commonwealth did when the Fringepaths were unexpectedly cut off.
  The World
  Life is good. More people are born or become Fringeworthy every year. The IDA has all the components 
  of a newly birthed empire. Will it stay benevolent or will it begin to exploit nearer, less developed, worlds
  because the need for materials outweighs the cost of transporting from further alternates? How long this 
  golden age will last is anyone’s guess, but Schmert will be watching to see what happens.
  Key Concepts
  Soon all the Fringepaths will be restored and the New Commonwealth can truly begin to function as the 
  old did. The real question is will Schmert and his brethren allow it to get that far?  Will he truly share 
  technology that is so far ahead of the human race; with them on an equal footing?  Because that is what is 
  necessary to bring the higher levels of the Fringetech online. Schmert is immortal and has had a long time 
  to think about what he would do when the Fringepaths are fully repaired. Has he learned from the 
  mistakes of his people?
  Whenever anyone visits a historical alternate they expect to find huge changes, but what if the changes 
  were minor? Could you conceivably meet yourself with only a few differences in personality or personal 
  history?
  Adventure Hooks
  A group of IDET explorers visit an unexplored world only to be either warmly welcomed as old friends or
  hostilely driven off as worst enemies and discover that while they themselves have never been here, 
  someone masquerading as them has. This is not just a group who is falsely representing IDET but a group 
  of actual doppelgangers who have had interaction with the people of this world (positive or negative). 
  Somewhere off the beaten path is a universe of Earth Prime alternates that are so close to the original that 
  they could and have been mistaken for the other. What are their motivations and goals?  They obviously 
  have some variation of IDET on their world but what are its goals and how long has it been in operation?
  TECHNOLOGY
  Be very careful how fast you release new technology into the campaign. Many teams enjoy the challenge 
  of working with limited resources and applying ingenuity. It will take time to assimilate any technology. A
  technologically advanced trading partner who is aware of Fringespace may quickly become Earth’s worst 
  competitor.
  One technique is to provide artifacts that are so highly advanced that they cannot be reproduced until the 
  IDA progresses a few tech levels. If the majority of high tech is introduced in this fashion, the players will
  be frustrated when the IDA removes these items from the team so scientists on Earth Prime can 
  investigate. This is a common complaint when crystals are found.
  Map out a timetable for useful tech and the consequences of its introduction so it can be a known aspect 
  of adventure planning. If you run a technology or artifact hunting campaign, advance the campaign 
  timeline more quickly so the basic tech and spin-off possibilities have time to express themselves in the 
  campaign history and in social and political changes as well.
  
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  PORTAL AVAILABILITY
  While the ability to lock portals has been in all prior editions of the game, the extensive degree of 
  lockdown is new. This was done for three reasons:
  
  Hatsumi Base is the least desirable of all the surface portals due to the hostile environment of 
  the Antarctic. Most of the military bases nearby are evacuated during the winter months. 
  Building a large base requires that there be no other alternative. Even so, the best plan would 
  be to supply it from friendly Fringe worlds. Once the other portals become available, 
  operations will be shifted operations to those bases and Hatsumi base will be marginalized. 
  Therefore, in the standard campaign, only one Prime portal is not locked down:  Hatsumi base.
  Besides the tradition of Hatsumi Base being the first and main IDE team embarkation point, it 
  is a very cool place to start an adventure. It is in a bleak, yet beautiful, inhospitable land. The 
  base is surrounded by masses of moving, cracking, crushing sheets of ice that hides a 
  technological marvel: the electrostatic force dome that houses the portal in a building that 
  reeks of antiquity. Explorers travel down an vertical shaft descending into the dome, hearing 
  the ice sighing, rumbling, and crackling like a living thing. As cool as all this is, it would not 
  be realistic or practical if another portal was available to UNIDA.
  
  The Rabina Sand Sea Portal is a problem portal that can easily kill a number of explorers 
  before they abandon attempts to transit safely. Locking it down until Hatsumi base boasts a 
  fully equipped hospital and burn ward is a kindness those players will appreciate.
  Likewise, other problem portals on other platforms can be quarantined until the team is able to 
  handle them. This is no insult. Early teams will be poorly equipped and hampered by a lack of 
  basic understanding of Fringespace.
  
  If only one or two portals are available per platform, teams will be more spread out and self-
  reliant. The GM will not have to constantly track the actions of teams the next portal over on a 
  platform, effectively running two or more adventures at the same time – unless she so desires. 
  Later, as higher-level security crystals are found, portals can be opened near Earth Prime 
  instead of an ever-widening frontier as teams seek new portals to explore. Without this 
  lockdown, the GM will have to prepare 8 or more adventures for each session, just in case the 
  team decides they want to give the portal next door a try. There are a number of “portal map” 
  products available from Tri Tac Games. If you decide to use them, you can make available 
  only the ones you find interesting instead of having to slavishly follow the published layout.
  Keeping the majority of portals locked down will let you, the GM, control where and when the
  players travel to and what worlds they get to explore. You must be very careful to not release 
  high level crystals too early in the campaign or the pathways will be wide open.
  OLD COMMONWEALTH
  Since the collapse of the Commonwealth, many worlds have rebuilt, collapsed, and rebuilt again. The 
  Mellor destroyed most full-member worlds. The second tier members with client status had the best 
  chance of hanging on to a remnant of civilization and recovering.
  Some have turned isolationist and will treat any offer of inter-world cooperation with suspicion and 
  hostility. If they even remember the Commonwealth, they will remember it as that which betrayed them, 
  brought suffering, despair, even genocide.
  
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  Others have ventured out on the Fringepaths – for conquest. Entire worlds may be consumed of resources 
  and tribute in an empire of a few dozen nodes. IDET should be very careful. The empire may know the 
  nature of Fringespace far better than they do.
  There will be those worlds that pine for the old days of comfort and wonders. IDET will find valuable 
  allies if they can offer aid and generous trading terms. Many secrets lay waiting in long forgotten relics of 
  the old age.
  
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  Worlds of the Fringe
  There are many worlds on the Fringepaths. Most are variations of Earth, though there are the other 
  worlds, such as the Pokiwols and Otherplaces. Consider this a guide to all the different worlds that you 
  and your players can encounter.
  ALTERNATE WORLDS
  Alternate worlds are different versions of Earth, many of which were empty of any sentient life, but others
  have sentient life of all types.  The dDifferences range from worlds where intelligent dinosaurs rule the 
  Earth to worlds where man or other sentient creatures are is still a nomadic hunter-gatherers. Some are 
  former Tehrmelern utility worlds.  Even fewer are former Tehrmelern Prime worlds.  With the exception 
  ofExcept for Otherplaces, all Alternates in a node share the same physical laws as the Prime.
  OTHER EARTHS
  Technically, every Prime or Alternate world you will visit will be an alternate version of Earth Terhmelern
  Prime, but when we refer to Other EarthsAlternate Worlds, we are specifically mean worlds that the 
  Tehrmelern never arose on, manipulated colonized or otherwise radically changed. There may be an old 
  original Mellor in residence on this alternate, or perhaps there never was one at all. An important 
  distinction needs to be made between Alternate Earths and Parallel Earths.
  Alternate Earths
  The definition of Alternate Earths defines how each are an alternative version of Earth Prime. An 
  Alternative Earth is a branch of a Earth Prime Platform world’s’s timeline, and almost every Alternate 
  Earth on the Alternate platform, shares in that timeline and is related to each other or shareseach is a 
  different branching from that timeline, with a unique a common point of divergence somewhere in the 
  past.
  Parallel Earths
  A Parallel Earth is a self-contained universe that coexists in parallel with other Earths Prime. It has it’sits 
  own alternate versions diverging off offrom an entirely separate timeline. While a Parallel world might 
  look like an alternate version of, say, United Nations Earth Prime, there are clues to it being a parallel 
  version of this Earth Prime:
  
  Changes in geography, such as no American continents or Central America, which should 
  lead to radical changes in climate and history, instead do not change the course of history 
  of Europe, Asia, and Africa up until an expedition ventures out into the ocean. 
  
  What looks like a normal point of divergence far enough back in time that there should be 
  no chance of anyone from the present time existing, has in fact many individuals who 
  should never have been born. For example: New Amsterdam and the New Netherlands are 
  not turned over to the British 1674. HoweverHowever, people like Richard Nixon, 
  Abraham Lincoln, and Teddy Roosevelt exists or existed when they should never have 
  been born.
  
  Magic works on this world, with or without United Nations Earth Prime culture. The 
  Bureau 13 world is a Parallel world because of this. But so is the Lord of the Rings, the 
  tales of King Arthur, and other fantasy stories.
  
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  
  Physics operates differently on this world. Things that shouldn’t be able to function as they
  do, typify this version of Parallel Earths. Britannia Earth Prime is an example of this. 
  
  Many of the Toon worlds fall into this category as well. 
  
  Then there are those worlds where Narrative is a force of nature. That is to say, the world is
  a fictional place made real, but the needs of the plot and story drive what happens. These 
  worlds can be quite dangerous for the Fringeworthy, especially when they become the 
  focus of a story.
  Parallel Earths are from different Multiverses than United Nations Earth Prime's. The exact number of 
  Parallel Earths is unknown, as some hide their inconsistency quite well, so as a GM, it is really upup to 
  you to decide if a world is an Alternate Earth or Parallel Earth.
  Point of Divergence
  This term refers to a specific point in history where events go in a different direction. For example, British
  Empire Earth’s point of divergence is the death of Napoleon after being wounded in Russia. Another 
  would be the Chinese Empire discovering and colonizing North America 1405 C.E.
  These points of divergences can lead to radical changes in how history plays out. Different people are 
  born, technologies discovered earlier or later. New nations are founded, and the political map of the world
  is completely different. The farther back in time the divergence, the more radical the changes to the 
  present day. If Homo Erectus had made it to the Americas, they may have evolved into another branch of 
  humanity, changing everything. 
  Alternate/Parallel World Types
  The following are the general types of alternate worlds that you might encounter. Due to the nature of 
  Parallel Earths, they can also resemble these types of worlds as well. For brevity, we refer to the types as 
  an “Alternate”. 
  Remember, the alternate worlds on an Alternate platform will be based on that node’s Prime Platform 
  world for the most part. There is a 25% chance that an alternate world is not based on the Prime 
  Platform’s world history. It will be an alternate of some other world’s history. Also, when the Prime 
  Platform world is an Tehrmelern Commercial or a Utility world, none of the alternate worlds on the 
  Alternate platform will based on this history of that world.
  These are the types of Alternate Worlds that you may encounter:
  Alternate Historical:
  The majority of the worlds that IDET teams encounter are variations on Humanity's Earth's history.   
  Present day Earth, but with different people as Secretary General of the UN, dead rock stars who are still 
  alive, or worlds where China had colonized the New World, the Inca empire beat back the Spanish, or 
  where Rome was nothing more than a minor city state in the Persian Empire. Cultures, mindsets, even 
  technology can be different on these worlds.
  Some of these worlds are temporally retarded or temporally advanced. One of Earth Prime's alternate 
  worlds, Rebellion America, is temporally retarded by 140 years. Temporally advanced worlds are very 
  rare, and typically are very advanced by hundreds if not thousands of years, but may only be a few years 
  in the future.   Scientist are reasonably certain the pathways cannot connect to the past or future of Earth 
  Prime, as this will cause all sorts of paradoxes and time-like loops that could damage the Fringe system; 
  fairly certain, anyway.
  
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  Alternate Evolutional:
  Almost as prevalent as Alternate Historical worlds, on these worlds, nature has taken a side step and 
  Neanderthals rule the Earth or maybe intelligent Rats. The creatures in the Precambrian era that lead to 
  vertebrates die out and invertebrates, such as the Dimixi, rule the world. These worlds can even be 
  uninhabitable by any oxygen-breathing creature, as plants never evolve and pond scum rules the oceans of
  the world or creatures who breathe methane inhabit it.
  Alternate Geological/Climatic:
  These worlds are where some geologic or climatic change alters the very face of the Earth.  These two 
  kinds of changes are forever linked together.  An ice age in the 15th century, will not only changeing 
  history, it would also change the shape of mountains, rivers, and continents.  If the Indian subcontinent 
  never crashes into the Asian continent, then the Himalayas are never formed, which in turn keeps North 
  Africa green.  India stays an island continent and history is completely different.
  Alternate Astrophysical:
  These are the worlds that Earth might have been.  Everything from Earth in orbit about a binary star 
  system, to the very rare "No Earths", where portals are mounted on an asteroid that happens to be floating 
  about where Earth should have been.  Typically, these are Earths thatEarths formed within plus or minus a
  million miles of Earth Prime's orbit about the Sun.  The Sun doesn't change, but the solar system will be 
  radically altered. Differences can range from a smaller Earth with no moon, to a Mars Earth, to a super 
  Jovian inside of Venus's orbit.
  Tehrmelern Commercial and Utility Worlds
  These are the worlds that the Tehrmelern used to help run their commonwealth., Wwhole worlds that were
  used for farming, for food storage, or for mineral exploitation.  Other races of the commonwealth used 
  these worlds for industrial uses, both light and heavy industry.  Finally, there are the Tehrmelern 
  distribution centers, places where the Tehrmelern and other highly advanced commonwealth cultures 
  traded with the younger commonwealth cultures.
  Gathering World
  These worlds vary from places were the highest form of life is a jellyfish, to pastoral worlds that are used 
  as giant grazing ranges for many kinds of animals.  These are the worlds that the Tehrmelern and other 
  commonwealth cultures exploited for their easy to get resources.   Some of these worlds were rendered 
  uninhabitable by the extraction of these resources, while others are still habitable and in operation.
  Gathering worlds run by the Tehrmelern are almost always habitable, except for a few that were already 
  lifeless to begin with.  The Tehrmelern husbanded their worlds carefully, and many of their worlds are still
  in operation today.   On some, mega fauna like mammoths, mastodons, and giant sloths still roam the 
  countryside, tended by that other Tehrmelern creation: the Qellor. Qellor are biological robots created by 
  the Tehrmelern to handle most mundane tasks, and the Qellor can be easily updated and modified for 
  other jobs.
  The state of commonwealth controlled gathering worlds varies from worlds maintained just like the 
  Tehrmelern maintain theirs, to strip-mined worlds that are polluted, destroyed and extremely toxic.
  When generating Alternate Worlds, when you roll a Gathering World, roll a d20. If you roll a 14 or better, 
  then the resulting world is uninhabitable.
  
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  Farming World  
  Entire worlds given over to farming and ranching, these were the breadbaskets of the ancient 
  commonwealth.  Row upon row of vegetables, grains, fruits, nuts, and even the unique Tehrmelern meat 
  trees, just one of these worlds produces enough food to feed the population of Prime ten times over. 
  Tending these farms are the Qellor, millions of them, maintaining, harvesting, and mulching the rotted 
  food back into the soil.  And these worlds really beg the question, "How do you move that much food 
  through the pathways?"
  Food Processing
  The first explorers to visit one of these worlds had a hard time figuring out what they were used for. The 
  massive biomachines created by the Tehrmelern cover the world. Typically, these worlds are in the midst 
  of a global ice event, where glaciers cover the entire planet. Temperatures hover between -95ºC (-140ºF) 
  and -30ºC (-22º), which are perfect for Tehrmelern food storage technology.  The biomachines process 
  raw foodstuffs into various forms of processed food, while in other storage areas the foodstuffs are stored 
  as is.
  Unfortunately, the last time these facilities were used was during the start of the Mellor War, so even with 
  advance storage technology, 90% of all the food is inedible.  Only the highly processedhighly-processed 
  food for lesser commonwealth worlds has maintained its nutritional value.  Packets of pot noodles and 
  Tehrmelern's version of Spam are the only edible things on these worlds.
  Industrial 
  These worlds are never Tehrmelern in origin, but are the domain of the different Commonwealth cultures 
  that made use of lifeless, barren versions of Earth for industrial uses. Approximately 70% of these worlds 
  could be considered to be light industrial: Small complexes geared toward specialty manufacturing.  
  These worlds belong to the more advanced commonwealth cultures, which have learned to keep their 
  footprint on a world to a minimum.
  The other 30% are massive, heavy industrial complexes, spanning the globe. These worlds were run by 
  the younger Commonwealth cultures, which were still learning the ropes and the new technologies of the 
  older cultures. Many of these worlds are heavily polluted, but since they were already on the way to either
  a Mars like climate or a Venus one, it was not an issue.
  Distribution Worlds
  These worlds come in two types: Small distribution centers and Expo Worlds.
  Small Distribution Centers
  Distribution centers were where the Tehrmelern and the more advanced Commonwealth cultures would 
  gather and trade with the younger cultures. Goods, devices, and other items would be on display and 
  various forms of exchange would be worked out between the traders and the goods delivered to their final 
  destination. Some of these worlds were abandoned and are a treasure-trove of high, medium and low 
  technology. However, most of these worlds were ground zero for Mellor infestations and lie in ruins.
  Expo Worlds
  Expo Worlds make distribution centers look like garage sales. Entire worlds given over to the shameless 
  display of the highest of the highest technology, these worlds are prizes to behold when found in any 
  condition. They are also always prime platform worlds. These were the places where the Tehrmelern and 
  the most advanced of the Commonwealth cultures would gather and show off their latest feats of 
  technological prowess. From the latest in biotechnology, nanotechnology, even femtotechnology to 
  concepts that are beyond understanding by humanity at this time. Every one of the Expo Worlds had a 
  
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  Mellor infestation, and every one of them stamped that infection out of existence, but not without some 
  collateral damage. There is a 5% chance that what was used to defeat the Mellor is still active and 
  dangerous. This can range from nanoterrors to bioweapons. Enter an Expo World with caution.
  Military Worlds
  Before the Tehrmelern abandoned the Fringepaths, they began to relearn the ancient art of warfare and 
  create a military to fight the Mellor threat.  With little knowledge of fighting or military tactics, they 
  applied their intellect to create both a defense and offense to battle the Mellor.
  The war hit so hard and so fast, billions of Tehrmelern were killed before they were able to fight back. 
  However, years millennia of peaceful living made this very difficult.  Their first attempts at combating the
  Mellor were non-lethal in nature. Unfortunately, the Mellor considered non-lethal as a joke and used it to 
  torment their former masters before killing them.
  The Tehrmelern scoured the Fringes for weapons from many of the warlike races that they had 
  quarantined from the Commonwealth.   They tested, reworked, improved and created weapons of mass 
  destruction that horrified them.
  In the end, these weapons were considered a last resort and they used their own technology to create the 
  ultimate bioweapon, one that would definitely defeat the Mellor.   No one knows what happened to that 
  weapon, it obviously didn't work.  The Tehrmelern were forced to leave the Fringepaths.  It must be noted 
  that most of the Tehrmelern weapons found were not designed to be used by the Tehrmelern themselves.  
  It is speculated that the Tehrmelern created a warrior race to do its dirty work, but no evidence of such a 
  race's existence has been found.
  Note: These worlds are almost always locked down with a security level crystal key, types 7 
  through 11. The most dangerous worlds are always locked down with a rainbow crystal key.
  Manufacturing
  These automated factory worlds were used to produce the weapons the Tehrmelern hoped to use in their 
  battle against the Mellor.  The types and kinds of weapons produced on these worlds varied and only a 
  few examples can be found.
  Weapons Storage
  These worlds are the high security weapons, ammunition, and hardware storage sites. Everything on these
  worlds is locked down using crystal key types 9 to 11.   This includes some of the weapons themselves.
  Weapons Testing
  Dead or uninhabited worlds turned over the testing of weapon systems and capabilities. Many of these 
  worlds are mildly radioactive from the fallout.  On some, the testing fields are still littered with half- 
  finished or abandoned projects and materials. Some of which are still active, just waiting for a target.
  Training Centers
  Theses are the worlds the Tehrmelern and their allies, (and maybe their artificial warrior race), learned the
  ways of battle and war.  Barracks upon barracks dot the land, along side training areas and hospitals. 
  Some training areas are fully functional urban areas. Others are more primitive villages and towns. All 
  show signs of use:  scars from weapon's fire and other modes of destruction.  It is suspected that the last 
  of the Tehrmelern operated from these worlds, holding back the Mellor horde.
  
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  Recreational Worlds
  The Tehrmelern had an extensive number of worlds that were set aside for recreation.  These alternate 
  Earths included entire worlds that had been terraformed into vast parks that were tended by the Qellor, as 
  well as nature preserves for unusual forms of life and for some truly alien life that was brought in from the
  stars.
  Nature Preserve
  These worlds have been set aside to protect fragile ecologies or animal species.  Many of these preserves 
  are of such unprecedented beauty that the Tehrmelern wished to keep them this way for future 
  generations.
  Nature Park
  Entire worlds made over into parks for the enjoyment of all races.  These were safe, quiet, and well 
  managed worlds designed for recreational fun.  These worlds are dotted with picnic and camping areas, 
  with scattered shelters or the ubiquitous Tehrmelern house trees that function like apartments.  The Qellor 
  are present on these worlds, patiently maintaining them in the state that their masters had decreed.
  Technical Parks
  Second to their love of all things nature, the Tehrmelern loved the concept of the amusement park.   From 
  gigantic world-covering complexes, to their Pocket Stop Playgrounds, these technological wonders were 
  the showplaces of fun and ingenuity.  It must be noted that even though these complexes appear to be 
  mechanical in nature, once you delve inside, you find biomachines running the works.  It seems the 
  Tehrmelern got a thrill from the appearance of riding in machines, not biological constructs.
  Arcades
  The sense of community and family were very important to the Tehrmelern, so they created worlds that 
  would call them to work together in fun amusements and engaging learning centers.  Many of the 
  amusements require participation by everyone and make use of various imaging and sensory technologies 
  to provide absolute realism to the participants.   Many of these complexes are still operational, and are 
  still looking to amuse someone. But be warned. One species amusement may be another’s bafflement. 
  Many of these machines are totally incomprehensible by Primers and they don’t often come with 
  instructions books
  Home Worlds
  Across the Fringepaths, the Tehrmelern left the remains of their settlements.  These settlements varied 
  from their popular house trees to towering bioconstructs, nearly a mile tall and capable of housing a 
  million people. Along side these wonders of bioengineering are the crystal towers of the other 
  commonwealth cultures.   Nearly all Tehrmelern worlds have been abandoned, while some of the 
  commonwealth worlds may still have inhabitants.
  Individual Settlement
  Typically this is a single structure as simple as a small shed or shelter or as complex as a massive 150-
  room house tree waiting to take care of its residents.
  
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  Small Village
  A small cluster of buildings consisting of between 6 and 20 structures, these are in close proximity to each
  other.  These villages may a street of sorts, or just overgrown weeds between the buildings. Some are of 
  Tehrmelern manufacture others are commonwealth structures.  Despite their simple exteriors, these are 
  high tech structures and may still be functioning after all these years.
  Settlements
  These settlements consist of a number of buildings from a modest 50 to 100 buildings, to large settlements
  of up to 500 or so buildings.   Most of these (85%) consist of the smaller number of buildings, though 
  almost all are high tech wonders of automation or bioengineering, depending on whether they are 
  commonwealth settlements or Tehrmelern ones.
  Long Settled World
  These are the former home worlds of the Tehrmelern and the commonwealth cultures.  All the Tehrmelern
  worlds are empty and abandoned, while many of the commonwealth worlds are still inhabited, most of 
  them are still rebuilding from the Mellor Wars.  Many of these worlds are eager to hear about what is 
  going on out on the Fringepaths.  Some will be more than eager to get their hands on any crystal keys the 
  IDET team may have.
  Other Areas
  These are worlds that can defy normal expectations.  Some are the shattered remains of a home world, 
  leveled by forces unthinkable by man, to places where the very laws of nature may not apply.
  Battlegrounds
  The enormity of the Mellor War is what first hits you when you visit a world that was decimated by the 
  unholy forces of war that were unleashed there. These worlds are dying; barely anything is left alive, 
  though in some pockets, there is some life struggling back. Masses of equipment and ruins dot the 
  landscape as the combined might of the Tehrmelern and the commonwealth fought off the Mellor 
  controlled armies.
  The oxygen content is on the low side for these worlds, and radiation is still an issue, especially where 
  multiple gigaton warheads were used.
  Pocket Stops/Pokiwols
  Why We don't know why the Tehrmelern created the Pocket Stop, also known as a "Pokiwol" or "Pocket 
  World", is unknown. These small, enclosed universes are rarely more than a few miles across, though 
  some have been encountered that were up to 40 miles across. Some are globes, some are valleys, and 
  others are open plains that "wrap" around. A few have one-way portals. That is, the portal you use to enter
  the Pocket Stop cannot be used to leave the Pocket Stop. You have to use a different portal to return to the 
  Fringepaths.
  Pocket Stops are the rest stops of the pathways. Through a minor design flaw and lack of maintenance, 
  Pocket Stops tend to collect living and inanimate objects from nearby worlds. A prime example is the 
  Earth Prime Pocket Stop at 0,6.
  
  163
  Otherplaces
  Of all the worlds that are part of the Fringepaths, Otherplaces are the oddest.   Why the Tehrmelern 
  connected to these worlds is unknown, as Otherplaces are universes where what we understand as the 
  normal laws of nature, science, religion, what have you, do not apply.  Many are worlds where M.C. 
  Escher would feel comfortable.  Some of these Otherplaces may temporarily conform to the expected 
  natural laws, but then slowly begin to slip back to their true aspects.
  Luckily, the portal will encapsulate Fringeworthy and their equipment within a personal space-time 
  bubble. These bubbles act as an interface between the Fringeworthy and the outside world, allowing them 
  to breathe and talk to each other.  But these bubbles have a limited duration, the length of which is 
  determined by how much the Otherplace deviates from normal laws of nature.  This can vary from only 
  an hour or so, to several days.  When the bubbles start deteriorating, the person or object inside will start 
  adapting to the local physical laws, which is almost always fatal.
  GENERATING WORLDS
  You can use the following tables to create alternate worlds, moons, and even planets for your game. 
  Alternatively, you can use the Portals books from Tri Tac Games for these worlds, either as is, or as an 
  inspiration for your own creation. Remember, this is your game; you decide what worlds are where. 
  However, if you do get stuck for an idea, the Portal books are a good jumping off point for your 
  imagination.
  When creating a Prime world, use the Prime column for your dice rolls and use the Alternate column 
  when generating one of the Eight Alternate worlds on an Alternate Platform. Roll a d100 for the general 
  type of world, and then roll a second d100 for the specific type of world. Of course, these are the 
  Unlocked portals on a node. Don't worry about creating the other worlds on a portal or platform. Keep 
  them locked until you're ready to open them up to the Heroes.
  When you roll one of the Alternate/Parallel Earth types, (Alternate Historical, Alternate Evolutional, 
  Alternate Geological/Climatic, or Alternate Astrophysical), there is a 25% chance that the history of that 
  Earth is temporally shifted.  
  Roll a d4. On a 1, the Earth is temporally shifted. 
  Then roll a d20. If you roll of 20, the world is temporally shifted into the future. Otherwise the 
  world is temporally shifted into the past. By how many years or centuries it has been shifted is up 
  to you, the GM, to decide.
  Prime Platform
  Alternate Platform
  Description
  1st Roll
  2nd
  Roll
  1st 
  Roll
  2nd 
  Roll
  01-50
  01-50
  Alternate/Parallel Earths
  01-76
  01-76
  Alternate Historical
  77-88
  77-88
  Alternate Evolutional
  89-99
  89-99
  Alternate Geological/Climatic
  100
  100
  Alternate Astrophysical
  51-75
  51-75
  Tehrmelern Commercial and Utility
  Worlds
  01-50
  01-50
  Gathering World
  51-86
  51-75
  Farming World
  87-91
  79-80
  Food Processing
  92-99
  81-87
  Industrial
  --
  88-99
  Small Distribution Center
  
  164
  100
  100
  Expo Worlds
  76-95
  76-95
  Recreational Worlds
  01-95
  01-95
  Nature Preserve
  96-98
  96-98
  Nature Park
  99
  99
  Arcades
  100
  100
  Technical Park
  96-99
  96-97
  Home Worlds
  --
  01-75
  Individual Settlement
  --
  76-85
  Small Village
  --
  86-95
  Settlement, Small
  --
  96-97
  Settlement, Large
  01-95
  98-99
  Long Settled World, Commonwealth
  96-100
  100
  Long Settled World, Tehrmelern
  --
  98-99
  Military Worlds
  01-75
  Weapons Testing
  76-85
  Training Centers
  86-99
  Manufacturing
  100
  Weapons Storage
  100
  100
  Other Areas
  --
  01-93
  Pocket Stops
  1-100
  94-98
  Battlegrounds
  --
  99-100
  Other places
  SPECIES
  After you roll the world type, if you selected an Alternate/Parallel world type, determine what the 
  dominant species is on that world. In this section of the Fringepaths, 50% of the worlds would be human 
  occupied worlds. As the Fringeworthy travel, the mix will change in favor of another species. The "Other"
  choice is for you the GM to create your own species using the Making Races rules in the Savage Worlds 
  Deluxe rules book. Human includes all of humanity's hominid line from Homo Erectus to Homo 
  Neanderthalensis to Homo Sapiens.
  There is a 1% chance that that world has discovered the Fringes and is actively exploring them. Roll a 
  d100 to determine how many years they have been exploring the Fringes.
  D100
  Species
  1-50
  Human
  D100
  Subspecies
  1-75
  Homo Sapiens 
  78-84
  Homo Neanderthalensis
  85-88
  Homo Denisovans
  89-94
  Homo Erectus
  95-100
  Homo Floresiensis
  51-
  60
  Great Apes
  61-
  70
  T'Ziel
  71-
  Blizniz
  
  165
  75
  76-
  80
  Dimixi
  81-
  82
  Keegak
  83-
  99
  Other
  100
  Tehrmelern*
  *These Tehrmelern are alternate versions of T-Prime Tehrmelern. More than likely they are temporally 
  time-shifted and are what the Tehrmelern were like before they discovered the Fringes.
  GENERATING SYSTEM PLATFORMS
  To create Solar Systems and Star Systems to go along with these new worlds, the following charts have 
  been supplied. Use them exactly as you did the world generation charts and you can add the flavor of a 
  fully created galaxy to your new world.
              Use the following table to generate the location for each System Platform portal on your Alternate 
  Worlds.  These in particular, link to different places in the Sol solar system of Earth Prime.  If you have 
  generated a star system that differs greatly from Sol, pick and choose the names and locations yourself.  
  This is just a guide on how to do it.  Remember that you can only have Eight Destination portals.  One 
  Pathway portal gets you to this platform and one goes further out one level to the local group of stars.  
  D100
  Location
  D100
  Location
  1
  Mercury
  47 - 57
  Other moon
  2
  Venus
  58 - 60
  Rings of Saturn
  3 - 9
  Earth's Moon
  --
  Moons of Uranus
  10 - 11
  Mars
  61
  Miranda
  12
  Phobos
  62
  Ariel
  13
  Deimos
  63
  Umbriel
  14
  Ceres
  64
  Titania
  15
  Vespa
  65
  Oberon
  16
  Pallas
  66 - 76
  Other moon
  17
  Hygiea
  --
  Moons of Neptune
  18 - 25
  Other asteroid
  77
  Triton
  --
  Moons of Jupiter:
   78- 87
  Other moon
  26
  Io
  86
  Pluto
  27
  Europa
  89
  Charon
  28
  Ganymede
  90
  Nix
  29
  Callisto
  91
  Hydra
  30 - 39 
  Other moon
  92
  Eris
  --
  Moons of Saturn
  93
  Dysnomia
  40
  Mimas
  94
  Sedna
  41
  Enceladus
  95
  Quaoar
  42
  Tethys
  96
  Orcus
  43
  Dione
  97
  Varuna
  44
  Rhea
  98
  Ixion
  45
  Titan
  99
  Other Kuipier Belt object
  46
  Iapetus
  100
  Oort Cloud object
  GENERATING STAR-HUB PLATFORMS
              Star-Hub Platforms are simply that; platforms that have pathway portals to eight nearby star 
  systems. Generating Star-System Platforms is a two-step process:  You first determine the type of star 
  system that the Pathway Portal leads to, and then you generate the eight locations for each “end” portal.
  
  166
  Number of Stars
  Determine if the star is a binary star by rolling 1D10. On a roll of 7 or more, the star is a binary. Roll 
  again, and if the roll is 7+ on 1D10 add another star and roll again until you don’t roll over 7.
  For each star, roll on the following table:
  Star Spectral Type
  D100
  Spectral
  Class
  Color
  Notes
  1 - 49
  M
  Red
  50 - 63
  K
  Orange
  56 - 70
  G
  Yellow
  Roll 1D10. On a 10, the star is a subgiant
  72 -74
  F
  Yellow-White
  Roll 1D10. On a 9+, the star is a subgiant
  75
  A
  White
  Roll 1D10. On a 7+, the star is a subgiant
  76 - 85
  White Dwarf
  White
  86 - 98
  Brown 
  Dwarf
  Deep Red
  99
  Giant
  Varies
  Roll 1D10: 1 = F class, 2 = G class, 3-7 = K 
  class, 8+ = K class subgiant
  100
  Special
  Could be B-class or O-class stars, neutron 
  stars, protostars or other rare stellar objects
  Finally, for each portal on the Star-System Platform, roll on the following table to determine what type of 
  planetary body it is connected to just as you did for the System Platform:
  Planetary Type
  D100
  Type of Planetary Body
  1 -18
  Asteroid
  19 - 
  62
  Terrestrial Planet
  63 - 
  66
  Dwarf Planet
  67 - 
  89
  Moon around Gas Giant
  90 - 
  98
  Moon around Super Jovian
  99
  Terrestrial planet in a Gas Giant's or Super Giant's Trojan point
  100
  Double Planet. Each planet is either a Terrestrial (60%) or a Dwarf (40%).
  For Terrestrial Planets and habitable moons, use the following tables:
  Gravity
  Roll a d20 to determine the general gravity category. The equation in parentheses determines the specific 
  gravity expressed as unit of 1g, or Earth’s gravity.
  d
  20
  Result
  G
  ravity
  Modifie
  r
  1
  Microgravity (Less than 0.4
  -
  
  167
  –2
  – 0.5 G)
  10
  3
  –6
  Low Gravity (0.5 – 0.8 G)
  -
  5
  7
  –15
  Normal Gravity (0.8 – 1.2
  G)
  +
  2
  1
  6–20
  High Gravity (1.2 – 2G)
  +
  10
  Atmosphere
  Add the Gravity Modifier to this the roll to determine the atmosphere type. The atmosphere of a world 
  determines how easy it is to breathe and also modifies the temperature. Add the temperature to the base 
  temperature for terrain outside the portal for the final average temperature. Normal atmospheres, those 
  like our own world’s, have less temperature variation than other types. Exotic atmospheres are made up 
  gases such as chlorine, methane, fluorine, or other combinations of gases. Dense atmospheres tend to have
  more carbon dioxide and can be at poisonous levels.
  d20
  Result
  T
  errain
  Modifie
  r
  2 or 
  less
  Vacuum 
  -
  20
  3–6
  Thin
  -
  17
  7–14
  Normal
  0
  °
  15–
  18
  Dense
  +
  10
  19 or
  greater
  Exotic (Reroll d20, ignoring rolls 19 and 20. Add Gravity 
  Modifier)
  n
  /a
  Terrain Outside the portal
  Planets have a multitude of terrain types. This table generates the type of terrain outside the portal on the 
  planet. Planets with None or Thin atmospheres will tend to be deserts, regolith, or ice balls. Think of 
  Mars, the Moon, and Pluto.
  The average temperature is for the temperate zones. On the equator treat the temperature as 60 degrees 
  warmer, and at the poles as 60 degrees colder. Temperatures are in Fahrenheit.
  d
  20
  Terrain
  Average Temperature
  -
  11– -19
  Regolith
  Varies with time of day. Can vary
  by ±250°
  0
  – -10
  Ice plain
  -120
  1
  –3
  Arctic 
  -22°
  4
  –5
  Temperate
  Plains 
  50°
  
  168
  6
  –8
  Temperate
  Forests 
  60°
  9
  –11
  Jungle 
  70°
  1
  2–14
  Marsh/Sw
  amp 
  65°
  1
  5–17
  Desert 
  85°
  1
  8–20
  Water 
  50°
  Just to re-cap, at the end of this creation process you should have a world platform with eight 25’ 
  planetary portals leading to different locations on the unique world of your own creation (or an existing 
  world if you were just creating a single Alternate) and a 50’ portal that leads to this unique world’s 
  Alternate Worlds Platform.  On the Alternate Worlds Platform, you have two 50’ portals that lead laterally 
  to the Fringepaths, a 50’ portal that leads to this unique world’s solar system platform, a 50’ portal leading
  back to the Prime Platform and eight 25’ portals that lead to different Alternates of your unique world.  On
  the System Platform you have only two 50’ portals: the one you arrive on and the one leading to this 
  world’s Star-Hub Platform.
  There will also be eight 25’ portals that lead to various locations in that solar system based on the values 
  you chose above.  At the Star-Hub Platform, there are eight 50’ portals leading to eight different local star 
  systems and the one 50’ portal you arrived on for a total of nine.  Each of these eight 50’ portals leads to a 
  Star-System Platform around a different nearby star within 40 light years of the Prime.  These platforms 
  possess the single 50’ pathway portal that connects them to the Star-Hub Platform and eight 25’ planetary 
  portals that lead to various locations in the newly created solar system.  This is the end of the tree as the 
  Tehrmelern see it.  
  WORLDS OF THE FRINGE:
  UNITED NATIONS EARTH, AKA EARTH PRIME
  Earth Prime is our Earth, up until the Portal base was discovered in Antarctica. 
  Prime Platform
  Portal 1: White Island, Antarctica. Status: Open, Ring Station
  In the early years, this is the home of the United Nations Interdimensional Exploration Base, Antarctica, 
  also known as Hatsumi base. All missions were controlled from this base year round, though only during 
  the Antarctic summer where missions launched from the base. During the fall and winter seasons, a 
  skeleton crew and company of UN troops are stationed here guarding the portal.
  After the other portals are unlocked and opened, the base is turned into a research and quarantine base. It 
  also becomes a major center of supply for the Antarctic continent. Supplies and gear are shipped over the 
  platform from warmer portals and then distributed across the frozen continent.
  In its second year of operation, Director Borodin procures a “failsafe” device: A 10-kiloton Russian 
  nuclear weapon. It is placed near the center of the electrostatic dome and can be detonated either by the 
  commander of troops stationed in the dome, or by a deadman switch located in the mission control hut on 
  White Island.
  Portal 2: Freeport, Grand Bahama Island, Bahamas. Status: Locked/Damaged (Sealed), Warp
  
  169
  The Freeport warp is sealed at the highest level. Even a rainbow key cannot unlock this portal. According 
  to Schmert “Dangerous is that entry, not safe for common gentry. Do not pass through that spinning gate, 
  or you friends will refer to you as forever late.” Eventually the ring station will be repaired and passage 
  through that gate will be available. (See Fringeworthy Portals Book 4 for more information)
  The Freeport ring station is buried under tons of sediment, where an ancient earthquake collapsed the 
  shore of the island thousands of years ago. When activated, the warp will appear on the shore of some the 
  most expensive real estate in the Bahamas. 
  Portal 4: Manuel Peak, Richardson Mountains, Yukon, Canada. Status, Locked, Ring Station
  Sealed in an artificial cavern 100’ under Manuel Peak, at 45,5050’ in elevation, it is the highest ring 
  station on Earth. Located 60 miles north of the Dempsey Highway in the Yukon, north of the Arctic 
  Circle, its sheer isolation makes it the second quarantine and research facility for UNIDA. There is no exit
  from the cavern, the walls and floors are made of fused silica: yards thick, black obsidian glass. 
  There were plans to put in an exit, but because the cavern is hermetically sealed, it is the perfect place to 
  study various biological entities. It is also the only base considered secure enough to hold an infected 
  Mellor. A small, 1 kiloton “decontamination” device is located inis in the cavern. It is sufficient to 
  vaporize any known or unknown biological entity.
  Portal 5: Isla de Pascua (Easter Island), Chile, Status: Locked, Ring Station
  Also known as Rapa Nui, the ring station is located in a lava tube complex that is only accessible at neap 
  low tide at the southwestern end of the island near the ancient village of Orongo. The extinct volcano 
  Rano Kau created the lava tubes. There are no Moai associated with this structure. 
  When this portal is opened and it’s location determined, the Chilean government graciously leases the 
  section of the island to the UN for 10 billion dollars a year. Since Isla de Pascua is also a UNESCO World
  Heritage site, UNIDA and UNESCO worked together on how best to exploit this site. 
  Because the island is so isolated and has no facilities for large cargo vessels or infrastructure to support 
  such, the ring station is kept in a locked condition, but UN troops are stationed, along with Chilean armed 
  forces. This portal is being kept in reserve if anything were to happen to the other operational portals. 
  Politically, this is probably the only use this ring station will ever see. Its location is in a very sensitive 
  and important religious location for the island’s natives and public opinion is such that, all the other 
  portals would have to be destroyed before this portal could ever be used.
  Portal 7: Odo Island, part of the Bonin Izu Island chains, Japan. Status: Locked, Warp
  This portal is available for use in game in either the Middle or Late campaign. 
  The ring station lies at the bottom base of the Philippine SeaOdo Island, in the Shikoku Basin, 
  approximately 40 1 miles east west of Odo Islandthe island. The basin has always been underwater, 
  therefore there might be remains of a base around the Ring StationThe ring station may have been on the 
  surface, but as Odo Island is a dormant volcano, that bit of the island more than likely collapsed into the 
  sea, burying the ring station. The warp subsequently appeared on the western shore of the island.
  Odo Island is was once home to a fishing village and several small farms. It is also incredibly 
  mountainous as it is a dormant volcano. The volcano last erupted in 1054 C.E. and did massive damage to
  a portion of the island. Local legends say that a monster lives in the mountain and it occasionally rumbles 
  into life, belching fire and lava. After the portal was opened, the Japanese government relocated the 
  inhabitants to another island in the Ogasawara subprefecture. 
  Due to the unsuitability of the island’s steep terrain, a massive floating island was constructed off the 
  southern western shore of the island, and the warp moved of its own accord onto the structure. Officially 
  named United Nations Interdimensional Exploration Base, Odo Island, (UNIEBOI) the large artificial 
  structure gained the nickname of “Monster Island” or “Kaijū Shima” in Japanese (怪獣島) by the local 
  workers.
  
  170
  Kaijū Shima is main base of operations for UNIDA, as it’s a warm water port, only a short trip to Japan. 
  Located on several shipping lanes, it is the only base capable of unloading and loading container ships. A 
  floating airport capable of handling the largest of airliners is part of the 12 square mile artificial island. 
  The portal itself is situated in a large building with plenty of room for the portal to wander across the floor
  as it is directly over the submerged ring station 1,600 meters below. So far, no sign of the ring station has 
  been found. Presumably the ring and associated buildings are buried under a submarine landslide.
  UNIEBOI becomes is the base of operations for Chinese, Indian, Siberian, Japanese, Indonesian, 
  Southeast Asian, and Australian based IDE teams. It is also the primary gateway to United Nations Earth 
  in either the Middle or Late Campaign.
  Several Commonwealth World consulates are located here, though these are more like way 
  stations, as the rent for space is astronomical. It's cheaper to put all the main consulates in Tokyo, than on 
  Kaijū Shima. Because it is located within the Japanese economic zone, there is a customs office and all 
  newly arriving personnel from the Fringepaths must go through customs. So folks who just wander in 
  from the paths get to stay in the capsule hotel located in the Portal Building until they can get a temporary
  visa from both Japan and the United Nations.
  Portal 8: Cherskiy Range, Sakha Republic, Russia. Status: Locked, Ring Station
  Located at approximately 66°N, 141°E in the Cherskiy Range, north of the Arctic Circle the ring station 
  lies inside a cavern at the head of a glacial valley, and it is located over a hundred miles north from the 
  M56 Lena Highway.
  Portal 10: North Sea. Status: Locked, Warp
  This ring station is now in the middle of the North Sea, located in what was a Paleolithic community, 
  buried under several feet of silt. When activated, the Warp will appear on Terschelling Island, part of the 
  West Frisian Islands, Netherlands. The nearest city is West-Terschelling, a small village of 2580 people.
  After this warp is opened, European Union authorizes the construction of a the United Nations 
  Inderdimensional Exploration Base, Doggerland. It’s officially named Doggerland after the submerged 
  Paleolithic land that once connected the British Isles with Europe. (Subsequent underwater investigations 
  will find the ring station in the middle of a large Paleolithic religious center. Structures similar to those 
  found around Stonehenge link the two centers.)
  Surrounded by massive dikes, the warp was stabilized in its current position by use of the Portal 
  Adjustment crystal key power to move the warp a few centimeters to lock in its position. A massive base 
  will be built on the island, along with a controversial road causeway from West-Terschelling to Harlingen,
  an 8 lane road to handle road traffic and a dual carriage rail line for rail traffic. Both cities become major 
  construction hubs and later, traffic hubs, completely changing the character of both cities. 
  Base construction was finished in 5 years, thanks to the heavy lift vessels from Bremerhaven, and 7 years 
  for the causeway to be completed. West-Terschelling grew to be a city of 20,000, mostly UNIDA 
  personnel. 
  Portal 11: Rebiana Sand Sea, Libya. Status: Locked/Damaged, Ring Station
  Buried under the sand dunes, is the Rebiana Ring Station. When it is uncovered, either by excavation, or 
  when the winds move the sand dunes off offrom it, it will be plainly obvious that the ring is damaged. It 
  wobbles visibly, five inches back and forth. If activated, on the platform all the pylon lights will flash. If 
  the ring station is not uncovered, the warp will appear and it will physically wobble in sync with portal 
  ring. It will have a red aura surrounding it as another form of warning. Anyone foolish enough to step 
  through the portal will have a 1 in 6 chance of not transiting to the world side of the portal or from the 
  world on to the platform side. 
  However, there is a 100% chance of the following: The person will take 3d6 stun damage and then catch 
  fire, taking 1d10 points of fire damage. You cannot protect against this damage, it bypasses all armor and 
  protection. Everything that is flammable will catch fire. Ammunition will cook off and do 1d4 damage 
  
  171
  from shrapnel. Fuel will ignite and potentially explode if the container is well sealed. Exploding cans of 
  diesel fuel will do 1d10 explosion damage in a 4” area, and cover a 6” area with burning fuel. Lithium 
  batteries will catch fire and do 1d6 burn damage if in a pocket.
  This is a hard fire to put out, as the very fat in the body is burning. Every round the person is on fire, roll a
  d6. On a 6, the fire burns out. On a 1, it increases the damage by +1 the next round. Rolling on the ground
  will give the extinguishing roll a +1, and if someone uses a fire extinguisher, +3 to the roll. Survivors of 
  this damage will spend several months recuperating in a hospital, or at least a day attached to a 
  Tehrmelern Doc Box. 
  Alternate Platform
  The portals that are locked do not have a description. We are leaving these for the GM to create the world 
  that exists on the other side. Feel free to use your imagination or to use any of the worlds from the Tri Tac 
  Games’ Portals books. This is your universe, feel free to populate it however you see fit. It is up to you, 
  the GM, to decide when each of these portals can be unlocked and their contents discovered. Remember, 
  you need a crystal key of the correct security level or higher to unlock a Portal.
  Portal 1: Locked
  Portal 2: Rebellion America: Franklin, West Virginia. Status: Open, Ring Station
  The Ring Station is in a underground cavern, approximately 200 feet underground, 8 miles 
  north of Franklin, West Virginia, 1870 CE. See “Rebellion America” for more information.
  Portal 4: Locked
  Portal 5: Locked
  Portal 7: Locked
  Portal 8: The Junkyard: Status Open, Ring Station 
  A Ring station opens onto a pokiwol world that is only 40 miles in circumference, 12.6 
  miles in diameter. This little world is a garbage dump of material from alternate Earths. 
  Filled with ships, aircraft, cars, refrigerators, floppy discs, and just plain rubbish, most 
  things here appear relatively well preserved and may have come many other Earths. See 
  “The Junkyard Pokiwol” for more information.
  Portal 10: Locked
  Portal 11: The Hunting Lodge: Jungle Region. Status: Open, Ring Station
  The Ring Station is located in a patch of jungle on a world that is an Alternate Geological
  where the world has only a single continent. Initial entry to this world will find 
  “offerings” left by the ramp to the portal. The offerings will consist of food and rocks 
  piled into small pyramids. 
  Dinosaurs rule this world during the day and by mammals during the night. None of the 
  dinosaurs show anything more than animal intelligence, but among the mammals there 
  are at least one known group of nocturnal proto-humans, the Night Apes. Chimpanzee 
  sized apes, with large eyes and tremendous body strength; they are sapient enough that 
  several have been discovered to be Fringeworthy. However, they are not sapient enough 
  to be trusted with anything more advanced than a rock. Their language is very basic, it 
  contains only about a hundred or so words, but those are sufficient for them to 
  communicate their daily needs and social life. 
  On Earth Prime, the Fringeworthy Night Apes can communicate in human language the 
  portal gifted them with, but anything more complicated than “Give you food” or “Do not 
  defecate over there” is lost on them. 
  Under Borodin’s orders, a secure facility is built: a fenced in area around the Ring 
  Station that many call the “Hunting Lodge.” The lodge is a stopping point for incoming 
  
  172
  travelers. Plans here involve a security complex and a vehicular center if they can keep 
  the dinosaurs and the Night Apes out of the area. 
  Oh, and the very large mammal that seems to prowl the jungle at night. Rumor has it that
  it is monstrous ape, some 15 feet tall, affectionately nicknamed “Kong.” So far, no one 
  has ever seen it, just the broken trees and dead Tyrannosaurus Rexes it leaves behind.
  
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  ALTERNATE WORLD DESCRIPTIONS
  Rebellion America
  Location: Alt 0, 2
  Portal Type: Ring Station, Location 38°45’23.24"N, 79°23’55.54"W
  Type: World
  Atmosphere: Terrestrial
  Life: Terrestrial with human civilization 
  Gravity: 1G
  Day: 23 hours, 55 minutes, 57 seconds
  Local Year First Explored: 1870 CE
  Dominant Language: English with a Southern United States accent with British overtones.
  Technology: Local tech to the Ring Station is circa 1830’s to 40’s. Firearms are ball and cap with 
  cartridges just being introduced in Europe. Medicine is comparable to 1850’s American and Europe.
  Description: Welcome to a world were some of the people of the Dominion of North America, are eager 
  to be free of colonial rule. Not all of them, of course, just the ones that want to own slaves. Into this 
  world, UNIDA and TÆSS have decided to maintain a strict hands-off policy on, though individual 
  members of both organizations are keen to upset the apple cart. 
  History of Alt 0,2
  It is 1870 and the colonies of the Dominion of North American occupy the eastern portion of North 
  America, from the Mississippi River to the Atlantic Ocean, from Florida to Hudson’s Bay. The majority of
  its 100 million inhabitants are steadfast in their loyalty to the Queen-Empress of the United British 
  Empire, Her Imperial Majesty Queen Victoria. The Yanks, as they’re affectionately known, revere the 
  memory of the Dominion’s founder, Sir Benjamin Franklin, the Dominion’s first Governor-General 
  (1776-1783.)
  La Republique Louisienne occupies the middle third of North America, stretching from the Mississippi 
  River to the Rio Grande and the Rocky Mountains, from the Gulf of Mexico to the Arctic Circle. With 8 
  million inhabitants, Louisienne is the breadbasket of the continent. A hereditary republic, La Republique 
  Louisienne’s current ruler is Napoleon Francis Joseph Charles Bonaparte, the son of Napoleon Bonaparte.
  The southwestern quadrant of North America is occupied by El Imperio de México, established in the 
  early 1800s when the Mexico’s Viceroy, Crown Prince Ferdinand of Spain, revolted against his father’s 
  rule. Aside from the British Empire, Mexico (population 200 million) is the most powerful country in the 
  world. Prior to the mid 19th century Mexico was an almost entirely agricultural nation, and a poor one at 
  that. The discovery in 1849 of the world’s largest gold reserve in the northern province of Alta California 
  spurred a wave of industrialization and mass immigration from the Catholic regions of southern and 
  eastern Europe that made Mexico Imperial Britain’s most successful competitor.
  The northwestern quadrant of North America, extending northwards along the Pacific Coast from Alta 
  California to the Arctic and eastwards to the Rocky Mountains, contains the Archduchy of Novy Rossiya. 
  The current Archduke, Mikhail II, is related to the current Russian Tsar, Alexander II.
  History of British North America
  London, England, Benjamin Franklin, loyal British subject, is not only successful in negotiating with 
  Parliament in revoking the Stamp Act in 1766, but in preventing them from passing the Declaratory Act as
  well. Instead he strikes a bargain:
  
  174
  The 13 Colonies will repay the war debt for the French and Indian War over the next ten years. If at the 
  end of those ten years, if there is a portion of the debt is still owed, Parliament can issue a one-time tax to 
  pay off the remainder, with a 10% penalty.
  He is able to do this as he had purchased several “rotten boroughs” in Britain, and with them, their 
  members of Parliament. His new mouthpieces are able to convince several influential members of 
  Parliament that it is better to allow the colonies to trade freely, and to use the increased commerce to pay 
  off the  colonial debt faster than restricting the colonies to trade only with Britain. He also makes deals 
  with these members that if they invest in certain good merchant captains, their returns will more than 
  make up for lost trade. These “good merchant captains” that he pairs the members of Parliament up with 
  turn out to be the most scurrilous of the New England colonies’ smugglers. Evading British trade laws 
  with a MP as your backer, made the profits that they made that much more sweeter.
  Selling this deal to the colonies was a bit harder to do. The Continental Congress reconvened and Franklin
  laid forth the plan that had been proposed by Parliament. Part of the deal was that the Crown reserved the 
  right to appoint a trusted Governor-General of the colonies. This person could be one of the colonials; so, 
  various names were drafted and submitted. Franklin managed to be one of the names submitted for 
  approval.
  Once back in England, Franklin used his rotten boroughs to make sure he got the appointment. After a 
  majority vote, he returned triumphant as the new Governor-General of British Colonies of North America.
  Part of the act consolidated all the British colonies under one rule, including the Canadian and Caribbean 
  colonies.
  So Tthe Dominion of North American was based on Benjamin Franklin playing with what passed for dirty
  British politics at the time, using fair means and foul to keep Parliament from angering the colonies, 
  keeping the colonies as part of the Empire, and increasing home rule at the same time. That he also 
  benefited from this deal was incidental. He later became the richest man in the Americas as a result.
  Franklin declared Philadelphia as the capital of the new colonial government, and set about creating an 
  organization that would outlast him for years. With the help of his son, William Franklin, they put forth a 
  framework that would later lead to the Dominion of North America years later. In seven short years, he 
  created the British Colonies of North America. Resigning due to ill health, he put forth his son William, as
  his replacement, to continue on with the good work he started. The Colonial Congress, debated long and 
  hard over this, but in the end, the mantle was passed on to William Franklin, and he became the second 
  Governor-General of the colonies.
  To make sure his son kept his leverage, Franklin willed him his fortune and his interest in the rotten 
  boroughs back in England. Franklin died five years later, watching with pride as his son guided the 
  colonies onwards to self-rule. For the next 27 years, William Franklin proved to be a worthy successor to 
  his father, and in 1810, he tendered his resignation to the crown. He also broke with tradition and did not 
  propose his son, William Temple Franklin for the office of Governor-General, primarily because he 
  believed that the colonies should decide for themselves who next to govern them, and secondarily, 
  because his son showed no interest or aptitude for the office.
  The next Governor-General put forward by the Colonial Congress is John Quincy Adams. He served for 
  20 years before resigning, saying, and “This office is a heavy burden. One that a younger man than I 
  would bear with less effort.”
  During his tenure, he advanced the colonies and proposed a consolidation of territories, turning the 
  colonies from separate states and into provinces, each with their own governor. The governor for each 
  province is selected by the Governor-General from a raft of nominees put forward by each provincial 
  assembly. He also was instrumental in the purchase of Florida from Spain, and added that benighted land 
  to the Crown’s possessions.
  
  175
  Jason Van Buren became the next Governor General, and it was under his term of office, that the colonies 
  became the semi-autonomous Dominion of North America. This occurred in 1845, and Van Buren served 
  for another 15 years before dying in office of a heart attack.
  Alexander Scott Tayler became the new Governor-General in 1860, and it is during his term of office, the 
  Congress of the Dominion elected the first Prime Minister, Henry John Franklin, the great, great, 
  grandson of Benjamin Franklin. He currently serves as Prime Minister of the Dominion of North America 
  in 1870, as does Governor-General Tayler.
  Despite the benefits of home rule and more freedoms as a Dominion, there has been trouble from the so-
  called “Sons of Liberty”. This group was formed by Samuel Adams in 1766, and never disbanded after 
  the British Colonies of North America was founded. They have been agitating for total independence from
  the Empire, and their more violent members have resorted to terror attacks against any and all targets. The
  group was outlawed in 1823, but has managed to survive after many attempts by the Crown to eradicate 
  the group.
  Recently, the Sons of Liberty have joined forces with individuals the slaveholding provinces, as the 
  British Empire was considering ending slavery on the continent. In 1835, Parliament abolished slavery in 
  the Caribbean colonies, mainly due to the fact that the Church of England was found to own slaves in 
  many Caribbean plantations.
  The slaveholding provinces have never trusted Parliament, and rumors abound that an act abolishing 
  slavery completely in the Empire was in consideration in 1870. Of course, any such act would have to be 
  confirmed by Dominion Congress. Unofficial vote tallies indicate that such an act would pass the 
  Congress, thus alarming the more influential slave owners. Talk of Abolition in any of these provinces 
  could get a man lynched. The former governor of the Province of Virginia, James Buchanan, was 
  impeached and removed from office by the provincial assembly, supposedly for malfeasance in office. In 
  reality, Buchanan was a staunch abolitionist, and didn’t care who knew. It was only by dint of his wealth, 
  and surrounding himself with freedmen, did he survive. He moved to the city of Franklin in the Virginia 
  province and settled down to live his life as he saw fit.
  History of La Republique Louisienne
  After the dreadful harvest of 1789, there is general unrest in France, as the misguided policies of the 
  crown had lead to disastrous results. In 1790, the Assemblee Nationale des Hommes Libres meets met in 
  Paris covertly, and planned to address the inequities of life under the rule of royal that is in cahoots with 
  special interests.
  In August that year, with grain production still not up to par, the Assemblee Nationale stageds a 
  demonstration protesting lack of wheat and bread. Marie Antoinette supposedly madkes a fateful 
  statement about the protesters: “They cry that they have no bread. They cry they have no wheat. Let them 
  cry that they have no cake as well!”
  La Revolution de la France Libre is a bloody one. Much of the nobility fledes France, with several bound 
  for the former French colony of Louisiana. La Nouvelle-Orléans swelleds with an influx of population. In 
  France, the revolutionary government is was formed along lines proposed by a young aristocrat. This 
  aristocrat, Claude Henri de Rouvroy, joined the Assemblee Nationale and became one of influential 
  leaders of the La Republique les Gens de la France.
  La Republique was founded on the nascent ideas of socialism as Rouvroy had formulated them. “To each 
  man, according to his wants and needs. No man shall own the land solely. The land is the property of the 
  people of France, and not of one man… So to each man, a share of the land shall be accorded, from which
  he will do with as he wont… All men should strive for the betterment of his brethren, as they strive for 
  his.”
  
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  The remaining nobility in France left soon after the formation of the new government. Including certain 
  Corsican noble family…
  The young Napoleon Bonaparte could not stomach what had happened to France, and sought solace in the
  young, thriving city of Nouvelle-Orléans. Here a man could make a name for himself. 
  With the wholesale exodus of French nobility to former colony, the Spanish crown, wisely decided to 
  cede the land it found unmanageable to the people in residence under the guise of returning it back to the 
  legitimate government of France.
  With the British colonies on the one side, and the Spanish ones on the other, the then Duke of Louisiana, 
  decided to consolidate the land “returned” to them. Here the young Napoleon found a place in the Armee 
  de la Louisiane.
  The Duke first tried to peacefully annex the various native nations north of Nouvelle-Orléans, but found 
  them quite reluctant to cede their sovereignty. So Therefore, the Amree was sent north to pacify them. 
  This is where Napoleon became famous as an Indian fighter. He rose through the ranks until he ended up 
  in command of the Armee de la Lousiane.
  His greatest achievement was the annexation of the Sioux in 1812. The Armee met a fairly well armed 
  (weapons supplied by British traders in the region) mass of Sioux, lead by Tecumtha. Before engaging in 
  battle, Napoleon requested a parlay with Tecumtha. The two met with their trusted lieutenants and tried to 
  come to some form of agreement, however this was meeting of two indomitable wills. Then Tecumtha 
  proposed that instead of spilling the blood of thousands of men into the Missouri river that the two leaders
  fight, the winner having dominion over the land and the people.
  Napoleon’s lieutenants where shocked by this offer, but Napoleon accepted it. “Perhaps this is the way it 
  must be. If I am to risk all to gain all, I should risk my life to save all.”
  The next day they met in a field with their troops surrounding them. Napoleon was armed with his sabre 
  and main gauche, Tecumtha with a metal-banded war club, spear, and ax. The battle lasted for nearly an 
  hour, both men bloodied and wounded. Napoleon finally disarmed Tecumtha and with his sword at other’s
  neck refused to take the other’s life. “To take his life will cheapen it! He fought for what was his and for 
  his people. For this I grant him his life. You Tecumtha are a valiant and brave man. A man I would rather 
  have at my side, rather than as a martyr or spirit, fighting me from the great beyond. Join us in our great 
  Republic, as an equal, and not as a vassal!”
  When word of the nearly bloodless conquest of Sioux reached Nouvelle-Orléans, the tale of Napoleon’s 
  personal battle grew with the telling. By the time it reached the Duke’s ears, the Corsican had fought ten 
  braves with nothing more than a dagger. It had a different effect on other tribes as Napoleon gathered 
  them under his wing with promises of equality and self-rule. “…But not as a separate nation. The 
  Republic of Louisiana cannot allow separate nations to exist. You are either part of the Republic or you 
  shall no longer exist at all.”
  Like a triumphant Caesar, Napoleon returned to Nouvelle-Orléans at a front of an army made up of both 
  French and Native American troops. The crowds were jubilant and the city partied like it never had 
  before. Cries of “Napoleon notre sauveur!” and “Napoleon notre roi!” echoed across the quarters. 
  Something that Napoleon took to heart.
  In 1814, he was crowned as the ruler of the Republique de Louisienne. He ruled and defended the 
  Republique from all attempts by the British to conquer it. He ruled the Republique for 25 years until his 
  death in 1839 at the age of 70.
  His son, Napoleon Francis Joseph Charles Bonaparte, was crowned as ruler of the Republique and still 
  reigns at the time the portal was found and was 51 years old at the time. The Republique is in an uneasy 
  truce between the Empire of Mexico and the British Empire. It shares control of the Mississippi with the 
  British coloniesDominion, but commands the mouth of the Mississippi with its capital city of Nouvelle-
  Orléans. However, the Mississippi is threatening to change its course and follow the Atchafalaya River, 
  
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  leaving Nouvelle-Orléans on a minor tributary. The crown has ordered that this should not happen and his 
  engineers are working hard to keep the Mississippi river within its present banks.
  The population of La Republique Louisienne is 80% Native America, 18% French, and the remaining 2% 
  is distributed between Spanish, English, German, and other European nationals.
  Locations near the Portal
  Portal Location 
  The portal is located inis in a large dome-shaped limestone cave in what would be West Virginia on 
  United Nations Earth Prime. The cave is artificially made, and the dome’s base is lined with rooms that 
  seem to have been molded from the rock and not carved. The dome is 600 feet wide and 90 feet tall and is
  300 feet underground. The surface of the dome is smooth, though it shows signs of stalactite formation. 
  Based on the size of the stalactites, the dome was built approximately 2,000 years ago.
  The dome’s interior is completely bare, as though all machinery and other equipment had been stripped 
  from the dome and the rooms lining the dome. The rooms lining the dome are of different sizes and some 
  have more rooms molded further into the limestone rock. There are shelves and channels formed into the 
  rock, as well as what looks to be mounting brackets made of corroded steel, the only bits of metal that can
  be found in the entire dome. There is shaft that leads to the surface to a hidden entrance. The walls of the 
  shaft are perfectly smooth and provide no handholds.
  All the rooms were made for a being half as tall as a human being. The rooms are short, only 6’ tall, and 
  everything, shelves, doors, and the shelf brackets are all at a height convenient for a being of short stature.
  Further investigation yields a chamber with many flights of stairs that lead upwards. The tread of each 
  step is shorter than normal, as though the steps were meant for someone with shorter legs and smaller feet.
  It will take about half an hour to climb the stairs if the hero pushes it, or an hour if he takes his time.
  If he tries to climb the stairs as fast as possible, he must make a Vigor roll. If he fails, he gains a point of 
  fatigue. If he tries to push it on the way back down, he must make an Agility roll, otherwise he will trip 
  and fall down a single flight of stone steps, taking a d4 in damage.
  The shaft and stairs lead to small, natural appearing cave, with one end filled with rubble. Clearing the 
  rubble with reveal that the cave on the other side is dank, muddy, cold, and everything is covered in bat 
  guano. But there is a path and it leads to the outside world.
  The portal is located inis in an area that corresponds to the Germany Valley in West Virginia, United 
  Nations Earth Prime. The dome is located near the town of Franklin, population 1,200, in the province of 
  Virginia. It is the county seat for the County Pendleton. Franklin is home to McNulty’s Tavern, the only 
  tavern in the province that doesn’t care about skin color or race. Franklin was founded in 1798, and it is a 
  sleepy little hamlet nestled in the folds of the Appalachian Mountains.
  The Chamberlain Plantation
  The portal cavern leads to a rocky hillock in the midst of a large cornfield. This field and surrounding 
  thousand acres is the property of one Anston Chamberlain, a very opinionated and bigoted man that ever 
  strode the earth. Chamberlain owns this plantation in County Pendleton, Virginia, along with 200 slaves 
  who work it. He is a cruel man, prone to rages and will not think twice about beating anyone to within an 
  inch of their life. This location makes this a difficult place to sneak past and to the nearby edge of the 
  property. 
  Anston Chamberlain owns a Chartered Plantation. The governor of the province of Virginia granted the 
  charter and Chamberlain is major producer of feed corn, hard cider, and preserved vegetables for the 
  Virginia Militia. He has a guaranteed minimum price for his crops, but normally sells his crops to the 
  province at market prices. Chamberlain is very rich and very powerful in County Pendleton.
  
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  He is also secretly a member of the Sons of Liberty. He’s been supplying the local cell of Sons with food 
  and weapons. He knows that his position and wealth shield him from any scrutiny from the Crown. 
  There are several smaller farms in the same valley as Chamberlain’s plantation. His men own some of the 
  farms, others are just family farms, growing crop for the nearby town of Franklin.
  Franklin, Virginia
  Overland, Franklin is only 8 miles away, but that is up and down hills and through cultivated fields and 
  forests. The fast way there is by s winding country road that passes through a natural cut in the mountains 
  and hills of County Pendleton. It’s a 12-mile journey, but if one is eager to help a farmer to load up his 
  wagon with produce, a ride could be had to Franklin. 
  Franklin is the county seat and has a population of 4,000 people. Franklin It is a farm town, with most of 
  the businesses in the town geared toward supporting the local farmers. As it is also the county seat, the 
  local county government is located here as well, such as the Pendleton County Courthouse and the 
  Pendleton County Constabulary. There is a well-appointed library and even a local newspaper, the Daily 
  Franklin News. Prices are all in American Commonwealth dollars, shillings and pennies.
  
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  THE JUNKYARD POKIWOL
  Location: Alt 0, 8
  Type: Pokiwol
  Atmosphere: Terrestrial, humidity: 10%
  Life: Microbic 
  Gravity: 1G
  Day: 24 hours
  Description: IDET 1 first encountered
  the Junkyard Pokiwol on their first
  mission. Instead of the lush green land
  Sayuri Tenuma had remembered, instead
  there were piles of junk and debris
  drawn from all the near alternate worlds.
  IDE Team 1 found several interesting
  artifacts, including an alcoholic
  beverage that induced Psionic powers
  when drunk. Fortunately, they destroyed
  all the bottles they had found in a wood
  yacht not far from the Ring Station.
  The map to the right, is just a portion of
  the Pokiwol. The gray areas on the map
  are fairly flat, while the brown regions
  are covered in debris. The orange
  regions are fairly new debris, and the
  yellow regions are very new debris
  mounds. Each square on this map is 6”
  across.  
  This small world is made up entirely of
  debris and junk from nearby alternate
  worlds and Earth Prime as well. Things
  like odd socks, bottles, out of date tech, broken vehicles, sometimes even buildings. How or why this 
  pokiwol collects this material is up for conjecture. Research and observation of how fast new debris 
  appears on the pokiwol estimates that it has taken nearly a thousand years to accumulate all this junk. The 
  world grows thicker at 27 feet a year, or just under an inch a day in new debris. In addition, only non-
  living and non-sentient items are drawn to this pokiwol. Dead bodies clean of any microbes can be found 
  mummifying in the dry air of this pokiwol.
  Some test core drills have discovered that anything below 500 feet is crushed beyond recovery. Also, the 
  deeper you dig, the older the debris becomes in terms of technology and sophistication. The sky is visibly 
  curved, as though it was being viewed through a fish-eye lens. The terrain visibly curves away and it 
  always feels like your moving on top of a very large ball. This world can invoke the hindrance Fringe 
  Vertigo and cause the Hero to make a test against it.
  Because this world is made up of debris and junk, the surface of this world is somewhat treacherous place 
  to walk on. In other places, the debris has settled into a flatter, more stable surface. Heroes can move their
  normal pace across the flatter surfaces (gray). Across older debris mounds, (brown on the map), they 
  move at a -2 pace penalty on the mounds, and the newer debris falls (orange and yellow) are a hazard to 
  navigate. Per square on the map, make an Agility test. If they make it, they are at Pace -2. They fail, they 
  
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  are half their Pace. A critical failure can bring a mound tumbling down on top of them for 4d6 damage 
  over a medium blast template. They can make another Agility test to only take half damage.
  Scrapyard Challenge
  The following are locations on this world where the Heroes can potentially find new items and material. 
  Weather on this pokiwol is bright and sunny. No sun, but sunny nonetheless. Clouds do dot the 
  outrageously curved sky, but if they have to, sleeping out in the open shouldn’t be a problem. But the 
  more interesting choice is to search the area and see what has deposited itself on the pokiwol.
  There are dangers on this world. Debris piles up into teetering towers that eventually topple over and 
  crash. To escape a toppling tower of trash, the Hero has to make an Agility test to dodge out of the way, or
  take between 2d6 to 5d6 damage, depending on the composition of the tower of trash.
  No place to rest my head
  The wooden yacht is right where IDET 1 said it was. However, it is not in the pristine condition that they 
  left it in. It is now buried under several feet of junk. Newspapers, paper cups, individual socks, masonry, 
  all sorts of useless detritus. The newspapers are in bundles and are from a place called Nieuw Amsterdam 
  and are in Dutch. They are all from the same date, one week ago, and seem to be little worse for wear. 
  Several intact copies of this newspaper can be obtained.
  Note: If anyone can read Dutch, the paper has news from a bustling metropolis, with major 
  shipping news and a rich publishing trade. Heroes who speak German or related language can 
  make a language roll. A success gets them basic information; with a raise they can get all the 
  information. 
  The paper is not on newsprint, but on good quality paper and is obviously laid out using an old 
  fashion typesetter. However, the newspaper has ads for computers comparable to current models, 
  if not a couple years out of date. Most surprising is the four pages of full color comic strips that 
  look more like works of art than common entertainment.
  There’s very little politics in the paper, that’s all relegated to the two editorial pages and the one 
  “national” page. The paper mostly concerns itself with trade relations and commerce with the 
  other nations of North America. The country the newspaper is from is Nieuw Nederland, lead by a 
  governor-general. The city of Nieuw Amsterdam is run by a city council that is more worried 
  about tariffs than reelection.
  However entertaining the newspaper is, the fact is that the it will take a day just to clear the junk off of the
  yacht to make it livable if the Heroes want to stay here. So the choice has to be made: Clear the junk off, 
  or look for someplace else.
  The Long Trailer
  Half buried in debris, is a stainless steel camping trailer. It’s some 50 feet long, and is very angular in 
  design. Looking at it, the first thing one notices is that its manner of construction is off. Where rivets 
  would be used, a different fastener is used. The wheels, while flat, are different in design and construction.
  Nothing about this trailer indicates that it was constructed by European influenced culture. 
  In fact, the impression one gets is that this has a decidedly Mesoamerican style and design. As though the 
  Aztecs or Mayans had lasted long enough to invent travel trailers and automobiles of their own. The metal
  panels are literally stitched together using metal wire and sealed using a latex rubber compound. The door
  to the trailer is octagonal in shape: the corners of the door are cut off, forming the tall eight-sided shape. 
  Numerous glyphs adorn the exterior of the trailer, but are totally unreadable by anyone. Finally, the 
  wheels are not of contemporary design, being made of a type of vulcanized rubber unknown to anyone on 
  
  181
  the team. For one thing, they are white in color, not black. Another is that all four wheels are flat and the 
  axels between them are bent at odd angles.
  The interior has what one would expect: A living/dining area, a kitchen, and sleeping area. However, none
  of this is in the European/American style. The living and dining area consists of low tables and cushions. 
  The kitchen has a wood fired stove and various clay storage bins and no refrigeration. The sleeping area 
  consists of a large straw mattress that looks to be used communally. The condition of the interior is pretty 
  shabby. Everything has seen a lot of wear and tear and none of it is in good condition. The straw mattress 
  has sprung many leaks; straw is everywhere, and the cushions in the living area smell of mildew and rot.
  The flue for the stove is broken in several places and the clay pots that make up the storage system are 
  just shards of broken pottery. However, the structure is still watertight and there’s glass in the windows.
  The Crooked House
  This is some sort of outbuilding from a construction site. It’s sitting cockeyed on the ground, tilted at a 
  twelve degreetwelve-degree angle and the building is most definitely not square. The windows are all 
  broken out. A sign in Russian states that this is the Stanislaw Imperial Construction Company’s property, 
  with an address in Madrid, Spain. The building seems to have been near a fire. Close enough to have 
  several exterior panels singed and blackened. Inside the building are recognizable construction tools, with 
  odd brand names from all over Europe and the Middle East. All the tools are in good shape and can be 
  used for their intended purposes. 
  However, the same cannot be said for the building. Moving about in it for a bit or leaving the door open 
  longer than a few minutes, will cause the building to collapse and trap anyone inside in the resulting 
  debris. Anyone inside can make an Agility test to escape, but if three or more people succeed, they all get 
  in each other’s way and only the person with the highest Agility score will get out of the building in time. 
  Ties are resolved by the higher of the two Strength scores.
  It will take 30 minutes to free anyone caught inside from the debris safely. No one will take any damage 
  from this collapse; it’s more of a nuisance than a deadly trap.
  The Rocket Ship
  After going around a mound of junked sinks and toilets, the searchers will be confronted by wondrous 
  sight: A fully intact, honest to God, Buck Rogers’ Rocket Ship. The name emblazoned on its side is “X-12
  Gamma Blaster”. The cabin door is open and if it’s night, a light will shine from the inside. 
  Inside is something out of a 1930’s pulp magazine. A cockpit more suited for an airplane than a spaceship,
  controls consisting or rheostats, knobs, levers, and plenty of buttons and guillotine switches. 
  Sadly, while the ship has power, whatever it is that makes it fly is totally non-operational on the pokiwol. 
  It seems that the engines come from a universe with somewhat different laws of physics than Earth 
  Prime’s. Still, there’s a lot of interesting technology on this ship, including an armory full of blasters 
  (operational), jet packs (non-operational and dangerous), and Space Patrol uniforms and badges. 
  Junkyard over time:
  As the years go by, the junkyard will get bigger and bigger. UNIDA will try to use it as a base of 
  operations, but the continual collection of debris will bury any permanent building, or if they are regularly
  cleared off, end up in valleys or pits. 
  A better use of this world would be as an information resource, as junk from all the nearby alternate 
  worlds collects here. Of course, not all of these worlds are on the Fringepaths, but a goodly number are. 
  Also, this pokiwol can be mined for resources: copper, iron, aluminum, rare metals, and other metals. The 
  
  182
  most efficient method would be to strip mine the world, as that would prevent collapses of any mine 
  shafts. 
  Mysteries of the Junkyard Pokiwol:
  There are some mysteries that have to be solved about this world: 
  The Ring Station: 
  The in fallappearance of new junk is fairly uniform, yet the Ring Station is never buried under it, nor is it 
  blocked by falling debris. There is always a clear pathway to the ring from either direction.
  This mystery is tied to another: Does the new junk simply appear on this pokiwol or does it fall from the 
  sky? The answer is that new junk simply appears. There seems to be a preference around the Ring Station 
  to keep it clear and to leave a path, so only new junk that can lie flat appears near and under the Ring 
  Station. The ring, ramp, and pylon just float upwards enough for the new junk to appear under it.
  The Atmosphere: 
  The atmosphere of this pokiwol is always breathable and maintains a standard mixture of oxygen and 
  nitrogen. Pollutants from diesel vehicles are quickly flushed from the air. No plants or animals other than 
  those brought by visitors to this pokiwol live here. Any attempt at seeding plants fails, as there is no 
  suitable soil for a plant to grow in. Animals die out due to lack of food and water. Yet, in the presence of 
  so much rusting metal, the oxygen levels on this pokiwol stay stable.
  The source of the fresh atmosphere is tied to pipes that dot the surface. They are unobtrusive and look like
  they are just another piece of junk. Instead they are part of a vital recycling system buried deep in the 
  pokiwol’s core. One pipe exhales oxygen and nitrogen and another inhales the atmosphere. Somewhere 
  underground the atmosphere is scrubbed, cleansed, and oxygenated. Piped back to the surface to maintain 
  a livable atmospheric mixture. Each pipe is only 6 inches in diameter and is made of ordinary iron. 
  Dropping a camera down either pipe results in the camera getting vaporized. The system is designed to 
  keep the pipes from clogging. They always stay sticking about 6 to 12 inches above the surface of the 
  junk. They are extended from below, as marvelous mechanisms literally grow the pipes longer as needed.
  The airflow out and in from these pipes is quite forceful. The output pipe can support a small object in the
  air such as a bowling ball or other similar object. The input pipe can cause 2d6 in vacuum damage if you 
  try to place your body over it and block it. This is not a good idea, as the system will not tolerate a 
  blocked pipe.
  Attempts to block the input pipes result in the object having a hole cut through it. There is a warning 
  before this happens; the object gets very warm two actions before the hole is cut through. On the first 
  action, the object becomes uncomfortably hot. On the second action, it becomes blisteringly hot and does 
  1d6 in damage if touched or sat upon. If the warning isn’t heeded, then the energy cutter will cut and 
  remove whatever is blocking the hole. This will kill anyone foolish to sit on the object and it will remove 
  a hand holding the object in place, if the intense heat of the cutter does not burn it first.
  Adventure Seeds
  
  Junkyard Dog: A self-repairing non-sentient robot arrives and it is damaged and needs to be 
  repaired. It’s looking for compatible technology, and any tech the Heroes bring with them is 
  just the ticket, as is the X-12 Gamma Blaster rocket ship. The Dog will go after tech, not 
  people, so if they drop any tech that uses electronics, the Dog will ignore them. Hopefully.
  
  183
  The Dog will be very resilient and unless it’s completely destroyed, it will rebuild itself and 
  resume trying to repair its damaged body.
  
  Tower of Pisa: A tower of debris threatens to crush a spectacular find: An intact computer of 
  unknown make and capabilities. Keeping the tower from falling over on the find will be 
  difficult. And unless dealt with, the Junkyard Dog will put in an appearance as well.
  To further complicate things, on the other side of the tower is the Heroes’ base camp, so 
  toppling it in that direction isn’t a desired outcome either.
  
  Old Betsy: After a bit of a walk, the Heroes scramble over a mound of bent and broken 
  fenders, they see what looks to be an intact Ford Model T truck sitting under a pile of debris. 
  Digging it out, they find that it’s not a Ford Model T truck, it’s a replica of one and under her 
  hood, beats the heart a modern engine and computer control system. This is a self-driving 
  robotic car, and it looks to be fully intact and just missing some gasoline and needs new 
  battery. 
  They can push it back to their base camp, but they must make a Vigor test or they suffer 1 
  Fatigue. If they replace the battery with a fuel cell, and either get some gasoline or convince 
  the car’s controller to adapt to diesel or alcohol, the car will start up and become fully 
  functional. 
  However, you never get a fully function device in the Junkyard. There’s always a flaw. The 
  flaw for Old Betsy is that it’s programming is corrupt and it refuses to stay near or allow 
  people to get inside of her. She will blow the horn if someone is behind the wheel, and leave 
  the door open in hopes the passenger will fall out as she tries to spin and turn sharply. She will 
  drive away just far enough to keep the Heroes from getting in, and then lead them on a chase 
  until she runs out of gas or the fuel cell runs out of power. Despite the programming flaw, she 
  is 20 years ahead of any similar vehicle on Earth Prime. Keeping her from wrecking herself or 
  being crushed under a toppling tower of debris is very desirable.
  
  184
  LONDINIUM, BRITANNIA, PAX ROMANA
  Location: Alt -2, 8
  Portal Type: Ring Station, south of Londinium, in the Foro Caelestis Alternis Mundus
  Type: World
  Atmosphere: Terrestrial
  Life: Terrestrial with human civilization 
  Gravity: 1G
  Day: 23 hours, 55 minutes, 57 seconds
  Local Year First Explored: 1482 CE, the 10th   year of Emperor Tiberius Plinius Spartacus reign 
  Dominant Language: Brythonic (British Celtic) with heavy Latin influence 80%, Lingua Romana (Pax 
  Romana Latin with heavy Celtic, Germanic, and Semetic language influences. Sounds more like Modern 
  Italian.) 40%.
  Technology: Local tech is 15th   century, social skills 12th   century. Roman flintlock rifles are in use, as are 
  other military weapons, though soldiers still carry swords for close in fighting. Medicine is fairly 
  advanced, equal to 17th   to 18th   century Europe on United Nations Earth. Technology has advanced to the 
  development of steel, the printing press, gunpowder and the beginnings of the mechanical age with 
  mechanical devices being used for various tasks, but slavery is still practiced. Steam power for various 
  processes is in use. 
  Description: When first discovered, the IDE steam scouting the portal found that the ring portal was in a 
  cavern. The exit to the cavern was blocked by a cave-in, but it was easily cleared with a little grunt work. 
  Outside the cavern, the tunnel led to an underground river, too deep and too swift to ford on foot, but their
  Muscovy was watertight, so the team used it to ford the stream to the outside world. The team set up near 
  the exit of the underground river and this where the initial scouting was done. No radio, television, or 
  other EM transmissions were detected. The air sample showed that coal was being burned, but not in 
  industrial quantities. No chemical signatures of modern industry were found in air or soil samples. But 
  from their location, they could see cultivated fields and farm buildings of sorts. Photographs matched 
  reconstructions of Roman occupation era buildings in Europe. Geographical details indicate that the 
  location might be near the Thames and the city of Londinium. Chemical analysis of the river water 
  collected by the team indicated that it was from the River Peck.
  A language recording was made from team members who recited a number of common words and 
  technical words such as computer, radio, nuclear. The latter did not have local equivalents, but Latin and 
  Greek versions of other words were present. There were words for muskets, canon, and gunpowder, but 
  not for rifle, pistols, or machinegun. The language was determined to be a heavily Latin influenced 
  version of the Celtic Brythonic, and that the current technology level was between 11th   and 14th   century 
  Prime. The team returned to the platform, locked the portal, and returned to Hatsumi to report on their 
  findings.
  Londinium Town
  For various reasons, Londinium is not the provincial capital. Instead Camulodunum is the seat of 
  government. (Camulodunum is modern Colchester, Essex in the UK.) It is, however, the main trading hub
  and primary port for Britannia. 
  The city is nominally under civilian rule; the city council is made up of 12 elected councilors. Currently, 
  the Londinium City Council is led by Secundus Equitius Priscillian, a landed noble who does not live in 
  the city at all, instead lives in a large villa outside the city. They are beholden to the Imperial Procurator, 
  Numerius Inventius Caesar, no relation to Julius Caesar. His job is to oversee the city finances and tax 
  collection. He may be on the take, but so far, no evidence has ever been found to prove this.
  
  185
  They are all ruled over by the Provincial Governor, Gnaeus Stertinius Bestia in the provincial capital of 
  Camulodunum. He is both the supreme civilian authority and is in charge of the three Roman Legions 
  stationed in Britannia. Working alongside of the governor is is Titus Justus Æthiopiacus, Legate of the 
  Legio XV Æthiopia and second in command, Gaius Julius Caesar, First Tribune of the Legio XV 
  Æthiopia. Both men are well placed, and both are on a praenomen basis with the Emperor. The First 
  Tribune is a direct descendent of Gaius Julius Caesar, though he doesn’t know anything about his 
  ancestor. It has been 1,500 years ago. The Legio XV Æthiopia is stationed in the Cripplegate Fort 
  northwest of Londinium.
  As well as the visible government of Londinium, there is it shadow, Imperial Inquisition, also known as 
  the Vigilis Nox. What most people know is that they are the Imperial secret police and have carte blanche 
  to haul you off to some gaol for “questioning” and when you come back, if you come back, you are 
  almost always a broken man or woman. 
  In reality most of what’s known about the Vigilis Nox is the propaganda created by them. Most folks who 
  are taken in for questioning voluntarily talk out of fear. They don’t use torture; they use psychological 
  techniques to get people to talk openly. They are quite pleasant and only kill when they view you as a 
  direct threat to the Empire. Then heaven help you. The Vigilis Nox operate both openly and covertly in 
  Londinium, mostly covertly. It is lead by Kaeso Modius Fortunatus, a Roman of many talents. None of 
  them nice or pleasant.
  This is a for a reason. That reason is Flavius Varius Falx, both a local crime boss born in Italia, and 
  disciple of Jesus of Nazareth, a Nazarene. His public persona is as a rich Roman merchant, seller of many 
  goods, some legitimate, and some not so much. Within his gang of criminals and thugs, he engages in all 
  sorts of illicit crimes and acts. Personally, he is a militant follower of Jesus, and his goal is to create 
  enough chaos in Londinium such that Rome pulls her legions from Judea, allowing the other Nazarenes a 
  chance to retake the holy land. And unbeknownst to him, he’s also Fringeworthy.
  The Followers of Jesus
  There are three sects that are followers of Jesus of Nazareth: The Nazarenes, a small, but militant sect, 
  looking to overthrow the empire and establishing a new world order based on their interpretations of the 
  prophet Jesus. Flavius is a Nazarene. 
  The other militant sect is the Messianics. The Messianics want to liberate Judea from Roman rule, and 
  feel that the Nazarenes are fools. They believe that Jesus was the Hebrew Messiah and that while he failed
  it was up to them to free Judea.
  The last and largest sect is the Judasenes. They follow the teachings of Jesus’ only surviving apostle, 
  Judas Iscariot. He helped Jesus to escape from the Romans in Jerusalem, and the two, with their 
  followers, lead a rebellion in Judea. A rebellion that made even the strongest Roman weep with shame. It 
  was the first non-violent rebellion, with Judasenes serenely marching up to be beat down by their Roman 
  oppressors. Rank after rank, batons swinging, blood flying, and they kept on coming. 
  The rebellion lasted for five years and stopped only after Jesus and his upper echelons were captured and 
  crucified. Judas survived this purge, as well as Jesus’ children. The Judasenes are led by the descendants 
  of Jesus, though they do not possess his abilities to perform miracles. They live in peace with Rome, and 
  try to use political means to free Judea, and make it an autonomous client state. 
  GENERATING WORLDS
  Sometimes 
  
  186
  When creating a Prime world, use the Prime column for your dice rolls and use the Alternate column 
  when generating one of the Eight Alternate worlds on an Alternate Platform. Roll a d100 for the general 
  type of world, and then roll a second d100 for the specific type of world. 
  When you roll one of the Alternate/Parallel Earth types, (Alternate Historical, Alternate Evolutional, 
  Alternate Geological/Climatic, or Alternate Astrophysical), there is a 25% chance that the history of that 
  Earth is temporally shifted.  
  Roll a d4. On a 1, the Earth is temporally shifted. 
  Then roll a d20. If you roll of 20, the world is temporally shifted into the future. Otherwise the 
  world is temporally shifted into the past. By how many years or centuries it has been shifted is up 
  to you, the GM, to decide.
  Prime Platform
  Alternate Platform
  Description
  1st Roll
  2nd
  Roll
  1st 
  Roll
  2nd 
  Roll
  01-50
  01-50
  Alternate/Parallel Earths
  01-76
  01-76
  Alternate Historical
  77-88
  77-88
  Alternate Evolutional
  89-99
  89-99
  Alternate Geological/Climatic
  100
  100
  Alternate Astrophysical
  51-75
  51-75
  Tehrmelern Commercial and Utility
  Worlds
  01-50
  01-50
  Gathering World
  51-86
  51-75
  Farming World
  87-91
  79-80
  Food Processing
  92-99
  81-87
  Industrial
  --
  88-99
  Small Distribution Center
  100
  100
  Expo Worlds
  76-95
  76-95
  Recreational Worlds
  01-95
  01-95
  Nature Preserve
  96-98
  96-98
  Nature Park
  99
  99
  Arcades
  100
  100
  Technical Park
  96-99
  96-97
  Home Worlds
  --
  01-75
  Individual Settlement
  --
  76-85
  Small Village
  --
  86-95
  Settlement, Small
  --
  96-97
  Settlement, Large
  01-95
  98-99
  Long Settled World, Commonwealth
  96-100
  100
  Long Settled World, Tehrmelern
  --
  98-99
  Military Worlds
  01-75
  Weapons Testing
  76-85
  Training Centers
  86-99
  Manufacturing
  100
  Weapons Storage
  100
  100
  Other Areas
  --
  01-93
  Pocket Stops
  1-100
  94-98
  Battlegrounds
  
  187
  --
  99-100
  Other places
  GENERATING SYSTEM PLATFORMS
  To create Solar Systems and Star Systems to go along with these new worlds, the following charts have 
  been supplied.  Use them exactly as you did the world generation charts and you can add the flavor of a 
  fully created galaxy to your new world.
  GENERATING SYSTEM PLATFORMS
              Use the following table to generate the location for each System Platform portal on your Alternate 
  Worlds.  These in particular, link to different places in the Sol solar system of Earth Prime.  If you have 
  generated a star system that differs greatly from Sol, pick and choose the names and locations yourself.  
  This is just a guide on how to do it.  Remember that you can only have Eight Destination portals.  One 
  Pathway portal gets you to this platform and one goes further out one level to the local group of stars.  
  D100
  Location
  D100
  Location
  1
  Mercury
  47 - 57
  Other moon
  2
  Venus
  58 - 60
  Rings of Saturn
  3 - 9
  Earth's Moon
  --
  Moons of Uranus
  10 - 11
  Mars
  61
  Miranda
  12
  Phobos
  62
  Ariel
  13
  Deimos
  63
  Umbriel
  14
  Ceres
  64
  Titania
  15
  Vespa
  65
  Oberon
  16
  Pallas
  66 - 76
  Other moon
  17
  Hygiea
  --
  Moons of Neptune
  18 - 25
  Other asteroid
  77
  Triton
  --
  Moons of Jupiter:
   78- 87
  Other moon
  26
  Io
  86
  Pluto
  27
  Europa
  89
  Charon
  28
  Ganymede
  90
  Nix
  29
  Callisto
  91
  Hydra
  30 - 39 
  Other moon
  92
  Eris
  --
  Moons of Saturn
  93
  Dysnomia
  40
  Mimas
  94
  Sedna
  41
  Enceladus
  95
  Quaoar
  42
  Tethys
  96
  Orcus
  43
  Dione
  97
  Varuna
  44
  Rhea
  98
  Ixion
  45
  Titan
  99
  Other Kuipier Belt object
  46
  Iapetus
  100
  Oort Cloud object
  GENERATING STAR-HUB PLATFORMS
              Star-Hub Platforms are simply that; platforms that have pathway portals to eight nearby star 
  systems. Generating Star-System Platforms is a two-step process:  You first determine the type of star 
  system that the Pathway Portal leads to, and then you generate the eight locations for each “end” portal.
  Number of Stars
  Determine if the star is a binary star by rolling 1D10. On a roll of 7 or more, the star is a binary. Roll 
  again, and if the roll is 7+ on 1D10 add another star and roll again until you don’t roll over 7.
  For each star, roll on the following table:
  
  188
  Star Spectral Type
  D100
  Spectral
  Class
  Color
  Notes
  1 - 49
  M
  Red
  50 - 63
  K
  Orange
  56 - 70
  G
  Yellow
  Roll 1D10. On a 10, the star is a subgiant
  72 -74
  F
  Yellow-White
  Roll 1D10. On a 9+, the star is a subgiant
  75
  A
  White
  Roll 1D10. On a 7+, the star is a subgiant
  76 - 85
  White Dwarf
  White
  86 - 98
  Brown 
  Dwarf
  Deep Red
  99
  Giant
  Varies
  Roll 1D10: 1 = F class, 2 = G class, 3-7 = K 
  class, 8+ = K class subgiant
  100
  Special
  Could be B-class or O-class stars, neutron 
  stars, protostars or other rare stellar objects
  Finally, for each portal on the Star-System Platform, roll on the following table to determine what type of 
  planetary body it is connected to just as you did for the System Platform:
  Planetary Type
  D100
  Type of Planetary Body
  1 -18
  Asteroid
  19 - 62
  Terrestrial Planet
  63 - 66
  Dwarf Planet
  67 - 89
  Moon around Gas Giant
  90 - 98
  Moon around Super Jovian
  99
  Terrestrial planet in a Gas Giant or Super Giant Trojan point
  100
  Double Planet. Each planet is either a Terrestrial (60%) or a Dwarf (40%).
  For Terrestrial Planets and habitable moons, use the following tables:
  Gravity
  Roll a d20 to determine the general gravity category. The equation in parentheses determines the specific 
  gravity expressed as unit of 1g, or Earth’s gravity.
  d
  20
  Result
  G
  ravity
  Modifie
  r
  1
  –2
  Microgravity (Less than 0.4
  – 0.5 G)
  -
  10
  3
  –6
  Low Gravity (0.5 – 0.8 G)
  -
  5
  7
  –15
  Normal Gravity (0.8 – 1.2
  G)
  +
  2
  1
  6–20
  High Gravity (1.2 – 2G)
  +
  10
  
  189
  Atmosphere
  The atmosphere of a world determines how easy it is to breathe and also modifies the temperature. Add 
  the temperature to the base temperature for terrain outside the portal for the final average temperature. 
  Normal atmospheres, those like our own world’s, have less temperature variation than other types. Add 
  the Gravity Modifier to the roll to determine the atmosphere type. Exotic atmospheres are made up gases 
  such as chlorine, methane, fluorine, or other combinations of gases. Dense atmospheres tend to have more
  carbon dioxide and can be at poisonous levels.
  d20
  Result
  T
  errain
  Modifie
  r
  2 or 
  less
  Vacuum 
  -
  20
  3–6
  Thin
  -
  17
  7–14
  Normal
  0
  °
  15–
  18
  Dense
  +
  10
  19 or
  greater
  Exotic (Reroll d20, ignoring rolls 19 and 20. Add Gravity 
  Modifier)
  n
  /a
  Terrain Outside the portal
  Planets have a multitude of terrain types. This table generates the type of terrain outside the portal on the 
  planet. Planets with None or Thin atmospheres will tend to be deserts, regolith, or ice balls. Think of 
  Mars, the Moon, and Pluto.
  The average temperature is for the temperate zones. On the equator treat the temperature as 60 degrees 
  warmer, and at the poles as 60 degrees colder. Temperatures are in Fahrenheit.
  d
  20
  Terrain
  Average Temperature
  -
  11– -19
  Regolith
  Varies with time of day. Can vary
  by ±250°
  0
  – -10
  Ice plain
  -120
  1
  –3
  Arctic 
  -22°
  4
  –5
  Temperate 
  Plains 
  50°
  6
  –8
  Temperate 
  Forests 
  60°
  9
  –11
  Jungle 
  70°
  1
  2–14
  Marsh/Swa
  mp 
  65°
  1
  5–17
  Desert 
  85°
  
  190
  1
  8–20
  Water 
  50°
  Just to re-cap, at the end of this creation process you should have a world platform with eight 25’ 
  planetary portals leading to different locations on the unique world of your own creation (or an existing 
  world if you were just creating an Alternate) and a 50’ portal that leads to this unique world’s Alternate 
  Worlds Platform.  On the Alternate Worlds Platform, you have two 50’ portals that lead laterally to the 
  Fringepaths, a 50’ portal that leads to this unique world’s solar system platform, a 50’ portal leading back 
  to the Prime Platform and eight 25’ portals that lead to different Alternates of your unique world.  On the 
  System Platform you have only two 50’ portals: the one you arrive on and the one leading to this world’s 
  Star-Hub Platform.
  There will also be eight 25’ portals that lead to various locations in that solar system based on the values 
  you chose above.  At the Star-Hub Platform, there are eight 50’ portals leading to eight different local star 
  systems and the one 50’ portal you arrived on for a total of nine.  Each of these eight 50’ portals leads to a 
  Star-System Platform around a different nearby star within 40 light years of the Prime.  These platforms 
  possess the single 50’ pathway portal that connects them to the Star-Hub Platform and eight 25’ planetary 
  portals that lead to various locations in the newly created solar system.  This is the end of the tree as the 
  Tehrmelern see it.  
  
  191
  Enemies and Allies
  ENEMIES
  FRINGE PIRATES
  Pirate
  Most low-level Fringe Pirates were either conscripted into service by the Pirate Commander, or 
  shanghaied off of a world that the pirates raided. In any case, their lot in life is to provide cover and fire 
  support while the commander and other pirates go after the loot.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Heavy Weapons Pirates
  A step up from your typical Pirate, Heavy Weapons Pirates have mastered the use and operation of high 
  powered weaponry, up to and including light cannons. They typically get an extra share of any loot taken 
  during a raid for their expertise and fire support.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
  Skills: Driving d6, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6
  Charisma: –2; Pace: 6; Parry: 6; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Rock and Roll!, Steady Hands
  Gear: Armor Vest (+2/+4), Medium Machine Gun (30/60/120, 2d8, ROF 3, Shots 100, AP 2, Snapfire) or 
  Heavy Machine Gun (50/100/200, 2d10, Shots 200, AP 4, HW) or Rocket Propelled Grenade (24/48/96, 
  4d8, MBT, AP 9, HW, Minimum arming range 6” otherwise does 2d10 impact damage.) or Man Portable 
  Anti-Tank Rocket (24/48/96, 4d8+2, MBT, HW, Snapfire), Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, 
  Semi-Auto), Knife (Str+d4)
  Pirate Lieutenant
  The veterans of many raids, Pirate Lieutenants have risen up in rank and now are in command of 4 to 6 
  lower level pirates or conscripts.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d8, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d8, Taunt d8
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Greedy, Mean, Wanted
  Edges: Fringeworthy, Ace, Block, Combat Reflexes
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Heavy Pistol 
  (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4)
  
  192
  Pirate Commander
  Pirate Commanders are typically the person who found the financing and organized the Fringe Pirate 
  band. Sometimes they are in charge of a raiding band, other times they command a firebase on a world 
  rich with loot. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
  Skills: Driving d10, Fighting d10, Intimidation d10, Notice d8, Shooting d8, Stealth d8, Taunt d8
  Charisma: –2; Pace: 6; Parry: 8; Toughness: 6
  Hindrances: Greedy, Mean, Wanted
  Edges: Fringeworthy, Ace, Block, Combat Reflexes, Command, Inspire, Nerves of Steel
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Heavy Pistol 
  (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4)
  Conscript
  Pity the poor bastard who is conscripted into service by Fringe Pirates on their world. They get a half 
  share of any loot, do all the scutwork and are little more than slaves. They might be taught how to fire a 
  rifle, but they won’t get the good ones that the pirates have. On Low Tech worlds, they use bow and 
  arrows and more primitive melee weapons. 
  None of the Conscripts are Fringeworthy and most are taken as hostages to keep their home village under 
  control. They are used as frontline troops, little more than cannon fodder, and any that survive a pirate 
  raid of a town or city on their world just prepare for the next one, praying to their gods that they survive. 
  Still, they do get a half share of any loot, so it’s not all bad. However, they know that if the pirates leave, 
  their lives aren’t worth spit…
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d4, 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Wanted, Loyal
  Edges: -- 
  Gear: Modern Tech: Bolt Action Rifle (24/48/96, 2d8, Shots 5, AP 2) or Musket (15/30/60, 2d8, 2 actions
  to reload), Knife
  Low Tech: Leather Armor (+1), Bow (12/24/48, 2d6), Short Sword (Str+d6) or Spear (Str+d6, Parry +1, 
  Reach 1, 2 hands), Knife (Str+d4)
  Mechanic
  Someone has to keep the trucks and steam powered vehicles in working order. That’s where Pirate 
  Mechanics come into their own. Sometimes they ride with a raiding band, but for the most part, they work
  at a supply or raiding base keeping everything running and functional. This typically rates them 2 shares 
  of any loot taken. Otherwise a wheel might fall off your armored vehicle in the middle of a raid…
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Craft (Blacksmith) d6, Driving d6, Fighting d6, Knowledge (Steam Power) d6, Knowledge 
  (Mechanics) d6, Lockpicking d6, Notice d6, Repair d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Quirk (Something Genre appropriate.)
  Edges: Fringeworthy, Mr. Fix It, McGyver
  Gear: Tool belt or toolkit, Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife (Str+d4), Large 
  Spanner (Str+d4)
  
  193
  Psirate
  Unique among pirates, are the Psirates, Psionic Pirates. Fringeworthy individuals blessed or cursed with 
  psionic powers. These pirates can manipulate or hurt people with just the power of their minds. Not as 
  physically as imposing as a pirate, Psirates are just as dangerous as any pirate, if not more so. 
  Because Psirates are almost as rare as Fringeworthy, you normally don’t run into them in your average 
  pirate band. Add one or two to the mix when the IDET characters are having an easy time of it dealing 
  with pirates.
  Young Psirate
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Psionics d6, Shooting d6, Stealth d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Arcane Power Background (Psionics)
  Powers: Telepathy, Charm, Disguise
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Psirate
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice d8, Psionics d8, Shooting d8, Stealth d8
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 7/9 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Arcane Background Power (Psionics), New Power x2
  Powers: Telepathy, Charm, Mind Reading, Telekinesis, Bolt
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  Experienced Psirate
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice d8, Psionics d10, Shooting d8, Stealth d8
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 8/10 (+2/+4)
  Hindrances: Greedy, Mean
  Edges: Fringeworthy, Arcane Background Power (Psionics), New Power x5
  Powers: Telepathy, Charm, Mind Reading, Telekinesis, Bolt, Deflection, Armor, Burst
  Gear: Armor Vest (+2/+4), Assault Rifle (24/48/96, 2d8+1, ROF 3, Shots 30, AP2, Auto), Knife (Str+d4)
  
  194
  ALLIES
  IDTS Transport Driver
  Someone has to deliver the goods from a raid back to the main base, or drive to a local trade center to sell 
  or trade the loot for necessary gear and the occasional luxury. That’s the job of IDTS Transport Drivers. 
  They drive the Fringe Paths in anything that has wheels or treads. Sadly, this is usually while the driver is 
  hopped up on amphetamines. Fringe Paths are long, straight roads with nothing to see, so most drivers 
  need something to stay awake on a 500 mile drive. 
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Driving d10, Fighting d6, Notice d6+2, Repair d6, Shooting d6, Streetwise d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Habit (minor)
  Edges: Fringeworthy, Ace, Alertness
  Gear: Transport truck of some sort, Heavy Pistol (15/30/60, 2d8, Shots 7, AP2, Semi-Auto), Knife 
  (Str+d4), Amphetamines (for driving long distances)
  Healers
  Healers come in all shapes and sizes. Some are natural healers, using what nature provides to heal the sick
  and wounded, and others are modern doctors and nurses, lured by the possibility of treasure, and 4 shares 
  of any loot. 
  Healer, Natural
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge (Medicinal Plants) d8, Notice d6+2, Healing d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Vow, Pacifist (minor)
  Edges: Fringeworthy, Healer, Alertness
  Gear: Prayer rugs, herbs, fungi, incense, bandages, alcohol, blades
  Nurse
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills: Fighting d4, Knowledge (Medicine) d6, Notice d6+2, Healing d6+1, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Greedy, Code of Honor
  Edges: Fringeworthy, Intern, Alertness
  Gear: Basic Medical Kit, Light Pistol (10/20/40, 2d6-1, Shots 9, Semi-Auto)
  Doctor
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting d4, Knowledge (Medicine) d8, Notice d6+2, Healing d8+2, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Greedy, Code of Honor
  Edges: Fringeworthy, Intern, Doctor, Alertness
  Gear: Doctor’s Bag, Pistol (12/24/48, 2d6+1, Shots 6, AP 1, Revolver)
  
  195
  Appendix
  FIRST MISSION
  Interlude 1
  In a treatment room in Sydney, Australia, Dr. Armand Menzies was placing Sayuri 
  Tenuma into a hypnotic state. His soft, calm voice, lulling her into a suggestive state.
  “Take deep breaths and concentrate on the red and blue concentric circles on the wall,” 
  said Dr. Menzies, the uniformed psychologist. “When your eyes tire, let them slowly close,
  and we’ll begin the hypnotic induction.”
  “I really want to know the truth”, muttered Sayuri. “I want to know what happened to 
  me.”
  “Then we must go back to the beginning, my dear. Just listen to the sound of my voice and
  you’ll find yourself there again.”
  From behind a one-way mirror, two men listened intently…
  Discovery
  The Sapporo University Meteorological Expedition had established itself on White Island, 13 kilometers 
  south of McMurdo Base. The expedition consisted of Dr. Takahiro Hatsumi, his niece, and several of his 
  students from Sapporo University, and the men from New Zealand Antarctic Expedition Outfitters 
  Company.
  Out of the warmth of his tent, Dr. Takahiro Hatsumi stepped into the cold and adjusted his sunglasses in 
  the bright glare of the Antarctic sun. His niece, Sayuri Tenuma, followed him out of the tent, with a 
  worried look on her face. "Oji san, are you sure?" she asked. 
  Takahiro nodded, "My dear, it's a simple confirmation of what I already knew. The Ross Ice Shelf is 
  melting at an accelerated rate. All that fresh water will play havoc with the deep water currents and affect 
  the mid-Pacific currents. The consequences…" He shook his head. "I don't know if we can fix it." Just 
  then, a voice rang over the snow and ice.
  "Sensei!" the voiced called out. "Sensei! A crevasse opened near the north side of the island." It was one 
  of his grad students, Kenji Saki, waving his hand and gesticulating northward.
  On occasion ice crevasses would open up in the sheet along the shoreline. For the most part, they were 
  just a jumble of ice shards and deep trenches, all quite dangerous. But this new crevasse in the ice sheet 
  was different… It was bigger and deeper than any they had ever seen before.
  Takahiro stood at the edge of a long gentle slope down into a blue darkness. The ice sheet had literally 
  cracked open and split more or less cleanly apart. Deep within the crevasse was ice hundreds of thousands
  of years old, an unparalleled history of climate on the Earth. Two members of the expedition, Kenji and 
  one of the New Zealanders from the Antarctic Expedition Outfitters Company, were rappelling down into 
  the blue tinted depths. 
  "Sensei, it looks too jumbled for clean sample," called out Kenji. "Too much contact with the island. Do 
  you want us to go deeper?" 
  Takahiro mused for a moment, then nodded, "Hai, go deeper but keep an eye open. This crevasse could 
  close at any time." 
  
  196
  Standing next to him was Reggie Danswold, the owner of Antarctic Expedition Outfitters, the firm that 
  had been hired to assist the expedition. "Not to worry sensei, Oscar will keep the lad safe," he said in 
  Japanese. "We've done many a crevasse." 
  Sayuri had her camera out and was taking pictures. "It looks so deep! I think this almost goes down to the 
  sea floor." She took another snap of the inky blue depths.
  "This is near that submerged piece of land, so it is possible," replied Takahiro pointing to slight hump in 
  the ice a quarter of a kilometer from the island. Everyone knew of the small hump of land that was just 
  north of the main body of White Island. The ice sheet constantly broke over this piece land and the 
  common opinion among most researchers was the ice would eventually wear the hump away. 
  "Sensei!" Kenji yelled from deep down in the crevasse, his voice muffled by the ice. "You have to see 
  this!" 
  The Kiwis manned belaying lines that shuttled Reggie, Takahiro and Sayuri down into the crevasse. At the
  bottom of the crevasse, they unhooked and followed the trail blazed through a tunnel by Kenji and Oscar 
  with glowing green chemstick lights. At the end of the tunnel, they saw a blue glow. Swallowing, they 
  followed the trail into the glow.
  Sayuri stepped out in to a frozen conifer forest lit by the glowing blue ice overhead. The trees were nude, 
  bare of any needles. The needles now carpeted the floor of what looked like a massive ice dome. Through 
  the trees, a building could be seen, though what type of building it was, Sayuri couldn't tell. 
  "My God," said Reggie, "what the Hell is this place? What's keeping the bloody roof up?" 
  "Calm down Reggie," said Takahiro, "there must be a logical explanation for this." 
  Sayuri stopped and said "Like what?" 
  Everyone stopped and looked at each other. 
  "Like what oji san?" she repeated. "This is impossible, this place shouldn't exist!" She looked around and 
  then said in a whisper, "It could be… aliens." 
  "Blimey, long gone aliens I hope," replied Oscar. 
  Kenji and Yoshiro Ifukube came trotting back their faces filled with wonder. "You have to see it for 
  yourself! What's with the faces?" 
  "Did you see any aliens?" asked Sayuri. 
  "No, but we did find a road!" replied Kenji. 
  They made their way through the trees and stepped out on a paved road. Sayuri kneeled down and looked 
  at the surface. It wasn't concrete, nor was it anything she knew of. Then she saw the footprints. They were
  outlined in hoarfrost crystals and there was one set headed down the road, and another, different set 
  headed to the large building at the end of the road.
  "Looks like someone walked down this road and some poor bugger limped back," observed Oscar 
  kneeling next to Sayuri. "How long would it take the frost to form like that Doc?" 
  "Years," observed Takahiro. "At least a century or so. I don't know who made them, but I think it was the 
  same person, and he was hurt. That is frozen blood." He pointed to a reddish ice crystal near the set of 
  footprints. 
  They looked in both directions and decided to follow the bloody footprints, as they headed for building 
  that dominated the other end of the dome.
  They followed the footprints, careful not disturb them and headed to the large building. It was wide and 
  made from some white material that wasn't concrete or metal. It was curved into a long dome shape. A 
  wide opening stretched along one side of it, though it was too dark inside to see anything. 
  It was Sayuri who saw the body. "There! Over there!" she said, pointing to the prone form.
  It was a man dressed in old fashion arctic gear. He was on his back, looking up at the ceiling, arms 
  outstretched. He was frozen solid, his face stretched from being freeze-dried by the arid cold air of the 
  dome. Takahiro and Reggie knelt to investigate the body. 
  
  197
  "He's been dead for a while," replied Takahiro, "you do not get that kind of desiccation in a year or two. 
  He's been down here for at least eighty or more years." 
  Reggie checked the frozen pool of blood by the body's leg. "Blighter must have broken his leg and tried to
  get back to this building. I wonder who he was?" 
  Takahiro noticed a dog-eared notebook sticking out of a pocket. He gingerly pulled it out. It was an old 
  styled notebook and there were several pencil stubs shoved in between the cover and the hardboard of the 
  notebook's binding. He carefully opened it up and read some of the entries. A pressed orchid was at the 
  back of the notebook. His eyes widened in shock as he read the entries, and he blurted out, "My God! This
  is Captain Oates! Of the Scott expedition!" 
  Everyone stood in shock. Oates was well known for sacrificing himself so that the rest of the Scott 
  expedition to the South Pole could survive. He died a noble death somewhere on the ice. Only, now, he 
  was here, in this strange place. 
  "How? Why?" Sayuri stammered. "What is he doing here? We are fifty kilometers from where he died… 
  left the Scott expedition." She knelt by him and put her hand on his outstretched hand. A thrill went up her
  arm. "What the… Something shocked me… in his hand." 
  Reggie looked and said, "There's something glowing in his hand." He reached out and said, "Pardon me 
  captain, but we want to see what you got in yer mitt." He carefully pried up the frozen fingers and freed a 
  small, triangular shaped grey crystal. It glowed right up until Reggie touched it, then it stopped. "Bugger 
  didn't shock me. Here, see, it's just a bauble the captain picked up." With that he dropped the crystal into 
  Sayuri's hand. 
  The crystal flashed brightly for a moment, then settled down to a stable glow. Sayuri felt a tingle shoot 
  through her entire body, but it quickly went away. 
  "Blimey!" observed Reggie. 
  Kenji stepped inside the building and a dim light turned on. "Sensei! Sensei! Look at this!" 
  "You know, we ought to put a leash on that boy," Reggie wryly observed. 
  "I've tried, but he's too much of an explorer to tame," replied Takahiro as he stood up. 
  Inside the building was a silver metal ring, floating on its edge above the ground. The center of the ring 
  was pitch black, blacker than any material should be. It ate the light and gave none of it back. Silver 
  colored metal ramps lead up to either side of the ring. A short metal cylinder was standing by the foot of 
  the ramp that faced them. 
  "It's a portal," said Takahiro. 
  "What?" replied Reggie, "What do you mean it's a portal? A portal to where?" 
  "You must have seen some science fiction movies or programs Reggie," replied Takahiro. "It's plainly 
  obvious that is a gate to… somewhere. A gate to other stars, perhaps to other times? There is only one 
  way to find out." 
  Striding past Kenji, Takahiro walked up ramp, reached out and touched the surface and stepped through 
  the stygian darkness. He was gone. 
  "Oji!" yelled Sayuri. 
  "Doctor!" yelled Reggie in English. 
  "Sensei!" yelled the grad students that had followed them down. 
  Takahiro's voice rung out clearly, "Not to worry. I am fine." 
  Sayuri walked to the base of the ramp and said tearfully, "Where are you oji san? Are you safe?" 
  "More than safe," said Takahiro, as he stepped off the top of the ramp on the other side of the ring and 
  onto the ground, "I never left the building." He poked his head around the ring and gave her an impish 
  grin. 
  
  198
  Everyone exhaled and laughed, relieving the tension. Takahiro walked around the ring and gave his niece 
  a hug. After she wiped eyes, she said, "That was very irresponsible of you. You could have ended up 
  anywhere, and with no way for us to bring you back!" 
  "I know, but the chance to be the first…" he said with his eyes aglow, "it was just too much for me. 
  Besides, I had to do it before Kenji did." 
  That got a laugh from everyone, including Kenji, who promptly walked up the ramp and stepped through. 
  "That is weird," he said, stepping off the ramp on the other side. You should all try it." 
  The other grad students lined up and walked through the portal. Sayuri was at the end of the line and last 
  to go through. As she stepped up to the portal, she hesitated. She knew it wouldn't hurt, but still, 
  something nibbled at her thoughts. Then, gingerly, she reached out and touched the surface. 
  She felt a thin tug on her hand as though it was being drawn through the blackness, a hazy tingle that just 
  existed where her wrist intersected the surface. She tried to pull back, but found that she was being pulled 
  through the surface. 'Strange,' she thought, 'no one else mentioned this.' Shrugging, she stepped forward 
  and through the black surface. She saw a spot form in her vision, but then she could clearly see again. 
  Only, she wasn't in the ice dome anymore. She was somewhere else. 
  She tripped down the ramp onto a hard silver surface. Above her were stars, twinkling in alien 
  constellations. She panicked, turned and ran through the portal yelling "Oji san!" only to pass through the 
  black surface without returning back to ice dome in Antarctica. Skidding to a halt, she found herself in 
  front of an edge that fell away to forever. 
  Her pulse raced and she was short of breath, but she managed to go back up the ramp again and tried 
  stepping through once more. But she still remained on what she was able to determine was a platform 
  floating in space. 
  She sat down on the ramp and tried to calm herself. She took stock of the situation, and realized that she 
  had somehow activated the gate. With sudden realization, she reached into her pocket and pulled out the 
  glowing crystal. Was this the trigger?
  She looked about and saw that there were seven more rings and ramps, just like the one she stepped 
  through, and there was a single larger ring, about twice the size of the others, to the right of her ring. She 
  also noticed that it was very warm. She was sweating in her parka and pants. It took her a couple of 
  minutes to pull off her arctic gear and tie them into a neat bundle, which she then sat on.
  Looking at the other smaller rings, she assumed that they were just like the one she was sitting in front of. 
  This larger one next the ring that she had stepped out of, it might be different. Standing up, shouldering 
  her makeshift pack, she stepped down the ramp and went over to the larger ring. She noted that it didn't 
  have the small pylon in front of it, just the metal ramps on either side. Looking back at the ring she had 
  come through, she thought for a moment, walked over and then placed a chemstick light under rotating 
  ring. 
  She turned back, walked over and up the ramp into the blackness of the ring. She stepped through onto a 
  long straight ribbon of metal that stretched to the horizon. It looked long, but the air hazed the end of the 
  path. It was absolutely flat as far as she could tell. Shrugging her pack onto her shoulders, she started 
  walking down the path.
  For some reason her watch had stopped, but she did her best to count her steps and estimate how long it 
  took her to walk the length of the metal ribbon. At about four hours, she could see what looked like a 
  bump at the other end of the ribbon. Turning around, the ring she had left looked about the same. She 
  knew that she had come about halfway on the ribbon. Pulling out her insulated thermos, she took a sip of 
  the now tepid tea, sealed the flask and continued walking. 
  Eventually she reached the other and stepped through the ring and onto a portal that was nearly identical 
  to the one she had left. Nearly identical, though this one had three more of the larger rings. She dropped 
  another chemstick light by the portal she stepped out of and then onto the platform. 
  
  199
  She looked around, at each of the other portals, until she looked at the third small one on her right. For 
  some reason, she felt a need to go to that one and step through. She walked over to it and after a moment's
  hesitation she stepped up and into the ring.
  Sayuri stepped through the portal onto a lush and green world. The sky was a beautiful blue with azure 
  clouds that changed color as she watched. She looked around and saw a giant tree with an umbrella like 
  canopy that stretched out over a wide area. As she walked, Schmert pointed out some plants he had 
  designed in his spare time… 
  They walked together talking… about something. Sayuri mostly listened and occasionally nodded or 
  shook her head to questions put to her. The words just flowed around her, not impinging on her 
  consciousness. 
  They arrived at the tree. It was immense, nearly five hundred meters tall and a hundred meters in diameter
  at the base. "This is my home, my sanctuary," said the white furred cross between a bear and a dog. "A 
  place to stay, to sleep when I am weary. Come inside, do not tarry, you need to rest, your feet must be 
  achy." 
  The trunk was not a single entity. Instead it was made up of many smaller trunks twining together, in 
  some places forming windows, in others ledges. Schmert spoke to the tree, "Grawdthr, open your doors 
  for us please. Make ready to put our guest to ease." 
  The trunks parted revealing a chamber inside. Living wood surrounded her as the two of them walked 
  along winding corridors that she swore were being made as needed. They entered a large chamber that 
  had a several organic looking tables and chairs spread about. On one table was an array of fruit and 
  vegetables in various bowls and plates. 
  "Come, breakfast with me," said Schmert, leading Sayuri to the table. "A meal and a rest, then we'll 
  sightsee!" 
  She had never seen anything like the fruits and vegetables that were laid out before her. She watched 
  Schmert peel fruit with a bluish skin and deep red flesh. She found one like it and copied Schmert's 
  motions. She was rewarded with a juicy, nectar sweet flavor. 
  "These are very good sir," she said, wiping her mouth. "Where did you get them from?" 
  Gesturing to their surroundings, Schmert said, "It is the art and artifice of my tree, Grawdthr. Her abilities 
  are many and astounding. They are not just mere." 
  Setting down a delicious root she had found, she stood up and bowed to the wall, while saying "Thank 
  you Grawdthr for this delicious food." Standing up, she smelled the scent of lilacs in the air. 
  "A rare compliment will turn any woman's head," said Schmert. "My dear Grawdthr excels at pampering 
  me and keeping me fed. When our repast is done, I will tell you tales of the moon and sun. I will tell you 
  tales of my people. I will tell our woes, the true gospel. It all starts with a simple little rhyme, about a 
  people who ran out of time…"
  Sayuri found herself standing at the base of a small portal, fully dressed in her parka and pants. Somehow 
  she knew it was the one that she had first stepped through… when? She thought for a moment and then 
  realized that she had been gone for at least two weeks!
  Suddenly she was worried and mortified that her uncle would be so worried about her. She wondered 
  what he had done while she was away, learning from Schmert. Though that time was hazy, more like a 
  dream half remembered.
  Shaking her head, she walked up the ramp and through the portal, back to Earth…
  
  200
  Interlude 2
  “Preposterous!” exclaimed General Borodin from his plush seat in the observation room 
  behind a one-way mirror. “The Earth Prime Portal has never kept anyone from returning 
  from Fringe Space. They have been utterly reliable when they work correctly.”
  “Perhaps Schmert wanted to meet with Sayuri,” replied Dr Takahiro Hatsumi. “He 
  probably knew all the other portals were locked on the platform. He knew Sayuri would 
  find her way to him.”
  General Borodin looked at the monitor that showed the EEG tracings from the young 
  woman on the couch in the next room. He was an expert on Russian troop maneuvers, 
  arctic weather, but not this. Experts who were told him they were abnormal. Altered.
  “You should have been there when my announcement of the portal under the ice rocked 
  that Special assembly of the UN,” Hatsumi continued. “They thought it was about a 
  major find in global warming.”  He chuckled. “Oh there was plenty of heat after that.”
  Occupation
  The Royal Australian Air Force Transport swooped over the ice, the pilot and copilot looking for an 
  unbroken patch of ice to land their Hercules C-130 on. Down on the ice, a worried Yoshiro Izumi, a senior
  grad student from Sapporo University, watched the first of the invaders approach their discovery.
  Eight hours ago, Dr. Hatsumi had just announced at a special session of the UN the existence of the alien 
  portal under the Antarctic ice. The students, their New Zealand guides, and a handful of scientists and 
  technicians from McMurdo base, had rigged a relay for a video camera under the ice. This broadcasted 
  via satellite the wonders under the ice to the UN and any news agency or person tech savvy enough to tap 
  into the feed. By now, that video must have bounced around the globe hundred times already. Yoshiro 
  checked his satellite phone and a friend in Sapporo had text him that it was number one on YouTube.
  Standing next to Yoshiro was Reggie Danswold, the head of the Antarctic Expedition Outfitters, the firm 
  Dr. Hatsumi had chartered for his global warming expedition in Antarctica.
  "Don't worry yerself mate," said Reggie,  "Them be good blokes, they are Ozzies. Bonzer blokes every 
  one of them." 
  "Hai, mister Danswold," said Yoshiru in his broken English. "But, people they come from, are they 
  'bonzer blokes'?"
  Reggie wrinkled his nose and said, "Aye, as the old bard said, there's the rub."
  The Herc pilot found a spot and swooped in for a bouncy, but safe landing. As the airplane taxied across 
  the ice, it got into trouble when it got mired on a pressure ridge, right across from where the Hatsumi 
  expedition had pitched its tents as well as the parked CATs from McMurdo Base. 
  Both the students and the scientists had a good laugh at the plight of the C-130, that is until the snow 
  suited commandos from the Royal Australian Army's 1st Commando Regiment piled out of the Herc onto 
  the ice.
  In minutes, forty of Australia's best were stomping through the snow and over ice ridges to the team's 
  encampment. They approached Yoshiro and Danswold, who stood ready to greet them. 
  "Captain Jason Ridgely, 1st Company, of her Majesty's 1st Australian Commando Regiment," saluted the 
  commander of the unit. "Is this where the... thing is? We're here to secure the, um, thingie."
  Yoshiro smiled and said, "Yes, item is down that crevasse. We have people down there right now keeping 
  an eye on things." Specifically Kenji Saki, the expedition's hyperactive student, who had tried repeatedly 
  to transit through the portal like Sayuri had done, and only stopped when Sayuri told him he didn't have 
  the right "spark" to enter.
  
  201
  Ridgely nodded in reply and then detailed out ten men to rappel down into the crevasse and secure the 
  portal dome.
  As his men disappeared down the crevasse, ten Black Hawk helicopters with USMC insignia on their 
  sides appeared over nearby Ross Island. They flew low to the ice, and landed within yards of the tents, the
  prop wash blowing every loose item about. US Marines spilled out, also in white snow gear.
  One of the marines approached the men standing by the ice crevasse and said, "Captain David Wright, 
  United States Marine Corps! Sir we are here to secure the portal and area. All Unauthorized personnel will
  be moved to a safe location."
  "Now wait one minute," said Ridgely, "this is international territory, you Yanks can't come here and claim 
  ownership."
  "We are under orders by our Commander and Chief," said Wright. He then leaned forward and said in a 
  hoarse whisper to the other man, "Jesus Jason, what in the Hell is down there?"
  "I'm under orders by the Prime Minister to protect this site from being destroyed or stolen," replied 
  Ridgely, who then leaned over and replied covertly, "You got me there, Dave. I just sent ten of my men 
  down to make sure nothing comes through that thingie. Perhaps you'd better send some of your boys as 
  well."
  "Dammit, I'm under orders to clear this are of all non... authorized personnel. Forcibly if need be Jason."
  "Bugger that, you lay a hand on me, my missus will take your missus to the mat and you know it. Can't 
  we just get along and both guard this portal thingie?"
  Before David could answer, a smaller air transport, sporting New Zealand colors, came in for a landing. 
  "Looks like it's going to be a circus, eh mates?" said Danswold.
  The smaller transport skipped over the pressure ridges and nearly fell into the crevasse itself before 
  coming to a stop amongst the USMC helicopters. Twenty New Zealand soldiers piled out and some 
  almost kissed the ground before marching on the Marines and Commandos.
  The soldiers were all Maori, but they were lead by a bewhiskered Caucasian. He saluted the other two 
  officers and declared, "Major Robert Farnswold, First Battalion of the Royal New Zealand Infantry. 
  Gentlemen, I'm here to take command of this operation."
  "Like Hell!" exclaimed Wright. "I'm under orders by my commander and chief to take charge of this 
  operation and to clear all unauthorized personnel from this site."
  Farnswold leaned forward and said, "Like you Yanks like to say, 'You and wot army?'"
  The three men began arguing at each other, and the two latecomers sent a contingent of their men down 
  into the crevasse to "guard" the portal. After an hour of bickering, they went back to their aircraft and 
  contacted their respective governments.
  By that time, Kenji and the other people who had been down in the dome were now on the surface. Kenji 
  reported that the soldiers were all keeping an eye on each other, as well as on the portal. Then Kenji 
  pulled up his handheld computer and called up the video camera that they had left running down there.
  "As you can see," he said in Japanese, "they are watching each other like jackals eyeing a carcass."
  Reggie shook his head, and replied in Japanese, "Crikey, you think that they'll go at each other?"
  "I hope so," said Kenji with a smile, "this is going out live on the satellite and dozen webcam sites around 
  the world."
  This fact was not lost on the three commanders, who were soon crowded around the students, demanding 
  that they shut the feed down.
  "No! This information must be free!" said Kenji, the more English fluent of the students, besides Sayuri. 
  "We are representatives of the sovereign nation of Japan. You have no authority over me or my fellow 
  nationals. Besides, if you now cut the feed, everyone will think you are trying to steal the portal. And then
  the other nations won't send little planes. They will send divisions to stop you. You and your governments 
  do not want that, yes?"
  
  202
  "Young Kenji is wise beyond his years," said Reggie quietly in Japanese to Yoshiro. 
  "Young Kenji just repeated the speech Captain Cryostar gave to the Verlons in the anime 'Firestar Base 
  1'," said Yoshiro.
  "Crikey," said Reggie.
  The three commanders seethed for a minute, but eventually they agreed to let the feed run. 
  As he smiled in his victory, Kenji's smile turned to a puzzled look, and he peered over the broad shoulders
  of Captain Wright and asked, "Who would be flying here from the South?"
  Everyone turned to look at the Antarctic equipped aircraft that skimmed just above the surface of the ice. 
  It was a propeller driven bi-plane, equipped with skis for a snow landing. 
  The pilot for the New Zealanders said, "Blimey, that's a Antonov-3! The Russians are coming!"
  The pilot of the Antonov-3 made a picture perfect landing, and easily taxied up to the base camp without 
  any problem. After the plane stopped, the hatched opened and large bear of a man stepped out, with the 
  rank insignia of a general hastily pinned on his parka. Behind him were two men and one woman. 
  The man crunched through the snow to the crowd that had gathered around Kenji, walked past them, and 
  headed straight to Yoshiro. "You are Yoshiro Izumi?" he rumbled in English.
  With a quick nod of his head, Yoshiro said timidly "Yes."
  The man smiled in a way that did not comfort Yoshiro at all. "I am General Alexander Borodin," he said 
  turned to face the rest of the assembled soldiers, students, and scientists. "I am now the Commander of 
  UN forces and personnel here at this base camp. Do you all understand?"
  He didn't say the last very loud, but everyone heard. Every soldier snapped to attention and saluted him 
  with a "Yes sir!"
  "Good," he replied after he returned the salute. "Now take me to see this portal…"
  Borodin had been the base commander of the Russian Antarctic base Mirnyy, when the call came from 
  Moscow that the UN Security Council decided that they needed a military commander at the base who 
  was well versed with Arctic and Antarctic conditions. Before becoming the Mirnyy base commander, he 
  had served in the Russian Army for thirty years, originally in the Soviet Army's Arctic Frontier Group, 
  later he commanded the Arctic Regional Frontier Administration after the Arctic Frontier Group was 
  reorganized. He had a lifelong passion for the Arctic and polar science, but he had to make it a hobby due 
  to his position in the Russian Army. Later he resigned his commission and then he took the post at Mirnyy
  to pursue his interest in Antarctica and its environs. It was this background that made him perfect to take 
  command of the Hatsumi base camp and the alien device under the ice.
  Despite his size and fifty-two years of age, he was quite adept with the rappelling line and ice picks. He 
  was more impressed with the ice dome and Oates' body than he was with the portal, even after walking 
  through it. He did so on the chance that he might have this spark that Sayuri and the people she had found 
  on her trip to New York had. He didn't transit to the platform, much to his chagrin. 
  Satisfied, Borodin then used the student's video camera to report that the portal was secure in UN hands 
  and the rest of the world could relax. He then placed the video feed under UN jurisdiction over the 
  protests of the students. He then ordered that a team be put together to recover Captain Oates' remains for 
  a future autopsy and eventual return to his family for burial.
  After returning to the surface, he met with the McMurdo base commander, who had taken a CAT out to 
  meet with Borodin.
  "So commander," Borodin said with his unique smile, "what can we borrow from McMurdo base?"
  By the end of the week, White Island was dotted with huts from McMurdo Station, tents from nearly 
  thirty countries' worth of military troops and various press agencies, as well as numerous aircraft, not a 
  few them mired or bogged down in ice crevasses or pressure ridges. The blue UN flag was flying from a 
  pole near the crevasse, and all the troops were wearing the blue UN helmets or berets. 
  
  203
  General Borodin wasn't satisfied with the base, with its generators dotting the compound on the island, 
  their cables snaking everywhere, but it was what he had to work with on such short notice. He still had 
  two months of Antarctic summer to work with, and he had plans. Grand plans…
  Interlude 3
  “Sayuri. So brave, yet so driven,” mused Borodin. “Even for someone who embraces this 
  land of ice. I think you came back a different woman. You booked a zigzagging route 
  through every major airport between White Island and New York so you could search for 
  others of your kind. So you could present that list of candidates to the UN. You proved that
  explorers were so rare that only an international team could be formed. Ah, Sayuri, we 
  shouldn’t have let you go out again. We kept the crystal, but we had already lost you to the
  stars.”
  Mission
  In the morning, after a hearty breakfast and several cups of coffee and orange juice, the first team of 
  explorers, Sayuri Tenuma, Gordon Conrad, and Wei Lei, were standing by their bikes. Each bike was 
  loaded down for a long trip; each had saddlebags over the front and rear wheels. Plenty of water and 
  rations were loaded, as well as a unique selection non-electronic equipment, and one laptop computer 
  with a small fuel cell that barely weighed twenty pounds. That was on Gordon's bike. The news agencies 
  were back in force, but this time with a five second delay just in case Gordon decided to give another 
  language lesson to the world. 
  On their first attempt to visit Schmert on the pathways, they had driven a Hummer into the portal, where 
  its battery had been drained and all their electronics disabled. Gordon had exited the portal cussing up a 
  storm, a storm that was heard by every microphone in the dome and broadcasted to the world. That was 
  not going to happen this time.
  General Borodin shook their hands and gave a short speech on human unity and how this was a step 
  forward for global peace. This was overshadowed by the morning news from Africa. It was not good. 
  Another nation had fallen into rebellion. 
  After Borodin's speech, Dr. Hatsumi spoke. 
  "Today you travel to meet another race, mankind's first contact with another intelligent species. The 
  burden you bear is great, but I know that your shoulders can carry this weight. You are our 
  representatives, our emissaries to the great beyond. Do not forget this. Go with God, and with all our 
  blessings." 
  The trio bowed, waved to the cameras, before they mounted their bikes and, trying not to wobble, headed 
  up the ramp and into the portal. They passed through and out onto the platform, a view that they were now
  used to, as they had been put to work testing out what the limitations of living on the platform for the two 
  weeks after their failed first attempt. The results of these two weeks of testing were the bicycles and the 
  experimental computer.
  Sayuri steadied her bike and looked at the others. "OK, are we ready? Really ready?"
  "Yeah," replied Gordon. "Let's go see Schmuck and his wonders."
  "Schmert, Gordon," corrected Wei Lei. "He's from a race that built all this. We should be respectful to 
  him, no matter what." 
  "Yes, that is correct," said Sayuri. "So, as you say it Gordon, let us 'saddle up' and get going."
  They pushed their heavy bikes and Sayuri lead the way through the large portal.
  
  204
  After pedaling at a fair pace, the trio rode in a single file on the narrow band of silver. Wei Lei gripped her
  handlebars and slowed down. Her eyes kept drifting to the edge of the path and the void below. "I can't 
  stand it!" she cried. "I'm going to fall off!"
  "Look up, at the, um," Gordon paused as he looked at the dot far away that was the other end of the 
  pathway. "OK, look at your front wheel."
  Wei Lei tried, but her eyes kept drifting the black void. 
  "You can do it Wei Lei," said Sayuri, at the head of the pack, "Just don't think about the edge... tell us 
  about your home."
  "My home?" said Wei Lei in a hoarse voice. "Yes, alright. My home. I grew up in Huairou, a small village
  north of Beijing. It's not much; we had electricity, running water and bus that ran to Beijing twice daily. 
  My father worked at the local fish hatchery our village operated. The hatchery made more than eight 
  million Yuan last year. Our fish are sold mainly in Beijing, but many go to other cities. I used to go to my 
  neighbors house, the Jins, to watch movies. They had a DVD player, and Mr. Jin would trade DVDs at a 
  market in Beijing. Mr. Jin made his money as the bus driver between our village and Beijing."
  "Did you ever visit Beijing?" asked Gordon, noticing that Wei Lei was back up to speed.
  "Oh yes, with my mother and father. We would take the vegetables the village grew to sell at one of the 
  farmers market. No collective harvesting, we were allowed to grow and sell what we wanted."
  "But not as an individual family," said Gordon. "'To each according to their need.'"
  "'It takes a village to raise a child,'" retorted Wei Lei with a smile. "As a village we all succeed or we all 
  fail. There is no leaving behind anyone. Greed is not good. Three quarters of my salary is going to my 
  village. They will be able to start a new school for young women next year because of that."
  "You're giving away all that money!" said a shocked Gordon. "Are you insane?"
  "The needs of many outweigh the needs of the few or the one," Wei Lei replied. "I really don't have a need
  for that much money, so I spend it on my village and neighbors. And I'm happy to do so. In fact, thanks to 
  the UN, I am receiving an education that was beyond my dreams. I'm happy to share my fortune."
  "Crazy," said Gordon. "You're just crazy. S*** with all that money, I'm going to buy me a gold plated 
  Mercedes!"
  "And hire a dozen armed men to keep it safe," said Wei Lei. "You'll end up living in a secure box loaded 
  with security cameras and bodyguards to protect you. All alone. While I will have a big family and lots of 
  grandchildren to dote on."
  Gordon looked ahead at her and just pedaled along.
  They rode in silence for a while and then Wei Lei said "Gordon, thanks, talking helped me with my 
  vertigo."
  He laughed and said, "No, thank you. I was thinking... I was thinking how much my local Boys Club and 
  YMCA could use some extra money, and how a little park in one of the abandoned lots would look. I 
  really don't need that much money to be happy, and some of the folks in the hood need someone to look 
  up to."
  "Going to put a statue of yourself in that little park?" asked Sayuri.
  "Yup, with my hand out the so the pigeons can land and crap on it!" he laughed.
  They all joined in, and laughed, which petered out. They pedaled in silence for a while longer.
  Gordon looked down at his odometer and said, "How long is this thing? We've gone about 20 miles so 
  far."
  Both women had to make the conversion to metric and Sayuri said, "It took me just over a day's worth of 
  walking to cross it. I figure I can walk about forty two to fifty kilometers a day, so I estimate that this 
  pathway is sixty to eighty kilometers long."
  It was Gordon's turn to convert from metric and said, "OK, what are we going to use for measurement? 
  Good old American miles and feet, or that screwy kilometers and meters?"
  
  205
  "Metric," said the other two in unison. 
  "S***," said Gordon. "Hey, I thought communists didn't vote?"
  "We vote, and in many races these days we have a choice of candidates," said Wei Lei. "So Gordon, tell us
  about your life. It must have been interesting."
  Gordon laughed so hard he almost lost control of his bike. He had to stop and sit down. The other two 
  stopped and walked their bikes over to where he was sitting. He had a bottle of water out and took a deep 
  swig. "I was just thinking," he said, putting down the water bottle, "I know what I would do if I had to 
  make a nature call. Right over the edge. And, if I had to... do the other... I don' t know if I could do it with 
  my butt hanging out over nothing..."
  "You have filthy mind," said Sayuri, taking a drink from her water bottle. 
  "He has a point however," said Wei Lei. "We have the portable chemical toilets, but I do not relish using 
  them. Relieving myself over the edge... It has its practicality. No waste, no clean up."
  Sayuri looked at the edge and then pulled out a tissue and tossed it off the edge. It floated for moment 
  then it began to rise up into the air. "What goes up..."
  The other two watched the tissue rise and thought about where it was going. Gordon spoke up and said, 
  "OK, no whizzing or other stuff off the edge, otherwise we'll be wearing it later." He stood up and 
  straightened his clothes. "OK troops, let's mount up and head out. We probably have another hour or so to 
  go, so times a wasting!"
  They mounted their bikes and pedaled off down the strip of silver, while Sayuri's tissue rose higher in the 
  sky.
  Three hours later they arrived at the other platform. It took Sayuri a moment to orient herself and point to 
  the portal on the right. "That's the one I went through. I left a chemstick light under this larger portal." She
  looked for a moment under the rotating ring and fished out the now dull plastic tube. "See."
  Taking a swig from his water bottle, Gordon asked, "Did you tag the other portal?"
  Sayuri looked over at the other portal, her brow twisted in thought. "I don't… I'm not sure. We can check."
  They pedaled over to the portal that Sayuri had indicated and fished around under the ring. A wad of 
  tissue was found. "Looks like you did," said Gordon. "OK, let's walk our way through and go and see the 
  wizard."
  They walked side by side and pushed their bikes up the ramp and through the portal.
  "Well," said Gordon, putting the kickstand down on his bike, and looking out on a garbage strewn, grassy 
  field, "where is he?" The area around the portal was clear, but beyond the ring station, the ground was 
  littered with junk and garbage. Not all of it was recognizable. Beyond the junk, the sky and horizon were 
  extremely curved. He felt a shock of vertigo for a moment and shook it off.
  "It should be here," said Sayuri, looking about anxiously. "I remember going through the portal across 
  from the large portal and stepping through. There I saw a grassy field and large tree… It's all a false 
  memory, isn't it?"
   Kicking a soup can for a brand of soup he never seen before, Gordon looked up and said, "I guess so. 
  Schmuck really f***** with your mind didn't he? What now? I got this here piece of paper to give to the 
  bastard, plus an invitation to visit, and this ain't even the place he's supposed to be waiting at!"
   "Wah! The sky is curved!" said Wei Lei, staring at a sharply curved horizon. She dropped to the ground 
  and held on. "Wah! I'm going to throw up! The world is warped! It's too strange!"
   Sayuri and Gordon went to the hapless young woman and knelt down next to her.
   "Close your eyes Wei Lei, and breathe deep," said Sayuri, kneeling down and hugging the frightened 
  woman. "Relax. You're OK, you're with your friends."
   "Yeah, we won't let you get hurt," chimed in Gordon.
   Eyes welded shut, Wei Lei breathed slowly "I'm sorry, I have bad vertigo. I never could stand heights."
  
  206
   "No need to babe," said Gordon. "This place gives me the willies too. There's sunlight, but no sun. What 
  the f*** is up with that?"
   "F*** if I know!" swore Wei Lei, and then laughed nervously. They all chuckled at that. Wei Lei rarely if 
  ever swore.
   "Calmed down?" asked Sayuri, and Wei Lei nodded. "Good, now slowly open your eyes, but don't look 
  up, just keep your eyes on the ground."
   Wei Lei opened her eyes, and took a deep breath. The other two helped her stand up. She ventured a look 
  at the horizon, and quickly looked back at her feet. "Wah! There is a lot of garbage here." At her feet were
  candy wrappers and several bottle caps, all of which were a variation on the Coca Cola logo. "What is this
  place?"
   Looking about, Sayuri said, "It's a small world, a pocket world. A Pokiwol!"
   Wei Lei giggled, "A 'Pokiwol'? Gotta get them all! Though looking at this place, you can keep it." They 
  all laughed at that. She looked up again and sighed. "I'm getting used to it now. It was just so… so 
  different. They all will be like this, won't they?" The others nodded.
   "So, we're still one Schmert short of a mission," said Gordon. "What now?"
   Grabbing her bike, Sayuri said, "We explore!"
   They biked around wrecked vehicles, refrigerators, washing machines and other kinds of machines. They 
  stopped by a yacht and took pictures. Soon they were back at the portal station.
   "By my odometer, we traveled about 40 miles… um, about 64-65 klicks. It's a small world after all. Want
  to grab some souvenirs?"
   They picked up various small objects that caught their eyes, including a poster with a picture of Franklin 
  Roosevelt in front of a hammer and sickle, a coke bottle with Mayan glyphs ringing it, and other oddball 
  items.
   Laden down with their finds, Gordon asked, "So, do you want to check out one of the other portals?"
   Both women shook their heads. "Not until we work out a plan to approach any natives or scout out what 
  is on the other side," said Sayuri. "Besides, we must report the failure of our mission to our superiors."
   "I thought you'd say that," said Gordon. "But you're right. From what old Oates had to say about some of 
  those worlds, I want a BFG on each hip just to be safe. Trouble is that we're looking at another five hours 
  of cycling. I'm bushed, let's make camp on that yacht and then we'll head home after we rest up. So let's 
  eat, I'm dying to try out those self heating MREs."
  They biked back to the yacht and climbed aboard. Gordon found that the bar was still stocked with liquor. 
  "Hey, if the date on the calendar is right, this s*** is hundred year old scotch!" He waved a bottle in the 
  air. 
  "Put in your kit bag and bring it home," replied Sayuri. "We're on duty and all we have for weapons are 
  pistols. I don't want you passed out if we need your firepower."
  "Besides, how much would you make if you put that bottle on eBay?" quipped Wei Lei.
  Gordon looked at the bottle with newfound respect and plundered the rest of the bar, putting the bottles in 
  a haversack that he found in a cabin. One of the bottles was already open, so he poured a shot for himself, 
  and after offering, one for each of the women.
  "Here's to capitalism!" he toasted.
  "Kanpi!" toasted Sayuri raising her glass.
  "Wen lie!" said Wei Lei, then she started to sip her shot.
  "Nope, you gotta knock it back," said Gordon, "right Sayuri?"
  Sayuri replied by drinking hers in one swallow. Then she started coughing.
  Smiling Gordon knocked his back, as did Wei Lei. Then both of them started coughing.
  "God that's smooth!" choked Gordon. "Woowee! OK, that's enough for tonight. This is stuff for sipping, 
  not for slamming back. OK, who wants the meatloaf?"
  
  207
  The two women looked at each other and then quoted, "'Meatloaf again!'" They both ended up giggling. 
  Shaking his head, Gordon said, "I never should have snuck that movie in for movie night at the base." He 
  blinked, something wasn't right. He tried standing up and found that he couldn't, without wobbling. 
  "Jesus, I think I'm wasted on a single shot! This stuff will go for a fortune."
  Wei Lei laid her head on the table and giggled some more, then started singing a song, badly, in Mandarin.
  Sayuri found her thinking muddied, and her vision blurred. She reached out and read the bottle's label. 
  "It says sixty proof," she said incredulously. "That can't be right. This is more like two thousand proof."
  Gordon took the bottle away and carefully re-corked it. "No more for any of us. We'd probably get alk-
  alk-alkaline poisoning or something. Food, we need food."
  Wei Lei was passed out, and Sayuri slid under the table.
  "What the Hell is gonging on?" slurred Gordon. He sat down abruptly, and then passed out…
  Blinking, Gordon found himself sitting in a park, a cup of tea in his hand. Looking around he found that 
  he was sitting next to a furry creature sipping tea. 
  "OK," he said, "I'm dreaming?"
  "Perhaps," replied the creature, "or perhaps you're not."
  Gordon sat his teacup down on a picnic blanket and tried to look at being next to him, but found that it 
  refused to focus and define itself. "OK, this must be a dream, and you're not Schmert."
  As soon as he said the name, he could see the creature. It had a bear-like snout, a bipedal body, and long 
  bushy tail. "Are you sure?"
  "Yup," replied Gordon, looking out over the scene, realizing it wasn't the same as he had first seen it. 
  "You're a piece of mutton, a bit of undigested cheese."
  "Perhaps I'm Schmert f****** with your mind," said the creature.
  "I don't think so," said Gordon. "Sayuri said you talked in rhyme, and you ain't talking in rhyme."
  The creature looked thoughtful for a moment and then nodded, "You're right, you can't rhyme to save your
  soul and I don't know how to do poetry in English. Doesn't prove a thing you know. Why am I having in 
  depth conversations with myself?"
  Standing up, Gordon looked around and noticed that if he just scanned the horizon, he didn't see anything 
  but a blur. But if he focused, he saw trees, a stream, a mountain, and never in the same place twice. "My 
  figment is talking to itself. I'm definitely not sober," he replied, "and I'm not sober right now. So, why did 
  I dream you up?"
  The creature stood up and changed shape to Sayuri. "Who said that you're the one doing the dreaming?"
  Gordon laughed said "Because this is my dream my dear Sayuri, not yours."
  She looked at Gordon and shook her head, "This is a odd dream. The figments of my imagination are 
  claiming to be real."
  Another voice echoed, "No, no, no, this is not right. What are you two doing here?"
  Both looked and saw Wei Lei standing next to them. Gordon also realized that he couldn't see her body, 
  nor Sayuri's, all he saw was the impression of a body. "Oh great, I really must be having an episode!"
  "What do you mean, you're having an episode?" replied Sayuri. "I can understand imagining you in my 
  dreams, but not her. Wei Lei why are you here in my dream?"
  Wei Lei cringed and tried to move, but she couldn't. "It's not supposed to happen like this!  You're not 
  supposed to see each other or me! This is all wrong!"
  "OK, what are you talking about?" asked Gordon.
  "I can't! My mother told me I'd be persecuted if I told anyone!" cried Wei Lei.
  Sayuri tried reaching out to Wei Lei, but couldn't reach her. "Wei Lei, what are you talking about? 
  Persecuted for what?"
  "I can read minds a little bit," she sobbed, "but not like this! Not at all like this!"
  
  208
  Gordon shook his head. "Mind reading?" he said. "What kind of bulls*** is that? You can't read minds, 
  it's impossible."
  "You're not helping!" snapped Sayuri coming to a realization. "Don't you understand? She's in our minds. 
  We're in hers!"
  Gordon looked at her and realized that she didn't look the same as he normally saw her. He looked at Wei 
  Lei and noticed that she didn't look that way either. They both looked, better, prettier, more idealized. 
  "Don't take what I'm going to ask as proof that I believe that this is nothing more than a dream, but… how
  do I look?"
  Both women looked at him and Sayuri said, "You could wear some clothes, but… you look like a well 
  muscled, very handsome young man."
  Wei Lei didn't reply. She seemed to be fighting to be free. "I have to free myself. Why did this happen? 
  Why!"
  Sayuri said aloud, "It was Gordon's saké. It's done something to us."
  "What did you say?" asked Gordon. "Saké? What saké? It was scotch… That's what you'd say, wouldn't 
  you? This is real. Oh my God. Get Out Of My Head!"
  At that they fell apart into darkness.
  -----------
  Gordon was being shaken awake. "Gordon, get up! Wei Lei is gone!"
  He was still in the chair he had passed out in, and he ached. "Oh God, my head… that dream…"
  He sat bolt upright, "It f****** wasn't a dream! Where is she?"
  "She's left!" said an anxious Sayuri. "She's gone! We have to find her!"
  He stood up and ran to the aft of the boat. Scanning out across the field of junk, he saw her pedaling away.
  "She's heading in the wrong direction for the portal! I'll get her."
  Sayuri looked up at the curved sky and saw Wei Lei cresting the horizon. "Wei Lei! Come back!"
  Gordon jumped off the back of the yacht and grabbed his bike. "I'll get her!"
  "She's got a head start, you'll never catch her…" said Sayuri.
  "Honey, I was a bike messenger in New York City! Nobody can out race me!"
  "Don't hurt her!" Sayuri cried.
  That stopped Gordon as he was mounting his bike. "Maybe we should let her go."
  Sayuri dropped to the ground. "No, we have bring her back," said Sayuri, "she's our friend, no matter 
  what."
  Gordon stood posed, half on, half off his bike, then he swore under his breath and got on. "I'll catch her," 
  he said flatly.
  He rode his bike between the piles of junk, jinking and twisting around the broken pieces and intact 
  machines. Why am I going after her? He furrowed his brow and remember the times when the two of 
  them were trying to learn each other's language, him flubbing on the tonal qualities of Mandarin, and her 
  struggling with consonants she couldn't hear in English. 
  They had some hard times, and some fun times, Wei Lei shyness in personal relationships and his strong 
  personality for the media made for an odd pairing, while Sayuri held the limelight… Sayuri.
  He almost ran into a bracing, remembering her appearing his dream as Schmert. "Wei Lei! I'm sorry!" he 
  yelled as he pedaled. He saw a metal plate lying at an angle ahead of him and he aimed for it. Shooting up
  the ramp, he soared into the air and in that brief moment not only did he see Wei Lei ahead of him, he 
  nearly made orbit about the tiny world.
  He hit the ground, bottoming out the shocks on the mountain bike, just behind her. "Wei Lei stop!" he 
  yelled wincing from the impact. "Goddamn it, stop!"
  She looked behind herself and saw his face. She screamed and rode faster. 
  
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  "Mother f***!" he said panting, and then peddled harder. He quickly evened up the race and saw that she 
  was crying. 
  "Wei… Lei… stop!" he panted. He then saw she hadn't seen a metal bar at head height just ahead. He 
  steered right into her, knocking the two of them to the ground in a tangle of bikes, limbs, and saddlebags. 
  He somehow managed to pull her off her bike and took the brunt of the impact himself.
  Together they lay on the ground, both breathing hard, her with an occasional sob, Gordon with a gasp and 
  not a little bit of pain.
  "Are you OK Wei Lei?" he gasped.
  She just hugged him and cried harder. 
  "It's OK honey, it's OK," he said. Then he said hesitantly, "You… you can take a look inside… my head, 
  and see that it's OK."
  She looked up at him, her eyes red from crying, and asked, "Are you sure?"
  He nodded and said, "Yeah, just be careful, OK?"
  She swallowed and waggled her head. She closed her eyes and suddenly Gordon found himself 
  remembering his past thoughts, feelings and his decision to let her read his mind. And his memories of 
  Sayuri…
  "Whoa," said Gordon after she stopped. "That was freaky… I mean… um, damn. Sorry again," he finally 
  said. 
  Wei Lei gave him a wan smile, nodded, and said, "I saw her as him too, just like you remembered. It's too 
  specific, too detailed to be a dream image."
  "That sounds like experience talking," said Gordon, gingerly sitting up, with some help for her. "Ow, I 
  hurt. I don't think I broke anything," he said moving his arms and bending his legs. He winced, but he was
  sure that he hadn't broken anything. He knew what that felt like. "So why did you make me remember that
  stuff? Why didn't you just 'read my mind'?"
  Wei Lei shrugged and said, "I can't. The mind is like a book, not the Internet. Only one person can read 
  your mind, and that's you. So I somehow make you remember what I want you to remember, and you 
  have to be awake, otherwise I get dreams or cause you to dream. It's not like it is in the movies."
  Wei Lei had his bike up, the front wheel shaped like a pretzel. Hers, on the other hand, didn't show a 
  mark. She looked at him and said, "I used to 'pick up' other people's dreams when I was little, and 
  sometimes I could tell if someone was lying. You don't know how hard it's been for me not reaching out 
  and reading other's minds these past months."
  "That's a skill that could come in handy when we visit other places," said Gordon, slowly standing up. 
  "Son of a b***, I don't have the tools to fix that sucker," he said looking his front wheel.
  "I wish it was a skill," said Wei Lei, scanning the horizon, "but it is not. I don't know why it's working so 
  well right now. Normally I'd get a brief glimpse or I would get a torrent and couldn't turn it off."
  "It's that stuff we drank," said Gordon, shaking his head over the twisted spokes. "It probably boosted 
  you… God knows how long it will last."
  "Sayuri is on her way here," said Wei Lei. "I can see her. I couldn't see you."
  He pulled a tie down strap from a bag and rigged a sling around the frame and over his shoulder so that 
  the bike's front hung under his right arm, and then said "Let's go meet her. Keep an eye out for a bike in 
  this stuff; we might be able to find a replacement wheel…"
  Sayuri found them forcing a bike wheel on to Gordon's front forks. The axle was a hair too wide, but with 
  judicious shoving, the wheel slid into place. The text on the rim and on the rubber of the tire was in 
  Cuneiform. 
  "Are you two OK?" she asked. "I saw Gordon shoot into the sky like a rocket! I was sure he would be 
  hurt!"
  
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  "Oh I'm a hurt'n," said Gordon, wincing from the bruising he took, "but not too worse for wear. Um 
  Sayuri…" He looked at Wei Lei, who was using a moist towelette to wipe her hands off. She nodded, and 
  he then said, "Sayuri, we have to tell you something…"
  -----------
  They were back at the yacht, the two women watching Gordon loft a bottle of scotch at a pile of garbage 
  on the horizon. "If I throw them hard enough," he said as he threw the bottle, "I might get one into orbit 
  about this place."
  The bottle spun end over end in the air and vanished over the horizon. Turning Gordon waited, but after 
  several minutes shook his head and said, "Huston, we have a problem."
  He picked up the last bottle and looked at it. Over a hundred years old, he thought, and probably more 
  dangerous than any atomic bomb. Looking at the other two he quipped, "Anyone want a final sip?"
  "NO!" replied both women in unison.
  "Our loss," he said as he threw it at the horizon, "the world's gain."
  After it vanished and didn't return suborbitally, he sat down and said, "First things first. We don't tell them
  about Wei Lei… not just yet. I don't want them dissecting her to find out how she can read minds. But…"
  Sayuri said sourly, "You want to tell them about me."
  "You have your uncle and many people on your side," said Wei Lei, "and you are a victim of Schmert's 
  meddling. They will try to help you. Me, I would be a freak, something to be afraid of because I can read 
  their minds."
  "That's right," said Gordon, "look at how I reacted! And I'm not completely comfortable with it now 
  either. Can you still read either of our minds? You have my permission to."
  Sayuri nodded as well, so Wei Lei closed her eyes and got… "Nothing. It's gone dormant again. Thank 
  goodness."
  Sayuri leaned back and said, "In any case, our mission is a failure, and they will want to know why. They 
  will accuse me of lying about Schmert, and you two will then defend me by pointing out that I knew 
  things that I shouldn't have known about. That we should do some memory regression to find out what 
  really happened."
  "Yup," said Gordon. "We're on your side Sayuri, and we'll stay there…"
  Interlude 4
  “Well now,” rumbled General Borodin. “That explains a lot.”
  “So, after a good night's sleep, they returned to the Antarctic base and the waiting world, 
  “ interrupted Dr Hatsumi. “The news that there was no Schmert waiting for them was a 
  major blow. People did accuse Sayuri of making him up and conspiracy theories 
  abounded on the Internet.”
  “But we who knew her and the information the other two told about having a psychic 
  episode after drinking some alien scotch, even leaving out the fact that it was fueled by 
  Wei Lei's ability, just confirmed to both of us, my dear general, that Schmert had done 
  something to Sayuri.”
  The session with the base psychologist, Dr. Menzies, the base psychologist, to retrieve 
  some of her memories of her meeting with Schmert continued. They were confusing, with 
  Schmert acting more like an avatar than a real person. Her monologue abruptly stopped 
  after Sayuri recited a long poem, in Latin:
  
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  "Mellor agrillum, homus ridiculum
  Percuro arbum
  Quoud ibit dici
  Capis mei in sti
  Sed nemo me respondei…" 
   
  The Latin translator stopped the playback. "It's Latin alright, but it's odd. And I don't 
  mean its poetic structure. That first word, 'Mellor', is more than likely not a Latin word. 
  The closest I can come to it is the word 'Mellis', or honey. But by no means is 'Mellor' a 
  regular form or 'Mellis'. Agrillum is a white clay used in Roman pottery, quite malleable."
  General Borodin said, "Da, da, that is all very good. But what does it mean?" 
  The translator pushed his glasses back up his nose and said, "Well, I've only done that 
  first stanza, but roughly it says: 
  "Mushy Mellor, funny fellor,
  Running 'midst the trees.
  'Who's there?' I said,
  As I stood on my head,
  But, no one answered me." 
  Dr. Hatsumi blinked and said, "That's gibberish. Schmert implanted gibberish in my 
  niece's head. What is this 'Mellor' and why is he so humorous?" 
  "It is humorous," corrected the translator. "The gender on those verbs is all neuter. This 
  'Mellor' is an it." 
  "Well whatever it is, we need to find out!" said Borodin. "Complete the translation and let 
  us know when you are finished." The two men left the translator with the audio files. 
  "Translate or be damned," he muttered. "Still, they are paying me good money to do this."
  Putting on his headphones, he listened to the recording. "Who are you little Mellor? We 
  want to find out…"
  NEWS REPORT
  Barbara Meyer, BBC World News: "This is 
  Barbara Meyer and this is BBC World News. Just 
  minutes ago, an amazing announcement has been 
  made at the UN by an Antarctic researcher. His 
  team has discovered evidence that a highly 
  advance civilization has visited our world by use 
  of what can only be described as a portal to other 
  worlds, other, parallel Earths. For more on this 
  story, we switch to our reporter at the UN, 
  Gwenyth Shapiro. Gwen, what's the reaction like 
  there?"
  Gwenyth Shapiro, BBC News embedded UN 
  Reporter: "Pandemonium, Barb! Pandemonium! 
  Dr. Takahiro Hatsumi, the researcher who 
  announced this discovery, has been whisked to a 
  closed session of the Security Council. Meanwhile,
  the rest of the UN is in turmoil, with some groups 
  claiming that this is nothing more than a sham put 
  on by the West."
  
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  Ugandan Ambassador, Obote Wemusa: 
  [Translation] "It is a ruse by the American 
  Government to claim power over the impoverished
  people of the world. I don't not trust the American 
  president, he is a witch with an agenda!"
  Gwenyth Shapiro: "While others wonder what 
  this race might do to us, once we contact them."
  Peruvian Ambassador, Ascencion Garcia-
  Toledo: [Translation] "You have seen what 
  happens when a race with a superior technology 
  imposes it's will on a lesser race. For most of our 
  history, the 'superior' race was the West. Well now 
  that shoe is now upon the other foot. The West will
  find out what it is like to have its culture 
  decimated!”
  Gwenyth Shapiro: "As we speak, rumors are 
  running amok that the Western powers are sending 
  troops to the Antarctic, to claim this portal for their
  country. It's going to get far more tense before we 
  see a light at the end of the tunnel. This is 
  Gwenyth Shapiro reporting for the BBC. Back to 
  you Barb." 
  Barbara Meyer: "Thank you Gwen. The Prime 
  Minister has issued a statement on behalf of the 
  Queen and the British Government."
  British Prime Minister, Robert Cox: "Ladies and
  gentlemen of the press, people of the Britain and 
  the British Commonwealth, after much 
  consultation with her majesty and leaders of 
  Parliament, we have come to the following 
  decision: The Queen will order troops stationed in 
  Australia and New Zealand to secure and protect 
  the alien device found under the ice near White 
  Island, in Antarctica. The Queen has contacted the 
  prime ministers of both Commonwealth nations 
  and consulted with them. I have ordered elements 
  of the British Navy stationed at the Falkland 
  Islands to assist in this operation. Currently we are 
  in direct discussion with governments of the 
  United States of America, Russia, South Africa, 
  and the Peoples Republic of China on possible 
  responses. In addition, our representatives in the 
  United Nations Security Council are hammering 
  out what to do in case this race turns out to be 
  hostile. Rest assured that we have might and the 
  will to drive back any invasion onto our planet. I 
  will now take your questions...."
  Barbara Meyer: "There you have it, contact with 
  an alien race, and all the danger and hope that such
  contact can engender. Stay with the BBC for round
  the clock coverage of this and other breaking news
  as the world reacts to this momentous discovery...
  
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds - Fringeworthy - Playtest Rules.pdf