Stellar Reaches #1
Stellar Reaches #1
Stellar Reaches #1
Stellar Reaches
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Stellar Reaches
A Fanzine for Traveller T20 and Classic Traveller TABLE OF CONTENTS
Letter From The Editor Races of Charted Space: The Bwaps, A Minor Race Of The Imperium For T20 Astrography: Gamma Quadrant Of The Empty Quarter Sector Feature Adventure: Special Delivery To Gudina Starship Datasheet: Guardian-Class TL12 100-Ton Runabout Vessel Wildlife Encounters: Praveer Snapdragons Patrons: Polaris Mikhaelson Open Gaming License Version 1.0a Credits: Contributing Authors: Contributing Artists: Editor: Layout Design: Astrographic Maps: 3 4 6 13 18 19 20 21
Jason Flynn Kemp (no art submissions for the current issue) Jason Flynn Kemp Jason Flynn Kemp J. Greelys outstanding sec2pdf application, found at http://dotclue.org/t20/
The Stellar Reaches fanzines website can currently be found at http://www.geocities.com/stellar_reaches/index.html. Please feel free to browse the site for more information, as well as back issues and other downloads as they become available. Traveller T20 and Classic Traveller Fair Use Policies: Verbatim from Far Future Enterprises's Fair Use policy, which can be found at http://www.farfuture.net/ffe/n7001.html: "The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2003 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it. Traveller is copyright by and of Far Future Enterprises, and its use here is by permission. http://www.farfuture.net/." Verbatim from Quicklink's Fair Use policy, which can be found at http://www.travellerrpg.com/fairuse.html: "The Traveller game in all forms is owned by Far Future Enterprises. Copyright 2002 QuikLink Interactive, Inc. Traveller is a registered trademark of Far Future Enterprises. QuikLink permits web sites and fanzines for this game, provided it contains this notice, that QuikLink is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of QuikLink Interactive's product identity, copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it." From Steve Jackson Games' online policy, which can be found at http://www.sjgames.com/general/online_policy.html: Disclaimer Some of the material presented here is the original creation of the contributing author, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. Notice GURPS is a registered trademark of Steve Jackson Games, and some of the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy. All original material in the Stellar Reaches fanzine not designated as Open Game Content, or not otherwise protected under the copyrights of other entities, is copyright 2005 by the original authors, as identified in the byline with each article or contribution. No portion of this fanzine may be reproduced in any form or by an means without permission in writing from the owners of that content's copyright.
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RACIAL TRAITS
-4 Strength, -4 Constitution. Bwap base speed is 9 meters. Bwaps are Medium-sized. Bwaps gain a +2 racial bonus to their P/Admin skill checks. In addition, Bwaps cannot take skill ranks in the Bribery or Forgery skills. Different hand structure: Bwaps receive a -2 penalty to all skill checks and attack rolls when using equipment and weapons not designed for Bwap hands. Bwap equipment imposes the same -2 penalty when used by non-Bwap. Psionic-challenged: All Bwaps are generally psionicly inactive, and thus receive a -4 penalty when generating their psionic strength scores as a part of psionic testing. Bwaps require a high level of humidity, either in their environment or through the use of special environment suits. Otherwise, they start suffering from dehydration, as defined in the THB. Racial feat: Bwap Ritualism.
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Ordered mentality: Bwaps cannot lie (though they may omit the truth if protocol requires it), and must make a Will save (DC 20) in order to do any of the following: violate the law (unless doing so restores the balance of the universe); obey orders that are disruptive; and tolerate disorder and disorganization without succumbing to the urge to order and organize their surroundings. Bwaps also react poorly to people who do not follow their rituals (treat all initial reactions as being one level worse). Bwap Height: As Human, minus 30 cm from the base height, for both sexes. Bwap Weight: As per Human, minus 10 kg from the base weight, for both sexes. Bwap Age: Use the standard human row of the Aging By Race table on pg 114 of the Traveller's Handbook.
FEATS
The following are special feats related to the Bwaps. Bwap Ritualism (Racial) The character possesses a deep knowledge and understanding of Bwap rituals and proper conduct, and can usually avoid receiving a negative reaction when interacting with Bwaps. Benefits: Characters with this feat are generally able to avoid the automatic worsening of a Bwap's initial reaction, due to the lack of courtesy and order that non-Bwap generally possess. This assumes, of course, that the character intends to act in accordance with Bwap culture and rituals. If the character intentionally acts to violate the Bwap rituals, the Bwap's initial reaction to the character is worsened one level, as normal. Special: All Bwap receive this feat as a free racial feat. Normal: Bwaps react poorly to people who do not follow their rituals. Characters without this feat should expect that Bwaps will treat all initial reactions with them as being one level worse. Bwap Tolerance (Special) The Bwap character has had sufficient exposure to non-Bwap customs that his reactions to violations of propriety are less intense. Benefits: Characters with this feat tend to get along better with non-Bwaps, and do not automatically feel a worsened initial reaction when dealing with non-Bwaps. In addition, the Bwap character only needs to succeed at a Will save (DC 10) to avoid the compulsions of their racial trait Ordered Mentality. Normal: Bwaps react poorly to people who do not follow their rituals, and Bwap characters should treat all initial reactions with non-Bwaps (that do not possess the Bwap Ritualism feat) as being one level worse. Note: This feat still does not allow a Bwap to take skill ranks in forbidden skills.
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Gamma Quadrant
0325
A
Na A79846A-A
Third Imperium
1326
Faiza
B
0426
A
0127 0327
Basimah N B
Im B7577BA-9
Im B235435-B
D
0227
Marhaban S B
Im B450857-9 Im D64A657-5
Im A4698AB-C
1527
A
0627 1427
D
Im D200422-8
B
0728 1328
Ababat
0128
Upkugi
0328
Dumkashga C
Im C6657AB-B
Im A75779B-A
A
Im A440402-9
A
Na A201215-C
A
0828 1228
Lukaau
0228
Khalidah Hadiya
0329
Im B7678CF-6
Riamlir
X
Im X340975-5
C
Im C66769A-A
B
1129
Saffron
Perpethwe
0729
Im A420599-C
Yogesh
1329
D
Im D466699-9
MIKIK
0229
S C
Im C360143-A
A
Im A430410-C
Paweba
0829
Uthurrvon
1229
Im B53456B-6
1529
C
Im C572674-7
B
1429
A
Im A8868DB-D
E
Im E330257-8
Wabeab Wesaswek
Sabira
Miinagi
1130
S D
Im D450200-8
Kharkhelud
S B
Im B449300-A
Im B100320-C
Kasim
1530
Zada
0830
S D
1030
E
Im E439230-6
Urmair
1230
Coman
1430
0630
S C
Im C211352-8
B
Im B225454-D
C
0931
Woswaab Charity N A
Im A68668A-9
Im D466599-6
A
Im A8698A7-B
E
1331
Muna
1531
Shikua
Karzana
1031
Im C540556-8
A
Im A550744-C
Ka-aswa
Im E544514-5
C
Im C547211-6
Sibikliir
1431
0231
1631
C
0132
Tapawa
0932
S C
Im C68669C-B
E
Im EA86A86-7
B
Im B202625-B
Gobi
1332
Nuri
B
Im B540578-8
Surogota
0232
Im C554557-6
0732
S C
0632
C
Im C668643-9
D
Im D540433-5
Kawatas
GIMUSHI Nakhukir
1133
Anata
D
Im D533330-6
A
Im A58678C-A
Karsaka
Omprakash Datawo
0633
Im C110343-8
Kewepab
1533
A
0833
Sharduuaan
S D
1233
B
0134 0334
E
Im E68698A-9
Abse-eb B
Im B7B6859-A
Im A54768A-9
N B
Im B55099D-B
Mihirkiran
Im D536311-8
1633
C
Im C98A588-8
C
0234
Ebwathwa D
Im D77A632-7
Im B4668DD-8
ARAKAAD
0834
LAZISAR
Mordekai
Rommel
GUDINA Barindra
Im C786967-9
N B
0535
C
0435
Sandardin A
Im A42059C-C
Im B667884-7
ENINSISH
0536
Im C00098B-9
1035
1235
1635
A
0936
C
Im C66569B-8
B
Im B21088A-8
D
Im D454A57-7
Gingesh
S D
0636 0836
Fathwaas
1036
Im A6667AB-B
Askaath
1236
Gasadim
1436
D
Im D57A500-5
D
Im D440523-6
SASHAR
0337 0537
Im D58A762-8
C
Im C571112-5
C
1137
D
1337
Akiar
B
Im B89687B-6
S D
Im D340553-A
C
Im C539444-8
Rakesh
0637
Unsharshe
0837
Nazirah
1037
Dharmendra
1237
Im C84A210-5
C
Im C330441-A
Im D240995-6
1537
B
Im B3407CG-C
A
0738
B
Im B632643-9
B
Im B525873-7
Pugaash
0138 0338
Khinumi
Agnakhong Rasu
0638
X
Im X763000-0
A
0238
S C
Im C590404-6
Im A675745-9
Indara
Ikkimam
1038
Ardamashii
1238
B
Im B300367-A
Guukerrii
0139
Im A556894-A
A
Im A432753-E
C
Im CAB6498-8
C
1139
Nulinad
0339
Dagemi
B
Im B5749B9-6
C
Im C459101-B
A
Im A6597A5-9
Kali
Ushmigad
0439
Vipan
1039
Im C69A223-9
1539
E
Im E345300-8
Praveer
1239
0839
C
Im C656623-9
C
Im C530372-9
E
0940
B
Im B550685-8
ZUKHISA
0140
Harshad
0340
Sibikaar
Janardan
1540
S D
Im D3138AD-7
B
Im B566425-7
E
Im E8C6268-A
Jinendra Gagukam
Aardimash
0640 0840
Im E201367-A
B
Im B5A0520-A
Dheeraj
1040
Kaanada
D
Im D736778-6
Ishkhigu
S C
Im C352234-6
D
Im D310565-A
Dorado
Aandii
Gasali
Shuura
Jaleel
ASTROGRAPHY
GAMMA QUADRANT OF THE EMPTY QUARTER SECTOR
By Jason Flynn Kemp
INTRODUCTION
Welcome to the Empty Quarter sector! Located just coreward of Ley sector, the Empty Quarter sector straddles the Lesser Rift, which forms a vast area of space impassable within the sector save for two Jump-5 routes. Divided roughly in two, the rimward half of the sector marks the coreward-trailing corner of the Third Imperium, while the coreward region is claimed by two human-Vargr interstellar polities, the Julian Protectorate and the Hegemony of Lorean. This sector also contains the homeworld of one of the most prolific and widespread Minor Races of the Third Imperium, the Bwaps. This article is the first of four that present the details of this interesting sector for enterprising Referees looking for a new and vibrant campaign setting. As QuikLink, Inc., has released the Gateway To Destiny Campaign Sourcebook, which details the Ley, Gateway, Glimmerdrift Reaches and Crucis Margin sectors of the Gateway Domain immediately coreward of Empty Quarter sector, the author has decided to follow the example set forth with the Gateway To Destiny sourcebook. This should allow campaigns currently set within Ley sector to explore the Empty Quarter sector as a part of the campaign. To maintain compatibility, the world data provided below is current as of Imperial Year 993, in what has become known as the Gateway Era or Milieu 1000. The Solomani Rim War is in full swing many sectors to rimward, but its influence can still be felt.
I) LENTULI SUBSECTOR
The Lentuli subsector is home to 17 systems, including Marhaban, the homeworld of the Bwap minor race. The highest population in the subsector is Mikik, a highly xenophobic world with five billion inhabitants. Wesaswek and Charity possess TL13 technology, the highest in the subsector. Name Ababat Saffron Lukaau MIKIK Wesaswek Faiza Upkugi Hadiya Wabeab Marhaban Basic Data 0127 B7577BA-9 0128 A440402-9 0227 B450857-9 0228 X340975-5 0229 A8868DB-D 0325 A79846A-A 0327 D64A657-5 0328 A201215-C 0329 D466699-9 0426 A4698AB-C Base N S Remarks Ag De Lo Ni Po De Po De Hi In Po Lo Ni Ni Wa Ic Lo Ni Va Ag Ni Ri Hw Issue #1, Winter 2005 TZ PBG 334 803 303 523 225 723 100 423 924 701 All Im Im Im Im Im Na Im Na Im Im Stellar Data K0 V G2 V K0 V M6 V F5 V G2 V M6 III M1 V* K3 V M7 V* G1 V* [M0 V] G4 V* M0 V Page 7
Stellar Reaches
0627 D200422-8 0630 C211352-8 0728 C6657AB-B 0729 C360143-A 0828 C66769A-A 0829 E330257-8 0830 B225454-D
S S
De Lo Ni Va Ic Lo Ni Ag De Lo Ni Ag Ni Ri De Lo Ni Po Lo Ni
Im Im Im Im Im Im Im
[M2 V M6 V] F2 V K4 II G1 V G5 V* F4 V M1 V M0 V G9 V
J) YOGESH SUBSECTOR
Fifteen systems fall within the boundaries of the Yogesh subsector. The highest population in the subsector concentrates on Ka-aswa (with nine hundred million inhabitants) and Riamlir (following closely behind with six hundred million inhabitants). Miinagi, Yogesh and Kasim support TL12 technology, the highest in the subsector. Name Karzana Miinagi Woswaab Uthurrvon Urmair Ka-aswa Basimah Yogesh Kharkhelud Riamlir Coman Sibikliir Dumkashga Kasim Muna Basic Data 1030 C540556-8 1129 A430410-C 1130 D466599-6 1228 B53456B-6 1229 D450200-8 1230 A8698A7-B 1326 B235435-B 1328 A420599-C 1329 C572674-7 1427 B7678CF-6 1429 B449300-A 1430 E544514-5 1527 A75779B-A 1529 B100320-C 1530 E439230-6 Base Remarks De Ni Po De Lo Ni Po Ag Ni Ni De Lo Ni Po Lo Ni De Ni Po Ni S Lo Ni Ag Ni Ag De Lo Ni Va Lo Ni TZ PBG 414 323 200 603 134 913 600 314 314 612 822 123 533 324 624 All Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Stellar Data K5 III K5 V* M0 V* M8 V G8 V G1 V M0 V M4 V* K1 V M3 V* M3 V G4 IV G7 V* M0 V K3 V* M3 V G6 V* M7 V F4 V K7 V K7 V M7 V
S S
M) NULINAD SUBSECTOR
A fairly dense subsector, Nulinad subsector is home to 33 systems. With ten billion inhabitants, Sashar is the most populated world in the subsector. TL14 technology, the highest in the subsector and the highest level of Imperial technology in the Empty Quarter sector, can be found at Ushmigad. Surogota is the homeworld of a pseudo-arachnid minor race. Name Karsaka Rommel Guukerrii ZUKHISA Ishkhigu Surogota Sharduuaan Barindra Kali GUDINA Pugaash Nulinad Harshad Gagukam Gingesh Jinendra ENINSISH SASHAR Khinumi Datawo Ebwathwa Rakesh Rasu Ushmigad Gasali Omprakash Dagemi ARAKAAD Sandardin Unsharshe Indara Aardimash Basic Data 0132 B540578-8 0134 B7B6859-A 0138 X763000-0 0139 B5749B9-6 0140 D3138AD-7 0231 C554557-6 0232 D533330-6 0234 D77A632-7 0238 B300367-A 0334 C786967-9 0337 B89687B-6 0338 A556894-A 0339 C459101-B 0340 B566425-7 0435 A42059C-C 0439 C656623-9 0535 C00098B-9 0536 D454A57-7 0537 D340553-A 0632 A58678C-A 0633 B4668DD-8 0636 D57A500-5 0637 B3407CG-C 0638 A432753-E 0640 D736778-6 0732 C110343-8 0738 C590404-6 0833 E68698A-9 0834 B667884-7 0836 D440523-6 0837 A675745-9 0839 C530372-9 Base Remarks De Ni Po Fl Ba Hi In Ic Na Ag Ni Hw Lo Ni Ni Wa De Lo Ni Va Hi TZ PBG 502 802 001 612 324 123 623 323 920 324 523 923 722 522 913 622 312 111 724 324 425 923 713 711 512 424 323 524 913 624 611 224 All Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Stellar Data F9 V M9 V F1 V F9 V G5 V* F1 V G9 V K8 V K3 V* [M6 III] K7 V G6 V* [M4 V] G7 V* [M4 V] M0 V* [K6 V] G4 V F7 V* M6 V M3 II* G8 V G0 V G5 V M0 III G2 V* A9 V G7 V* G5 V G5 V K9 V* M1 V K8 V K9 V M1 V* M7 V M1 V M9 V* K8 V* [F9 V] M5 V F6 V K2 V K3 V* M5 II M8 V* M9 V
Lo Ni Lo Ni De Ni Po Ag Ni As Hi In Na Hi De Ni Po Ag Ri Ni Wa De Po Na Po
S S N
De Lo Ni De Lo Ni Hi Ri De Ni Po Ag De Lo Ni Po
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Shuura
0840 C352234-6
Lo Ni Po
124
Im
F7 V
N) GIMUSHI SUBSECTOR
Another dense region of space, the Gimushi subsector is home to 34 systems. The world of Gimushi, for which the subsector is named, possesses the highest level of population in subsector with fifty billion inhabitants. The desert world of Gobi supports TL12 technology, the highest in the subsector. Name Tapawa Kewepab Akiar Dorado Kawatas Fathwaas Nazirah Ikkimam Vipan Dheeraj Jaleel Abse-eb Agnakhong Sibikaar LAZISAR Askaath Dharmendra Ardamashii Praveer Kaanada Gobi Nakhukir Ankheal GIMUSHI KENRASDA Nuri Mihirkiran PAMUSHGAR Janardan Aandii Anata Mordekai Gasadim Basic Data 0931 A68668A-9 0932 C668643-9 0936 D58A762-8 0940 E8C6268-A 1031 C68669C-B 1035 A6667AB-B 1036 C571112-5 1037 B632643-9 1038 CAB6498-8 1039 E201367-A 1040 D310565-A 1133 A54768A-9 1137 C539444-8 1139 A6597A5-9 1233 B55099D-B 1235 C66569B-8 1236 C84A210-5 1237 B525873-7 1238 C69A223-9 1239 B550685-8 1331 A550744-C 1332 D540433-5 1337 C330441-A 1431 EA86A86-7 1436 D240995-6 1531 C547211-6 1533 D536311-8 1537 C4409BB-B 1539 E345300-8 1540 B5A0520-A 1631 B202625-B 1633 C98A588-8 1635 B21088A-8 Base N S S Remarks Ag Ni Ri Ag Ni Ri Ri Wa Fl Lo Ni Ag Ni Ri Ag Lo Ni Na Ni Po Fl Lo Ni Ic Lo Ni Va De Ni Ag Ni Lo Ni De Hi Po Ag Ni Ri Lo Ni Wa Lo Ni Wa De Ni Po De Po De Lo Ni Po De Lo Ni Po Hi De Hi In Po Lo Ni Lo Ni De Hi In Po Lo Ni De Ni Ic Na Ni Va Ni Wa De Na TZ PBG 523 624 734 100 424 123 623 800 311 703 100 400 725 123 303 722 110 822 823 524 235 834 620 534 724 933 113 734 523 412 223 622 124 All Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Im Stellar Data M1 V G5 V K9 V* M7 V M9 V F6 V* G8 V K1 V K3 V* M7 V F8 V M8 V M7 V K7 III A4 IV K4 V* M9 II* M5 V G6 V* G7 V F6 V* G8 V M1 V M6 V* K4 V* M9 V G9 V G9 V* [M5 V] G6 V G7 V* M6 V K1 V M1 V* M8 V M9 V M2 V G6 V* M6 V M2 V G0 V G7 V* M3 V M2 V (M0 III G3 V) G5 V M2 V* G4 V* M3 V
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wapawab, being genetically determined, while the color is defined by manipulation of the mother's diet during formation of the egg. The Bwap world view derives from their primeval environment, and holds that each individual organism has its place in the wapawab or tree - a term now referring elastically to the family, blood lines, country, place of duty, and even the whole universe. Although this is not a religion, the Bwaps' adherence to their view is often described as religious or fanatical. As a direct result, Bwap enterprises are among the most ecologically sound in the Third Imperium. In dealing with Bwaps, humans and other races are usually struck by the race's apparent obsession with what they view as the proper order of things. While this results in efficient bureaucracies where Bwaps are employed in that capacity, many more impetuous races, including humans, can find dealings to be extremely long-winded and often tedious. Domain of Antares: One of six Imperial Domains, the Domain of Antares consists of Lishun, Antares, Mendan, and Amdukan sectors. Empty Quarter sector is located directly to trailing of the Domain of Antares. Domain of Gateway: One of six Imperial Domains, the Domain of Gateway contains Ley, Gateway, Glimmerdrift Reaches and Crucis Margin sectors. Empty Quarter sector is located directly to coreward of the Domain of Gateway. Gudina (Empty Quarter 0334 C786967-9): Given the predilection of Imperial bureaucracy for generating countless forms and files, there comes a time when the accumulated by-products of bureaucracy begin to take up far too much space, and must be shipped somewhere. Gudina is an example of a world dedicated to the warehousing and maintenance of these "artifacts." An Imperial resource world, Gudina receives regular shipments of bureaucratic data from the Imperial holdings within the Empty Quarter and adjacent subsectors, and houses them indefinitely. A practice started during the end of the First Imperium, the vaults at Gudina contain regional documentation over three millennia old. Dedicated Imperial civil servants receive, collate and warehouse every piece of information that arrives at Gudina. Many Bwaps consider Gudina an excellent place to retire, for this very reason. The World Library of Gudina allows Imperial citizens access to the public information that has been gathered and released by the Imperial Bureaucracy. Many prestigious academies through the Gamma Quadrant of Empty Quarter sector support campuses on Gudina, to take advantage of the incredibly diverse resources available. Hadiya (Empty Quarter 0328 A201215-C): Hadiya was originally settled by Solomani colonists of Arabic descent during the latter part of the Rule of Man. The colony died off, however, over the course of the Long Night. In 968, a subsector-based naval architecture firm established Hadiya Interstellar, Ltd., a small state-of-the-art shipyard dedicated to the construction of personal, one-of-a-kind transports, aiming mostly for the small but profitable noble yacht market. Although the shipyard is still small, Hadiya Interstellar, Ltd. hopes to leverage their mother firm's reputation to launch them into the shipyard market within Lentuli subsector. Hadiya has not at this time requested recognition as an Imperial world. As a result, the Bwap administration has classified the world as non-aligned, with all the tariffs and bureaucracy that such a designation entails. Hegemony of Lorean: An affiliate state of the Julian Protectorate, the Hegemony of Lorean controls a significant number of member worlds in the four corners region of Empty Quarter, Amdukan, Arzul and Stars End sectors. Despite the number of worlds under their rule, the Hegemony of Lorean has limited influence with the Julian Protectorate due to its limited ability to trade with other major trading or diplomatic entities. Within the Hegemony, however, the polity focuses most of its own political priorities on local development. Although the Hegemony of Lorean attempts to pursue relations with the Kkree outposts to trailing, the Kkree in general have expressed disinterest in the matter. Nonetheless, the Hegemony continues to promote such relations, in the hopes that regular trade between the Kkree and the various affiliate states of the Julian Protectorate would increase both the importance and the influence of the Hegemony in interstellar affairs. Julian Protectorate: A response to Imperial aggressions during the Julian War (175 to 191), this interstellar polity neighbors the Imperium. In its loosest definition, the Julian Protectorate is a trade confederation and defense alliance of worlds within the four corners region of Mendan, Amdukan, Empty Quarter and Antares sectors. All member worlds (and in some cases individual member nations on balkanized worlds) conduct their own diplomacy and maintain their own armed forces, giving little power to the central authority of the Julian Protectorate on Asimikigir (Amdukan 0223 A684A87-E). The Protectorate, however, does give structure to the community of states. It mediates disputes, provides a set of interstellar laws, and promotes communication and cooperation. It also has a standing armed service, the Star Legion, used for patrols and in crisis situations. While Vargr and humans populate the Julian sectors in almost equal proportion, the distribution is not homogeneous. Individual world populations vary widely in their human/Vargr ratios. As a rule, though, Vargr are less common closer to Gashikan sector. Other races also exist in the protectorate, but humans and Vargr clearly predominate. Most others tend to remain on their respective homeworlds. Two additional races also play an interstellar role: a large, somewhat aggressive saurian race called the Hhkar and, to a lesser degree, the Bwaps. The primary languages of the Julian Protectorate are Galanglic (a dialect of that spoken in the Third Imperium) and Irilitok (a language spoken by most Vargr within the Domain of Antares.) Julian War (175 to 191): A war initiated by the Imperium, under Emperor Martin I, to annex the sectors of Meshan, Mendan, and Amdukan. After nine years of negotiation and diplomatic maneuvering with the many confederations of the area (each a member of a larger confederation), Martin mobilized the Imperial Navy against these states. In the first three years of the war, Imperial fleets pushed deep into Mendan sector, capturing the capital world of Lasla and several important industrial worlds. In 178, however, a minor bureaucrat in the government of the capital of a confederation in Amdukan sector had risen to power there and gathered around himself an alliance of neighboring confederations. This bureaucrat then proposed a defensive confederation encompassing all three sectors under attack. This state, the Julian Protectorate (named for its founder), fought sporadic battles, doing its best to push back the Imperial fleets. Then, in 185, concentrated Protectorate fleets crossed the Lesser Rift in an end run against Antares, and with deep raids against the Imperial Depots in Antares and Ley sectors. With two local depots destroyed, the Imperium withdrew its fleets to protect its internal communication lines. The Protectorate fleets then concentrated on the Antares cluster, a lightly defended group of worlds, which fell easily to their advances. Using these worlds as a base, the forces of the Protectorate carried the war into the Imperium. In 190 the Imperium lost several battles in attempting to retake the Antares cluster, and Martin I became convinced that the Protectorate could not be pressed into the Imperium, and gave up the fight. However, the war did not end there, as the Protectorate insisted on keeping a hand in the Antares cluster. The peace treaty included Stellar Reaches Issue #1, Winter 2005 Page 10
the establishment of the League of Antares as a compromise, ending the war in 191 on the Protectorate's terms. Ka-aswa (Empty Quarter 1230 A8698A7-B): Possessing a number of bwap crches significantly involved in the Yogesh subsector, Ka-aswa is much less restrictive than many Bwap-dominated worlds. The Imperial Governor of Ka-aswa, Sir Leonard Makhishkusa, is well received by both the human and Bwap populations of Ka-aswa. The Administrative Academy of Ka-aswa is a highly appraised institution of higher learning in the fields of diplomacy and Imperial bureaucracy, known throughout the sector and beyond for the quality of their graduates. League of Antares: An autonomous region within the Imperium. The worlds were originally pressed into the Imperium in 89 during the Antarean Pacification Campaign. The worlds were occupied by the Julian Protectorate during the Julian War. When regained for the Imperium at the end of the war, the peace terms included a mandate that the League of Antares be given limited autonomy for control of trade, commerce, and internal affairs. The autonomy of the League served as a model for the later establishment of the Solomani Autonomous Region. Mikik (Empty Quarter 0228 X340975-5): Originally settled by persecuted religious fanatics during the late Rule of Man, the world of Mikik became extremely xenophobic after an unfortunate incident involving raids by offworlders during the Long Night. Lacking both the means and the drive to maintain contact with other worlds, Mikik's level of technology has slowly degraded to TL5. Divided by their xenophobia and general intolerance of others, there is little wonder that Mikik is ruled by numerous national governments, their hatred for one another surpassed only by their hatred and fear of offworlders. Pamushgar (Empty Quarter 1537 C4409BB-B): Originally a mining colony during the early Rule of Man, Pamushgar thrived during the Long Night and entered the Third Imperium with a very high population and a heavy industrial infrastructure intact. Formerly governed by an impersonal Tri-Bureaux system inspired by ancient Vilani practices, Pamushgar suffered Civil War a few decades ago, which overturned the centuries-old bureaucracy. The rebellions leader, Baron Emil Kantuun, took charge of the local government initially to support an interim government until the specifics could be finalized and elections held. That was forty years ago, and Baron Kantuun still rules his world's government as a military leader. Offworld news source occasionally receive reports of guerilla fighting in outlying provinces, but the Pamushgar interim government categorically denies any unrest among the world's sizable population. Rasu (Empty Quarter 0637 B3407CG-C): Rasu demonstrates what can be accomplished by the extremes of human fanaticism and ideology. Conceived as a Utopia colony, Rasu is indeed free of crime, depravity and immorality, a state that is maintained by due diligence by the local population. The Grand Assembly, the governing body of Rasu, pays a bounty to those that turn in their neighbors or even outsiders for violations to the Assembled Orders, and the native population is raised with the belief that the preservation of Rasus way of life is of paramount importance. The fact that the Assembled Order is a body of laws and regulations riddled with minutiae, that the local law enforcement are highly responsive to such reports, and that many violations are punishable by heavy fines, imprisonment, death or exile earns this small world an Amber Zone rating according to the Traveller's Aide Society. Despite the beauty of the world, the Travellers Aide Society does not recommend outsiders leaving Rasus quite extensive starport facilities. Satha-a-atta-wapawab: Loosely translated as Elder of the Crche, the Satha-a-atta-wapawab serve their crche combining aspects of mentors, seekers, diplomats and priests. One of their primary duties is to teach young Bwaps about the Wepawab philosophy, which governs a Bwaps very existence. Additionally, Satha-a-atta-wapawab provide mediation and guidance for crches, and explore nearby worlds gathering information and experience that will aid their people and the pursuit of the Wapawab. Star Legion: The interstellar navy of the Julian Protectorate, the Star Legion is an interstellar service performing patrols and military actions in crisis situations in support of the Protectorates member worlds. The Star Legion often works in conjunction with a member states own military forces. Surogotans: The name used by Imperials to describe the minor race known as the Xurokotani. Surogotans are a minor race originating on Surogota (Empty Quarter 0231 C554557-6.) Discovered by the Vilani during the First Imperium, the insectile Surogotans became primitive supporters of Vilani culture and trade due to their limited technological advancement. Surogotans are biologically classified as octapedal, homeothermic, endoskeletal, asexual and pseudo-arachnid. In general, Surogotans appear quite spider-like, with eight multi-jointed legs that support the bulbous carapace that forms the Surogotans body. Highly dexterous mandibles allow the Surogotans the ability to perform fine manipulations, thus granting some measure of control over their environment. The Surgotans possess a closed circulatory system and breathe a standard oxygen-nitrogen mix compatible with ranges comfortable to humaniti. Although Surogotans possess internal skeletal support, chitinous plates serve to protect Surogotans from the dangerous wildlife of their native homeworld. Despite their limited technological advancements, the Surogotans are very competent in the field of medicine and biotechnology, and often implement native wildlife bred or manipulated to duplicate the functions of Imperial technology. With proper training, Surogotans make very competent doctors and surgeons, although their approach to medicine is often more holistic than intrusive. A certain level of technological complexity and functionality has greatly inhibited Surogotan advancements in the field of biotechnology, causing the Surogotans to use a mixture of Imperial and native technologies to maintain a steady TL6. Several Imperial scientists are engaged in a research project to see how far Surogotan practices might evolve with technologically advanced biomedical training and support, but the rewards and cultural impact are unlikely to be seen for decades, if not centuries. Tap-a-wewaka-atapas: Translated into Galanglic as the Guardians of Order, the Tap-a-wewaka-atapas preserve and enforce the Bwappish philosophy of Wapawab. When the Atapas-atta-wapawab requires information or enforcement of a decision, it is the Tap-a-wewaka-atapas that takes the Councils direction and transforms it into a reality. While the Tap-a-wewaka-atapas are not officially sanctioned or recognized by the Third Imperium, nonetheless they command a significant amount of respect and influence among Bwap crches. Wapawab: Often translated as the Tree of Life, Wapawab is the philosophy that dominates Bwappish culture. The central core of the Wapawab philosophy is that every individual serves a specific duty and fulfills a specific role within their pawab (literally, tree, but now used to refer to ones immediate social organization.) From the races history, this belief system encompasses a strong sense of ecological preservation, based on the interaction of the Bwaps with the environment of their homeworld. Socially, the interwoven relationships between individuals emphasizes Stellar Reaches Issue #1, Winter 2005 Page 11
a strong sense of order and propriety. Each individual Bwap prizes their individual and unique roles as components of a vast, interlocking pattern of relationships with one another and the world about them. Yogesh (Empty Quarter 1328 A420599-C): The factories of numerous subsector-wide robotics firms located on the desert world of Yogesh supply many of the general purpose robots shipped within Empty Quarter's Gamma Quadrant. With a booming computer and robotics industry, Yogesh hosts the respected Sinkiaan Robotics Conference every five years. Sponsored by the Sinkiaan Institute, this hundred-day conference showcases local achievements in robotic engineering, in a manner similar to the Shudusham Robotics Conference held on Shudusham (2214 Core.) The next Sinkiaan Robotics Conference is scheduled to begin on 120-993. The next Shudusham Robotics Conference runs the entire duration of Imperial Year 994.
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FEATURE ADVENTURE
SPECIAL DELIVERY TO GUDINA
By Jason "Flynn" Kemp
INTRODUCTION
Special Delivery to Gudina is a One Act Adventure in the EPIC style, an adventure writing format originally proposed by Travellers creator, Marc W. Miller. The EPIC adventure style presents adventures in a loosely related series of Acts and Scenes, creating a more freeform approach to scenario presentation. Within this loose framework, the Referee can present Scenes in whatever manner is appropriate to the unfolding story, merely needed to cover any indicated Key Scenes before moving on to the next Act. For more information on the EPIC format, consult the following article which can be found online: http://www.traveller5.com/ EPIC.html Special Delivery to Gudina is written as rules-light as possible, so that Referees can more easily utilize the adventure with their favorite version of the Traveller rules. However, when the need for rules arises, the author has elected to support both the CT and T20 rule sets. Therefore, when game mechanics are required, notes are provided for both systems. This adventure is set with the Gamma Quadrant of the Empty Quarter sector. Readers interested in learning more about this region of space are encouraged to read the accompanying article elsewhere in this issue of Stellar Reaches. Although the adventure is set in this locale, Referees should have very little problem in adjusting this adventure to fit their own campaign setting, replacing world details and adding encounters appropriate to their campaign setting as necessary.
last few months, Dr. Karrkarzrouk has been following Wassasskawe, waiting for an opportunity to retrieve the relic. The Vargr scientist has learned enough about Wassasskawe to know that the Bwap was originally headed towards Gudina, to turn the item over to Sebabpawa, a professional rival of Dr. Karrkarzrouks in the field of Xeno-archeology. Driven by the desire to discover the site of the ruins that produced the artifact and announce that discovery to the academic world, the Vargr scientist will do whatever he can to retrieve the item by whatever means are necessary. When Wassasskawe gives the item to one of the PCs to deliver to Sebabpawa, the PCs become Dr. Karrkarzrouks next target.
BACKGROUND
Wassaskawe has served in the Communications Branch of the Imperial Interstellar Scout Service. During his career, the Bwap Scout has traveled over the rimward half of the Empty Quarter sector and the Imperial worlds of the coreward half of Ley sector. Ever thoughtful of his crche mates back on Gudina (Empty Quarter 0334 C786967-9), the well-traveled Wassasskawe seeks out unusual gifts and such to send home. In particular, he enjoys finding small culturally distinctive items for his mentor, the Sathaa-atta-wapawab (or crche elder) Sebabpawa. Sebabpawa has recently retired from his academic position as Professor of Xenoarcheology at the Gudina Imperial University, dedicating more time to his position as an Elder in service to the crche. A few months ago, Wassaskawe found a curio dealer on Hebrin (Empty Quarter 1930 B550A88-9) with an intriguing little trinket. Wassasskawe was unable to identify its origin, and felt that his mentor Sebabpawa would enjoy the challenge of trying to determine the items cultural origins. After a little bit of a bidding war with another interested party, Wassasskawe procured the item and has brought it back with him, intending to deliver it to Sebabpawa when he took his leave on Gudina. Unfortunately, with the Solomani Rim War raging several sectors to rimward, Wassasskawe has received a change in his orders: his leave has been cancelled, and hes being ordered back to Ley sector to replace Xboat pilots that have been sent to the battle lines. Instead of delivering the item personally, the Bwap Scout has sought out a ship traveling to Gudina, with the intent to hire a crewmember of that vessel to deliver the item for him. This is where the PCs enter the story. Unbeknownst to either Wassasskawe or the PCs, the trinket actually comes from ruins discovered accidentally somewhere to coreward. A Vargr scientist, Dr. Denzo Karrkarzrouk, suspects the true origins of trinket, but was unable to outbid the enthusiastic and rather bureaucratic Bwap back at the curio shop on Hebrin. For the Stellar Reaches
the session if they feel it would benefit their campaign.) If the PCs agree to deliver the package, Wassasskawe will give them a small package roughly 10 cm wide, 5 cm tall and 30 cm long (or approximately four inches wide, two inches tall and twelve inches long), as well as papers identifying the contents as an indigenous cultural decorative piece from Hebrin. Attentive characters might catch a glimpse of a Vargr some distance showing interest in the transaction (T20: Spot skill check, DC 20, to notice; CT: Roll 8+ on 2D6, DM +1 if Int 10+, to notice). If the party does decide to confront the Vargr, Dr. Denzo Karrkarzrouk, he will avoid contact if possible and deny any interest or involvement if he cant elegantly get out of the situation. Over the course of the rest of the adventure, the Referee is encouraged to describe each planetary stop along the way, using the information provided below under Related Library Data to help make the journey as immersive and enjoyable as possible.
package. Second, it provides a scene with some action for those characters that feel the need for such. Feel free to be descriptive with the environment of the battle scene, as the thugs use local terrain features such as crates or doorways for cover if guns start firing, or as they jump down to land behind the party members to cut of f their retreat. Making use of such color helps the scene stand out for the players involved, and potentially adds a cinematic element to action sequences such as this one.
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If the characters decide to sell the package based on whatever deal they make with Master Floviak, they can enjoy their monetary earnings, but will find that the rest of the humans offerings are merely convoluted lies. What the players decide to do with that information lies beyond the scope of this particular adventure, but Referees are encouraged to creatively pursue the characters efforts to address this issue, creating their own adventures from the results of those actions. (While Dr. Karrkarzrouk appears in later adventures of this series, theres no reason why his role cannot be replaced by another interested party, should the characters deal with the poor scientist and remove him from the future of the ongoing storyline.)
origins of this artifact will be covered in future issues of the Stellar Reaches fanzine.)
CONCLUSION
Sebabpawa will be very appreciative of the partys involvement in delivering the device to him, and will that the adventurers join him for a celebratory meal of sushi as he seeks further details on events surrounding the alien device. At that point, he will ask if the party would be interested in helping him find the origins of this unusual trinket. Sebabpawa is willing to charter their vessel (or hire them as crew for a lab ship, if they dont have a vessel of their own), thus opening the way for the next adventure in this series. The Bwap scientists destination: Hebrin (Empty Quarter 1930 B550A88-9)! (Future adventures of Sebabpawas quest for the Stellar Reaches
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Eninshish (Empty Quarter 0535 C00098B-9): Eninshish is the only asteroid belt that serves as a mainworld within the confines of the Gamma Quadrant of the Empty Quarter sector. Although other belts are mined, none hold mainworld status, nor do they attract quite the population that Eninshish has garnered over the years. Due to the incredibly rich nature of the principal Eninshish belt, the system is a heavy industrial region for the Nulinad subsector. The Eninshish system also hosts an annual interplanetary racing event known as the Kalin-Vaento Classic, which receives a significant amount of attention within the deep space sports subculture of this region of space. Gingesh (Empty Quarter 0435 A42059C-C): Although too dry to serve as the home for Bwap crches, nonetheless they would find themselves at home in the relatively restrictive nature of Gingeshs overly-bureaucratic government. Originally settled as a colony world during the First Imperium, the various departments of the original colonial corporation survive to today in the form of independent agencies that provide civil service to the general population of Gingesh. The Board President, appointed by joint committee after a quite exhaustive and grueling interview process, speaks publicly for the Board of Directors, but the true political power lies in the hands of the Agency Managers that lead each agency. Gudina (Empty Quarter 0334 C786967-9): Given the predilection of Imperial bureaucracy for generating countless forms and files, there comes a time when the accumulated byproducts of bureaucracy begin to take up far too much space, and must be shipped somewhere. Gudina is an example of a world dedicated to the warehousing and maintenance of these "artifacts." An Imperial resource world, Gudina receives regular shipments of bureaucratic data from the Imperial holdings within the Empty Quarter and adjacent subsectors, and houses them indefinitely. A practice started during the end of the First Imperium, the vaults at Gudina contain regional documentation over three millennia old. Dedicated Imperial civil servants receive, collate and warehouse every piece of information that arrives at Gudina. Many Bwaps consider Gudina an excellent place to retire, for this very reason. The World Library of Gudina allows Imperial citizens access to the public information that has been gathered and released by the Imperial Bureaucracy. Many prestigious academies through the Gamma Quadrant of Empty Quarter sector support campuses on Gudina, to take advantage of the incredibly diverse resources available. Kalin-Vaento Classic: The Kalin-Vaento Classic is an interplanetary sporting event hosted each year in the Eninshish system without fail since 671. The course of the race changes from year to year, but each course focuses on speed, endurance, defensive capacity and agility for a variety of ship size ranges, ranging from smallcraft to 1000-dton light cruisers. Shipyards within the Nulinad subsector and adjacent subsectors participate in this event to demonstrate their new product lines. Due to the media focus that the Kalin-Vaento Classic winning entries receive, many budding independent naval architects and small shipbuilding firms attempt to enter their unique designs in an effort to win recognition in the fields of spacecraft design and construction. Khinumi (Empty Quarter 0537 D340553-A): Settled by Vilani colonists late in the First Imperium, Khinumis culture changes significantly with a second wave of settlers during the Solomani expansion of the Rule of Man. Sadly, the world never fully recovered from the collapse of the Long Night. Khinumi has only recently advanced to the level of technology once possessed before the Rule of Man collapsed, and credits much of its success to its technocratic form of government, as well as investments made by the Imperial Interstellar Scout Service during the Grand Survey three hundred years ago.
Nulinad (Empty Quarter 0338 A556894-A): One of the more populated worlds of the subsector that bears its name, Nulinad has always held an important place in the subsectors economy. Formerly home to the provincial offices of the Vilani bureauturned-megacorporation Makhidarun in this region of space, Nulinad still retains a significant industrial infrastructure. Many corporations at and above the subsector level have regional offices on the planets surface. Pugaash (Empty Quarter 0337 B89687B-6): Despite Pugaashs level of population, its inability to support and sustain competitive technology has limited its ability to exert interstellar influence, unlike its neighboring system, Nulinad. Originally settled as a religious retreat during the early days of the Rule of Man, divergent belief systems split the original theocracy into several world powers, three of which have survived until today struggling to become the governing body of the worlds population.
SUPPORTING CAST
In order to assist in running the adventure, the following stats for the various NPCs encountered in this story are provided. Referees may feel free to change them as needed, in order to tailor the adventure to fit their characters and campaigns. Wassasskawe Born in the Asa-wakawa-wapawab Crche on Gudina, Wassasskawes path in service to the wapawab has led him into the Imperial Interstellar Scout Service, probably under the influence of his mentor, the Satha-a-atta-wapawab Sebabpawa. Dedicated to the IISS, Wassasskawe has served two terms within the Communications Branch, serving aboard both X-boats and scout/ couriers along Imperial communication routes in Empty Quarter and the coreward half of Ley sector. While he enjoys learning about new cultures and other races, he has a hard time relating personally with non-Bwaps because of their generally poor understanding of Bwap rituals and the wapawab. He continues to make the effort, however, despite his frustrations, because of the rich insights such encounters provide into other cultures. T20: Wassasskawe (Scout 3) TL14 Medium bwap Stamina 11, Lifeblood 7; Init +0; Speed 6 m (4 squares); Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit) Str 6, Dex 11, Con 7, Int 10, Wis 11, Cha 10, Edu 12, Soc 10 SV Fort -1; Ref +2; Will +2; ATTACKS: Weapon Hit Damage Rng-M Rng-S Crit ROF Rnds Laser pistol +2 2d10 36 24 20 1 50 Fist +3 1d4-2 20 Skills: Pilot +6, T/Engineering +7, T/Communications +7, P/ Survey +3, Gunnery +3, Survival +3, Gather Info +3. Feats: Vessel (grav, starships, ships boat), Armor (light, vac suit), Weapons (marksman, laser, ships weapons), Brawling, Bwap Ritualism. Equipment: vac suit-14, laser pistol, communicator, hand computer-14. CT: Wassasskawe 474787 Scout Terms 2 Age 26 Pilot -1, Engineering-1, Communications-1, Grav Vehicle-0, Vacc Suit-0, Laser Pistol-0, Brawling-0 Sebabpawa For the last two decades, Sebabpawa has been a Professor of Xenoarcheology at the Gudina Imperial University. Over the last five years, he has also been honored with the role of Satha-a-attawapawab, or Elder of the Crche. The twin responsibilities of academic and elder finally took their toll, and Sebabpawa retired from the University to pursue his responsibilities to the crche. More accomplished than most of his kind at dealing with other races, Sebabpawa sees Wassasskawes gift as an opportunity to Page 16
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pursue both of his lifes interests once again, and do so in harmony with the wapawab. T20: Sebabpawa (Academic 7) TL9 Medium Bwap Stamina 7, Lifeblood 6; Init +0; Speed 9m (6 squares); Armor Class: 10, Armor Rating: 0 Str 6, Dex 10, Con 6, Int 12, Wis 11, Cha 12, Edu 15, Soc 15 SV Fort +0; Ref +4; Will +4; ATTACKS: Weapon Hit Damage Rng-M Rng-S Crit ROF Rnds Fist +1 1d3-2 20 Skills: Decipher Script +11, Driving +10, Gather Information +11, K/Xenoarcheology +13, Leader +11, P/Administration +12, Speak Languages +4 (Galangic, Bwap, Irilitok, Sopas, Vilani, Old High Vilani, Standard Luriani), T/Computer +12, T/Medical +8, Use Alien Devices +10. Feats: Bwap Ritualism, Bwap Tolerance, Research (K/ Xenoarcheology), Skill Focus (K/Xenoarcheology), Advanced Research (K/Xenoarcheology), Connections (Academic), Mental Discipline, Pseudo-Eidetic Memory, Vehicle (Wheeled), XenoEmpathy. Equipment: communicator, hand computer-12, numerous books on xenoarcheology, silver band artifact. CT: Sebabpawa 4748AA Bwap age 38 5 terms Admin-2, Computer-2, Leader-1, Medical-1, Wheeled Vehicle-0, Xenoarcheology-2 Dr. Denzo Karrkarzrouk For over fifteen years, Dr. Denzo Karrkarzrouk has struggled to rise within his chosen field, but Vargr and academic success do not usually go hand in hand. He has performed reasonably well, enough to earn the recognition of the dean of Xeno-archeology at the Hebrin Academy, where he taught classes to undergraduates until a few months ago. For some time, Denzo has longed for the discovery that will make him a success, a leader of the pack in the academic world. The chance encounter with the young Wassasskawe at the curio shop in Hebrins Startown provided Dr. Karrkarzrouk with what might be a golden opportunity to finally achieve that success. For a Vargr seeking prestige among his chosen group, a previously unknown archeological site could propel him forward as a leader of the pack. T20: Dr. Denzo Karrkarzrouk (Academic 6) TL9 Medium Vargr Stamina 12, Lifeblood 10; Init +2; Speed 12m (8 squares); Armor Class: 12 (+2 dex), Armor Rating: 0 Str 8, Dex 14, Con 10, Int 15, Wis 8, Cha 10, Edu 14, Soc 10 SV Fort +2; Ref +5; Will +2; ATTACKS: Weapon Hit Damage Rng-M Rng-S Crit ROF Rnds Fist +3 1d3-1 20 Skills: Bluff +9, Decipher Script +11, Driving +7, Gather Information +9, Intimidation +9, K/xeno-archeology +11, P/administration +8, Piloting +6, Speak Languages +1 (Galangic, Irilitok, Sopas, Vilani, Old High Vilani), T/astrogation +5, T/computer +11, T/ electronics +6, T/mechanical +6, Use Alien Devices +8. Feats: Research (K/xenoarcheology), Skill Focus (K/ xenoarcheology), Vehicle (Wheeled, Starship), Armor (Vac Suit), Advanced Research (K/xenoarcheology), Connections (Corsairs), Mental Discipline, Xeno-empathy. Equipment: communicator, hand computer-12, numerous books on xenoarcheology. CT: Dr. Denzo Karrkarzrouk 597A97 Vargr age 34 4 terms Admin-1, Computer-2, Electronics-0, Mechanical-0, Navigation-0, Pilot-0, Wheeled Vehicle-1, Xenoarcheology-2
Thugs Referees can use the following statistics for the thugs that Dr. Karrkarzrouk hires to do his dirty work in Act Two of this adventure. T20: Young Thug (Rogue 3) TL10 Medium Human Stamina 15, Lifeblood 12; Init +1; Speed 9m (6 squares); Armor Class: 13 (+1 dex, +2 jack), Armor Rating: 2 (+2 jack) Str 11, Dex 12, Con 11, Int 10, Wis 10, Cha 10, Edu 9, Soc 8 SV Fort +1; Ref +4; Will +1; ATTACKS: Weapon Hit Damage Rng-M Rng-S Crit ROF Rnds Autopistol +3 1d10 45 30 20 1 15 Dagger +3 1d4 3 2 19 Fist +4 1d4+1 20 Skills: Bluff +6, Driving or Piloting +7, Gather Information +3, Hide +5, Intimidate +6, Move Silently +5, Spot +3. Feats: Armor (Light, Medium), Weapon (Swordsman, Marksman), Toughness, Brawling, Carousing, Fence Stolen Goods, Vehicle (Wheeled or Grav). Equipment: jack armor, dagger or autopistol. CT: Young Thug 787765 Human age 22 1 terms Brawling-1, Wheeled or Grav Vehicle-1, (Weapons as needed)-0 Referees can use the following statistics for the thugs that Dr. Karrkarzrouk hires for the confrontation in Act Four of this adventure. T20: Experienced Thug (Rogue 6) TL10 Medium Human Stamina 27, Lifeblood 12; Init +5; Speed 9m (6 squares); Armor Class: 15 (+1 dex, +4 flak), Armor Rating: 4 (+4 flak) Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10, Edu 9, Soc 8 SV Fort +2; Ref +6; Will +2; ATTACKS: Weapon Hit Damage Rng-M Rng-S Crit ROF Rnds Autopistol +5 1d10 45 30 20 1 15 Dagger +5 1d4 3 2 19 Fist +6 1d4+1 20 Skills: Bluff +9, Driving or Piloting +10, Gather Information +4, Hide +6, Intimidate +9, Move Silently +7, Spot +5. Feats: Armor (Light, Medium), Weapon (Swordsman, Marksman), Toughness, Brawling, Carousing, Fence Stolen Goods, Vehicle (Wheeled or Grav), Improved Initiative, Spot Trouble. Equipment: flak jacket, dagger or autopistol. CT: Experienced Thug 797765 Human age 34 4 terms Brawling-1, Carousing-1, Wheeled or Grav Vehicle-2, (Primary Weapon)-1, (Secondary Weapons)-0
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STARSHIP DATASHEET
GUARDIAN-CLASS TL12 100-TON RUNABOUT VESSEL
Medium Starship With the recent advancement of Marhaban (Lentuli/Empty Quarter 0426 A4698AB-C) to TL12, the Grand Council of Crches commissioned a series of designs for a new Runabout vessel capable of Jump-3, to be used by the Tap-a-wewaka-atapas (Guardians of Order) in the preservation and protection of the Wapawab. Before then, the bwap Guardians of Order used the Guardian-class Runabout vessel, a simple Jump-2, Maneuver-3 vessel that has been in production since the early days of the Third Imperium. Classified by Imperial Starport Authority classifications as a Provincial Courier (Type CP), the Guardian-class Runabout vessel sees significant use in the Empty Quarter sector and the coreward-trailing quarter of the Third Imperium. This wedge-shaped vessel is built within a 100-ton hull. It carries a Maneuver drive capable of 3-G acceleration, as well as a Jump-2 drive, and the fuel capacity for one two-parsec jump. The power plant provides enough energy to power both the Jump drive and the Maneuver drive simultaneously, with sufficient excess energy to power the laser battery. The Guardian-class is typically armed with one battery of beam lasers. The runabout carries five small cabins, three for the ships crew and two for passengers. This vessel does not normally carry subcraft, but does come equipped with a wallowing pond for the comfortable transport of aquatic and amphibious creatures. The Guardian-Class's 4.9-ton cargo hold is primarily used to carry emergency supplies or similarly sensitive cargo. The Guardian-Class Runabout Vessel requires a crew of three: one pilot/astrogator, one engineer and one gunner. The Guardian-Class starship costs MCr85.136 new, and takes 9 months to build. TL12 100-TON RUNABOUT VESSEL Class: Spacecraft, Runabout (Type CP) Tech Level: 12 Size: Medium (100 tons) Streamlining: Streamlined Jump Range: 2 Acceleration: 3-G Fuel: 30 tons Duration: 4 weeks Crew: 3 Staterooms: 0 Small Cabins: 5 Bunks: 0 Couches: 0 Low Berths: 0 Cargo Space: 4.9 tons Atmospheric Speeds: Cruising = 3975kph Cost: MCr85.136 (new) NoE = 1325kph Maximum = 5300kph
EP Output: 9 (0 excess) Agility: 0 (+0 EP) Initiative: +0 (+0 agility) AC: 10 (+0 agility) Repulsors: None Nuclear Dampers: None Meson Screens: None Black Globes: None AR: 0 SI: 100 Main Computer: Model/3 (42/12) Sensor Range: Medium (Model/3) Comm. Range: Medium (Model/3)
Battery: One triple turret; 3 beam lasers; +3 attack bonus (+3 USP); Damage 3d8.
Other Equipment: TL12 Fuel Purification Plant, Fuel Scoops, 2-ton Wallowing Pond. TAS Form 3.1 (Condensed)
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WILDLIFE ENCOUNTERS
PRAVEER SNAPDRAGONS
By Jason "Flynn" Kemp Native to the arboreal canopy of the jungles of Praveer (Empty Quarter 1238 C69A223-9), the Praveer Snapdragon strongly resembles a winged snake about half a meter long and two to three centimeters thick. Typical snapdragon hides are a deep orange with brown striations, but coloration can range from deep reds to yellows tinged with green. Since the snapdragons have become a successful export in the exotic pet market, an increasing number of albino snapdragons have started to appear. The Praveer snapdragon has a tapered, sinuous body, with two bat-like wings approximately a quarter of the way down the body from the head. They, like other creatures native to Praveer, have only one gender, and can only breed by mating with other creatures of their kind. (Chemical markers in the sex cells render it impossible for a Praveer snapdragon to naturally fertilize itself. Some breeders have found modern medical means to bypass this natural genetic "safety feature" when breeding snapdragons off Praveer.) The snapdragon goes into estrus once every 80+2d8 days, and desperately seeks a mate for the next 2d4 days, until their "heat" is over. Snapdragons tend to make hissing and clicking sounds, and enjoy insectoid creatures and simple proteins as part of their diet. Traders have found that Praveer snapdragons make excellent pets. Over a period of a few weeks, a snapdragon will bond with its owner, and become very affectionate and responsive. Their native intelligence makes the snapdragon highly trainable, and combined with their bonded devotion to their master, they may learn a number of complicated tricks. The Praveer snapdragon becomes very calm, almost sedate, while in jumpspace (except during estrus), making them excellent shipboard pets. The snapdragon sells well to spacers, in particular, due to an urban legend (or perhaps an excellent marketing ploy) which holds that the snapdragon reacts poorly to misjumps, but there is no scientific evidence to back up these claims. Despite that, some spacers take a snapdragon as a pet or ship's mascot, using them much as primitive miners might use small animals to detect gas leaks underground, believing that a restful snapdragon indicates a successful jump.
PRAVEER SNAPDRAGON
Size: Type: Stamina: Lifeblood: Initiative: To Attack: To Flee: Speed: AC: AR: Attacks: Damage: Saves: Abilities: Skills: Feats: Special Abilities: Climate/Terrain: Organization: Tiny (3 kg) Flying Carnivore/Pouncer 1d10-3 (3) 4 +4 (+4 Dex) If surprise If surprised 3m (2 squares), fly 9m (6 squares; perfect) 16 (+2 size, +4 Dex) 0 bite +7 melee bite (1d8-5/20 + poison) Fort +0, Ref +10, Will +1 Str 4, Dex 18, Con 4, Int 4, Edu -, Wis 4, Cha 8, Soc Hide +15, Listen +0, Move Silently +7, Spot +0, Survival -2 Alertness, Flyby Attack, Stealthy Poison (Damage 1 Dex/1d3 Dex; Fort DC 10), Scent Warm forest, hills and marsh Individual
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PATRONS
POLARIS MIKHAELSON
By Jason "Flynn" Kemp Patron Type: Scientist Necessary Skills: Appropriate spacefaring skills Necessary Equipment: Free Trader, Far Trader or similar trading vessel Locale: System's starport Player's Information: Either through official channels (should the characters publicly post their capacities seeking cargo or passengers) or through "bumping into" one of the crew members, a graduate student named Polaris Mikhaelson discusses the possibility of transporting himself and a small cargo of live animals (specifically Praveer Snapdragons, as described elsewhere in this ) to the ship's next destination, basically amounting to two tons of pressurized, climate-controlled cargo space required for transport. Polaris can present documentation proving that the creatures are under his care, that they are safely kept for transport, and that he is qualified to tend to the creatures. Once the characters accept his offer, Polaris will then ask that he be allowed to tend to the snapdragons twice a day, including feeding and general caretaking. He is willing to pay some form of fee or deposit as insurance against any incidents, and is also willing to comply with whatever security measures the crew assign to him, so long as it does not harm or interfere with the snapdragons. If asked about the creatures, he'll respond that he is transporting them to his university, where they will be observed in captivity for purposes of improving breeding technologies. Referee's Information: If the characters check Polaris's background, they will find that he is actually what he says he is, and that the snapdragons are indeed university property. All of the paperwork appears to be legitimate. After the snapdragons are loaded into the cargo hold, Polaris will dote on them constantly, as much as he is allowed by the crew. 1. All is as presented above. The Jump generally proceeds with only a few minor incidents, mostly inconveniences that highlight an otherwise uneventful jump. 2. Polaris's actual graduate thesis is on the effects of Jumpspace on Praveer snapdragons, in an effort to determine the actual manner by which snapdragons determine they are in jumpspace. Aside from his motives, all is as presented above. The Jump generally proceeds with only a few minor incidents, mostly inconveniences that highlight an otherwise uneventful jump. 3. As number two, above, except that several of the snapdragons prematurely go into estrus, becoming very erratic and irritable. Given the urban legends in regards to their behavior during misjumps, this may cause some speculation and concern, particularly among the more superstitious passengers and crew members. 4. As number two, above, except that Polaris's thesis is actually on the effects of Misjumps on Praveer snapdragons. Over the last six months, he's intentionally sought out ships that appeared prone to Misjumps, but to no avail. Getting desperate and running out of grant money, Polaris has hired some unscrupulous ground crew to sabotage the ship in an effort to increase or even gaurantee a Misjump. Aside from that, the Jump proceeds with only minor incidents (unless, of course, Polaris's plan to force a Misjump succeeds.) 5. Polaris's background is legitimate, but his purposes are not. Pirates interested in stealing a ship have kidnapped Polaris's travelling companion, his long-term girlfriend Alissa Schromberger, and are using her to force Polaris to sneak several pirates onboard the ship, hidden in secretive compartments amidst the snapdragons' transport containers. On the first night after the ship entered Jumpspace, the pirates intend to leave their hiding places and take the ship while the crew sleeps. If they are successful, the pirates will rendevous with a corsair vessel in the destination system. The actual encounter with the pirates and the final disposition of the characters, if captured, is left as an exercise for the creative Referee. 6. As number two, above, except that, unknown to Polaris, one of the Praveer snapdragons carries an infectious disease that is debilitating or even deadly to humans. Polaris is the first to contract the disease, and spreads it to others as he interacts with the crew and other passengers before his condition deteriorates. By the time the ship returns to normal space, it might be considered a plague ship by the locals of the destination system and ordered into some form of quarantine until the crew and passengers can be treated. The specific details of the disease are left to the individual Referee, but it is suggested that it have at least a day or two incubation period before it becomes debilitating.
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