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The world You know.

Posted by FateFor group 0
Fate
GM, 12 posts
Roll for dodge!
Thu 21 May 2015
at 07:45
  • msg #1

The world You know

Standard Planet Database in Jump Databases

Imperial Vilani worlds in database

Sirius: There is nothing here but Asteroids. May spend months just refuelling.
Shulgiili: 2500 Im colonists, Class D starbase, Trade type: Ex, Ni, WTN: 2.5, CR: 0, Atmosphere: Suffocating, Cool and Normal
Formalhaut: 0 Im colonists, Class E starbase, Trade type: None, WTN: 0, CR: 0, Atmosphere: Corrosive, Infernal and Normal
Ginaa: 400 Im colonists, Class C starbase, Trade type: Ni, Po, WTN: 2, CR: 0, Atmosphere: Standard, Cold and Very Thin
Meshan: 0 Im colonists, Class E starbase, Trade type: None, WTN: 0, CR: 0, Atmosphere: Standard, Chilly and Trace
Kinunir: 15 k Im colonists, Class C starbase, Trade type: Ni, Po, WTN: 3, CR: 1, Atmosphere: Standard, Warm and Very Thin
Markhashi: 1 k Im colonists, Class C starbase, Trade type: Ex, Ni, WTN: 2.5, CR: 2, Atmosphere: None
Ishumled: 610 m Im-K colonists, Class A starbase, Trade type: None, WTN: 5, CR: 2, Atmosphere: Standard, Warm and Normal
Shuruppak: 16 k Im colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 3, Atmosphere: None
Shulimik: 630 m Im-K colonists, Class B starbase, Trade type: Ri, WTN: 5, CR: 4, Atmosphere: Standard, Normal and Dense
Kansara: 800 m Im colonists, Class A starbase, Trade type: Ri, WTN: 5, CR: 5, Atmosphere: Standard, Normal and Normal
Saris: 11 m Im colonists, Class B starbase, Trade type: Ex, Na, WTN: 4, CR: 6, Atmosphere: Standard, Cool and Trace
Enki Kalamma: 2.4 m Im colonists, Class C starbase, Trade type: Ex, Ni, Na, WTN: 4, CR: 6, Atmosphere: None
Gashidda*: 780 m Im-K colonists, Class A starbase, Trade type: None, WTN: 5, CR: 6, Atmosphere: Standard, Cold and Normal
Iililke: 1 B Im-K colonists, Class B starbase, Trade type: None, WTN: 5, CR: 6, Atmosphere: Standard, Cool and Thin
Ishkur: 370 m Im-K colonists, Class B starbase, Trade type: None, WTN: 4, CR: 6, Atmosphere: Standard, Hot and Normal
Dikanishi: 700 Im colonists, Class C starbase, Trade type: Ex, Ni, WTN: 2, CR: 0, Atmosphere: None
Shiranshar: 0 Im colonists, Class E starbase, Trade type: None, WTN: 0, CR: 0, Atmosphere: Suffocating, Normal and Normal
Kunekaar: 13 m Im-K colonists, Class B starbase, Trade type: Po, WTN: 4, CR: 2, Atmosphere: Standard, Hot and Thin
Munilgan: 190 m Im-K colonists, Class B starbase, Trade type: None, WTN: 4.5, CR: 2, Atmosphere: Standard, Cold and Thin
Khurimisi: 43 m Im-K colonists, Class B starbase, Trade type: Po, WTN: 4.5, CR: 3, Atmosphere: Standard, Cool and Thin
Duriim: 2.4 m Im-K colonists, Class A starbase, Trade type: None, WTN: 5.5, CR: 4, Atmosphere: Standard, Cool and Dense
Sagarasaar: 190 m Im colonists, Class B starbase, Trade type: None, WTN: 5, CR: 6, Atmosphere: Standard, Tropical and Dense
Edaazun: 490 m Im colonists, Class A starbase, Trade type: None, WTN: 5, CR: 6, Atmosphere: Standard, Normal and Normal
Masiira: 140 m Im colonists, Class B starbase, Trade type: None, WTN: 4.5, CR: 6, Atmosphere: Standard, Normal and Normal
Khulampu: 6,500 Im colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 2, Atmosphere: Standard, Frozen and Suffocating

Terran Colonies and Planets accessible without passing through Imperial Space

Nusku: 1.1 b Te-V colonists, Class A starbase, Trade type: None, WTN: 5.5, CR: 5, Atmosphere: Standard, Warm and Normal
Agidda: 42 k Te colonists, Class D starbase, Trade type: Ni, WTN: 2.5, CR: 6, Atmosphere: Standard, Normal and Normal
TERRA: 12 b Te colonists, Class A starbase, Trade type: None, WTN: 6, CR: 6, Atmosphere: Standard, Normal and Normal
Procyon: 11 k Te colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 1, Atmosphere: Standard, Warm and Trace
Barnard: 1200 Te colonists, Class B starbase, Trade type: Ex, Ni, WTN: 3, CR: 4, Atmosphere: None
Junction: 240 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 6, Atmosphere: Standard, Chilly and Normal
Ishimshulgi: 450 Te colonists, Class D starbase, Trade type: Ex, Ni, WTN: 2, CR: 0, Atmosphere: None
Prometheus: 850 k Te colonists, Class B starbase, Trade type: Ni, WTN: 4, CR: 3, Atmosphere: Standard, Tropical and Dense
Peraspera: 13 k Te colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 5, Atmosphere: Toxic, Cold and Normal
Midway: 25 k Te colonists, Class E starbase, Trade type: Ni, WTN: 2, CR: 4, Atmosphere: Standard, Very Cold and Dense
Hades: 10 k Te colonists, Class C starbase, Trade type: Ni, Po, WTN: 3, CR: 2, Atmosphere: Standard, Frozen and Very Thin
Lagash: 140 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 2, Atmosphere: Standard, Normal and Normal
Ember: 2500 Te colonists, Class D starbase, Trade type: Ex, Ni, WTN: 2.5, CR: 0, Atmosphere: Standard, Frozen and Trace
Loki: 0 Te colonists, Class E starbase, Trade type: None, WTN: 0, CR: 0, Atmosphere: Corrosive, Frozen and Normal
Dismal: 10 k Te colonists, Class D starbase, Trade type: Ex, Ni, WTN: 2.5, CR: 2, Atmosphere: Standard, Cold and Trace
Ys: 32 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 6, Atmosphere: Standard, Tropical and Thin
Remulak: 48 k Te colonists, Class C starbase, Trade type: Ni, WTN: 2.5, CR: 5, Atmosphere: Standard, Warm and Normal
Hephaistos: 6 k Te colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 2, Atmosphere: Suffocating, Warm and Normal
Calgary: 10 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 1, Atmosphere: Standard, Cold and Dense
Inferno: 30 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 6, Atmosphere: Standard, Hot and Normal
Forlorn: 12 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 4, Atmosphere: Standard, Cold and Dense

Known Terran colonies only accessible through Imperial space

Sionnach: 500 Te colonists, Class D starbase, Trade type: Ni, Po, WTN: 2, CR: 0, Atmosphere: Standard, Cool and Very Thin
Thalassa: 58 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 4, Atmosphere: Standard, Cold and Dense
Wallach: 11 k Te colonists, Class C starbase, Trade type: Ni, WTN: 3, CR: 4, Atmosphere: Standard, Tropical and Normal
Yenisai: 1300 Te colonists, Class C starbase, Trade type: Ex, Ni, WTN: 3, CR: 2, Atmosphere: None
Tunguska: 10 k Te colonists, Class C starbase, Trade type: Ni, Po, WTN: 3, CR: 4, Atmosphere: Standard, Very Cold and Thin
Chrysolite: 52 k Te colonists, Class B starbase, Trade type: Ni, WTN: 3.5, CR: 5, Atmosphere: Standard, Warm and Thin
Alizarin 2 k Te colonists, Class D starbase, Trade type: Ni, Ag, WTN 1.5, CR: 0,
Atmosphere: Standard, Normal and Normal, 0.73G Gravity
Aegir (1339) 3.5 k Te colonists, Class C starbase, Trade type: In, Ag, WTN: 4, CR: 1
Atmosphere: Standard, Warm and Normal, 0.93G Gravity
Aquitaine (1439) 5 GG, 1 k Te colonists, Class D starbase, Trade type: Ni, Ag, WTN: 1
Atmosphere: Standard, Cool and Dense, 1.07G Gravity
Vyborg, (1540) Binary system, 1 GG, 300 Te Colonists, Class E starbase, Trade type: Ni, Ag, WTN: 0.5, Atmosphere: Standard, Cold and Thin, 0.84G Gravity
Parsifal, (1739) Trinary System, 3 GG, 5 M Talz (Homeworld) TL5, 200 Te colonists
 Trade Type: Ni, Ag, WTN: 1, Atmosphere: Standard, Cold and Very Thin, 0.76G Gravity

Sequoyah, (1337) 2 Gas Giants, 7 Moons, 2 Habitable
  Moon 1, 7,300 m dia, Standard atm, 96% water coverage, 0.93G, Warm
  Moon 2, 100 Te colonists, 25 Fighters, Class C starbase, Trade type: Ag, Ni, WTN: 0
    4,400 m dia, Dense atm, 72% water coverage, 0.78G, Warm.
Saxe, (1437) 1 Gas Giants, 2 Planets, 6 Moons, 30 M Kitonak (Homeworld) TL5, 200 Te colonists, 25 Fighters, Class C starbase, Trade type: Ag, Ni, WTN: 0,
  7,300 m dia, Standard atm, 32% water coverage, 0.85G, Atmosphere: Standard, Normal and Normal

Elom, (1836) 3 GG, 10 Moons, 460M Elom (Homeworld) TL10, TRADE ONLY WITH PERMIT
  10 k K, own fleet, Class A starbase, Trade Type: In, Ri, WTN: 5
  9,800 m dia, Dense atm, 50% water coverage, 0.87G, Normal Temp

Teucer, (1435) 2 GG, 7 Moons, 150 Te colonists, Class C starbase, Trade Type: Ag, Ni, WTN: 0
  6,900 m dia, 91% water coverage, Atmosphere: Standard, Chilly and Thin, 0.87G Gravity

Magyar System
Orgil, (3227) 3 GG, 2 Planets, 8 Moons, 30 K colonists, Class D starbase, Trade Type: Ex, Ni, Na, WTN:0
  7,000 m dia, 40% surface water, 0.6G, Standard pressure, low O2 requires tanks
Beta Port, (3128) Binary system, 3 GG, 4 Moons, 1k K colonists, Class C starbase, Trade Type: Ag, Ni, WTN: 1, 5,000 m dia, 60% surface water, standard atmosphere, excess CO2 requires mask.
Ceti Command, (3129) 9 planetoids, 10 k K colonists, Class B starbase, Trade Type: Ag, WTN: 2,
7,000 m dia, 60% surface water, Normal Atmosphere
Clameer, (3029) Binary system, 4 GG, 1 Planet, 4 moons, 500 K colonists, Class D starbase, Trade Type: Ni, WTN: 0.5, 5,000 m dia, 20% surface water, Normal atmosphere
Faith, (2831) 4 GG, 2 Planets, 2 Moons, 50 K colonists, Class E starbase, Trade Type: Ag, Ni, WTN: 0, 7,000 m dia, 60% surface water, Thin atmosphere, Obopebel
Nova Pacifica, (2933) 2 GG, 11 Moons, 1 k K colonists, Class C starbase, Trade Type: Ag, WTN: 1,
5,000 m dia, 80% surface water, Normal atmosphere
Argon (2422) 4 GG, 4 Moons, 40k Te colonists, Class E starbase, Trade Type Ag, Ni, WTN: 1
5,000 m dia, Thin atm but breathable, water world.


Known Labrysian Colonies

Labrysia (1140) 123 M Labrysians (Homeworld), TL9, starships banned, no trade allowed
Atmosphere: Standard, Normal and Normal, 1.06G Gravity

Hibernia, (1239) 11k La, Class C starbase, Trade type: Ex, Ni, Na, WTN: 2
Atmosphere: Standard, Hot and Thin, 0.68G Gravity
Dirac (1340) 3 GG, 6k La colonists, Class C starbase, Trade type: Ex, Na, WTN: 2.5
Atmosphere: Standard, Very Cold and Very Thin, 0.5G Gravity
Capella, (1440) 4 Stars, 3 GG, 2 Asteroid Belts, 3k La colonists, Class A starbase, Trade type: Ex, Na, In, WTN: 3, Atmosphere: None.
Darsei, (1401) 3 GG, 15 M La, Class A Starbase, Trade type: In, Ri, WTN: 4
Atmosphere: Standard, Sulphur Taint, 0.88G Gravity

Magyar System
Wicker (2728), Binary system, 4 GG, 7 moons, 500 La colonists TL10,
   Class E starbase, Trade types: Na, Ni, WTN: 1, 5,000 m dia. Highly volcanic, thin atmosphere,
   Sulphur content. 10% surface water (highly acidic). Higher radiation than most planets.
  (Labrysian Sauna in English = Wicker in Labrysian)

Refined Fuel is usually available at Class A and B Starports for $350/dTon, Unrefined fuel is usually available at class A, B, C and D Starports for $80/dTon. Prices may vary in areas of high demand.

Charted Systems accessible only through Capella, Thalassa and Gemini

(0136) Garden Planet, Atmosphere: Standard, Tropical and Very Thin, 0.7G Gravity
(0138) Garden Planet, Atmosphere: Standard, Very Hot and Thin, 1.06G Gravity
(0231) Desert (Rock) Planet, Atmosphere: Standard, Cold and Trace, 0.36G Gravity
(0233) Garden Planet, Atmosphere: Standard, Cool and Normal, 0.72G Gravity
Krypton Pre-Garden Planet, Atmosphere: Suffocating, Tropical and Normal, 1.18G Gravity
(0331) Barren (Rock) Planet, Atmosphere: None
(0332) Desert (Rock) Planet, Atmosphere: Standard, Very Cold and Trace, 0.38G Gravity
(0335) Garden Planet, Atmosphere: Standard, Warm and Normal, 0.9G Gravity
(0432) Garden Planet, Atmosphere: Standard, Chilly and Normal, 0.67G Gravity
(0434) Desert (Rock) Planet, Atmosphere: Standard, Frozen and Trace, 0.67G Gravity
(0437) Barren (Rock) Planet, Atmosphere: None
(0532) Garden Planet, Atmosphere: Standard, Normal and Very Thin, 0.53G Gravity
(0533) Desert (Rock) Planet, Atmosphere: Standard, Frozen and Trace, 0.12G Gravity
(0536) Garden Planet, Atmosphere: Standard, Normal and Dense, 0.86G Gravity
(0637) Desert (Rock) Planet, Atmosphere: Standard, Frozen and Trace, 0.36G Gravity
(0835) Garden Planet, Atmosphere: Standard, Warm and Thin, 0.68G Gravity(1035) Garden Planet,
  Atmosphere: Standard, Normal and Normal, 0.7G Gravity
(1136) Garden Planet, Atmosphere: Standard, Normal and Dense, 0.84G Gravity
(1137) Desert (Rock) Planet, Atmosphere: Standard, Very Cold and Trace, 0.43G Gravity
Luuru Subgiant Planet, Atmosphere: Corrosive, Frozen and Normal, 1.2G Gravity
(1237) Desert (Rock) Planet, Atmosphere: Standard, Frozen and Trace, 0.38G Gravity
(1239) Garden Planet, Atmosphere: Standard, Hot and Thin, 0.68G Gravity
(1340) Garden Planet, Atmosphere: Standard, Very Cold and Very Thin, 0.5G Gravity
(1440) Asteroid Belt Planet, Atmosphere: None
(1537) Trinary System, 4 GG, 1 Planet, 5 Moons,
  Moon 1: 5,000 m dia, Thin atm, 80% water coverage, 0.65G, Cool.
  Moon 2: 3,400 m dia, Trace atm, No water coverage, 0.38G, Cold, Silica sands, Rich minerals
(1538) 4 GG, 3 Planets, 8 Moons, 8,400 m dia, 96% water coverage, Floating vegetation,
  Atmosphere: Standard, Very Hot and Very Dense, 1.19G Gravity
(1636) Trinary System, 3 GG, 1 Planet, 6 Moons,
  Planet: 4,400 m dia, Thin atm, 56% water coverage, 0.75G, Normal Temp.
  Moon: 3,000 m dia, Trace atm, 10% water coverage, 0.25G, Rich Minerals
(1637) Barren (Rock) Planet, Atmosphere: None
(1736) 4 GG, 4 Moons, 3,600 m dia, Trace atm, no water coverage, 0.33G, Very Cold
(1738) Garden Planet, Atmosphere: Standard, Warm and Normal, 0.18G Gravity
(1740) 2 Planetary Belts, Planet, Atmosphere: Standard, Frozen and Normal, 0.45G Gravity, 91% water

Pollux Asteroid Belt Planet, Atmosphere: None
Castor Asteroid Belt Planet, Atmosphere: None

Some of these planets have been visited, some systems have not.

Allegiance

Te: Terran
Te-V: Terran Vegan
K: Independant kimashargur
Im: Imperial (Imperial Vilani Culture)
Im-K: Imperial kimashargur

CR = Control Rating.
0 - Anarchy (No laws at all)
1 - Very Free, only access to LC0 items controlled. Taxes not enforced.
2 - Free, Taxes light and/or inconsistently enforced. LC0/1 items controlled.
3 - Moderate, Taxes moderate often enforced. LC0 to LC2 items controlled.
4 - Controlled, communications controlled, Heavy taxes usually enforced, items LC0 to LC3 controlled.
5 - Repressive, All communication equipment controlled, Heavy, rigidly enforced taxation, all goods controlled
6 - Total control. Taxes repressive and enforced brutally, all communication and IT rigidly controlled, all items controlled.

Trade Types
Ag: Agricultural
Ex: Extreme (Basically need a seald suit to go outside the colony!)
In: Industrial
Na: Non-Agricultural
Ni: Non-Industrial
Po: Poor
Ri: Rich

WTN = World Trade Number: A measure of the size and activity of the world economy.

Atmosphere Types

Content
Standard: Contains breathable quantities of oxygen and no toxic quantities of other gases.
Suffocating: Air lacks sufficient oxygen for humans, but is otherwise non-toxic.
Toxic: Air contains poisonous gases. Levels vary, but respirators or filter lungs are required.
Corrosive: Air contains corrosive gasses that are not only harmful to breath, but are also harmful to the skin. A non-reactive sealed suit is required.

Pressure
Trace: up to 0.01 atm, very similar to a vacuum for a human.
Very Thin: 0.01 to 0.05 atm, Too thin to breathe. Humans need a respirator and O2 Tanks.
Thin: 0.51 to 0.8 atm, (earth 6,000 ft to 20,000 ft) Thin and causes fatigue, may suffer altitude sickness on a failed HT+4 roll, made daily.
Normal: 0.81 to 1.2 atm, normal human air pressure.
Dense: 1.12 to 1.5 atm, -1 to HT rolls, may need reducing respirator if >50% O2.
Very Dense: 1.51 to 10 atm, requires a reducing respirator
Superdense: >10 atm, Requires an Armoured suit or pressure support.

Temperature
Frozen: < 244 K      ( <-20 F)
Very Cold: 244-255 K (-20 to 0 F)
Cold: 255-266 K      (0 to 20 F)
Chilly: 266-278 K    (20 to 40 F)
Cool: 278-289 K      (40 to 60 F)
Normal: 289-300 K    (60 to 80 F)
Warm: 300-311 K      (80 to 100 F)
Tropical: 311-322 K  (100-120 F)
Hot: 322-333 K       (120-140 F)
Very Hot: 333-344 K  (140-160 F)
Infernal: 344+ K     (160+ F)
This message was last edited by the GM at 08:45, Fri 31 Jan 2020.
Fate
GM, 13 posts
Roll for dodge!
Thu 21 May 2015
at 09:07
  • msg #2

Terran History

The year is early 2170, at the beginning of the year. The following is a brief history of Earth, at the centre of the Terran Federation. It is taken (slightly modified) from GURPS Traveller: Interstellar Wars.

2020: Global financial crisis, particularly in Europe, sees the expansion of the UN's powers.

2021: First manned offworld colony, Archimedes Station on Luna.

2022: Establishment of United Nations Space Coordination Agency (UNSCA).

2024: Treaty of New York saw the General Assembly reduced in power, reducing the say of the participant nations, and the Security Council was abolished, with the powers instead given to the Secretariat, who became answerable to an Advisory Board. The Secretary General was also given more powers, and the military expanded somewhat, making it a genuine force for peace.

2025: China withdrew from the UN over the requirement for member nations to turn oven much of their militaries to the UN. UN troops were more aggressive in asserting UN authority, and people were given less chance to be separate, but many global and economic problems were resolved that had previously been unresolvable.

2050: By this time tensions had eased, and global population, economic growth and standards of living had stabilized. European Space Agency begins construction of several 'Generation' Ships, and they were sent out.

2052: UNSCA lab on Luna developed Grav Modules.

2064: UNSCA research station on Ceres developed reactionless thrusters.

2088: UNSCA research station on Ceres developed first Jump drive (Jump 0). Not strong enough to travel to other star systems.

2092: Jump drive improved, to Jump 1, but no star systems within range.

2093: US began an ambitious program to send a manned mission to Bernards Star, using a rogue planet 1 parsec away from both Terra and Bernards Star. Starleaper 1 launched.

2098: News of the Starleaper mission: New civilization discovered! The first Vilani contact with anunsactioned prospecting base.

2098-2114: Contanct between the Vilani and the Terrans at Bernards Star continued, as both sided built bases there. Medical and Biotech terran goods were more developed, but Vilani Engineering was more developed. Terran Armed spacecraft produced for the first time.

2114: Vilani merchant convoy attacked when it approached an American base, ignoring all traffic control signals. Start of first Interstellar war.

2114-2122: National Squads at Bernards Star destroyed by Vilani squads, and all Terran facilities there destroyed. Survivors mount guerilla campaign.

2122: Second Vilani expedition stopped by UN fleet in a draw, but Vilani fleets ordered to retreat, giving up the star for Terrans in return for a ceasefire and Terrans staying out of Imperium space.

2123: Yukio Hasegawa created Free Traders Foundation, which soon became a powerful nation in it's own right.

2124: Jump-2 drive developed. UN becomes United Worlds Organization (UWO), forming the Terran Confederation.

2125: Terran ships with Jump-2 drives have been entering Vilani space, resulting an a new Vilani attack. Battle of Aggidda a draw, leaving Terrans still in control of the star.

2125-2134: False war, with many skirmishes but no major battles. Vilani distracted by civil war.

2134: Raid in Nuski, Terrans fought off with heavy losses, and punitive raid on Procyon, before an armistice was signed, giving Terrans control of all between Agidda and Procyon.

2134-2145: New Vilani governor, Kadur Erasharshi, prepares for major assault on Terra. HQ moved from Shulgiasu to Dingir.

2145: Third Interstellar war starts with assults on both Agidda and Procyon. Defences crushed.

2146: Main Terran fleet destroyed. Bernard and Agidda captured.

2147: Procyon briefly captured and Terra was bombarded with nukes. Erasharshi had to return to deal with a revolt on Shulgiasu.

2151: Confederation recovered, Procyon recaptured, Bernard and Agidda soon followed.

2156: Terran fleet at Nusku defeated, and attack on planet begun. Once captured, an armistice was signed.

2161: Nuski moved from an occupied planet to an independent member of the Confederation.

2161 to 2173: Following the armistice, a period of Colonial expansion followed, with Prometheus and Mirabilis growing. Nuski soon became a base for exploring the Imperium, with Free Traders leading the way. With some terran products, notable medicines and multi-function computers, were more advanced than Vilani products. The ease with which kimashargur on Nusku were integrated into Confederation as equals resulted is a considerble increase in unrest amoung other kimashargur. This was heightened by the introduction of numerous new diseases from contact with the Terrans.

Feb 2173, Procyon raid...Start of 4th Interstellar war.
          2nd attack on Yenesei, Yenesei destroyed Dec 2173
          Nov 2174, May 2175, raids on Nusku
          Nov 2175, Nusku system captured

Jan 2176, Armistice
This message was last edited by the GM at 07:21, Fri 28 June 2019.
Fate
GM, 20 posts
Roll for dodge!
Wed 27 May 2015
at 13:50
  • msg #4

The Vilani and Subject Races

Vilani Society

Vilani civilization is by no means monolithic. The designers of the Vilani Imperium recognized that Imperial society needed the flexibility that only controlled diversity could provide. As a result, every caste has its own customs and traditions, every Vilani world follows its own path of social evolution, and many of the Imperial subject races have accepted a veneer of Vilani culture while retaining portions of their own.

The Vilani Mainstream
The core of Vilani civilization is its “High Vilani” and “Low Vilani” subcultures. High Vilani culture is that of the interstellar elite, the aristocrats and senior shangarim administrators who wield Imperial power. It is characterized by routine access to interstellar travel and communication, sumptuous standards of living, elaborate codes of courtesy, and (to a Terran) extreme arrogance. Low Vilani culture is that of the Imperial “middle class.” Its members include the vast majority of the Vilani population, as well as those Imperial subject races that have fully assimilated into Vilani civilization. Members of the Low Vilani culture usually remain on the world of their birth for their entire lives, and don’t participate directly in interstellar affairs. They usually live comfortably but not lavishly, and spend their lives working hard for one of the shangarim or a subsidiary organization. Low Vilani are loyal to the Imperium, but they are much less arrogant than their High Vilani leaders. Indeed, some Low Vilani show a keen interest in foreign ideas and culture.

Khagarii
On the Imperial social hierarchy, the rung below the Low Vilani is occupied by the khagarii, or “dissidents.” Dissident groups live and work within Vilani society, but they reject some or all of the age-old Vilani traditions. Some khagarii are Vilani who deliberately refuse to follow Imperial social norms. Most of them are non-Vilani Humans or non-Humans, whose ancestors were conquered by the Imperium but who have never been fully assimilated. Dissidents are denied a variety of rights within the Imperial system.Many dissident communities are forced to live apart from mainstream society, in ghettos or reservations where they can follow their own customs without disturbing Imperial harmony. Dissidents who work within Vilani society must accept placement in the “caste” system, but are restricted to low-prestige careers. In particular, dissidents are denied the right to legally own or operate starships, and must negotiate at a serious disadvantage with the shangarim if they wish to participate in interstellar trade

Subject races (Character Templates)

Minor Human Races
(Races that look human with very minor differences)

Anakundu [7 points]

Anakunda take the drug gakinisharra to prolong their life., as they become terminally ill at age 40 without it.

Advantages:
 Less Sleep 4 [8]
Quirks:
 Stoic Temperament [-1]

Answerin [40 points]

The Adenalin Surge provides +1 Basic Speed, Combat Reflexes, but costs 6 fp per minute

Advantages:
 Adrenalin Surge [30]
 Fearlessness 3 [6]
 High Pain Threshold [10]
Disadvantages:
 Odious Personal Habit 1 (Arrogant demeanor) [-5]
Quirks:
 Vegetarianism [-1]

Geonee [29]

Attribute Modifiers:
 ST+2 [20]
 Dx+1 [20]
 HP –2 [-4]
Advantages:
 Improved G Tolerance (0.5G increment) [10]
Disadvantages
 Odious racial Habit (Treat Females as near-property) [-5]
 Social Stigma (Minority Group) [-10]
Quirks
 Proud [-1]
 Strong Sense of group and racial identity [-1]

Suerrat [2 points]

Advantages:
 Animal Empathy [5]
 Fur [1]
 Night Vision 6 [6]
 Plant Empathy {5]
Disadvantages:
 Bad Sight (Near sighted; Only in full sunlight, Mitigated by sunglasses or protective gear) [-5]
 Chummy [-5]
 Xenophilia (15) [-5]

Vilani  [-3 points]

Advantages:
 Extended lifespan 1 [2]
 Less Sleep 2 [4]
 Lifting ST 1 [3]
Disadvantages:
 Hidebound [-5]
 Workaholic [-5]
Quirks:
 Chauvinistic [-1]
 Humble [-1]


Non-Human Races

Dishaan [-2 points]

Apelike humanoids about 5 ft in length with long clawed forearms and stubby hind limbs that can be manupilators or clumsy legs on the ground. Their Vulturine heads are broad.

Attribute Modifiers:
 ST +1 [10]
 DX+1 [20]
 Per +2 [10]
 Basic Move –1 [-5]
Advantages:
 Braciator [5]
 Claws(Talons) [8]
Disadvantages;
 Greed (9) [-22]
 Reputation –2 (All non-Dishaan, Dishonest Cheats) [-6]
 Selfish (12) [-5]
 Social Stigma (Minority Group) [-10]
 Trickster (15) [-7]

Bwaps [-10 points]

4 and a half foot tall and weighing 120 lbs, these Bipedal humanoids have long snouted faces, stumpy tails and lightly scaled amphibious hides usually coloured in greens, browns, yellows or blues. Their skin must be kept wet, so they usually wear clothing to facilitate this.

Attribute modifiers:
 ST-2 [-20]
 HT-1 [-10]
 SM-1
Advantages:
 Acute Taste and Smell 1 [2]
 Acute Vision 1 [2]
 Amphibious [10]
 Flexibility (Double Jointed) [15]
 Peripheral Vision [15]
Disadvantages:
 Honesty (12-) [-10]
 Weakness (Dry Air, 1d/30 minutes) [-10]
Quirks
 Attentive [-1]
 Careful [-1]
 Hates to hurry [-1]
 Likes Complex tasks [-1]

Nugriiri

Nugiiri are a small winged species originating on a small planet with less than 0.6 Gs. On such planets they can fly, but on planets with greater gravity they struggle. They have club-like tails and they are very dedicated to their own communities and they live their short lives serving them. Very little is known about them. and they are not available as a player race.

Vegan [28 points]

Vegans are from Muan Gwi, a small world, so they are very tall – often over 7’ in height – but frail and unable to handle Terran gravity for any length of time. Their eyes are at the top of their body at the end of a long fleshy hood; strictly speaking this isn’t a “head,” in that it doesn’t contain any other sensory organs nor can it turn independently of the rest of the body. Vegans hear through a series of ear holes around their shoulders, and a mouth pierces the chest. The mouth isn’t dual purpose like a Human’s, being only for eating their vegetarian diet; breathing slits flank it on either side.

Muan Gwi is quite arid, so Vegan legs bear a superficial resemblance to those of Terran camels, especially in their broad, soft feet that can easily handle sandy ground. Vegan arms split into many tentacles just below the elbow rather than having hands.

Attribute Modifiers:
 DX+1 [20]
 SM +1
Advantages:
 Acute hearing 1 [2]
 Empathy (Sensitive) [5]
 Extended Lifespan 2 [4]
 Fearlessness 1 [2]
 Infravision [10]
 Nictating Membrane 1 [1]
 Protected Vision [5]
 Reduced Consumption 2 (Water only) [2]
Disadvantages:
 Bad Grip 1 [-5]
 G-Intolerance (0.1 G Increments) [-10]
 Social Stigma (Second Class Citizens) [-5]
Quirks:
 Congenial [-1]
 Dull [-1]
 Humble [-1]
This message was last edited by the GM at 20:37, Thu 11 June 2015.
Fate
GM, 26 posts
Roll for dodge!
Sun 31 May 2015
at 11:17
  • msg #5

The FTL Jump Process

A jump drive works by projecting the ship through an alternate universe known as Jumpspace. A ship should move at least 100 times the sources diameter away from gravity sources to use it, and life within this bubble continues as normal, but contact with the rest of the universe is cut off. If the vessel passes within this range of a gravity source, the vessel drops out of jumpspace.

A jump operation takes four successful skill rolls, and 168 hours + 16 hrs, regardless of the actual distance jumped. Unrefined fuel gives a -2 on all rolls.

1. Navigation(Space) to plot the proper start point and the path to that point.

2. Piloting(Usually High Performance Spacecraft) to get the ship to that point.

3. Navigation(Hyperspace) to plot the course through Jumpspace. Imperial ships do that at +4 with a tape drive, but Imperial ships cannot jump to uncharted stars.

4. Mechanic(Jump Drive) to properly activate the jump drive at the jump point.

As this operation is crucial to gameflow, characters should pre-roll their rolls when they hear that a jump under abnormal conditions is to be made, otherwise GM should roll them on the players behalf to keep things moving. Each ship should have a designated person for each of these rolls, usually as follows:
1) Navigator
2) Pilot
3) Navigator
4) Engineer
The vessel must stop for one combat round when the jump drive is activated.
This message was last edited by the GM at 03:26, Sat 18 July 2020.
Fate
GM, 28 posts
Roll for dodge!
Tue 2 Jun 2015
at 04:30
  • msg #6

Starship Combat

Starship combat takes place over 20 minute rounds, and hence all Beams are considered to have ROF 2 and recoil of 2. Hence, for every 2 that the gunners roll beats the target by, they hit once more.

1. Detection and Communication Phase
    Starships can be in either one of the three following stances:
       -Silent. No transmissions or active sensors. -6 to detection of other ships.
       -Active. No broadcast transmissions, but active sensors. +20 to attempts to detect the ship.
       -Broadcasting. Radio transmissions, including IFF transmissions. Any vessel not transmitting an IFF is considered a warship, and better not be in the wrong place! +30 to attempts to detect the ship.
2. Manoeuvre Phase
    Designate intended movements in order of slowest to fastest, with a contest of Tactics to solve a draw. (Winner goes last). Missiles controlled by controlling Gunners, or controlling computers in the rare cases ships are equipped with computers that can take control (As Dastavka is). Vessels start preparing for jump in this phase may not take any other manoeuvres, and must have enough power for the jump drive. It jumps in the next Manoeuvre phase.
3. Movement Phase
    Move all vessels/missiles. This happens simultaneously.
4. Direct Fire Phase
    Resolve any direct fire attacks, such as beam weapons. Apply damage immediately.
5. Point Defence and Collision Phase
    Resolve any point defence and collisions, in that order. Any working weapons can be used for point defence, even if they have been used to attack. Technically, missiles explode milliseconds before collision occurs, but they are resolved at this time. Apply damage immediately.
6. Launch and Docking Phase
    Launch any small craft, such as missiles or fighters, or lifeboats!
7. Damage Control Phase
    Damage control attempts are then applied.
This message was last edited by the GM at 03:27, Sat 18 July 2020.
Fate
GM, 2060 posts
Roll for dodge!
Wed 13 Feb 2019
at 23:35
  • msg #8

The kimashargur

The primary goal of the new Imperium in 500 AD was stability rather than further expansion. Exploration beyond the borders of the empire was permitted only under special circumstances, and within a few centuries had ceased entirely. New colonization was likewise slowed, and later halted. Technological innovation was even more strictly controlled. With these changes, the Ziru Sirka was to provide a mature, steady-state economy in which trillions of sophonts could live in safety and comfort. While greed and personal ambition were not stamped out, they were channeled into relatively “safe” pursuits, notably the quest for higher status within the elaborate Imperial hierarchy.

Not all of the new Imperium’s subjects agreed with this goal. Even in the early centuries of the Ziru Sirka, dissident factions sometimes appeared and tried to alter the Imperial social contract. One such faction was the kimashargur (“Virtue of the Foremost”) movement, which became very influential in the Imperium’s rimward sectors beginning about A.D. 800. The kimashargur were romantics. They remembered the days of technological advance and galaxy-spanning exploration, and considered the Imperium poorer for having turned its back on such ventures. They demanded that controls on exploration and technological innovation be relaxed, so that at least a small section of Imperial society could continue to engage in such pursuits. They also pointed out that the empire’s stability, while a laudable accomplishment, could be threatened if some outside force arose to challenge Vilani authority. Clearly someone had to be responsible for exploring uncharted space and discovering new technological tricks, so that the Vilani community as a whole could be prepared for the unknown.

Imperial authority tolerated the kimashargur for a time, but eventually cracked down on the movement about A.D. 950. Many thousands of kimashargur fled Imperial space entirely, settling beyond the rimward frontier. Thus it was a dissident population that first established Vilani worlds such as Dingir, Gashidda, Iilike, Shulimik, and Nusku – all of them within only a few parsecs of Terra. Whether any kimashargur scouts discovered Terra itself during this era is unknown; if they did, no records of the discovery appear to have survived.

About A.D. 1000 the kimashargur exiles established a Vilani pocket empire, with its capital at Dingir. For over a century the dissidents prospered, developing their new worlds, diverging from the Vilani cultural norms that had been imposed on them back in Imperial space. Unfortunately, the experiment did not last long; just after A.D. 1100 the Imperium gathered a war fleet and forcibly annexed the kimashargur state. The war was quite short but very bitter – even centuries later, the populations of the old kimashargur worlds remembered and resented the Imperial conquest.
This message was last edited by the GM at 02:52, Fri 15 Feb 2019.
Cyril Zotmund
Captain, 2464 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 15 Feb 2019
at 02:04
  • msg #9

Planets beyond the Vilani - Magyar System

Htorakh (1114): Binary system, 4 Gas Giants with 9 moons.
   7,000 miles dia, with 80% of it's surface covered by water. Pop: 8k Kimashargur

Nishikiori (1116), Binary system with 3 Gas Giants and 7 moons
5,000 miles dia, Atmosphere: Thin, 50% surface water, Pop: 500 Kimashargur outpost

System 1119, Binary System with 3 Gas Giant and 7 moons
   8,000 miles dia, Atmosphere: Very Thin, 30% surface water

System 1212, Single star, 3 Gas Giants and 2 planets with 3 moons.
   5,000 miles dia, 30% surface water, thin. tainted atmosphere (High Carbon content means high carbon monoxide, low Oxygen), some primitive life, mainly plant life, some mobile!

Nettle (1214): Single star system, 3 Gas Giants with 12 moons.
   5,000 miles dia, 50% surface water. Thin atmosphere. Pop: 6k Kimashargur

System 1217, Binary System with 1 Gas Giant and 7 moons
   5,000 miles dia, Atmosphere: Trace, 10% surface water

System 1218, Binary System with 0 Gas Giants and 7 moons
   6,000 miles dia, Atmosphere: Trace, Methane, 80% surface water (also Methane)

System 1313, Single star, 3 Gas Giants and 2 Planets with 7 moons.
   5,000 miles dia, 100% surface water. Dense atmosphere, very little oxygen.

System 1314: Single Star system, 3 Gas Giants with 6 moons.
   3,000 miles dia, with neither atmosphere or surface water.

System 1320, Single Star system, 9 planets with elliptical orbits
   5,000 miles dia, Atmosphere: Standard Pressure, Very high CO levels, 60% surface water

System 1321, Binary System with 3 Gas Giant and 11 moons
   8,000 miles dia, Atmosphere: Thin, High CO2 levels, 80% surface water

System 1412, Single star, 3 Gas Giants and 2 planets with 9 moons combined.
   9,000 miles dia, 100% surface water. Dense atmosphere, very little oxygen.

System 1413: Binary system, 1 planet with 7 moons.
   5,000 miles dia, with no surface water. Thin atmosphere.

System 1415, Binary System with 0 Gas Giants and 1 planetary belt with 9 moons (3 around planet)
   5,000 miles dia, Atmosphere: Standard, High dust content, 40% Surface Water. Strong surface winds.

System 1416, Single star, 3 Gas Giants and 2 planetary belt with 7 moons
   7,000 miles dia, Atmosphere: Dense, High bacterial content, 90% Surface Water.

System 1418, Binary system with 4 Gas Giants and 6 moons
   5,000 miles dia, Atmosphere: Tainted, 70% surface water

Dahlpacker(1420), 2 single planets outside Goldilocks zone
   5,000 miles dia, Atmosphere Standard, 50% Surface water, Pop: 1 k Kimashargur outpost

System 1512, Single star, no Gas Giants with 4 moons.
   4,000 miles dia, 10% surface water, very thin atmosphere.

System 1513: Single Star system, 2 Gas Giants with 3 moons.
   1,000 miles dia, 10% surface water. It lacks any atmosphere, however.

System 1516, Single Star system, 5 Gas Giants and 3 moons
   5,000 miles dia, Atmosphere: Thin, 70% Surface Water.

System 1517, Single Star system, 10 planets in an asteroid belt. None with atmosphere or water.

System 1521, Binary system with 0 Gas Giants but one planet and 8 moons (2 around the planet)
   2,000 miles dia, Atmosphere: None, 10% surface water

System 1522, Binary system with 3 Gas Giants and 11 moons
   1,000 miles dia, Atmosphere: None, 10% surface water

System 1612, Binary system, 1 Gas Giants with 5 moons.
   1,000 miles dia rock with 10% of the surface covered by ice. No atmosphere.

System 1619, 2 Gas Giants and one planetary Belt with 11 moons
   6,000 miles dia, No Starport, Atmosphere: Exotic, 30% Surface Water

Sumerfelt(1620), Binary system with 3 Gas Giants and 8 moons, one of which is habitable
   6,000 miles dia, D class Starport, Atmosphere: Thin, 50% Surface Water, Pop: 10 k Kimashargur
Colonists have begun moving here in anticipation of an attack on Iishuni.

System 1622, Binary system with 5 small and distant planets
   6,000 miles dia, Atmosphere: Dense, Tainted, 80% surface water

System 1708, Single star, 3 Gas Giants, 3 Planetoid belts, 7 moons.
   6,000 miles dia, 10% surface water, very thin. tainted atmosphere
   High sulphur content due to high volcanic activity, very little life.

System 1713: Single Star system, no Gas Giants or planets but 5 small moon-like rocks.
   3,000 miles dia, with no surface water or atmosphere.

System 1714, Binary system, 3 Gas Giants with 12 moons.
   9,000 miles dia, with it's surface covered by water. Dense atmosphere, very little oxygen.

System 1720, Binary system with 1 Gas Giant with 7 moons
   8,000 miles dia, No Starport, Atmosphere: Standard, Tainted, 60% Surface water

System 1807, Binary system, 4 Gas Giants with 11 moons, no planets.
   4000 miles dia, very thin atm, 10% surface water, arctic world, much ice, little life.

Omni (1808), Binary system with 2 gas giants and a planetary belt, with 4 moons
   70% water and rich forests covering much of the surface. There are approximately 6 large towns of note.
   Pop 100,000 (TL10).

System 1821, Single Star system, 2 Gas Giants and 2 Planets with 4 moons
   5,000 miles dia, Atmosphere: None, 20% surface water

System 1823, Single Star system, 5 Gas Giants, 2 Planets with 7 moons
   5,000 miles dia, Atmosphere: Thin, no surface water

System 1904, Binary star, 3 Gas Giants and 0 planets with 5 moons combined.
   5,000 m dia, 10% surface water, Thin Atmosphere, high dust levels, high winds

System 1905, Single star, 2 Gas Giants and 0 planets with 11 moons combined.
   3,000 m dia, no surface water or Atmosphere

System 1907, single system, 4 gas giants and 1 planet with 6 moons.
   5000 miles dia, Thin tainted atmosphere, 10% surface 'water', hydrocarbon planet, methane atmosphere with no oxygen.

System 1911 Single star, single Gas Giant with 8 moons.
   Very thin atmosphere and only 10% of it's surface is water.

System 1924, Single star, 2 Gas Giants and 0 planets with 3 moons combined.
   5,000 m dia, 10% surface water, Very Thin Atmosphere

System 2004, Single star, 1 Gas Giants and 2 planets with 5 moons combined.
   5,000 m dia, 50% surface water, Thin Atmosphere, low Oxygen

System 2007, Single star, 2 Gas Giants with 7 moons.
   5,000 miles dia, 10% surface water, thin. tainted atmosphere
   (High sulphur content due to high volcanic activity, acidic rain and seas), very little life.

System 2008, Binary star, no Gas Giants but 2 planets with 7 moons.
   4,000 miles dia, 20% surface water but very thin atmosphere.

System 2009 Single Star, 5 Gas Giants, 1 planetary belt and 5 moons.
   5000 miles in diameter, normal atmosphere with a small moon. It is quite habitable.

System 2012  Single star system, 0 GG, 1 planet with 5 moons!
  No habitable planets, trace atmosphere with no water. 3000 miles in diameter, no fuel!

System 2024, Single star, 4 Gas Giants and 0 planets with 9 moons combined, plus 2 distant planetoids.
   4,000 m dia, 30% surface water, Very Thin Atmosphere

System 2102, Binary star, 0 Gas Giants and 0 planets with 11 moons combined.
   4,000 m dia, 10% surface water, Very Thin Atmosphere

System 2103, Single star, 5 Gas Giants and 0 planets with 10 moons combined.
   4,000 m dia, 10% surface water, Very Thin Atmosphere, High dust content

System 2104, Binary star, 0 Gas Giants and 1 planets with 8 moons combined.
   5,000 m dia, 10% surface water, Thin Atmosphere, low Oxygen

System 2106, Binary star, 4 Gas Giants and 0 planets with 3 moons combined.
   4,000 m dia, 20% surface water, Very Thin Atmosphere

System 2124, Single star, 3 GG, 4 Moons,
   7,000 m dia, 40% surface methane, Standard Methane Atmosphere

System 2126, Single star, 2 GG, 9 Moons, There is a 1000 dTon AK Ball Asteroid Base here. Will be a full Remote Base by 2192
   4,000 m dia, No surface water, Very Thin Atmosphere tainted by Ammonia.

System 2127, Single star, 3 nonlinear orbiting planetoids
   5,000 m dia, No Surface Water, Very Thin Atmosphere

Jaro (2128), Single star, 4 GG, 1 Planet, 8 Moons,
   5,000 m dia, 50% surface water, Thin Atmosphere, habitable. This planet has quite some life. AK Colony, Pop: 5k

System 2133, Single star, 1 GG, 2 Planet, 8 Moons,
   5,000 m dia, 10% surface water, Very Thin Atmosphere.

Rita's Place (2205), Binary star, 4 Gas Giants and 3 planets with 2 moons combined.
   7,000 m dia, 60% surface water, Standard Atmosphere, AK Colony, Pop: 500

System 2206, Binary star, 3 Gas Giants and 0 planets with 2 moons combined.
   4,000 m dia, 40% surface water, Very Thin Atmosphere

System 2207, Binary star, 2 Gas Giants and 2 planets with 2 moons combined.
   4,000 m dia, 30% surface water, Very Thin Atmosphere, High Sulphur
   There is a 1000 dTon AK Ball Asteroid Base here. Will be a full Remote Base by 2194

System 2208, Binary star, 4 Gas Giants and 0 planets with 5 moons combined.
   5,000 m dia, 10% surface water, Thin Atmosphere, high carbon content

System 2209, Binary star, 4 Gas Giants and 3 planets with 2 moons combined.
   5,000 m dia, 60% surface water, Thin Atmosphere, low Oxygen

System 2213 Single Star system, 4 GG, 4 moons
  Most Habitable, 4,000 miles dia, 10% water, Very Thin, Tainted atm, (Sulphur)
  Very Hot (av. temp 95 deg C), many Volcanos, minimal life, dangerous acid rain, Radiation.

Elnor (2223), Single star, 4 GG, 8 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, Arid planet, warm, but habitable. AK Colony, Pop: 10k, building solar powered robofacs.

Fatagin (2229), Binary system, 2 Planets, 6 Moons,
   6,000 m dia, 70% surface water, Standard Atmosphere, habitable. Humans Pop: 300 Mil (est. TL7)

System 2324, 4 GG, 4 Moons
   Most Habitable, 5,000 miles dia, 20% water, Very Thin, Tainted atm, (Low Oxygen content)
   This planet suffers extreme temperature variations due to the thin atmosphere.

Mazotz (2231), Binary system, 3 GG, 1 Planet, 4 Moons,
   8,000 m dia, 60% surface water, Standard Atmosphere, habitable. Humans Pop: 21 Mil (TL5)

Tyche (2234), Single star, 4 GG, 10 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, habitable. AK Colony, Pop: 150 (Research Colony)

Lone Pine (2312) Single Star, 4 GG, 3 moons, Pirate Colony
  Most habitable, 5000 mile dia, 60% Water, Thin atmosphere, Temperate, fertile, TL10, Pop 13 k

System 2321 is a single star system with 4 Gas Giants sharing 10 moons. The atmosphere is considered insidious, though there are only small islands visible. There are four AK Outposts here at each of the Gas Giants.

Katoda (2324), Binary System, 4 GG, 2 Planets, 7 moons
  5,000 miles dia, 90% water, thin atmosphere, 1 moon, AK Colony, Pop 2 k
  4,000 miles diameter, 75% water, thin atmosphere, high tides (2 moons) and high CO2 content, Pop 1 k

System 2411 Single star, 5 Gas giants with 7 moons,
  Most habitable, 5,000 miles dia, 10% Water, thin, tainted, atm (Sulphur)
  Very Hot (av. temp 90 deg C), many Volcanos, rich life, but dangerous acid rain.

System 2412, Binary system, 4 GG, 8 moons
  Most Habitable, 6,000 miles dia, 60% Water, Very thin atmosphere, Cold (Arctic), some life

System 2413  Binary system, 4 GG, 8 Moons
  Most Habitable, 8,000 miles dia, 70% Water, Dense, Tainted atmosphere (High CO2 levels)
  Warm, glasshouse planet, much life, prehistoric earth.

System 2421 is a single star system with 4 Gas Giants and 2 planetoids, and a total of 5 moons. None of the planets have either atmosphere or water bodies. There are three AK Outposts and a series of Research Outposts here, as well as a 1000 dTon AK Ball Asteroid Base here.

Argon (2422) Single Star, 4 Gas Giants, 4 Moons,
   5,000 m dia, Thin atm but breathable, water world. AK Colony, See above

System 2423, Single star, 4 GG, 4 Moons,
   5,000 m dia, 20% surface water, Very Thin Atmosphere tainted by Chlorine.

System 2434, Single star, 3 GG, 8 Moons,
   5,000 m dia, 40% surface water, Thin Atmosphere, habitable.

System 2512 Single Star, 3 GG, 3 Planets, 7 moons,
  Most habitable, 4,000 miles dia, 10% water, very thin atmosphere, Cold (Actic), some life forms, mainly lichens

Taaksha Outpost (2523) Binary System, 3 Gas Giants, 4 Moons,
   5,000 m dia, Thin atm, high carbon Monoxide and Dioxide levels, 10% surface is water.
   Very few plants. A small AK farming outpost has been established here for arid area plants with a population of 100.

System 2526 Single Star, 2 Gas Giants, 3 Moons,
   Largest 1,000 m dia rock, none with atmosphere or water

System 2528 Single Star, 3 Gas Giants, 4 Moons,
   9,000 m dia, Water world Dense Atmosphere, lacking Oxygen

Yarling Refinery, (2622) is a single star system with no Gas Giants and a single Planetoid with 10 moons!
   90% surface water, Dense atmosphere, high concentrations of O2 requiring reducers to be worn. This Planet has a Refining colony with a population of 300.

System 2631, 1 star 4 GG, 1 planet, 7 moons. 1,000 miles in diameter, lacks atmosphere or water.

System 2633 2 star, 2 GG, 2 Planet, all with a moon.
   8,000 m dia, 100% surface water, 100m tides. Dense, very Oxygen rich,
   Breathing there without protection would result in Oxygen Intoxication.

Pandora (2729), Pandora. 3 GG, 8 moons.
   6,000 m dia, 90% surface water, Normal atm, dangerous biological activity.

Twins (2724), Binary, 3 GG, 4 moons.
   5,000 m dia, 100% surface water, unbreathable atm (Excessive CO2), monster tides. There is a 1000 dTon AK Ball Asteroid Base here. Will be a full Remote Base by 2192

System 2725 Single Star, 3 GG, 1 Planet, 6 Moons,
   6,000 m dia, Hydrocarbon air and oceans (80% of surface), standard pressure

Chilly Willy (2726) 4 GG, 2 Planets, 5 moons.
   4,000 m dia, 20% surface water, very thin atm. Cold.

Wicker (2728), Labrysian Sauna (Wicker in Labrysian). A binary system, 4 GG, 7 moons.
   5,000 m dia. Highly volcanic, thin atmosphere, Sulphur content. 10% surface water
   (highly acidic). Higher radiation than most planets.
   1500 Labrysian Colonists, calling it Wicker (Sauna in Labrysian). TL10

System 2731, Single star, 3 GG, 4 moons. 2000 miles in diameter, lacks water or atmosphere.

System 2923, 3 Gas Giants, 5 Moons, No atmosphere on any. Each Gas Giant has an AK Outpost.

Leikung (2924), A solitary star with three gas giants about which orbit 8 moons. The ring of the biggest gas giant has four moons that seem to stay equidistant, with the largest moon 7,000 miles in diameter being bigger than earth! The other planets are all barren and lacking in any significant atmosphere or water bodies. Despite the coverage of 80% of the planet by water and the huge 30 yard tides roving across the surface, the high gravity (approximately 1.2Gs) results in a dense atmosphere with dangerously high oxygen levels as the surface of the land is covered by dense jungle, with lower lying trees clearly coping quite well with the regular drowning they receive.

AK bought an Island in this system as a base, and aids in it's defences.

System 2932, 4 Gas Giants and 1 planetary belt with 9 moons
   5,000 miles dia, Atmosphere: Dense, 60% Water, Habitable.

System 2934, 2 Gas Giants and 2 Planetary Belts with 1 moon
   5,000 miles dia, Atmosphere: Thin, 90% Surface Water, Habitable.

System 3030, 3 Gas Giants with 5 moons
   4,000 miles dia, Atmosphere: Very Thin, 0% Surface Water.

System 3031, 0 Gas Giants with distant planets
   10,000 miles dia, Atmosphere: Very Thin, 80% Surface Water.

System 3230, 2 Gas Giants with 6 moons
   6,000 miles dia, Atmosphere: Very Thin, Tainted, 10% Surface Water.

System 3231, 3 Gas Giants and 1 planetary belt with 7 moons
   4,000 miles dia, Atmosphere: Very Thin, 50% Surface Water.

Leikung Trade

This Planet is Ag, Ni, Po with a CR of 1

Trade Good available           Price, $ million/dTon     tons/dTon    Tons available Production/mth  Price Modifiers  Ideal Target Planet type
Gemstones                      $10                       0.5          1.01           0.01                          -2               In
Wood/Wood Products             $0.002                    5            100            5                             -4               Ex, In
Fruits/Nuts/Vegetables         $0.0024                   5            55             5                             -2               In, Ex, Na
Special Minerals               $0.75                     8            50.3           0.5                           0                In
Pharmaceuticals                $0.12                     6            32             3                             -4               In
Meat/Fish                      $0.02                     8            56             6                             -2               In, Ex, Na
Textiles/Treated Skins         $0.03                     4            13             3                             -3               In

In = Industrial          Ag = Agricultural             Po = Poor
Na = Non Agricultural    Ni = Non-Industrial           Ri = Rich
Ex = Extreme (Extreme worlds are any worlds where Suits and artificial atmospheres are required)

This message was last edited by the GM at 06:11, Tue 03 May 2022.
Fate
GM, 2078 posts
Roll for dodge!
Tue 19 Feb 2019
at 05:00
  • msg #10

Imperial Trade and Bribery

Basic P44:
Money Talks

Bribery, whether cash or favors, motivates a Contact and increases his reliability level. Once reliability reaches “usually reliable,” further levels of increase go to effective skill; bribery
cannot make anyone completely reliable!

A cash bribe should be about equivalent to one day’s income for a +1 bonus, one week’s income for +2, one month’s for +3, and one year’s for +4. Favors should be of equivalent worth, and should always be something that you actually play out in the game.

The bribe must also be appropriate to the Contact. A diplomat would be insulted by a cash bribe, but might welcome an introduction into the right social circle. A criminal might ask for cash but settle for favors that could get you in trouble. A police detective or wealthy executive
might simply want you to “owe him one” for later . . . which could set off a whole new adventure, somewhere down the road.


GURPS:Interstellar War, P142-143:
The Imperium runs on a “command” economy. Executives and senior managers make all significant economic decisions. Money exists as an abstract indicator of resources, but it is normally used only as an accounting convenience for the shangarim. Ordinary citizens are not normally free to purchase from or offer their labor to whomever they wish. They rarely have control over any money; instead, they earn credit from their employer and can use that to draw upon their employer’s resources for their own use.

For adventurers, the most serious drawback to the Imperial economic system is that it doesn’t permit someone to buy whatever he wants, whenever he wants. Whenever a member of Imperial society wishes to buy an item using his “money,” the GM may rule that he has no right under Imperial traditions to buy the item. For example, anyone can buy most harmless items of personal equipment, but a Vilani citizen who is not from a military caste may be forbidden to own weaponry or body armor. As another example, no Vilani citizen is permitted to purchase a reprogrammable or digital computer. Purchases that violate tradition or shangarim policy are considered to be illegal, even if the item itself has a fairly high Legality Class (p. B267). The GM should feel free to make a check against the local Control Rating to see whether officials interfere with the purchase or harass the buyer.


Based on these statements, you may be assured that corruption is rife throughout the Imperium, but it presents in ways that may not be simple to deal with. Simply offering Solars may not help, but offering items that might be very hard to get, for example, to a customs official, might be much more effective. Bear in mind the existence of "The Market".

GURPS:Interstellar War, P178:
In theory, the three shangarim have a monopoly on all trade within the Imperium. The Sharurshid organization claims to control all trade in the rimward sectors, with a specific monopoly on trade with the barbarian Terrans. In practice, the situation is quite different. Many parties work to undermine the shangarim monopoly: dissident subcultures like the kimashargur Vilani, restless subject races like the Vegans, ambitious managers, and even the occasional frustrated shangarim executive.

These subversive elements conspire to create an institution known as duraag. In High Vilani, the word duraag simply means “marketplace,” and is applied to a variety of public spaces in Vilani cities, including some that have nothing to do with commerce. In Low Vilani slang, the word duraag is applied to a kind of backroom bazaar that exists on every world with a significant economy. In this context, the word is always emphasized by its position in the sentence – so when translated into English, it is usually capitalized: “The Market.” The Market meets in a different place on every Vilani world. On some worlds it is a secretive institution, while on others it meets openly near the main starport. In any case, The Market is a place where managers and executives can meet to arrange trades outside official channels. Managers that have excesses they
can’t easily dispose of meet with others that have shortfalls they can’t fill and attempt to make deals to mutual benefit. Various quasi-legal means are used to avoid official attention: cash-only transactions, unwritten agreements, barter, or carefully arranged reciprocal “theft.”

Such shady commerce naturally attracts smugglers and a few real criminals, making The Market subject to intermittent sweeps by shangarim police. Still, it is firmly enshrined in Imperial tradition. Most Vilani consider participation in The Market to be illegal and mildly dangerous, but not particularly shameful. Getting caught means having your goods confiscated, paying the fine, and trying harder not to get caught the next time.

Terran Free Traders, largely shut out of legitimate trade within the Imperium, often find The Market custom-tailored to their needs. It can be hard for inexperienced Terran merchants to navigate, but its commercial potential is large. Terrans can use The Market to find surpluses where no Vilani has looked for them, and create markets that Vilani have never thought to exploit.


With this in mind, bribes are rarely a set thing, but they do definitely exist. A worlds technology level determine they typical monthly wage, as per Basics P517

Tech Level     Monthly wage, Typical   Weekly wage, Typical
0              $625                    $144
1              $650                    $150
2              $675                    $156
3              $700                    $162
4              $800                    $185
5              $1,100                  $254
6              $1,600                  $369
7              $2,100                  $485
8              $2,600                  $600
9              $3,600                  $831
10 (A)         $5,600                  $1292


For Daily wage, divide weekly wage by 7. For annual wage, multiply Monthly wage by 12. These of course, are just guides. Note that Rich and Poor ratings refer to the worlds fertility, not their wealth. Life on rich worlds is much easier, and therefore folk have more cash to spend on matters that do not determine life-and-death!
Bryson Miller
Explorer Captain, 53 posts
Sun 23 Jun 2019
at 10:45
  • msg #11

Exploration Notes

This post is for the Captain of the Abel Tasman to post notes of his Explorations
Thalassa

0835
Binary Stars, 2 gas giants, 3 moons. Innermost Gas giant one large planet, with smaller one i opposite orbit.
Larger planet Odysseus 6100 miles dia 94% water Terran like. 1 large continent and lots of islands. Various edible animals.

0533
Binary system, 2 Gas giants, 8 moons - best of which frozen with little water

0434
Binary system, 5 Gas Giants with 7 moons.
Durgha 6,000 miles dia (0.67G), no surface water. It has a trace atmosphere, and is Frozen

0335
Binary system, 4 Gas Giants, 2 Planets with 5 moons.
Miasma 6,100 miles dia rock with 83% surface water. Warm atmosphere with high CO2, 0.9G.

0136
Twin stars, no gas giants or planetoid belts. 10 large planets in elliptical orbits, one, Swinburne, has very thin atmosphere and 20% surface water, diameter of 7,000 miles. There are a lot of plants, but sensory suggest it could be hazardous, with spores filling what air there is.

0237 is a binary system with 3 gas giants, with 2 moons on the inner, three moons on the middle and one moon on the outer. Around the outer Gas Giant's planet, however, orbits another moon.
Around the middle gas giant the largest of the planets, some 7,000 miles in diameter, has dragged away considerable methane, forming oceans of it covering 30% of the planet. While the atmosphere has standard pressure, it is hydrocarbon based, mainly methane.

The planetary survey indicates there may well be some microbes there

0138
single star system with a 8,000 m dia planet with 3 moons, and 3 other planets in more distant orbits. The main planet, Erech, is covered by 40% water and is a glasshouse, with excessive carbon dioxide and carbon monoxide heating the planet and making the thin atmosphere dangerous to breath without a filter.


0239
a single star system with two gas giants with 7 moons, the most interesting one being 5,000 miles in diameter. This planet, Barsoom, is also covered by 40% water but the thin atmosphere safe to breath without a filter, making it habitable.

It is just as well there is only 40% of the surface covered by water, as the gravitational pull of the gas giant creates 100 yard tides that sweep the planet regularly, watering it and providing abundant amphibious life.

The large tidal sweeps make it hard to define shorelines with any accuracy, but it is more like a planet with large seas that are dragged around the planet by the gas giant. The inhabitants are massive swarms of giant insects (think stirges) and thick skinned reptiles that their probosci are seemingly designed to penetrate that come out at night, combined with the sahara like hot days.

There are higher areas, about 200 to 300 ft above sea level, that are inhabitable, but the caves would need to be cleared out of these dangerous inhabitants first. Mangrove-like trees inhabit the lower plains.

0240 is a single star system with just one planet in the habitable zone, with three moons. There are 5 other planetoids in elliptical orbits, but no Gas Giants. At about 9,000 miles diameter The planet is quite earth-like and inhabited by 2 intelligent species Ropagu and Kalduu

0440 A binary system, named as Ormadz, with 3 gas giants, two with single moons, the only planet in the Goldilocks zone is devoid of atmosphere and water

0640 A single star system with 5 gas giants and a planetoid belt. Contains a water world 5,000 miles in diameter with a single moon, the atmosphere lacks considerable oxygen but the water does not! All life is below the surface, and there is considerable marine activity. Named as Arisia

0639 has a single planetoid in the Goldilocks zone with two moons, and four other gas giants orbit the system beyond it, with 4 moons between them. The planets thin atmosphere is tainted, and despite the 5,000 mile diameter it only has 30% of its surface covered by water. The high CO2 levels suggest lack of protection from the twin stars. There is little life here, and it is mainly plant life, but there are some small marine creatures in the small seas. Named as Ptolemy

0438 has a single star and two planets locked in an opposing orbit in the Goldilocks zone. Inside them are two small planets that are too hot to support life, and further out, there are three gas giants with 4 moons between them. Named as Zhongguo.

The planets in the goldilocks zone have atmoshperes, with one having a thin atmosphere tainted by excessive carbon Monoxide and carbon dioxide, creating a tropical feel that needs oxygen for humans to breathe. 40% of it's surface is covered by water. The other planet has very little atmosphere (trace) and only 10% of it's surface is covered by water, with correspondingly little life.

0437 is a Binary system that seems to have a lot of activity. Three worlds orbit in the goldilocks zone, with 2 additional worlds inside of their orbits and  worlds outside of the orbits of four gas giants. The main planet isjust 3,000 miles in diameter, and is therefore too small to hold more than a trace of atmosphere, with only 10% of the surface covered by ice. It is named as Dolor.

Planets in the Aldebaran system

Note the work of Explorer Josef Barenski in this system in the post below.
This message was last edited by the GM at 08:32, Tue 01 Dec 2020.
Josef Barenski
Captain, 48 posts
Tue 4 Feb 2020
at 08:08
  • msg #12

Exploration Notes, Uncharted Worlds in Aldebaran System

1401 Dirac, Free Labryisan Homeworld

1202, 2GG, 1P, 6,000 miles dia, Atmosphere: Standard (Much life), 40% Surface Water

1303, Binary system, 1GG, 3P, 8,000 miles dia, Atmosphere: Very Thin, 10% Surface Water

1304, 1GG, 5,000 miles dia, Atmosphere: Trace, No Surface Water

Dahir (1404), 3GG, 7,000 miles dia, Atmosphere: Standard, Tainted (Sulphur), 30% Surface Water, Labrysian Colony established, 5k pop

1204, 2P, 7,000 miles dia, Atmosphere: Exotic (Methane), 10% Surface Water

1105, 1P, 6,000 miles dia, Atmosphere: Thin (Toxic Dust), 60% Surface water

Xunjiang (1005), 1GG, 8,000 miles dia, Atmosphere: Thin (Sulphur), 30% surface water
Labrysian Colony established, 2k pop

Euxene, 0806, Binary, (4P), 7,000 miles dia, Atmosphere: Dense, 30% Surface water, Human, TL9, Pop: 1 Bil.

Starship seen, diplomats sent, arrived on 21 Dec 2176. Indications of a small winged species (Iirgun) that regularly visits that 'protects' them from hostile aliens. First diplomats attacked, Labrysians responded by sending a battlefleet, and the Iirgun have not returned since. Human diplomats may take years to establish trust, but are working on it. Also offering technology that has raised them to TL9 just recently, but due to Iirgun influence, they are still afraid to take it up.


Columbier (0807), Binary, 1GG, 1P, 7,000 miles dia, Atmosphere: Thin (Sulphur), 50% Surface water, Labrysian Outpost established, 1k pop

0809, Binary, 2GG, 2P, 7,000 miles dia, Atmosphere: Thin (Floating Biology), 70% Surface water

0911, 1GG, 1P, 7,000 miles dia, Atmosphere: Dense (Fertile), 30% Surface water
This message was last edited by the player at 08:33, Tue 01 Dec 2020.
Fate
GM, 4423 posts
Roll for dodge!
Thu 15 Oct 2020
at 08:20
  • msg #13

Terran Contact Proceedures

CONTACT PROCEDURES
Once explorers have determined that intelligent life is present, the question of contact arises. As of 2170, the only new intelligent races that Terrans had come into contact with have been members of the Vilani Imperium, but recent explorers met not only the Labrysians but there are also rumoured to be others as well.

However, the Terran Confederation has already developed contact protocols that all official expeditions are ready to implement. Unofficial expeditions may have to develop their own
procedures on the fly . . .In general, explorers will avoid going in to contact a new society
“cold.” If possible, the exploration team will study the natives for weeks or even months from hiding.

Linguistic Assessment
The most important precontact task is a study of the local languages. If the native society is at a low level of development (TL0-TL5), then samples of the language must be gathered via direct monitoring of conversations. This would most likely be done using stealth reconnaissance drones placed in inhabited areas. At TL6 and up, it becomes possible to gather samples by monitoring radio communications from orbit.

Stealth drones are almost impossible for a low-tech society to detect in flight, but at higher tech levels the local sensor network begins to have a chance at detection. It can be difficult to deploy drones where they will have a good vantage point and yet will not be discovered accidentally. Use the appropriate Piloting skill to deliver a stealth drone undetected, at a -1 penalty for each native TL above 6. A failure indicates that the flight had to be aborted, while a critical failure indicates that the probe was lost or shot down. Once the drone has
reached the target area, the pilot can use his Camouflage skill to find a good place from which it can eavesdrop.

Radio monitoring can be done without risk of detection. Use Electronics Operation (Communications) to tap into the local radio net using a ship’s communicators. At higher tech levels the signals themselves may become difficult to interpret. As analog signals give way to digital (late TL7), the eavesdroppers must first break the protocols that encode voice, video, or text data. This requires several hours’ worth of samples and a Cryptography roll, at -2 for
every native TL above 8.

Each flight of a stealth drone can gather 1d-2 hours of useful language samples (minimum 0).I should determine how many hours of samples will be needed before a working model of the language can be derived. If the language is related to a known language (as for a lost colony of some kind) then 2d x 10 hours may be enough to “break” the new dialect. If the language is completely unknown, then at least (2d+8) x 10 hours (100 hrs to 200 hours) of samples will be needed, possibly more if the language has unusual syntax or is communicated in an unusual manner.

In any case, Linguistics rolls will be needed to analyze the samples properly, and to create a database for the new language. At this point, the database is still incomplete, and will not permit anyone to learn the language at better than a Broken comprehension level. Based on Basic, it takes 400 hours of self-learning (ie 400 hours of recording conversation) to raise your language by one level language without a tutor. Halve this if actively working with someone.

Sociological Assessment
Once the local language has been “broken,” explorers must make an initial estimate of local social, cultural, and political parameters. Again, this is based on information gathered through stealth reconnaissance and radio monitoring. However, even if the language is beginning to be known, it will take considerably more work to get insight into the local culture. The rules below assume that at least 200 hours of language samples have been gathered. If less than this is available when the explorers try to make a sociological assessment, apply a -1 penalty to each skill roll for every 10 full hours of deficit. Extra samples give a +1 bonus for every 100 hours of surplus. Video samples or stealth drone photography count double if they show natives interacting socially.
This message was last edited by the GM at 05:14, Sat 28 Nov 2020.
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